Ultima VII · The Black Gate · A fork of Exult · October 2026

Britannia Relit

The original 1992 art, lit in true colour on the GPU, under Britannia's own sky: a year of seasons and the weather that comes with them, the two moons, creatures about the place, a voice for everyone who speaks, and a party that talks back. Each picture is the same game frame rendered two ways: the original palette lighting on the left, the new renderer on the right. Drag across a picture to compare.

I was a huge fan of Ultima VII when it came out in 1992. It was one of the most memorable games ever made, because of how complex its world was, and I always wanted it to stay in its isometric view. Octopath Traveler showed me that pixel graphics can look stunning, and that the feeling of the old games can be given a new lift. Old-school pixel art with a limited palette plus 3D HD lighting is an amazing combination: it leaves the old artwork intact and lifts it into the present day. This mod makes Ultima the way I always dreamed it should have been, and obviously couldn't be back then. It gives the game its magic back.

Max · 3D VFX artist for more than twenty years

In progressBased on Exult, but dramatically changed: about 22,000 lines added on top of it in 118 commits, among them a new GPU renderer with thirteen shaders, the climate, the turn-based combat, the voice-over and the test tools, while Exult's own code is left almost untouched. The project is still going: it is very playable already, and what remains is tweaks here and there and the new combat system. Linux only for now, with ports to other platforms planned.

The street by Trinsic's gate at 13:00, original The street by Trinsic's gate at 13:00, relit OriginalRelit
13:00

Trinsic, where it starts

The street inside the gate, the first thing the game shows, under a high sun from the south. Buildings, lamp posts and the autumn tree cast soft shadows northward and the tree is shaded as a round crown; blades of grass grow up to the walls, the paving is worn pale down the middle and mossy along the edges, the tree's shade is dappled on the cobbles, and the clock and the date sit in the corner.

0:41

In motion

Eight scenes straight from the game, in order: the Trinsic gate street at golden hour and in the rain, the fountain at noon, the street by lamplight, surf on the Moonglow beach, Trammel on the sea, a blizzard over the Yew graveyard and a campfire cave. No sound: the game's own music is not ours to put up.

On YouTube New

Three longer walks recorded straight from the game, a few minutes of play each rather than a cut reel. They play here from YouTube, which loads nothing until you press play; all three are on the channel.

At a glance

What the fork adds to Exult. Everything is on by default and can be switched off; F7 flips between the new and the original look at any moment.

Through the day

The same street from morning to midnight. The sun moves on with the clock, so shadows swing round through the day and nothing jumps when the hour changes.

Trinsic at 9:00, original Trinsic at 9:00, relit OriginalRelit
09:00

Morning sun behind the camera

The sun is in the south-east, roughly where the camera looks from, so shadows fall behind the objects that cast them. Contact shadows still ground the walls, posts and people where they meet the street.

Trinsic at 19:30, original Trinsic at 19:30, relit OriginalRelit
19:30

Golden hour

The original shows plain daylight until 20:00 and then switches palettes. The new sky turns gold as the sun sinks in the west, throwing long shadows east across the street.

Trinsic street at 22:00 with lit lamp posts, original Trinsic street at 22:00 with lit lamp posts, relit OriginalRelit
22:00

Street lamps

Each lantern glows with a soft halo and pools warm light on the cobbles around its base, while the stone hall blocks it beyond.

The Trinsic stable at 23:00, original The Trinsic stable at 23:00, relit OriginalRelit
23:00

Candles in the stable

Four candles around the murder scene light the floor in a warm pool, and a lit window next door glows softly.

Around Britannia

The same renderer in other parts of the world. Nothing here was set up by hand: lights, roofs and rounded shapes all come from the game's own data and the lights table.

A Moonglow cottage at 22:00, original A Moonglow cottage at 22:00, relit OriginalRelit
22:00

Moonglow, a cottage at night

A candle is lit inside, so the window glows with soft lamplight and spills a little warm light into the garden. Moonlight picks out the bushes and rocks outside.

The Moonglow Fellowship hall at 11:00, original The Moonglow Fellowship hall at 11:00, relit OriginalRelit
11:00

Moonglow, the Fellowship hall

Late-morning sun through the roofless view lights the stone and the red carpets, with contact shadows tucked under every pew and table.

The Yew graveyard at 19:30, original The Yew graveyard at 19:30, relit OriginalRelit
19:30

Yew, the graveyard at dusk

A low western sun throws every headstone's shadow far across the grass, the kind of scene the original's flat light could never show.

Empath Abbey at 22:00, original Empath Abbey at 22:00, relit OriginalRelit
22:00

Yew, Empath Abbey at night

Candelabras glow on the altar tables and light the chapel around them; the stained glass waits for the morning.

