dothack.com @dothack.com · 02/10/2026dothack network has just shared a video with a working port of imoq for pc called "piney apples" www.youtube.com/watch?v=0BMR...youtube.comPiney Apples a .hack//IMOQ Decompile ProjectYouTube video by dothacknetwork 041
dothack.com @dothack.com · 08/09/2026By making the dungeons very modular, we're able to reuse many parts. This gives better performance in-game as well as making it easier to be consistent in our art style. Photos taken in Blender 193
dothack.com @dothack.com · 31/07/2026Alive and well. "almost a month" isnt that long for development, but we appreciate the interest! we don't have fixed times for updates but we will try and do another one today 010
dothack.com @dothack.com · 02/07/2026This one was surprisingly tricky given our strict requirements. We wanted the creature to be identical in both geometry and texture as the regular chests used in the game. But without sacrificing the qualities of the mimic Photo taken in Blender 3121
dothack.com @dothack.com · 13/04/2026In the first version there will be no body/face customization other than eyes. You can see a short clip of available customization options (wavemarks, clothing, colours, class, etc) in the raylib showcase 2024 video: youtu.be/GdlGE-eDlzg?...youtu.beraylib projects showcase 2024YouTube video by raylib 110
dothack.com @dothack.com · 13/04/2026We are not familiar with Hero Forge but on checking it does look very similar in lots of ways. In the raylib showcase 2024 video we show part of the v1 character creator with available options: youtu.be/GdlGE-eDlzg?... Please note it was updated since this recording, especially the character stylesyoutu.beraylib projects showcase 2024YouTube video by raylib 000
dothack.com @dothack.com · 03/04/2026We use the same character model for all characters (same race+sex) There are some settings, such as height or eye colours etc, but we wanted to keep all the "NPCs" and "AI Players" on the same system as real players If you see an NPC you like, you can copy their appearance if you have the clothes 100
dothack.com @dothack.com · 20/02/2026(Part 2/2) However, we are considering posting news updates related to their project as well as our own. One downside is it may be confusing for players. We want to keep a distinction between our game and theirs. We are 50/50 on this and want to ask what you think 7202
dothack.com @dothack.com · 20/02/2026(Part 1/2) Now that CyberConnect2 has announced an upcoming official .hack game, we want to make it clear that we will not stop development for our project. They both serve entirely different purposes with entirely different experiences for players 0193
dothack.com @dothack.com · 15/02/2026CyberConnect2 will announce their new game project in 24 hours. Here's hoping for more .hack! Catch the premier at www.youtube.com/watch?v=UcjZ... 2202
dothack.com @dothack.com · 03/02/2026We got an email requesting to see the hell doberman update from before. Here it is! (minus the particles) 0152
dothack.com @dothack.com · 28/01/2026youtube.com/watch?v=Lgiv... We are not sure if we want to continue this mix or scrap it. Very poor video editing in under 30 minutes with new software. We hope to get someone to do our video editing in the futureyoutube.comnø15s3$ß° (rough mix)YouTube video by dothackdotcom 180
dothack.com @dothack.com · 20/01/2026We recently updated the launcher with some new features to "read all" and have a shutdown menu, but since it's just a launcher there isn't much to update often. We are mostly active here in regards to showing things since it's easy to share photos and videos. Thank you for your support! 020
dothack.com @dothack.com · 13/01/2026Snippity Snappity. Definitely not a turd hat Shown in blender 4173
dothack.com @dothack.com · 25/12/2025The "comms" sound was sampled from the original xbox version of the Apollo missions, making it very easy to recreate 070
dothack.com @dothack.com · 25/12/2025Early WIP. By far the most difficult song we've attempted to recreate. An enormous amount of work remains. Vocals are temp. until we find the original source 2120
dothack.com @dothack.com · 13/12/2025Next week we will do a field video with music. We are thinking to just do 1 minute fly-around and then loop it for 30-60 minutes. Still unsure if we should have monster portals, grunty foods, etc 2140
dothack.com @dothack.com · 04/12/2025Some weapons we have created. One of each type shown in blender 1213
dothack.com @dothack.com · 26/11/2025What would you like to see next? Characters/Clothing? Monsters? Field assets? Grunties? Weapons? Towns? 4234
dothack.com @dothack.com · 07/11/2025The goblins were a bit tricky because of our limitations 1) Each monster is allowed a single material[*] 2) The goblins MUST be identical for the humanoid parts We didn't want any sort of difference in the arms/legs/face (when visible) regardless of the type of goblin (mage, knight, etc) All done! 1202
dothack.com @dothack.com · 30/10/2025Our first behind the scenes video -- showing v1 of our terrain generation from march 2025 www.youtube.com/watch?v=SIDH...youtube.comBehind The Scenes - Terrain v1YouTube video by dothackdotcom 3131
dothack.com @dothack.com · 23/10/2025First Gott Statue -- as seen from a previous video Next week we will do our first sort of behind the scenes video. It will be posted on our youtube channel and embedded here due to the length/size restrictions and such 1233
dothack.com @dothack.com · 14/10/2025From the artist: "My favourite so far was Living Dead. Since the original concept was quite old, I had to create many things freely, and that ended up being the most fun part of the process. I had a lot of freedom to work on the anatomy which is what I enjoy modeling the most" (paraphrased to fit) 2191
dothack.com @dothack.com · 06/10/2025Early WIP -- High-poly clothing, no textures. We really like how this one is coming out 1344
dothack.com @dothack.com · 29/09/2025One of our favourite things to do is to recreate sections that have markings or text to make them readable. Such as this piece. Can you guess what its from? (Note: NOT a root town) Bricks still WIP 1242
dothack.com @dothack.com · 28/09/2025Our last post was 1 month ago. We're thinking to do monthly updates on showing off models etc but have not yet made a commitment or decision for any specific length of time between updates 010
dothack.com @dothack.com · 24/09/2025We're thinking of doing a video series to show off fields/areas with the field music playing. Would that be interesting? 7241
dothack.com @dothack.com · 27/08/2025From the artist: "My favourite so far was the Guardian, it has this tree-robot look, and I think the result turned out really nice. But the most demanding one so far was Wood Stock. Since its a large asymmetrical creature. I think it came out really good for a LP creature" (paraphrased to fit) 2162
dothack.com @dothack.com · 23/08/2025From the artist: "I had a special fondness for modeling the Parasite Dragon, which has been my favorite so far, along with the Red Wyrm. Skeith was a challenge, but was a lot of fun working on it with its religious and cosmic design, reminding me of creatures in Evangelion" (paraphrased to fit) 3142
dothack.com @dothack.com · 13/08/2025We will never accept donations for this project. Everything is free of charge! Once we have completed the base for IMOQ we will do our own sort of DLC and at that point we will start adding new creatures and bosses. Community voting is a great idea! 020
dothack.com @dothack.com · 06/08/2025Our other post + comments outline this much better than we can write in a single response bsky.app/profile/doth... 000
dothack.com @dothack.com · 29/07/2025Collection of a less-common group of creatures shown in Blender 4190
dothack.com @dothack.com · 18/07/2025As we are still in the R1 phase we will refrain from adding anything R2. Once we have completed the IMOQ we will create a new MMORPG game for R2 as well, with ALTIMIT Mine OS and R2 music 040