Now all that's missing is a spiritual successor to Terminal Velocity. Or at least I think so. There's like a 10% chance that game was one of those games that was seriously held up by how much its soundtrack slapped.
That is true, furthermore Overload has an usermade campaign called Overload: First Strike, which is a conversion and upgrade of the entire Descent 1 campaign to Overload. Additionally I recommend Desecrators, which is a Descent-like with procedurally generated maps. Think Sublevel Zero or Everspace, except good.
I absolutely LOVED this game when it first came out. I played with a trackball + keyboard, and the 6 degrees of freedom, paired with an environment where there often was no natural sense of "up" or "down" (zero gravity, inside tunnels) really blew my mind. I experienced a sensation I had never before experienced, almost out-of-body.
For example, you approach a "T" junction, and depending on your pitch angle, the branches may be up/down or left/right. But since there's no natural ground or sky, you can either maintain an orientation memory (I usually did automatically), or you can just let all that go and travel with no sense of true orientation.
Occasionally you reach an area with some signs or printed panels, and then you realize what the regional up/down orientation was; but it didn't matter in zero gravity.
Descent was a huge part of my childhood (and surprisingly my little kids are now big fans as well)! Unfortunately this seems to stutter pretty badly with audio issues as well for me on Firefox on Linux. As a huge fan of three.js and other past work... I guess I'll blame Claude?
Try configuring WASD controls, mouse look, turning off auto roll / leveling. Use your choice of 'jump' and 'crouch' to slide up and down. Then it feels more like an ice-skating FPS than a flying game.
Keeping the cockpit on screen may also help provide a frame of reference.
I found that helped me enjoy the game more now that I'm older and less tolerant of 6DOF movement.
And I believe made by some of the people that formerly worked on Descent.
Will have to have a play of this web version and try out Overload, thanks.
For example, you approach a "T" junction, and depending on your pitch angle, the branches may be up/down or left/right. But since there's no natural ground or sky, you can either maintain an orientation memory (I usually did automatically), or you can just let all that go and travel with no sense of true orientation.
Occasionally you reach an area with some signs or printed panels, and then you realize what the regional up/down orientation was; but it didn't matter in zero gravity.
He's the creator of three.js, and it looks like this uses that for rendering instead of being a straight port.
WebGL1 WASM version based on https://github.com/dxx-rebirth/dxx-rebirth -> https://midzer.de/wasm/descent1/
And Quake for web by the same author: https://mrdoob.github.io/three-quake/
Keeping the cockpit on screen may also help provide a frame of reference.
I found that helped me enjoy the game more now that I'm older and less tolerant of 6DOF movement.