A cave with a campfire, original A cave with a campfire, relit OriginalRelit
Cave

A cave camp

A campfire lights the cave walls and the people around it, the Avatar's torch adds its own warm pool, and the darkness closes in beyond their reach.

A year in Britannia New

The game used to roll a dice at invisible weather eggs as you walked past them. Now Britannia has its own climate. A year of four ten-day seasons is shown under the corner clock (a new game starts on Summer 8), and weather fronts drift over the land from the west. Each region keeps the character the original gave it: the northern mountains snowy, the Fens and the southern seas stormy, the lowlands foggy, Vesper's desert dry, Skara Brae grey. Fog comes at dawn and thunder on summer afternoons; in winter the snow lies for days. All of it follows from the game's clock, so nothing extra is saved. The sun follows the seasons too: up from half past eight to half past five in midwinter, and from a quarter past four to a quarter to ten in midsummer.

Trinsic at 18:30 on Summer 5, in full daylight Trinsic at 18:30 on Winter 5, dark and snowy Summer 5Winter 5
18:30

Half past six, twice

Both sides have the new lighting. On Summer 5 the sun is still high at half past six; on Winter 5 it set an hour ago, snow lies on the street and the windows have begun to glow.

Trinsic at 14:00 on Autumn 5 Trinsic at 14:00 on Winter 5, under snow Autumn 5Winter 5
14:00

Autumn into winter

Two in the afternoon, ten days apart. The winter sun is low even at midday, so the lamp posts throw long shadows across snow that fell over the last few days and has been trodden down the middle of the street.

The Yew graveyard at 13:00 on a fair day The Yew graveyard at 13:00 under drifting cloud shadows FairCloudy
13:00

Clouds passing over

Broad, soft-edged shadows of clouds drift over with the wind, cast along the sun's way so they run on over roofs and walls. A few on a fair day, many when it's cloudy; they ease in and out as the sky changes, and the trees' shade on the streets blurs out as cloud comes over the sun.

Winter New

The cold season is hard. Snow covers the grass and the streets, banks against walls and trees, weighs down the pines and caps the rocks; people's feet sink into it and leave trails that last a while. In a frost the puddles freeze over. Now and then a deep front brings a gale for some hours, and snow on a gale is a blizzard. People and animals breathe out little white puffs, chimneys smoke thick and grey, and on cold evenings most windows in town glow warm until about half past ten.

The Yew graveyard in a blizzard, original The Yew graveyard in a blizzard, relit OriginalRelit
14:00

Blizzard

Snow driven across the view in streaks, in sheets now and then, with mist streaming in low from upwind, snow running along the ground in ribbons and twirling up in little whirls. The original has the same weather: a few white dots.

A Britain street in a frost, original A Britain street in a frost, with frozen puddles, relit OriginalRelit
13:00

Frozen puddles

In a frost the water standing in the hollows of the walkways freezes and lies for days: clear ice, dark over the stones and mirroring the world, white where it's thin, cracked or bubbly, with hoar frost and a powdering of snow.

Trinsic at 17:00 on a winter evening, original Trinsic at 17:00 on a winter evening, relit OriginalRelit
17:00

A winter evening

Five o'clock on Winter 5 and the light is already going. The street is cold blue, the Avatar's breath hangs white in the air for a moment, and the lamps are about to be lit.

Minoc in winter, original Minoc in winter under deep snow, relit OriginalRelit
12:00

Minoc under snow

The north is the snowy country. Deep snow with the sun glittering on it, slush where the stream runs through, the logs and rocks capped white, and long shadows from a noon sun that never gets high in winter.

Trinsic in the snow at 10:00, original Trinsic in the snow at 10:00, relit OriginalRelit
10:00

Snowfall

Flakes tumble and turn as they fall, shrinking as they drop towards the ground, and snow slowly settles on roofs and streets. In winter it snows about half the hours and stays while the cold lasts; the islands have mild winters with rain instead, and Vesper's desert never sees snow at all.

A trail of footprints in snow
FootprintsA trail in settled snow, east, south and back west: deeper prints with blue shadows in them, lasting a few minutes. Road ruts count as sand for footprints and dust, and their puddles freeze too.

Trammel and Felucca New

Britannia's two moons light the night as the lore has them. A lunar month of 28 days starts with both new; Trammel goes through its eight phases in nine days, Felucca in fourteen, and they change at midnight. Each is where its phase puts it: full, it is up all night and highest at one in the morning; a quarter moon shows in the evening or the morning; a crescent only near dusk or dawn. Trammel's light is a cool silver, Felucca's a pale amber, and a double new moon is the darkest night. Each casts its own shadows under the clouds' own. The first nights of a new game are moonlit.

