Search found 96 matches
- Tue Jan 27, 2026 7:47
- Forum: Release Forum
- Topic: Operation Station Infiltration
- Replies: 61
- Views: 105001
Re: Operation Station Infiltration
I just lost all of my progress because "Goplat moved to a bad spot" during Defense Tunnel Eblon, specifically the spot where the Robo Yellow is. Reloading the save gives me the same error, so I'll just start a new game, I guess. I've been having a great time with the mod otherwise.
Oh no! :O ...
- Fri Jan 16, 2026 9:18
- Forum: Official Keen Games
- Topic: (un)known glitches and mechanics in keen
- Replies: 24
- Views: 58005
Re: (un)known glitches and mechanics in keen
Found another one! This involves Keen spontaneously becoming visible in places he should be obscured. It's apparently caused by Keen's ledge-grab getting cut short by the platform (around 10s in the video). After further investigation, I found that Keen stays visible regardless of the type of ...
- Mon Jan 12, 2026 12:07
- Forum: Official Keen Games
- Topic: Best way to play the official Keen games?
- Replies: 1
- Views: 1174
Re: Best way to play the official Keen games?
Pretty much all of the tools/mods/engines/etc that exist should work with the versions included in the GOG and Steam packs (which are versions 1.31 for the Vorticons trilogy, and 1.4 for Goodbye Galaxy).
Commander Genius should support those versions, you'll just need to point it at the right files ...
Commander Genius should support those versions, you'll just need to point it at the right files ...
- Mon Jan 12, 2026 12:00
- Forum: Release Forum
- Topic: Dopefish Decoder
- Replies: 4
- Views: 1618
Re: Dopefish Decoder
Yeah, idgrab is mostly for generating headers containing the chunk numbers (for including in game mods, using with ModID and other tools, etc). The thought of supporting actually importing/exporting the graphics did occur to me, but there were other tools for that, so I didn't need it.
I see you've ...
I see you've ...
- Fri Dec 19, 2025 4:16
- Forum: The Classics
- Topic: Biomenace 2025 remastered version
- Replies: 35
- Views: 48384
- Tue Dec 16, 2025 9:07
- Forum: Release Forum
- Topic: Reconstructed Commander Keen 1-3 Source Code
- Replies: 13
- Views: 62408
Re: Reconstructed Commander Keen 1-3 Source Code
Very cool: I just built a copy of Keen 1 (albeit with Borland C++ 3.0, which was what I had lying around), and despite the issues you mentioned, managed to play it through to completion.
It's really neat to see the differences between versions, particularly with the beta version. Having the ...
It's really neat to see the differences between versions, particularly with the beta version. Having the ...
- Tue Dec 16, 2025 9:06
- Forum: Release Forum
- Topic: Dopefish Decoder
- Replies: 4
- Views: 1618
Re: Dopefish Decoder
Very cool. I've been trying to pick up some Rust myself (including a tool to create the graphics header files), so this is neat to see, and no doubt will be educational.
I'm also impressed by how you're auto-detecting the chunk types based on the sizes / differences in offsets.
I'm also impressed by how you're auto-detecting the chunk types based on the sizes / differences in offsets.
- Tue Dec 16, 2025 9:05
- Forum: Release Forum
- Topic: Keen 1 Randomiser levelpack: the lost martian cities
- Replies: 6
- Views: 2282
Re: Keen 1 Randomiser levelpack: the lost martian cities
Awesome — I've had a quick play through some of it, and am looking forward to putting it on my old DOS machines over Christmas ( :christmas ) and giving it a proper go.
I probably should do another release of the randomizer with some bugfixes, too. Is there anything the randomizer could do which ...
I probably should do another release of the randomizer with some bugfixes, too. Is there anything the randomizer could do which ...
