After one year of intermittent development, I’m happy to announce the first release of the PsychoPhobia - Unofficial Patch project.

There are over 40 changes in this first release!
Ranging from compatibility issues with modern GZDoom to various fixes and improvements all over Episode 1 (Episode 2 will be in the next main release).
See full changelog belows.

How to play

Download PsychoPhobia_UnofficialPatch_v2-26.zip from github and follow the instructions at QUICKSTART.md. Requires the original PsychoPhobia v2.25.

For more info about the project, future release roadmap, credits etc… see README.md.

What is Doom 2: PsychoPhobia?

PsychoPhobia is a total conversion mod for Doom II, powered by GZDoom, created almost 20 years ago. Last official update (v2.25) was in 2014.

It was developed by Cobalt and Butcher (the same authors behind ZBloodPack) with music composed by John S. Weekley (a.k.a. PRIMEVAL).

The mod features 17 new levels, offering roughly 16 hours of gameplay on a blind run. It also introduces several new enemies and weapons.

Originally planned as a three-episode series, official updates ceased over 10 years ago. Recently the mod was officially declared dead by Cobalt himself.

How It All Started

It all started well over 2 years ago, when I wanted to replay this mod (as I do from time to time) and noticed that it was half-broken under modern GZDoom versions.

Decoration physics were all over the place (literally…), and some deep-water areas were bugged out. It wasn’t unplayable by any means, but it was far less enjoyable.

I didn’t want to play using the ancient gzdoom version it originally shipped with because:
a) I’m on Linux, the bundled exe was only for windows, meaning I would have to dig up a linux version.
b) I’m using an ultrawide 2560x1080 screen, gzdoom did not supported this aspect ratio properly at the time.

So, I did some digging in the mod files and noticed that to achieve the “immovable status” on decorations, they had simply bumped the mass to an absurdly high value. I suspect that older versions of GZDoom just clamped the value to the max integer, but in newer versions, it overflowed, resulting in negative mass and thus super lightweight objects.

To fix this, I found the common ancestor of all immovable decorations (which was RAWRAWDecorateNoPushable), made a copy of it, added the DONTTHRUST flag, packed it into a .pk3, and loaded it before everything else. Boom! Decoration physics were fixed. It wasn’t a clean solution, but it worked nonetheless (later when i picked up the project again I found a more elegant solution via zscript).

From there, I thought to myself: Why not fix the other issues too?
And then… nothing. That thought remained just a thought for quite a while…

After a whole year, I picked it up again, working on it intermittently. Most of the progress happened in the last two months, between June and July.
You can find below the list of changes.

v2.26 changelog | 01/08/2025

Note: optional means that the feature is controlled by a cvar and can be reverted back to the 2.25 version behavior via the PsychoPatch Options menu.

General

Episode 1 - Way of a Psycho!

[MAP01] Prison Part One - The Escape

[MAP02] Prison Part Two

[MAP03] Cargobase - Reinforcement

[MAP04] Refueling Base - Need Some Gas!

[MAP05] The Core - Overload!

[MAP06] City Hunt

[MAP07] Library?

[MAP08] Starship - Blind Passenger

What’s next?

It was never been the plan to complete PsychoPhobia, so do not expect a third episode.
I do not have neither the skill or the time to even think to tackle such a huge project.

The next release will probably be 2.26b, where I will address a few minor issues I’ve found out while playng Episode 1 back-to-back in co-op.

The next main release, 2.27, will be focused on the Episode 2 levels.
2.28 will be focused on the Episode 3 demo level and I’ll try to fix all the leftover stuff.