"Curse Retold" is a fan-made reimagining of Hello Neighbor, remixing old & new Hello Neighbor Media altogether for the best experience possible.
Nicholas Roth moves back to his childhood household in Raven Brooks, but things don't go as planned:
His EX-ex-neighbor, Theodore Masters Peterson, is once again disturbing the quiet of Friendly Court.
It's up to you to find out what is going on in the creepy, uncanny, quiet house of the Petersons — but get it through your head that it won't be that easy
Ted's got no time for guests, you can bet he won't let you in nicely.
Dive deep into our take on the Hello Neighbor lore in Story Mode or challenge yourself with Escape Mode!
Randomized levels, fresh new mechanics, multiple endings, and an enhanced AI will be ready to welcome you back to the quiet town of Raven Brooks...
Just make sure to check on the weather first.
CONTROLLER SUPPORT ✓
CREATED BY FATAL PEEK TEAM
- WaneScottGames
Lead Programmer
Animator
- EKC_Dev
Story
Modelling
Texturing
Levels
Main Animator
Puzzles
Cutscenes
Custom Music
Level Coding
Logos
Custom Icons
Thumbnails/Promos
- NicoDoff
Modelling
Character Modelling
Feedback
- Al3xGames
Modelling
Texturing
- Francesco's Toon
Character Modelling
Rigging
Sospect
Theodore Voicelines VA
Feedback
Tips
!! ANY UNAUTHORIZED REUPLOAD CAN BE EASILY REPORTED AND TAKEN DOWN !!
!! TO ALL YOUTUBERS - PLAY THE MOD AS IT IS INTENDED TO BE, DON'T MAKE ANY CHANGES !!
Hello, Neighbors
We're almost done with the first Chapter out of 3 for Curse Retold, our personal Hello Neighbor 1 re-telling.
Since we really tend to go on radio silence, we've decided to show some early footage from time to time.
We'll be taking our time with this project: it could take months how it could take a year how it could take two -- we don't know when the mod will be complete.
We won't be sharing any release date until the mod is at least 98% complete, but we promise you a fleshed out polished story mode with all the previously promised mechanics.
An Early Access is now planned: Will feature chapter 1 and a good chunk of extra gamemode.
Thanks for your patience,
we'll be occasionally updating this Article, so keep an eye out!
EARLY FOOTAGEThe following footage is being shown very early
and is most likely subject to minor -- or even major -- change.
#1 - Teaser Trailer 2023
#2 - Theodore's Basement
#3 - Visions of Natural Disasters
#4 - 'Escape Mode' Level 1 - Sneak Peek
#5 - "Chapter 2 Theo" // face texture improvements
#6 - 'Phone Call' mechanic showcase
#7 - 'Theo's Gate' mechanic showcase
#8 - ??? ?????????
#9 - 'Elevator Trap' & 'Rope Trap' mechanics showcase
(Fire Extinguisher holding animation is a placeholder)
#10 - 'Escape Mode' Level 4 - Sneak Peek
#11 - 'Secret Cassettes' - Sneak Peek
Each Act will have a secret cassette to find, containing footage of events that have happened in that specific area you've found them in.
(Crowbar animation is a placeholder)
#12 - 'Background Cultist' model - First Look
- (05/03/2024) Sorry for the inactivity, we are still working on fixing bugs.
We are around 70% done with it. Early Access is closer than you think
Thank you for your patience!
- (07/01/2024) Page Update: tweaked Description + added new Escape Mode promos.
- (07/17/2024) We've finally figured out and prepared the base map for Level 4.
This is Escape Mode's most ambitious level so far and coming up with
a layout that blends well with the core puzzle has been a living hell.
However, the worst is now over, and we can finally continue Escape Mode's Development.
Once Level 4 is done, the final level of Act 1 will be developed.
- (07/18/2024) Escape Mode ACT 1 (featured in Early Access v1.0) is about the Basement and the infamous Amusement Park built in it by Theodore.
Escape Mode ACT 2 will be about a twisted version of Theodore's house, with level design heavily inspired from INTRUSIVE's concept.
ACTs have 5 levels each and they both take place in a Dream built off Nicky's memories.
-(07/21/2024) Another reason why Early Access v1.0 is taking so long to develop is because this is the very first version of the Mod. This is where we programmed everything and where we focus on fixing bugs besides working on the levels themselves. Future versions of the mod won't take as long to develop since we'll essentially only have to focus on making levels and cinematics.
More than 80% of the mechanics in this Mod are custom.
-(07/27/2024) Reworked Page Design.
In other news, Escape Mode Level 4 is 85% Complete.
- Fatal Peek Team
Introducing "Curse Retold": an Alphas Relocked Reboot, but also a Fatal Peek rework.
Soon to be replaced by the Reboot, which is way better in every single aspect. Waiting is recommended as this should NOT even be considered a teaser for...
is mod gonna work on mod kit??
Like seriously, why some people want modkit so bad bruh. I know its free to download and all but if you have the game why bother modkit when packaged mods are so much easier to install??
Hnfan19 I doubt this user had these intentions but usually when people ask it's because they crave custom assets/blueprints. It's just kids who want to have some fun, it's okay, but we really would rather not risk lol. There was this one time a shitpost mod of ours was edited and reuploaded as original content -- that was when we realized it was time to start packaging. I still don't get why most people don't package their mods when it comes to Hello Neighbor, weird trend
Nuh uh, no modkit.
Constant crashes, unoptimized experience, but most importantly constant assets and coding theft. Mod will release packaged, so it can be played like a proper game, smoothly, and without blueprint thieves
this will be played through steam? because i personally prefer to play mods in the Steam version.
Yessir! You download the Mod from here and then manually move it to the Mods folder of your Hello Neighbor copy. It doesn't matter from where you bought it as long as it's the latest version
Nice! There aren't a lot of mods for Steam that replicate the old style in a good way and this mod does that to the next level.
Why thank you, glad you think that of our mod!
FatalPeekTeam how many new mechanics and custom models will there be? (if you count by percentage)
Ah, quite many, especially the mechanics.
I'd say 40% custom assets, 80% custom mechanics (more or less)
We've essentially reworked the base game, which is the main reason why the development is taking so long