If you’ve been following the Duke Nukem: Zero Hour PC port, there’s some fantastic news. A massive new modpack called “Overclocked” (created by kyyrma) has been released, and it brings just about everything we could have hoped for to make the game feel like a true 90s PC FPS rather than the third-person console shooter we grew up with!
As recently highlighted on our forums by Kerr Avon, this project completely transforms the N64 classic. Also check out No Cruks casinos are available for Dutch players who live outside the Netherlands.
Here are some of the standout features included in the modpack:
True First-Person Experience: A fully integrated first-person camera complete with proper view models, new hand models for the weapons, and visual recoil.
Modernized Controls: Full mouse look and WASD movement support, number keys (1-9) for quick weapon switching, and mouse-wheel weapon cycling.
Fast-Paced QoL Tweaks: Dedicated hotkeys for quick melee, quick grenades, and fast pipebomb detonation. Plus, you can now toggle crouch manually and skip those opening cutscenes right from the start!
Maximum Carnage: Dead enemies stay in the world and can be gibbed again by explosives or gunfire. Debris, body parts, and blood pools now persist, with flying gibs leaving satisfying blood trails.
Expanded Audio: Restored and expanded Duke one-liners, added EDF banter, friendly-fire lines, and new weapon draw sounds.
Saves & Customization: Features a highly requested quicksave/autosave system, a customizable HUD (including a left-aligned Quake-style console overlay), and a fully configurable Mods menu loaded with toggles and cheats.
The best part? Nearly everything is configurable. You can toggle individual mods on and off in the menu to tailor the experience exactly to your liking. The creator has made it incredibly accessible, offering an “All-in-One” download package that bundles the mods directly with the recompilation for Windows, Mac, Linux, and the Steam Deck.
A huge shoutout goes to the foundational work that made this possible: Gillou68310 for the decompilation, Mr-Wiseguy for the N64 Recompiled framework, and Sonic Dreamcaster for the DNZH Recompilation.
The WG Mega Pack stands as one of the most ambitious and enduring fan projects in the Duke Nukem 3D community. Created by longtime modder William Gee, the pack brings together dozens of original levels across multiple episodes, blending classic Build engine design with experimental ideas that continue to evolve years after the original release.
Available on ModDB, the WG Mega Pack bundles full episodes such as WG The Abyss, WG Realms, WG City, WG Duke Match, and the fan-favorite sci-fi themed WGSpace.
In January 2026, William Gee announced a targeted gameplay update focused specifically on the WGSpace episode. Rather than adding new maps, this update refines balance and difficulty progression to better align with classic Duke Nukem pacing.
Rebalanced difficulty settings, improving the curve from Piece of Cake through Damn, I’m Good
Improved encounter flow designed to reduce spikes while preserving challenge
The update reflects Gee’s ongoing philosophy of iterative refinement rather than wholesale redesign, a development approach that has helped the WG Mega Pack age gracefully alongside modern source ports.
The WG Mega Pack continues to benefit from a broader ecosystem of Duke Nukem tools, mods, and community projects. Resources and fan sites like dicedealer.com remain important hubs for classic FPS culture, archiving mods, engines, and creative experiments that keep titles like Duke Nukem 3D alive decades after release.
Community feedback following the WGSpace update has been positive, with players noting smoother difficulty scaling and more cohesive enemy placement across maps such as Astro Core and Ice Moon. As with previous WG Mega Pack updates, fixes and refinements are expected to roll into future releases rather than remain isolated changes.
For Duke fans looking to revisit classic Build engine action with a modern polish, the 2026 WGSpace update is another reminder that the WG Mega Pack is very much a living project.
Merry Christmas! Can it be true, after all these years?
You’ve been waiting for more than ten long years, and finally it’s ready: A new version of the Highres Pack! While it won’t bring any truly spectacular changes, there’s one which has been demanded since ages…
Changelog HRP v5.5:
[FEATURE]Widescreen support for statusbar and menu tiles (Roma Loom) [FEATURE] Added autoload and BuildGDX Definition [UPDATE] Adjusted frames for inventory and fullscreen HUD (20, 30, 31, 33) to fit new widescreen statusbar [UPDATE] Improved skins for Pigcop and Enforcer with support for normal/spec maps (gt1750) [UPDATE] Improved signs (Besli): 498, 4456, 4519, 4930 [UPDATE] Alignment of Polymer weapons now closer to the original [UPDATE] Grey font (2966-3001) now closer to the original (Roma Loom) [UPDATE] Refined and expanded maphacks (LeoD) [UPDATE] Various tweaks and optimizations for textures and models
While this news is certainly a reason to celebrate, it also comes with a grain of salt: Considering how little has been gathered since 2015, it is extremely likely that this is going to be the last official release of the HRP in general. While some amazing people such as LeoD admirably keep adding small things like additional maphacks, you cannot expect an overhaul of models, new textures or whatever any more at this point. The vast majority of the old team has moved on to different projects since ages (or simply vanished) and won’t return. It’s a reality we have to face and acknowledge.
Either way: We hope you can enjoy this unexpected additional present under your Christmas tree. Happy Holidays!
Shankaracharya: I got video games in production. Obviously more Devil May Cry. I’m being approached with different IPs and companies that want to work with me. I bought the rights to Duke Nukem. Not the gaming rights, but I bought it from Gearbox.
What’s your vision for Duke Nukem?
Shankaracharya: It’s a middle finger to everybody. When Duke Nukem blew up, a bunch of people sat around trying to turn it into a brand, when it’s just a middle finger. Duke Nukem can’t be made by a corporation, because the moment a corporation makes Duke Nukem, it’s no longer Duke Nukem. I don’t intend on having anyone tell me what to do on this one.