THQ Nordic have just revealed that the Gothic 1 Remake is now set for release on June 5th. Bringing the original game from 2001 up to more modern standards in terms of gameplay and graphics.
I'll admit this is another I missed the boat on original, as I never played it so I'm keen to hear from you in the comments if you're excited for this one. Hopefully it will be a nice hit, as remakes don't always live up to expectations. And of course, here's to hoping it also works fine in Proton on Linux systems.
Speaking about it the developers said:
The Gothic 1 Remake's primary objective has always been to recreate that raw, unforgettable magic of the original – the gritty camp vibes, the living open-world, the rough language, the unforgiving wilderness, and that nameless, no-hero outsider feel that made Gothic a cult legend 25 years ago. The developers at Alkimia Interactive poured endless hours into tweaking every detail: faces that scream "Old Camp thug," voices with that perfect throaty rasp for each character, features that hit just right while feeling modern without losing the grit.
This project was never about slapping together "good enough" – it's about making it look and feel "Gothic" in every corner of the world. And this could only be achieved through way more iterations than your average project.

Direct Link
The highlights:
- Faithful Remake: Experience the original 2001 RPG classic fully rebuilt using current gen technology, preserving its iconic atmosphere while enhancing the gameplay for a fluid and dynamic experience.
- Expansive Gameplay: Immerse yourself in over 50 hours of gameplay, exploring the vast and dangerous world of the Colony. Discover secrets old and new, challenging combat encounters, and unique NPCs each with their own story to tell
- Dynamic Living World: Explore a vibrant world where inhabitants go about their daily lives: working, sleeping, eating, and fighting to survive, adding depth and realism to this immersive world.
- Branching Story: Chose which of the three factions to align with, influencing how your abilities and playstyle develop and how this true adventure unfolds.
- Enhanced Combat System: Master a modernized combat system that updates the core mechanics of the original, offering a more fluid and dynamic experience while staying true to its deliberate and tactical roots.
- Play as the Nameless Hero: Navigate the fate of a lifelong convict who must survive in a treacherous world filled with wild animals, ancient magic, and dangerous foes.
Very excited for this to release as everyone heaps so much praise on it.
Another point: these games seemed slightly archaic in some ways already back when they were released. Having played them again recently they pretty much haven't aged whatsoever. You still need to get used to all the things you'd have needed to get accustomed to back in the day anyway.
I also recommend reading up on the fine art inspirations behind the original Gothic's looks and playing that version as well. It's not just low fidelity resulting purely from technical limitations, it's a style. Nothing left of it in the remake, unfortunately.
Last edited by such on 12 Feb 2026 at 3:48 pm UTC
Which is funny because nowadays, the Gothic games have somewhat of a reputation for being difficult, partly due to weird controls and partly due to mercilessly difficult fights when you have a character with no learned skills and no equipment. I don't really remember having too much problems in the beginning. When I got told to watch out for the wolves in the forest, and when I immediately died to them, I simply learned to avoid the forests and to heed any further warnings :)
Gothic also killed Morrowind for me. When I finally got my hands on it later (Bethesda would never strike a deal with the gaming magazines over here, so it took years for me to get) and saw how the combat actually looked and worked, I bounced off immediately.
But to get back on the topic of the remake - I'm personally skeptical. It became more and more apparent as time went on that the first two Gothic games captured lightning in a bottle. To this day, it's still immersive in ways that most modern games do not understand. Piranha Bytes themselves struggled to capture the magic of the first two games while also utilizing modern mechanics that they thought gamers wanted for the rest of their career. They never did. So the odds are quite stacked against the remake. Thankfully, even if the remake turns out to be bad, I can look forward to the update on Archolos instead.
Last edited by LungDrago on 13 Feb 2026 at 9:42 am UTC
Then we got Risen 1 & 2 which were quite good as well, but again Risen-3 was a bit of a flop!
But yeah, I will ask my boss for vacation ^^
I started out playing open world RPGs with Morrowind. I toyed a little with Gothic 2 when it first released but found the UI and controls just too perplexing. What can I say? I was used to the Morrowind approach, even if the third-person view was clunky at best.
I finally played through Gothic 1 a few years ago. It was an amazing experience and I didn't find the UI or controls to be all that difficult to adapt to after all.
The experience also helped me to realize that when it came to RPG feature development, including animations and such, Piranha Bytes was way ahead of the game compared to Bethesda. In fact, from what I can see, Bethesda stole most of those ideas from the Piranha Bytes games.