The beach east of Britain at 23:30 under a full Trammel, original The beach east of Britain at 23:30 with Trammel's disc on the water, relit OriginalRelit
23:30

Trammel on the sea

A full Trammel shows on the water as a disc with its own face: seas and craters, darker towards the edge, broken up and drawn out on the chop, with a path of glints coming in from it to the shore. Clouds and rain hide it. When the two are in the same phase, Felucca shows from behind Trammel.

The Yew graveyard at 1:00 under a full moon, original The Yew graveyard at 1:00 under a full Trammel, with fireflies, relit OriginalRelit
01:00

Moonlight on the graveyard

Trammel at its highest, full, on a clear summer night: silver light on the grass, every headstone with a shadow, fireflies wandering between them. The original's night is one dark green.

A Trinsic room at 4:00, original A Trinsic room at 4:00 with moonlight through the west window, relit OriginalRelit
04:00

Moonlight through a window

Four in the morning with Felucca full and low in the west: a pale pool of its light falls through the window onto the floor by the table. The sun hands over to the moons while it's dark, so nothing jumps at dusk or dawn.

Water

Water is drawn from scratch: dark teal that deepens away from the shore, the sandy bottom showing through the shallows with caustics on it, a faint reflection of the sky and anything standing by the water, glints of sun, moon and lamps on the chop, and surf that washes up the beach.

The beach east of Moonglow at 11:00, original The beach east of Moonglow at 11:00, relit OriginalRelit
11:00

Moonglow beach

Waves run in, steepen and break into lacy foam; each wash leaves the sand dark and wet. The shallows turn green over the sand and the sea darkens further out.

A ship at the Trinsic docks at 16:00, original A ship at the Trinsic docks at 16:00, relit OriginalRelit
16:00

Trinsic docks

The ship sits in the water with its reflection wavering beside it, water lapping at its hull and the pier, and the sun glinting on the chop.

Open sea off Moonglow at 11:00, original Open sea off Moonglow at 11:00, relit OriginalRelit
11:00

Open sea

No shore in sight: swells of different lengths cross each other, and glints come and go in drifting patches. The Avatar is reflected in the water.

The mill stream near the Fellowship retreat at 14:00, original The mill stream near the Fellowship retreat at 14:00, relit OriginalRelit
14:00

A mill stream

Narrow water is calm: no swell or surf, just ripples carried along by the current, a thin line where it meets the bank, and white water where it pours off the mill wheel.

The fountain in Trinsic at noon, original The fountain in Trinsic at noon, relit OriginalRelit
12:00

Trinsic's fountain

A jet of water rises from the middle and falls back in arcs that break into drops, with rings of ripples where they land. The water is clear: you see its stone floor through it, bent by the ripples, with caustics, and the rim's shadow on it.

The beach at 18:30, original The beach at 18:30, relit OriginalRelit
18:30

Beach at sunset

Low light from the west; the wet sand and the foam catch it.

The beach at 23:00, original The beach at 23:00, relit OriginalRelit
23:00

Beach at night

Nearly black water with moonlight glinting on the waves and a faint line of surf.

Caves

The original tints the whole cave pink whenever a light is near. Now caves are dark, with a faint cool fill so you can still read their shape. Fires and torches carve out warm pools of light, cast shadows, glow in the cave's air and glint on damp rock, and big fires send up embers. Water seeps down the walls in streaks, crystals in the rock flash as the flames dance, still pools on the floor mirror the torches and whoever stands by them, and bats drop from the dark when someone comes near with a light.

A campfire cave with a pool, original A campfire cave with a pool mirroring the fire, wet walls and crystals, relit OriginalRelit
Cave

Wet rock, crystals and a pool

A campfire cave with a pool by the Avatar: the firelight shows in the still water with the lit rock overhead, drips run down the walls and ring the pool where they land, and crystals along a vein in the rock catch the flames.

A cave with a campfire, original A cave with a campfire, relit OriginalRelit
Cave

A campfire camp

The campfire lights the whole chamber and the barrels by the wall, the Avatar casts a long shadow away from it, and embers rise into the dark.

A cave wall lit by a campfire, original A cave wall lit by a campfire, relit OriginalRelit
Cave

Firelight on rock

The cave wall beside the fire glows orange where the light reaches it; the far corners stay dark.

A cave with a fire and glowing haze, original A cave with a fire and glowing haze, relit OriginalRelit
Cave

Fire in the air

Light glows in the cave's dusty air around the fire, and rocks in the way leave dark shafts in the glow. Glow only fills air the light can reach, never chambers behind walls.

Two cave chambers, a fire and a torch, original Two cave chambers, a fire and a torch, relit OriginalRelit
Cave

Two chambers

A fire burns in the chamber above while the Avatar's own torch lights the passage below; each light stays on its side of the rock.

