Here’s ROEM’s high level feature set:
- 7 Quake singleplayer levels
- Uses RMQ codebase with features such as pushables, breakables, rotating brushes etc
- Vanilla weapon set (axe, shotgun, super shotgun, nailgun, super nailgun, grenade launcher, rocket launcher, shaft) with balancing changes (no new weapons)
- Off-hand grappling hook / grapple point system (optional to use)
- Vanilla powerups (Quad, Pent, Ring, Suit) with a bunch of functional changes (no new powerups)
- Linear progression (no hub systems)
- Player becomes avatar of an Elder God and wields demonic powers (collecting lives etc, arcade-type stuff, no skill trees etc)
- Some variants of Quake and QTest monsters (no new monsters)
- No NPCs, no lengthy cutscenes, no RPG mechanics, no story apart from what’s told by the environment
- Male and female player models, the player chars are identical apart from appearance
- Kill-and-find-the-exit gameplay.
In short: Much closer to Quake than RMQ was.
Because all the interesting stuff moved into Scout’s Journey 😉