WilsonC has shared a new video, showing some lovely gore and dismemberment effects from his upcoming indie first-person shooter that is heavily inspired by F.E.A.R., Trepang2. This video shows how close to Monolith’s shooter this FPS actually is, so make sure to watch it if you liked the first F.E.A.R. game.
Trepang2 promises to feature an immersive single player experience with brutal, fast paced close quarters gunfights. The game will also feature chaotic shootouts involving multiple factions, and players will be able to go invisible to flank and sneak up on enemies.
WilsonC was planning to release a new demo of Trepang2 this Summer, however this new demo is not ready yet. As he stated, the game is much more fun, polished and has more features than the demo last year, however it’s not a big enough improvement that he’d want to release yet.
Anyway, as we’ve already stated, Trepang2 is perhaps the closest thing we’ll ever get to a FEAR sequel, so here is hoping that WilsonC will keep working on it.
Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Needs more blood. And ghosts.
And blood.
And ghost blood.
And bloody-ghost blood
and ghostly blood ghosts.
And bloody-ghost blood
Was hoping you reported on this John
Glad you didn’t disappoint me
Saw that a while ago, ridiculously over the top combat, which is what alot of fps are doing these days and i love it.
modern fps games are too short and they keep getting interrupted by cutscenes, also they dumb everything down both for consoles and ESRB. other than wolfenstein and doom i don’t think there are any decent modern fps game out there let alone good ones.
“modern fps games are too short and they keep getting interrupted by cutscenes, also they dumb everything down both for consoles”
” other than wolfenstein”
Wasnt that what the last wolfenstein was?
da irony. He mentions a game in which half of its playtime consists of cutscenes
dumb neeger i said decent and not good. are you blind?
neeger show some respect, I was kangz and shiet.
dumb neeger i said decent and not good. are you blind?wolfenstein has good shooting mechanic but it is too short and too many cutscenes. Doom on the other hand is not good but decent at everything.
Wolfenstein New Colossus has atrocious level design and hitscan enemies.
This game should occasionally flash the giant face of a monster on the screen accompanied by a loud screech.
F.E.A.R. was so ahead of its time 13 years later developers still cannot match its smoothness.
+ Enemy AI in FEAR was god tier
no it wasn’t
it wasn’t god tier. It was a combination of good level design + AI calling out specific positions.
F.E.A.R also had a problem with avoiding damage. The AI reacts faster than CS:GO players and if you don’t use reflex mode there is no way to avoid damage.
There was so much about the first F.E.A.R. that was great. The most fun thing about the game for me was moving through the levels and getting lulled into the sense that I’m playing a really great FPS and then bam! A creepy Alma appearance.
Lights off, rampaging. “Hell yeah I’m like Rambo”, alma appears, Neighbors: “Someone help that screaming woman!”
Out of the modern era, the only game I’ve seen that has a truly great Gore System is Quake Champions. That damn game has absurdly detailed gore. With that said, this does look good, but it’s a bit early to tell how great of a game it will actually be or if it will really live up the the name that is F.E.A.R. F.E.A.R is still one of the only games to make me feel like I’m in an early John Woo movie but without the doves flying everywhere.
Trepang translates to ThreeBang (bang as in the sound of a firearm)
Just some unnecessary information 🙂
God I miss the F.E.A.R days!
LOL….not even close to the original FEAR title..
which part the graphics?
lolololololol
Nothing great about fear’s level design. Linear corridors.
FEAR…ah! What a game! I still play it from time to time…incredible effects, gunplay, gore and AI! What a game!
Monolith has made some of the greatest FPS games ever!
” F.E.A.R. is highly acclaimed for its level design ”
BAHAHAHHAHAHAHAHHAHAHHAHAHAAH
HAHAHAHAHAHAHHAHAHAHAHAHAH
AHAHAHHAHAHAHHAHAHAHHAHAHAHA
Wait you serious let me laugh harder
BAHAHAHHAHAHAHAHHAHAHAHAHAHHAHAHAHHA
As long as they have a square room with multiple walls the Ai would still work. Level design in terms of exploration sense in Fear is quite average. Nothing to boast about. I felt it was the one downside to the game. Everything else is top notch. The level design kinda didn’t help with the pacing if you ask me. That and the scripted events were what brought down the experience.
You weren’t kidding about this game being inspired by FEAR. The overall look, the particle system, bullet trace and especially the gun sound effects sure feel like they came straight out of FEAR.
Don’t pull that crap on me. I’ve played and completed Fear like 5 times by now, the last time being a few months ago and I agree that it is a masterpiece. Every single game has level design planned for it. I’m not saying fear level design was bad. I’m saying it’s nothing special because other games like classic Doom, Duke Nukem 3d, even a few levels in Doom 2016 (especially Foundry), have way better level design which ALSO works around the enemy spawns. I don’t need to be a game analyst or a game designer to know what sort of level design actually makes my brain work. And I can beat Fear brain dead. The levels did not make me want to explore nor think. Go watch a video somewhere about fundamentals of level design 101 or something.
A good level design not only depends on enemy spawns but also how they intertwine and interconnect and how it ENCOURAGES exploration and subtle clues that are put in to arouse curiosity in a few places.. Like lighting up a dark corner or a weird texture on a wall or an object that is out of place. I was never forced to stop and think whether taking an alternate route might change something. Whether taking one route is better strategically to kill enemies from depending on the arsenal I was carrying at that moment (it’s there to an extent, but positional play is not NEARLY as imporant). I wasn’t forced to think to manage my ammo on each weapon. The health and armor lying around weren’t balanced right either, and it was easy on the highest difficulty. It held my hand through and through, and a game with GOOD level design does not need to do that.
Your argument that only FEAR does level design best around enemy spawns is invalid. Classic Doom does that way better. Fear is known for many things, but level design just isn’t its strongest suit. PS: I’ve already watched the FEAR 13 yrs later video. I’ve also probably played more shooters than Whitelight..
Hey everyone, developer here. Sorry I’m a bit late to the discussion! Thanks for the input and suggestions everyone, really inspiring to see so much interest in the game. The game is inspired by not only FEAR but a few other classics like Thief, Splinter Cell, Max Payne, Duke Nukem, Half Life and some others – there’s a lot more to it than just AI, gore and slow motion 🙂
The presentation isn’t that great right now because it’s still very early WIP (basically everything is placeholder, including the title). Gameplay comes first before anything else gets set in stone. As an indie, there’s no need for souped up scripted trailers or pre-orders or anything like that so I can spend all the resources I need making it fun, (this kind of opportunity most devs only dream of getting – no amount of funding can substitute for that).