A cave passage lit only by a torch, original A cave passage lit only by a torch, relit OriginalRelit
Cave

By torchlight alone

A passage below a lit chamber. Down here the only light is the Avatar's own torch: a warm pool that moves with them, held out in front so it lights their face and cloak, with the fire's glow spilling through the opening above.

After the rain, in the dark

Rain leaves puddles on the stones that mirror the sky and the walls round them and glitter in the sun; water drips from the eaves for a while; floors indoors stay dry. In caves by day, daylight comes down through cracks in the rock. Fires and lamps behind people catch the edge of them, as in Octopath's backlit sprites.

A Trinsic street after rain, by day, original A Trinsic street after rain, by day, relit OriginalRelit
13:00

Puddles in the sun

After rain in Trinsic: water lies in the hollows of the cobbles, filling the joints first, with the tops of the stones standing out of it; it mirrors the sky and what stands round it, the stones round it are soaked dark, and in strong sun the ripples throw back tiny glints that come and go.

A Trinsic street after rain, at night, original A Trinsic street after rain, at night, relit OriginalRelit
21:00

Wet street at night

The same street at night: the puddles go dark and still, mirroring the lamps; water still drips from the eaves.

A cave at midday, original A cave at midday, relit OriginalRelit
12:00

Daylight in a cave

At midday a shaft of daylight comes down through a crack in the rock, dusty, lighting a patch of floor; a little mist lies on the floor.

A cave camp at night, original A cave camp at night, relit OriginalRelit
Cave

Mist by firelight

A cave camp at night: banks of pale mist drift low over the floor, lit by the fire; the fire, raised above its ring of stones, lights the whole cave floor.

Puddles among the cobbles close up
PuddlesClose up: the water is held in the cobbles' joints and hollows, the stones' tops break its surface, and the sun glints off its little ripples.
A castle dining hall at night, original and with its floor mirroring the torches
Polished stoneThe castle's stone floors mirror the room softly: the torches shine in them as warm streaks, broken up over the stones' tops, and the furniture and people show faintly, blurred smoothly rather than in steps.
Water dripping off the eaves of a house after rain
DripsAfter rain, beads swell along the eaves and fall, streaking down past the walls and splashing in little rings, leaving dark wet spots below.
The Avatar by a campfire, original and rim-lit
Rim lightBacklit by a campfire: the edge of the figure facing the fire catches its light. The fire now sits above its ring of stones, so it lights the cave floor round it too.

Special places

The Black Gate itself, the Time Lord's prison in the ether, and ships at sea.

The Black Gate on its dais, original The Black Gate on its dais, relit OriginalRelit
Night

The Black Gate

On the Isle of the Avatar: the Gate is a slab of black with thin threads of crimson and violet energy crawling through it, pulsing; the beams of light round its dais glow blue-white and light the chamber, with motes drifting up.

The time barrier in the ether, original The time barrier in the ether, relit OriginalRelit
Ether

The Time Lord's prison

The ether round the time barrier: the stars shine by themselves and twinkle, each in its own time, among faint drifting clouds of deep blue and violet and countless far, faint stars.

A ship sailing, original A ship sailing, relit OriginalRelit
11:00

Under way

A ship sailing north: churned white water trails from its stern in streaks, the arms of its wake spread behind, and a thin curl of white runs along the hull. The water round ships is clean now; their hulls used to count as shore, which streaked the sea round them.

Interaction

The world answers to people moving through it. Walk through a stream and rings spread from your legs, which are seen through the water below the waterline; walk on sand and you leave footprints, and each step throws up a little cloud of dust that drifts off on the breeze; snow keeps your trail for a few minutes. Air wavers above fires, and blows in a fight strike sparks and a moment's light.

A cave camp lit by a campfire, original A cave camp lit by a campfire, relit OriginalRelit
Cave

Firelight, embers and heat

A cave camp by torchlight: the fire lights the walls and throws shadows, sparks and embers fly up, and the air above the flames wavers (in motion).

The Avatar walking west across desert sand: original, then with footprints and a puff of dust
SandWalking west across the desert: toe-and-heel prints pressed into the sand, darker and richer where it's packed, and the dust of the last step drifting behind.
The Avatar standing in a stream: original, then knee deep in clear water
WadingKnee deep in a stream: the legs fade into the water below the surface, ripples spread as you move. The shallow stream is calm, its stones under the water.
A campfire, original and throwing up sparks
Campfire sparksOpen fires throw sparks: streaks that shoot up, slow and curl away, cooling from white-gold to orange before winking out; every couple of seconds the fire pops and throws a burst higher. Slow embers drift up between them.
Sparks flying from a blow glancing off the Avatar's armour
CombatA blow glancing off armour: a flash and a burst of sparks thrown out, falling and cooling, with a moment's light on the fighter.