Oblivion's Radiant AI (daily NPC schedules)? Gothic 1 was doing that before Morrowind. Same with better combat animations. Gothic also had better animations for jumping, climbing and just walking up stairs.
Yes, the controls are a bit clunky but that is part of the experience of the game. IMO, Germans liked their RPGs on the challenging side and the nature of the controls adds to the challenge.
The remake is unlikely to run on my hardware. I watched the demo playthrough. It felt more like an interactive movie and less like the classic video game it is based on.
Liam, don't lose the premium experience you will get from playing the original. It won't work on a handheld PC though. You need a physical keyboard.
Quoting: Jarmer^ agree. Absolutely loved them as a studio. Was a sad day when the closure announcement came along 😫
😲
This is the first I've heard of the closure. Apparently it happened quietly in June 2024. However, according to Wikipedia, two indie developers have spun out of the closure, founded by former employees of Piranha Bytes.
Quoting: CaldathrasOne of those has a demo out. Predictably, it's a rough experience:Quoting: Jarmer^ agree. Absolutely loved them as a studio. Was a sad day when the closure announcement came along 😫
😲
This is the first I've heard of the closure. Apparently it happened quietly in June 2024. However, according to Wikipedia, two indie developers have spun out of the closure, founded by former employees of Piranha Bytes.
https://store.steampowered.com/app/4293720/Cralon_Demo/
Piranha failed to adapt - they just kept going as if the market wasn't ever going to change, and as if fans of their games pleaded undying loyalty to the studio itself regardless of whether the games that studio developed were any good. Sad to see them go, but after Gothic 2 there was a sharp decline in quality. At best, their output was uneven, and that's putting it very kindly. Riding out that Gothic 1-2 "fame" could've only taken them so far. I'm amazed they lasted that long, frankly.
On the controls: I tried the modern/modded gamepad controls and cannot fathom why someone would play the games that way. It's extremely, needlessly confusing. The original keyboard controls are idiosyncratic, but they do follow an internal logic. Once you get used to those controls it's all incredibly simple. You can control Gothic with one hand, no mouse required (which is a bizarre condition to design your ARPG control scheme around if compared to modern standards, but there you go). Not to be that guy, but... it's really not bad if you just invest a few minutes into it. Interact button plus direction, attacks have more then one direction available. That's it, that's all the alleged complexity. So, looting a corpse or picking something up is ctrl+forward. Opening a chest is standing in front of it and pressing ctrl+forward... twice to account for the chest opening motion. Which feels very cool as chests aren't that common in the game. It makes it into a thing, and these days it's increasingly common for games to utilise player input in exactly this way. Talking to people is also standing in front of them and pressing ctrl+forward while not in combat mode (weapon holstered). Attacking people is drawing your weapon... and then also pressing ctrl+forward while in range to hit them (also left & right that you can chain). Inventory button, draw/holster weapon button, jump button. Inventory management isn't terribly convenient, but in terms of controls if your inventory is on the left and you're selling or moving stuff to a vendor/container to the right... you press ctrl+right on the item you want to sell/move, ctrl+left on the item you want to buy/move. Use item in inventory? Ctrl+forward. Cook meat? Ctrl+forward. Drop item from inventory? This is where things get really tough: it's ctrl+back.
There's some additional nuance to switching weapons when drawn or moving more items faster.
I highly recommend just rolling with it. If nothing else you'll earn bragging rights for "mastering" those "ridiculous" Gothic controls. Aka ctrl+direction ;)
Last edited by such on 16 Feb 2026 at 1:31 pm UTC
Quoting: suchPiranha failed to adapt - they just kept going as if the market wasn't ever going to change, and as if fans of their games pleaded undying loyalty to the studio itself regardless of whether the games that studio developed were any good. Sad to see them go, but after Gothic 2 there was a sharp decline in quality. At best, their output was uneven, and that's putting it very kindly. Riding out that Gothic 1-2 "fame" could've only taken them so far. I'm amazed they lasted that long, frankly.I mostly agree. Elex 1 was awesome, I really loved it, but then Elex 2 came out and it was kinda just average. It was like they didn't learn from any of the elex 1 mistakes, and had a lot of the same clunkiness that absolutely should have been ironed out. It was like they just coasted from one game to another.
There was still the Piranha magic there, you could feel it, but by that time, I agree with you: that wasn't enough anymore. Still (and I agree again lol) sad to see them go.
I hope that new game you linked to with the demo can take the feedback and make some positive changes!




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