UPDATE 30/06-2010: More images added!
So it’s been a while, in fact it’s been almost 4 months since my last update, however, during this time I have been tirelessly working on the third level of Dear Esther and have finally reached the point where I think it is good enough to show some of what I have been up to during my absence.
The third level of Dear Esther takes place at the heart of the island, through its many sprawling caves and tunnels. I have to admit, this was one of the levels I was most excited about working on as I’d never attempted this kind of environment before, and it allowed me a much greater freedom and creativity that is sometimes restricted when creating large outdoor environments and so I was able to add in much more detail and complex shaders to really help bring the caves to life without sacrificing performance.
I think the caves in the original were the one area that was most lacking and so I made a real effort to make sure they raise the bar both visually and atmospherically. (Note: As always these shots are pre-alpha and lack proper polish):
It’s been a tough journey on this one, both technically and creatively, with so many unique assets being made and pushing the 2007 Source Engine to its limits to meet my high standards, it took me a lot longer than I predicted to finish the level (hence the abnormally long absence), however I’m so close to finishing now I can almost taste it and I can’t wait to get started on the next (and FINAL) level!
Anyway as an added bonus for waiting so long, I’ve compiled a quick montage of the third level, and also showcasing some of the many effects that has been added/hacked in such as realistic flowing water and caustic effects.
Finally some high res screenshots for wallpaper! (right-click>save as):
One final thought I’d like to leave with you and would love to hear your feedback on; What would you think of Dear Esther breaking away from being a mod and becoming a proper indie game? (On the Source Engine of course!)

































“I don’t think it would be very successful as a commercial game, due to its very short game time and absolutely no replay value. I would suggest leaving it as a mod.”
Yeah, how could you possibly charge for something without replay value! All books, art and movies that are most enjoyable the first time through are free! This certainly doesn’t stand on its own in terms of storytelling and artistic value, let alone as a tech demo for what Source can do!
People who say no to paying for it are just the same people who say no to paying for anything, in my opinion. You’ve taken my favorite thing on Source and made it breathtaking in the only spot it was really lacking, while also ironing out its bugs.
My only question is would TheChineseRoom, Jessica Curry and Nigel Carrington then be compensated or would it completely be paying for your revision?
This is amazing ! Absolutely wonderful!
Please, Upload the video on “Vimeo” (YouTube HD is poor and hopeless )
Absolutely stunning! I’ve been checking this blog almost daily for updates, and man was that video was worth that wait. I think the bar for Source game development is now so high, you’ll have airplanes flying through it.
No question that this is worth becoming an indie title, even if you only charge a quid or two for it (you’ve obviously enjoyed making it/challenging yourself – why not make a bit of money too?). Not having to own a Source game to play it means a much wider potential audience as Kyven says – I can think of at least 10 friends who’d love to play this who I know don’t own a Source game. That video you’ve done there is in my opinion as good as any commercial trailer. Couple that with a small website and some web-media coverage and you’ve got your audience. Maybe it’ll even inspire Valve for HL2:EP3 (I still hold onto hope that’s on its way).
This is, by far, the most amazing piece of level-design, architecture and detailing I ever saw on the Source Engine. Dude, that must be so hard to come up with this considering the limits of the engine. Kudos to you, I liked Dear Esther and I’m really eager to play this new version!
On the other hand, I don’t think I’d like it to become an indie production.
I wouldn’t buy Dear Esther due to its very nature.
can you please please please make a 1680×1050 (or at least 16:10) version of picture 020 – the car under the water? because that’s amazing.
And yes – this could have a standalone release. Should it have a cost? debatable, the length of the game factors into that, and it’s not the sort of game that would have achievements on Steam.
I would say payment is for the artist’s work (both Mr Briscoe’s and the original makers’), not for the experience one might get out of its production or the length of that experience. In which case, I would gladly pay for it.
It’s very pretty and very impressive, but I feel that the rooms are way too big compared to the original.
The scribbles on the walls are a bit lost in the process…
I agree with Edawan. I remember being quite blown away by the atmosphere of the previous version (which is rather silly when you put it next to the new version), but one of the things that impressed me the most were all the scribbles on the walls. Even more so on the last level where you would turn around to look behind you and see massive writings everywhere.
I know this is still pre-alpha as you say it, but I’d definitely love to see a bit more scribbles.
I was expecting more scribbles as well.
I would gladly pay to play this. It is beyond amazing and I honestly cannot think of a single game or mod which looks even nearly as pretty, regardless of engine.
I still have to keep pinching myself to remind myself that you are making this on Source. It looks incredible. PLEASE make it an indie game, it would be unfair if we got this much beauty for free. And I disagree with ember – the game does have replay value in terms of exploration and finding out new audio snippets. Once again, amazing job, it was worth the wait, and good luck with the final level.
i have been awaiting this update for awhile, expecting more lovely work, but this goes far beyond what i expected at all. this is the highlight of my month.
I don’t think it would be very successful as a commercial game, due to its very short game time and absolutely no replay value. I would suggest leaving it as a mod.
I have been anticipating this update, and I truely did not expect to be blown away as much as I am. I am completely envious of your extraordinary artistic talent and eagerly (but patiently) await the next update.
And I’m with the others, go Indie! Buy the source engine licence. I must be able to pay for this, I’d feel as though I’m cheating you somehow if I coudn’t.
this mod on steam would bring in a larger fanbase.
Go for it Robert. Break away. Go indie. Submit to IGF. When can I preorder?
With the amount of effort you’re putting into this it deserves to be a stand alone release. It would allow Dear Esther to reach a much wider audience than it ever could as a mod.
An indie game would be awesome, but it had better be Source because I want to play this on Source!
Caves look amazing. And I’d like my jaw back please.