Life in the world More

Smoke rises from chimneys, from the roofs over stoves and hearths, and from campfires out of doors. Fireflies drift over meadows, swamps and woods at night; butterflies flutter over meadows on fine days, each with its little shadow. Deep in the woods a will-o'-the-wisp sometimes rises out of the ground, drifts and bobs among the trees lighting the leaves round it, and fades away. And now more of the game's own creatures are about the place:

A chicken coop on a farm near Britain at 11:00, original The same coop with hens pecking and a cat by the door, relit OriginalRelit
11:00

The chicken farm

The coop farm outside Britain: hens pecking about the yard inside the fence, each with its shadow, where the original has an empty pen. The creatures are the game's own shapes, lit and shadowed like everything else and hidden behind whatever stands in front of them.

Trinsic roofs at 22:30, original Trinsic roofs at 22:30 with bats flitting round them, relit OriginalRelit
22:30

Bats over Trinsic

Half past ten on a summer night: bats, drawn at half size, flit round the roofs and the tree tops in the lamplight.

The music hall in Britain at 15:00, original The music hall in Britain at 15:00 with notes rising from the harpsichord, relit OriginalRelit
15:00

Music in Britain

The music hall on a grey afternoon: notes rise from the harpsichord while someone sits at it. Outside, the worn paving and the weathered roofs of the town detail effect, and leaves skittering along in the gusts.

A chimney in Britain in the morning, original A chimney in Britain in the morning, relit OriginalRelit
08:00

Chimney smoke

Smoke from the bakery chimney in Britain rises fast, slows and bends over on the breeze, widening and breaking up into billows and wisps; lit by the sky and sun, bluish where thin. None rises indoors: with the roof cut away, the oven's smoke goes up the chimney. In winter every chimney smokes thick and grey.

The woods near Yew at night, original The woods near Yew at night, relit OriginalRelit
22:00

Fireflies and a wisp

Fireflies wander through the misty woods near Yew; on the left a will-o'-the-wisp is rising, lighting the leaves green.

A chimney plume close up, a second apart
The plumeA second apart: the billows roll up and along it, the top breaking into wisps.
A will-o'-the-wisp over its life: rising, glowing, drifting, fading
A wisp's lifeAbout ten seconds: it rises small out of the ground, brightens into a pale orb trailing motes and lighting the leaves and stones round it, drifts, and fades away. Another appears somewhere else a while later, more often at night.

Grass

Blades of grass grow from the grass tiles: a game pixel wide, standing up (up and to the left, as height goes in U7), in patches longer and shorter, darker at the root and paler at the tip, swaying in rolling waves on the breeze. The ground under them rises and dips gently and is lusher or drier in places, so the tiles' repeat no longer shows. Blades spill over path edges and grow up the foot of walls, hide people's feet, but never the flowers or things lying in the grass. The blades grow in tufts that fan out a little, with shady ground between them.

A poppy meadow, original A poppy meadow, relit OriginalRelit
10:00

A poppy meadow

Dense, wind-combed grass with lusher and drier patches instead of the tile's repeating grain; the poppies stand clear of it.

Lawns by a street in Trinsic, original Lawns by a street in Trinsic, relit OriginalRelit
10:00

Lawns in Trinsic

Town lawns get the same blades; at their edges they spill a little over the cobbles.

A lawn close up, original and with blades of grass
Close upA lawn, original and with blades: the flat diagonal grain of the tile becomes tufts of separate strands, lit at the tips, with shade between them.

Forests

Where the trees grow thick, mist gathers low between them, drifting, heaviest when the sun is low. Where the sun breaks through the canopy it lights the mist in slanting shafts, worked out from the real shadows on the forest floor, and specks of dust drift in the light. Towns and scattered trees stay clear. The woods move, too: gusts roll through the crowns, turning the leaves so their paler undersides show, and autumn trees drop leaves that tumble down on the breeze and lie on the ground a while.

Dense woods near Yew at 7 in the morning, original Dense woods near Yew at 7 in the morning, relit OriginalRelit
07:00

The woods near Yew, morning

Morning mist among the maples and evergreens, with low shafts of sun where the canopy opens.

A jungle at 7 in the morning, original A jungle at 7 in the morning, relit OriginalRelit
07:00

Jungle, morning

A soft haze among the palms, with shafts of early sun slanting through.

Dense woods near Yew at 10 in the morning, original Dense woods near Yew at 10 in the morning, relit OriginalRelit
10:00

The same woods, mid-morning

God rays: the higher sun shines through the gaps between the pines in long slanting shafts, the mist thinning as the day warms.

Swamps

The Fens of the Dead, east of Britain. The bright blue pools become still, peat-dark water with duckweed drifting along the banks and the odd bubble of marsh gas; the ground is sodden and dark; a slight greenish haze lies low over it all.

