The goal is all of Diablo 1 in 3D. This gallery brings together the project’s public videos and technical captures of Tristram and the Cathedral. Each record keeps its context: recorded gameplay, character studies, soundtrack videos or offscreen tests. Technical captures do not represent gameplay sessions or final artwork approval.
AI-generated atmospheric illustration
Stages v1 through v4 are retrospective local records published here on October 7, 2026. New levels will be documented when implemented. Atmospheric illustrations and interface concepts are kept separate from the screenshots and technical comparisons below, identified by captions and provenance.
DEVLOG · 09/10/2026
Today’s devlog, on video.
Controls, the HUD, Tristram, Ogden and the first Cathedral pilot. The goal remains all of Diablo 1 in 3D.
D3D · DEVLOG09/10/2026
Horizontal devlog · 39 s
Controls, Tristram and the Cathedral
Portuguese narration · English subtitles
Gameplay recorded by Douglas and historical previews. The narration records preparation before Ogden and the Cathedral pilot were integrated; artwork, camera behavior and performance remain under review.
Gameplay recorded by Douglas and historical previews. The narration records preparation before Ogden and the Cathedral pilot were integrated; artwork, camera behavior and performance remain under review.
After in the nearby comparison framing: approximated native materials and regional copying. Stationary scene and partial initialization before installation; unfinished shapes and details, without a HUD or gameplay.
Before in the same nearby technical framing, without AA. Temporary-material baseline from the comparison associated with delivery a783aff4; this is not gameplay. The visual floor deliberately changes in the textured version.
Cathedral: forced geometry at the original perspective
Forced geometry from the material gate, with a stationary scene and partial initialization before installation. Approximated materials, provisional shapes and details; this is not the Home return or full artistic approval.
Enlarge ↗Oct 9 · offscreen technical pilot · c5e8cb7f
Cathedral: offscreen technical GPU pilot
Technical gate before installation of c5e8cb7f: partial initialization and a stationary scene, after immediate GPU recovery. Geometric floors and walls in simple colors, with actors still represented as sprites. No HUD or gameplay session; this is not an artistic comparison using the same camera or final artwork approval.
Native control from the technical gate before installation of c5e8cb7f, with partial initialization and a stationary scene. Offscreen capture without a HUD or gameplay session. This is neither an artistic comparison using the same camera nor a picture of every intermediate failure.
Enlarge ↗Oct 9 · CPU offscreen comparison · feb9ca77e
Tavern before the fragment cleanup
Before fix feb9ca77e: the same camera and input scene as the following result, in an offscreen CPU replay. Native fragments are still visible. This is not a game-window capture, gameplay or a GPU test.
Enlarge ↗Oct 9 · CPU offscreen comparison · feb9ca77e
Tavern after the fragment cleanup
After fix feb9ca77e: frontage fragments and one exact rock have been suppressed, using the same CPU offscreen camera as the previous image. This is not a game-window capture, gameplay, a GPU test or full artistic approval.
The submenu preserves the inherited screens and adds project credits. Native interface in an offscreen diagnostic; this does not show a running game session.
Native Portuguese credits screen from delivery fc9642982. Authorship and direction by Douglas Pan, with inherited credits preserved; technical offscreen capture, without new artistic approval.
The same credits screen in English, produced by the offscreen diagnostic. Both languages are part of the installed delivery; this image is not gameplay.
Cathedral with forced mesh at the native perspective
Screenshot of the Cathedral with 3D geometry forced at the native perspective. This is a visual review of Tristram architecture; the first procedural level remains a future stage.
The town combines grouped geometry, vegetation and characters. Trees, rocks, buildings and actors still require art review. Screenshot from a later local refinement after the initial V4 audit.
A different angle exposes sides, depth and limitations that the original perspective can hide. Screenshot from a later local refinement after the initial V4 audit.
Contextual character comparison. The reference uses the original backend; the other frames show the forced mesh. Characters still need review. Screenshot from a later local refinement after the initial V4 audit.
