Dark Void Was Almost An Indiana Jones Adventure With Airships

Before it became a jetpack shooter, Capcom's Dark Void was pitched as a globe-trotting adventure with jeeps, horses, and grappling hooks.

Dark Void Was Almost An Indiana Jones Adventure With Airships
Unseen64

Most of us remember Dark Void as the 2010 shooter where you fought aliens with a jetpack. If you do not remember it, you are statistically in the majority.

While the final game was a sci-fi shooter with a unique vertical cover system, a new report from Unseen64 reveals that the project started life as something completely different. Before Airtight Games settled on the sci-fi setting, the developers pitched a concept that leaned heavily into Indiana Jones territory.

Early footage and concept art from the development of Dark Void.

From Jeeps to Jetpacks

According to Jim Deal, a key figure on the project, the earliest iteration of the game was designed as a globe-trotting adventure. The pitch document outlined a game where players would traverse exotic environments using a wide array of vehicles. The list included motorcycles, jeeps, and horses. It even promised airships.

The mechanics were also grounded in this pulp-adventure style. The original design featured a grappling hook that allowed players to latch onto objects in the environment. This is a far cry from the final release, where the primary mode of transportation involved strapping a rocket to your back and flying into a void to shoot at aliens.

A Turbulent History

The retail version of Dark Void launched in 2010 on the Xbox 360, PlayStation 3, and PC. Unseen64 describes it as a "Double AA hidden gem," noting that while it introduced ambitious mechanics like fully functional flight and vertical combat, it failed to find a commercial audience.

Capcom had originally planned for a sequel. However, the lackluster sales numbers ensured those plans were quietly scrapped. The game remains a fascinating case study in the "Double AA" era of gaming, where studios often took significant creative risks that did not always pay off.

Preservationists and fans of the obscure can view more concept art and details on the Unseen64 post. It serves as a reminder that for every game that ships, there are usually three or four other versions of that game that never left the hard drive.