The Fens of the Dead by day, original The Fens of the Dead by day, relit OriginalRelit
11:00

Fens of the Dead by day

Murky pools that reflect a little of the sky, black mud round their edges, wet ground, and a greenish haze drifting low.

The Fens of the Dead in the rain, original The Fens of the Dead in the rain, relit OriginalRelit
11:00

In the rain

Rain rings the still pools and darkens the bog further; the haze thickens to a green murk.

The Fens of the Dead at night, original The Fens of the Dead at night, relit OriginalRelit
22:00

At night

Moonlight on the bog: the pools go black, the haze hangs pale over them.

Magic

Enchanted things look enchanted: each glows softly in its own colour, lights its surroundings a little, and gives off slow drifting motes. Moongates swirl, fields crackle or drift, and spells shine with their own light.

Magic weapons in display cases, original Magic weapons in display cases, relit OriginalRelit
12:00

Enchanted weapons

In the armourer's display cases the magic sword glows blue, the fire sword orange and Magebane pink, each pulsing slowly with motes drifting up from it.

A dungeon treasure room, original A dungeon treasure room, relit OriginalRelit
Dungeon

A treasure hoard

Magic armour, a shield and swords glow in the dark of a dungeon treasure room, lighting the stone around them in their colours.

The moongate near Trinsic at night, original The moongate near Trinsic at night, relit OriginalRelit
22:00

Moongate

The gate's surface swirls and shimmers, ripples of light run through it, it lights the clearing blue, and motes spiral up around it.

An energy field, original An energy field, relit OriginalRelit
Dungeon

Energy field

Thin arcs crackle across the field's glass-like panels, flickering in and out.

Poison and sleep fields, original Poison and sleep fields, relit OriginalRelit
Dungeon

Poison and sleep fields

Poison fields drift with a green mist, sleep fields with a slow violet haze.

Eight spell effects at night: sparkles, a ring, a starburst, a vortex and swirling comets
SpellsSpell effects add light instead of paint: sparkles, rings, starbursts and vortices glow and light the street, with motes of their colour.
Potions on a table, original and see-through
GlassPotions, bottles and glassware are see-through: the table shows through the glass, the liquid stays coloured, and the glass catches a highlight. No sparkles.
The Avatar at night holding, left to right: the magic sword in the original, then the magic sword, the Black Sword and Magebane relit
In handMagic weapons glow while held, too: the magic sword blue, the Black Sword violet, Magebane pink, each lighting the Avatar a little and shedding motes. (First: the original.)
The Avatar at night under enchantments: protection in the original, then protection, poison and a curse relit
EnchantmentsThe outlines that show protection, poison and curses keep their crisp line but glow softly in their colour, with motes rising around the Avatar. By day all magic glows more faintly. (First: the original.)

Indoors

The renderer knows when a roof is overhead, even while it's hidden to show the room: rooms get much less light from the sky, and the sun only comes in through windows that face it, with soft shadows in the daylight through windows and doorways. Closed shutters let in only some of it, and open log walls let it in as windows do. Rooms with cobwebs and bones get dustier, streakier shafts than a tidy house. Wall sconces, torches and candles each cast their own shadows, up to fourteen lights at once, and a soft ambient occlusion settles into the corners.

Inside a Trinsic house at 16:00, original Inside a Trinsic house at 16:00, relit OriginalRelit
16:00

Afternoon sun through a window

Sunlight falls through the west window in a warm patch on the floor, and a shaft of light shows in the dusty air, with specks of dust drifting in it. Windows facing away from the sun stay dark.

The Jhelom inn at noon, original The Jhelom inn at noon, lit by its sconces and table candles, relit OriginalRelit
12:12

The Jhelom inn by day

Twelve lights in one view: four table candles and eight sconces on the walls, with a sailor singing at the bar. Each light gets its own shadows, so crossing the room no longer flips the lighting as a torch drops out of the budget, and a sconce lights both sides of the wall it hangs on.

The Jhelom inn at 22:00, original The Jhelom inn at 22:00 by candle and sconce light, relit OriginalRelit
22:00

The Jhelom inn at night

The same room after dark: warm pools from the candles on the tables, the sconces lighting the walls round them, and the people at the tables lit as upright figures, their faces no longer darkened by the shade meant for the floor.

A Trinsic house in morning fog, original A Trinsic house in morning fog, the fog kept out of the rooms, relit OriginalRelit
09:00

Fog stays outside

A foggy morning in Trinsic, seen from inside a house. The tiles round the view are sorted into rooms and the walls round them, so fog, rain and snow stay out of the rooms and off their walls, and only drift a little way in through doorways and open windows. The garden and the street beyond are in the fog.