Intermediate lighting pass on the Meshy-generated cabin imported through the optional workflow. This screenshot precedes final calibration and shows defects that prompted further corrections.
Original, imported model before and model after exterior lighting calibration. This is evidence from the rendered scene; it does not claim that the interior or floor is complete.
Another author screenshot records the cabin shape and texture that prompted comparison with the original reference.
Enlarge ↗Original game · reference submitted by the author
Original game screenshot submitted by the author
Original game screenshot submitted by the author to compare proportions and materials. The yellow light belongs to the original image used as a reference during reconstruction review.
The comparison records the house, rocks, character and vegetation in the same framing. The scene documents reconstruction limitations that remain visible.
The crypt is another town audit location. This screenshot shows forced geometry in context without claiming that its art review is complete. Screenshot from a later local refinement after the initial V4 audit.
Well at the original perspective and small rotations
The original perspective is a reference. The ±5° mesh rotations help check the well shape and continuity of the surrounding scene. Screenshot from a later local refinement after the initial V4 audit.
Contextual vegetation audit in 45° steps. Sides and volumes become clearer around the tree; vegetation and rocks remain under review. Screenshot from a later local refinement after the initial V4 audit.
The camera covers eight angles of the character scene. The test records how the hero and other volumes appear outside the original framing. Screenshot from a later local refinement after the initial V4 audit.
The west cabin is assessed through a complete turn in 45° steps. The sequence preserves the surroundings to review sides, the base and its relationship with the terrain. Screenshot from a later local refinement after the initial V4 audit.
Contextual audit of the mask stage, cabin body and terrain relationship from four angles. The comparison helps verify continuity and shadow at the base; it does not demonstrate a completed interior.
Historical offscreen scene-render board associated with release 63e5e749, composed from cropped views. It is not a game-window screenshot and does not establish the current in-game state or full approval of the model. The lit window is visible from this perspective; floorboard details cannot be resolved through the small window.
This crop shows exterior terrain at the cabin base: previously with an old painted shadow, then with clean grass and a physical shadow. The wooden interior floor is outside this crop.
The audit compares the lamp off and on in the same frame and crop, with 6× nearest-neighbor enlargement already present in the supplied image and no color enhancement. The yellow light is visible; the small window does not allow detailed inspection of the interior floorboards.
The lit window and cabin-to-terrain relationship are checked at −5°, 0° and +5°. The wooden floor was physically implemented inside; board details cannot be resolved from this exterior framing.
Cabin: historical offscreen comparison from four angles
Historical offscreen scene-render board associated with release 63e5e749, composed from cropped views at 0°, 90°, 180° and 270°, including the yellow window, other sides and physical shadow at ground level. It is not a game-window screenshot and does not establish the current in-game state or full approval of the model. The rotations document the exterior scene; interior floor details cannot be resolved through the small window.
Contextual front-window comparison with colors preserved: original reference, previous interior and fire tone from the 3D candles. The supplied audit crop already uses nearest-neighbor enlargement. The revision replaces the previous yellow glow with a warmer fire appearance; candle and floor details cannot be resolved through the small window.
Actual screenshots of the same 180° view, with fire off and on in the rear window. This opening is an approved artistic inference, with no available original reference for that face. Both windows connect to the same room with a physical wooden floor.
The published candle and opening revision is compared with the previous interior at −5°, 0° and +5°, preserving the town context. The front window shows the changed fire tone; floorboards, wax and wicks are too small for detailed review from this exterior framing.
The four-angle turn records the front and new rear opening of the cabin, with fire in the same room. The rear view is an approved artistic inference, with no original reference for that face. These are screenshots of the actual scene, preserving the supplied colors.
Actual captures from the camera validation on October 8. The rows compare CPU and GPU; they do not show before and after the new optimizations or measure smoothness.
Authoring comparison: 3,491,844 preserved triangles on the left, without UVs or material; 5,134 triangles in the textured result on the right. The Godot preview is not an in-game screenshot.
Experimental transfer onto the dense geometry, without removing faces. Volumes return, but UVs and materials still show patches and compression. An authoring candidate that is neither approved nor installed.