Descent was co-created by programmers Mike Kulas and Matt Toschlog. It has origins as far back as 1986, when Toschlog first joined the gaming industry at
Sublogic, where he also first met Kulas. There, the pair worked on various simulation titles from
Flight Simulator 2 to
Jet. Toschlog left the company in 1988 for
Looking Glass, where he worked with
Ned Lerner to develop
Car and Driver. Kulas joined the company in 1990 to develop utilities for
Car and Driver. The two had devised an idea of an indoor flight simulator that used shaded polygons. After working on
Ultima Underworld however, they realized they could
add textures to the polygons for a spectacular effect. By April 1993, they finished a two-page sketch for what would become
Descent.
Descent took about 21 months to finish. According to Kulas, Deciding that their idea was too good for anyone else to develop it, Kulas and Toschlog left Looking Glass in June 1993 to form Parallax Software. They hired Che-Yuan Wang and John Slagel as their programmers, with Wang also being their level designer. They also hired Adam Pletcher as their artist. They set out to contact publishers, including
Scott Miller of
Apogee Software,
id Software's primary publisher, who was excited about their proposal and signed a contract with them. For the next seven months, Apogee invested in Parallax and shared with them experience they had gained from developing their own 3D
shareware titles. Parallax would implement artistic and structural changes that Apogee requested. After those months, Apogee had numerous projects in the works, and Parallax's project became more expensive to create, so Apogee severed its involvement in the project. Left without a publisher, Parallax spent the next three months to develop a mock-up prototype, continuing their coding. The project was originally titled
Miner, but Parallax presented their prototype in written letters to 50 game companies as
Inferno. Of those letters, three of them received a reply. One of them was from Interplay, who immediately signed the company up. Until the game's full release, Interplay's producer Rusty Buchert would oversee and guide the development of the project. Parallax hired three more people to finish the project: level designers Mark Dinse and Jasen Whiteside and story writer and 3D modeler Josh White. During level design, the idea of simple connected tunnels as the sole component of level architecture expanded to also include rooms and exits. As levels became more complex and confusing, the developers added an automap to address this problem. To design the levels,
Descents
graphics engine uses
portal rendering, which uses collections of cubes to form rooms and tunnels. Within the game, sides of cubes can be attached to other cubes, or display up to two texture maps. Cubes can be deformed so long as they remain
convex. To create effects like doors and see-through grating, walls could be placed at the connected sides of two cubes. Robots were drawn as polygonal models;
sprites were only used to represent the hostages and power-ups. This system was very efficient, and made possible the first truly 3D textured environment in a video game. uploaded a seven-level shareware demo as
Descent both in retail and on the Internet. and in North America on March 17, 1995, followed by a Macintosh port published by
MacPlay in December 1995. A modified version of
Descent with
stereoscopic graphics was released as a bundle with
StereoGraphics's SimulEyes VR 3D glasses. A PlayStation port was released in Japan on January 26, 1996, in the United States on March 12, 1996, and in Europe that same month, with
SoftBank being the Japanese version's developer. The PlayStation version replaces the still screens and text with
full-motion video pre-rendered cutscenes incorporating voice acting. November 22, 1995 also saw the release of
Descent: Levels of the World, an add-on containing over 100 winning level submissions from a design competition held by Interplay, plus one level designed by Parallax Software. Also in March 1996,
Descent: Anniversary Edition was released, which bundled
Descent,
Levels of the World, as well as additional exclusive levels. On October 29, 1997, Interplay published
Descent I and II: The Definitive Collection, a compilation containing the full versions of
Descent, the
Levels of the World mission pack,
Descent II, and
Vertigo mission packs, and a mission editor by Brainware. Besides a choice of the original
Descent II levels (subtitled
Counterstrike), or the
Vertigo Series levels, the first
Descent levels (subtitled
The First Strike) can be started in the
Descent II game UI where robots adopt the
Descent II sounds and improved AI. The original
Descent program is included for players that prefer the unmodified
The First Strike, as well as to run
Levels of the World. There is also a preview for the upcoming
Descent 3.
Descent was later ported to
RISC OS by R-Comp Interactive in late 1998, which received a 32-bit update in 2003.
Cancelled ports A
Sega 32X version of
Descent was planned as the first console version, Likewise, a
Panasonic M2 version was also announced but never released due to the system's cancellation. A planned
Sega Saturn version was cancelled because the programmers found that a straight port of the PlayStation version was not possible, and they did not think it would be worth their while to do a more elaborate port for the Saturn. Interplay had plans dating to mid-1996 to port
Descent to
Nintendo 64 under the name
Ultra Descent. The port was delayed before it was eventually cancelled in 1998 in favor of
Descent 3, with Parallax's Jim Boone explaining that it never reached the design phase in development. In April 2010, Interplay partnered with independent developer G1M2 to release a
WiiWare version for Fall 2010. It would have featured enhanced textures and a variety of controls, including motion controls of a
Wii Remote and Nunchuk with a MotionPlus accessory and possibly a
Wii Balance Board. The deadline was missed, and the last time the developer publicly provided an update on its progress was in a response to a news inquiry in 2011, assuring that the project was still underway, before it was ultimately quietly abandoned.
Mods Descent uses package files to store and load level data such as level structures, graphics, objects, and sound effects and music—similar to the
WAD file format used for Doom. It also allows players to create their own such files containing the data, which can then be loaded and played. Later in 1997 on the
end-of-life commercial cycle came the release of the game's
source code, excluding the audio code. Parallax released the source code under the license that permits non-commercial uses only. All of this, combined with the game's popularity, has resulted in a number of distributed
mods. followed by a
Steam release on February 13, 2014. However, the game was withdrawn from Good Old Games in December 2015 along with
Descent II and
Descent 3, and later from Steam. A representative of Parallax Software responded to speculation on the Good Old Games forums regarding the withdrawal of the titles. Interplay owned the
Descent trademark and the publishing rights to those games, but their developers still retained the copyrights to them. The latter pulled their games off because Interplay purportedly had not paid them royalties since 2007. As a result, they had terminated the sales agreement, disallowing Interplay from further selling them. However, in November 2017, Good Old Games announced that the Descent series would be available for sale again on their platform. The game has also since resurfaced on Steam. ==Reception==