A crypt chamber with a skeleton at 16:00, original A crypt chamber with a skeleton at 16:00, relit OriginalRelit
16:00

Sunbeam in a crypt

Low sun through the amber glass falls across the chamber onto the skeleton. Crypts are dusty: the cobwebs and bones nearby make the shaft streaky and grainy, full of specks of dust drifting through it.

Close-up of the streaky sunbeam in the crypt
Crypt sunbeam, close upStreaks run along the shaft and shift slowly; it's brightest at the window and fades towards the floor.
The Jhelom inn in the ambient occlusion debug view
Ambient occlusionThe inn in the debug view of the occlusion pass: darker where the walls and furniture close round the floor. People take the floor's value at their feet instead of their own, which is what had been putting shade on their faces.

Rain, snow, fog and fire

The renderer draws its own rain, snow and fog, lights them from the scene, and blends explosions and spells into the world. Rain on its own is steady and quiet; thunderstorms pour, with thunder and lightning, and only they bring the storm music.

Trinsic in the rain at 22:00, original Trinsic in the rain at 22:00, relit OriginalRelit
22:00

Rain

Thin streaks fall at three depths. The cobbles get wet and shiny in patches and mirror the lamp light, rain ripples on the ground and sprays off roofs, and trees stay free of puddles. In a thunderstorm a flash lights the whole street from above for a split second, with sharp shadows.

Trinsic in fog at 9:00, original Trinsic in fog at 9:00, relit OriginalRelit
09:00

Fog

Fog drifts in banks and pools low, so rooftops rise out of it.

An explosion in Trinsic at 22:00, original An explosion in Trinsic at 22:00, relit OriginalRelit
22:00

Explosion

The fireball is blended in with soft edges, lights the street, walls and tree around it, and blooms. Its darker smoky parts are partly see-through.

Trinsic in the rain by day
Rain by dayGrey light, wet sheen on stone and roofs, and a little haze.
Trinsic at 13:00, lit only Trinsic at 13:00, finished Lit onlyFinished
HD-2D

The finishing pass

Both sides have the new lighting. The right adds what gives HD-2D games their look: glow halos, a tilt-shift blur at the top and bottom, cool shadows and warm highlights graded by the hour, and a vignette.

Voices New

Everyone who speaks in the Black Gate now has a voice. A cast of 279 characters was written up, one description each (an elderly stage actor for Iolo, a gummy old sailor for Gargan, a tiny sing-song three-year-old for Kristy), and some 29,000 clips were recorded from those voices: every page of every conversation, with the player's name read as "Avatar", and the barks people call out over their heads. The game finds the clip for a line by where the line sits in the game's own script, so the original text is untouched.

The Avatar talking to a peasant inside the Trinsic gate, with the conversation box and his portrait
A conversationThe Avatar has walked over to a peasant by the gate and the two have turned to face each other. The page is read in his voice as it shows, and he gestures while he talks.
The peasant's portrait and his line, enlarged: You see a distraught peasant. Art thou really the Avatar?
The lineEnlarged: the portrait and the page as the game draws them. The clip is found by where this line sits in the game's script, so the text is the 1992 text.

The party talks New

The companions never had anything to say unless you asked. Now, when the party has stood about for half a minute, one of them may start on the Avatar, and the others join in; on the road they chat now and then. The scenes are written in the game's own script language and timed to the tick, each line with its recorded voice, and a small scene designer with a microphone lets new ones be written, rehearsed and heard. This is the bored party, line by line.

Dupre, behind the Avatar, calling out
0:00Dupre turns to the Avatar: "Uhhh.... Ahhhh... AVATAR!"
Shamino and Iolo laughing, the Avatar answering
0:04Shamino and Iolo laugh; the Avatar turns on Dupre: "Stop picking on me, Dupre! OK?"
Shamino answering the Avatar
0:07Shamino: "So sensitive, Avatar."
Dupre and Iolo laughing again
0:09Dupre and Iolo again: "Ha ha ha ha!" "Hi Hi Hi!!"
The Avatar announcing they are leaving
0:12Avatar: "All right! That's it! I am leaving...!!!"
The Avatar walking off, Shamino and Dupre commenting
0:15The Avatar turns their back and walks off. Shamino: "Here we go!" Dupre: "Yep, here we go again..."
The Avatar, a few tiles off, calling back; Iolo answering
0:18Avatar, from a few tiles off: "...did you hear me?" Iolo: "Yes.., you were leaving."
The Avatar's last word
0:21Avatar: "I hate you!" Then everyone goes back to standing about.

Turn-based combat New

An option in the game settings, next to the original real-time fighting. When a fight starts the world pauses and the fighters take turns: each round is six seconds of game time, everyone gets the same budget of steps and one action, and enemies may walk no further than you can. Move, attack, sprint, defend, or retreat once you're clear of enemies; closed doors stay closed. Names and health sit over the fighters in a crisp overlay drawn at the screen's own resolution, outside the world's lighting and blur, and hit numbers float up from whoever was struck.