- Mon Jun 09, 2025 9:57
- Forum: Other Keen Stuff
- Topic: Slope Designs
- Replies: 9
- Views: 13057
Re: Slope Designs
If you're curious, this is the "template" tileset originally used for slopes and other platforms:


- Mon Dec 16, 2024 4:40
- Forum: Unofficial Keen Games
- Topic: Modding with Omnispeak
- Replies: 5
- Views: 18967
Modding with Omnispeak
It's (roughly) 33 years since Goodbye Galaxy came out, so it's time to talk about Omnispeak again. Modding is a really important part of the Keen experience, so introducing some basic support for mods in Omnispeak has long been a goal.
To that end, let me present The Omnispeak Modding Preview Kit ...
To that end, let me present The Omnispeak Modding Preview Kit ...
- Sun Jun 09, 2024 2:33
- Forum: Release Forum
- Topic: Recreated Keen 4-6 Source Code
- Replies: 76
- Views: 180513
Re: Recreated Keen 4-6 Source Code
1. in the first screen there is a memory overview and it says only 512KB is free to use. Is there any way to use more than 512KB in this Keen project? I might be able to make do, but ideally I would like to have at least 100MB.
Keen is a 16-bit program, so can access at most* 640k of memory ...
- Wed May 29, 2024 6:43
- Forum: Official Keen Games
- Topic: Keen 1 early December version origin
- Replies: 13
- Views: 22576
Re: Keen 1 early December version origin
This is v1.0.
You can tell the version number from the file timestamps. They're always set to (version-number) PM on the 1st Jan 1991.
So, for this version, it's 1:00 PM (13:00) for v1.0:
43622 Stored 43622 0% 1991-01-01 13:00 f0cc0fee KEEN1.EXE
For v1.1, it's 1:10 PM (13:10):
51226 Defl:N ...
You can tell the version number from the file timestamps. They're always set to (version-number) PM on the 1st Jan 1991.
So, for this version, it's 1:00 PM (13:00) for v1.0:
43622 Stored 43622 0% 1991-01-01 13:00 f0cc0fee KEEN1.EXE
For v1.1, it's 1:10 PM (13:10):
51226 Defl:N ...
- Mon Mar 11, 2024 12:54
- Forum: Official Keen Games
- Topic: Keen 6 Apogee Demo Version
- Replies: 14
- Views: 25875
Re: Keen 6 Apogee Demo Version
Mirror (with files already installed / extracted): https://davidgow.net/stuff/keen6e-1.0-demo-apogee.zip
The game is distributed as a self-extracting ARJ archive, KEEN-ASP.EXE, last modified 29-Feb-1992 18:32.
In that archive are:
ARJ32 v 3.10, Copyright (c) 1998-2004, ARJ Software Russia. [23 ...
The game is distributed as a self-extracting ARJ archive, KEEN-ASP.EXE, last modified 29-Feb-1992 18:32.
In that archive are:
ARJ32 v 3.10, Copyright (c) 1998-2004, ARJ Software Russia. [23 ...
- Thu Jan 18, 2024 8:18
- Forum: Unofficial Keen Games
- Topic: Commander Keen: Galaxy Reimagined (Public Beta available)
- Replies: 122
- Views: 143367
Re: [WIP] Commander Keen: Galaxy Reimagined (Demo now available)
Very neat. I gave this a quick go, and love the levels so far!
A Linux version would be great, too — it worked fine under wine, but I did need to install .net 7 in the wine prefix. If you can get it working with FNA, that'd be great.
The thing that feels weirdest to me is the camera, which is ...
A Linux version would be great, too — it worked fine under wine, but I did need to install .net 7 in the wine prefix. If you can get it working with FNA, that'd be great.
The thing that feels weirdest to me is the camera, which is ...
- Tue Jan 09, 2024 13:56
- Forum: Official Keen Games
- Topic: Keen Dreams: dropped veggies
- Replies: 13
- Views: 27873
Re: Keen Dreams: dropped veggies
I had a quick look through the source code / assets to see if there was anything else left of these, and nope — they seem well and truly gone.
Interestingly, you can still see the 'gaps' in the spawning code and the TED icons to fit them in (celery lives between carrot and asparagus, turnipobj ...
Interestingly, you can still see the 'gaps' in the spawning code and the TED icons to fit them in (celery lives between carrot and asparagus, turnipobj ...