Watch the Demo video here
Download and try the Demo here (Win x64, but if you want to try it on a different platform, PM me)
Discord channel invite here

Hello everyone, Lark here, long-time player, forum creeper, and ne'er-do-well.
Now I know what some of you are thinking, "Seems like there's another 'spiritual successor' pops up every year." I even thought about calling it MS:Unreal, just to have another MS:U. Then, I thought "Reforged" sounds good, but I'm starting to have my doubts. So, the title is a work-in-progress. But all kidding aside, I solicited Thothie's feedback early on to see if I was on the right track with the concept, build toward a workable demo that (hopefully) passes the smell test, and finally, post a playable demo and get feedback.
So why didn't I just join the MS:U team? Preference and features, really. I started toying around with Unreal Engine 4 a few months ago, and I love it. I'm already comfortable with C++, but the ability to rapidly prototype, access to a lot of content and documentation, and the look-and-feel really sold it for me. Finally, I ran across a plugin that allows imports of Quake, GoldSrc, and Source Engine maps, and I got excited: I can design levels in Hammer/JACK/etc. and import 'em straight over (well, the meshes, textures, materials, props, and lighting anyway). Due to licensing concerns (HL2 materials) and other reasons, the MS:S map imports are for demo purposes only! But take a look and tell me what you think.
I want to keep moving forward, but obviously I'll need help: Level Designers, Artists, Modelers, Animators, etc. There's some | great | assets on the Marketplace, but this community has been fantastic with Original Content to keep this mod alive for so long - I'm hoping this "revival" can continue that. Also, some of those assets are spendy, Lark isn't made of money, and this is a completely free project. If you have any suggestions/comments/concerns, I'm all-ears.
As for proposed story, game mechanics, etc.: The story will be tied to the Master Sword universe (one or more of the Ages), but I really want the project contributors to help drive and decide what direction we take, to include using lots of play-testing and user feedback to determine the mechanics as well.
If you would like to join, please shoot me a message, I'd be happy to have you on the team. Cheers!
Near-term checklist:
√ Finished Demo
_ Rewrite codebase to allow similar functionality from the demo, but removes the sample assets used (and replace with more original content)
Download and try the Demo here (Win x64, but if you want to try it on a different platform, PM me)
Discord channel invite here

Hello everyone, Lark here, long-time player, forum creeper, and ne'er-do-well.
Now I know what some of you are thinking, "Seems like there's another 'spiritual successor' pops up every year." I even thought about calling it MS:Unreal, just to have another MS:U. Then, I thought "Reforged" sounds good, but I'm starting to have my doubts. So, the title is a work-in-progress. But all kidding aside, I solicited Thothie's feedback early on to see if I was on the right track with the concept, build toward a workable demo that (hopefully) passes the smell test, and finally, post a playable demo and get feedback.
So why didn't I just join the MS:U team? Preference and features, really. I started toying around with Unreal Engine 4 a few months ago, and I love it. I'm already comfortable with C++, but the ability to rapidly prototype, access to a lot of content and documentation, and the look-and-feel really sold it for me. Finally, I ran across a plugin that allows imports of Quake, GoldSrc, and Source Engine maps, and I got excited: I can design levels in Hammer/JACK/etc. and import 'em straight over (well, the meshes, textures, materials, props, and lighting anyway). Due to licensing concerns (HL2 materials) and other reasons, the MS:S map imports are for demo purposes only! But take a look and tell me what you think.
I want to keep moving forward, but obviously I'll need help: Level Designers, Artists, Modelers, Animators, etc. There's some | great | assets on the Marketplace, but this community has been fantastic with Original Content to keep this mod alive for so long - I'm hoping this "revival" can continue that. Also, some of those assets are spendy, Lark isn't made of money, and this is a completely free project. If you have any suggestions/comments/concerns, I'm all-ears.
As for proposed story, game mechanics, etc.: The story will be tied to the Master Sword universe (one or more of the Ages), but I really want the project contributors to help drive and decide what direction we take, to include using lots of play-testing and user feedback to determine the mechanics as well.
If you would like to join, please shoot me a message, I'd be happy to have you on the team. Cheers!
Near-term checklist:
√ Finished Demo
_ Rewrite codebase to allow similar functionality from the demo, but removes the sample assets used (and replace with more original content)
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