A turn-based fight in the Yew graveyard, with names and health over the fighters and the round's panel at the top
Round oneTwo skeletons have come at the Avatar in the Yew graveyard. The panel at the top shows the round and the turn order; the Avatar is up first with six tiles to move.
Name plates over the fighters, enlarged: MAx 18, skeleton 15, skeleton 15
Name platesEnlarged: each fighter's name and health, kept apart when the fighters crowd together, with a leader line back to whoever it belongs to.
The action bar: health, movement left, main action, stats, and the buttons End turn, Defend, Sprint, Auto turn with their keys
The action barHealth, steps left and the action still to take, the fighter's stats, and the choices with their keys. Auto turn lets the game play the turn.

Playing it New

Beyond the picture, a few things change how the game feels in the hand.

Three frames a fraction of a second apart as the Avatar walks east, between tiles
Between tilesThree frames a fraction of a second apart, enlarged: the Avatar is drawn on the way from one tile to the next and the view scrolls under them by pixels.
Trinsic drawn as a red and cyan anaglyph for 3D glasses
For red/cyan glassesTrinsic at noon in the "normal" setting. Roofs and the tree stand out of the screen, the street sits at its depth, and the gaps behind tall things are filled from the ground behind them.
The test window over the game
The test windowF8: places, times of day, weather, clouds, season and moons, and a button that copies where you stand as a line for the dev script.
The Lighting Options menu
Lighting OptionsShift-F7, or from the game menu: quality, each effect on its own switch, ambient occlusion, weather by the seasons or by the old eggs, the moons, and 3D.
The Lighting Options menu as it was in the first prototype
The same menu in the first prototypeLighting, quality, glow, blur and vignette. The rows for occlusion, water, the seasons and 3D came since.

Stripes and seams, fixed

The same frames from the first prototype (left) and now (right), enlarged two times.

Roof at 13:00 in the first prototype, with dark vertical stripesThe same roof now, without stripes
Roof seamsEach roof piece is a separate box, and a sliver at each piece's edge was lit as a wall, leaving dark stripes. Roofs now show only their tops.
Tree and stable at 13:00 in the first prototype, with a hard split down the treeThe same tree and stable now, smoothly shaded
Hard edges on round thingsThe tree crown was split in two where its box turned a corner. Trees, bushes, rocks and people are now shaded as rounded volumes, and box edges are softened.
Sun shadows at sunrise in the first prototype, broken into dashesSun shadows at sunrise now, solid with soft edges
Dashed shadowsShadow rays took steps several pixels long and jumped over thin fences and posts. They now check every pixel on the way, and the result is blurred so edges are soft.

Under the hood

While the game paints each sprite, it also records where that pixel sits in 3D and which way its surface faces, using the object's box from U7's own shape data. The passes that follow trace the sun, the moons and up to fourteen lamps through that picture. Debug views from the test frames.

Debug view colouring each pixel by the direction its surface faces
Surface directionWhich way each pixel faces. The tree and the people blend smoothly between directions. upeastsouth
Debug view showing contact shadows
Contact shadowsDarker where little sky reaches: wall bases, corners, under the tree and around feet.
Debug view showing which pixels glow at night
GlowAt 22:00 only the lanterns' glass and brass shine by themselves. This feeds the halos.
Debug view of Trammel's shadows over the Yew graveyard
Trammel's shadowsThe graveyard at one in the morning: where a full Trammel's light is blocked, traced where the sun's shadows are traced by day.
Debug view of Felucca's shadows over the Yew graveyard
Felucca's shadowsThe same moment for Felucca, lower in the sky, so every headstone's shadow is longer. Traced in the occlusion pass, at night only.
Debug view of the blizzard: mist, ground drift and whirls
The galeThe blizzard taken apart: streaming mist in blue, snow running along the ground in green, the whirls in red.
Debug view of a cave: pools, wet rock and crystals
Cave waterStill pools in blue, wet rock in green, crystals in white.
Debug view of a frosty street: walkways and frozen puddles
IceWalkways in green; the frozen puddles in their hollows in blue and white.
The clock and date in the corner of the screen, enlarged
The cornerThe time and the date, drawn at the screen's resolution over the lit picture.

Workbench

Pages made along the way, for choosing and checking rather than showing off. Each opens as a page of its own.

MapBritannia Weather EggsEvery weather trigger the original game shipped, on a map drawn from its ground tiles: what the seasons were built to keep. CastBritannia Casting SheetAll 279 speaking characters with the voice each was given and the line that sets it. RehearsalParty Skit TakesThe bored-party scene line by line, several takes of each to hear and pick from. SoundBlack Gate Sound ReviewThe 1992 sound effects beside their new takes, with picks and notes.

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