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Mods that became full games

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Let's explore 10 games that were originally mods of other games and became independent, officially released, and have garnered thousands of fans!

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For many years, a large portion of the most important ideas in the video game industry didn't originate in major studios, but rather in the hands of ordinary gamers who decided to tinker with the files of their favorite games. These mods began as fan experiments, sometimes made by one or two people, without the intention of releasing them, whether due to financial concerns or even fear of being sued by the original creator.

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In many cases, however, the quality and popularity grew so much that it no longer made sense to be tied to the original game. That's how some mods ended up becoming full games, acquired by a major publisher (usually the same owner of the game from which the mod originated), officially sold, and played by millions of people.

But are you familiar with these games that became independent titles? Let's talk about 10 of these games, and if you have any questions, just leave a comment.

Counter-Strike (Half-Life Mod)

Counter-Strike started in a very simple way. It was a multiplayer mod for Half-Life created by Minh Le and Jess Cliffe, released in 2000. The idea was to replace the sci-fi atmosphere of Half-Life with combat between terrorists and special forces, with quick rounds and a focus on teamwork. What seemed like just another mod soon became a craze. Servers popped up everywhere, LAN houses were practically only Counter-Strike and Ragnarok Online, communities started organizing their own tournaments and stayed up all night playing.

The mod's popularity was so great that Valve, the creator of Half-Life, bought the rights back in 2000 and turned it into an official product. What changed from the mod to the commercial game was the structure. Regular updates followed, along with a dedicated server system, official support, and, over time, a solid foundation for professional tournamentslink outside website, a console conversion and a sequel. Counter-Strike went from being just a fun mod to becoming one of the cornerstones of competitive gaming, a position it holds to this day.

Garry’s Mod (Half-Life 2 Mod)

Garry's Mod emerged in 2004 as a Half-Life 2 mod created by Garry Newman. It had no objective, no story, and no levels. It was simply a place where you could play with the game's objects, change gravity, create strange machines, and shape the world however you wanted. The concept was so open-ended that players themselves began inventing game modes.

In 2006, Garry's Mod became an independent game, but its essence remained the same, and the commercially released version brought stability, better tools, and integration with content creation systems. The result was an explosion of community-created modes, from horror maps to investigation and role-playing games. What began as a directionless mod became a creative platform that, years later, had already sold tens of millions of copies.

Team Fortress (Quake Mod)

The Team Fortress mod originated in Quake back in 1996. Its key innovation was dividing players into classes with specific abilities, something practically nonexistent in shooters of that era. This concept was so compelling that it caught the attention of Valve, who hired the creators and released Team Fortress Classic in 1999 as a commercial game within the Half-Life ecosystem.

Years later, Valve reinvented the concept with Team Fortress 2, released in 2007. The cartoonish visuals and character personalities breathed new life into the mod's original idea. Even with so many changes, the core remained: team-based matches, well-defined classes, and a focus on cooperation. A concept created by fans ended up shaping an entire subgenre.

Dota 2 (Warcraft Mod)

Defense of the Ancients was a Warcraft III map that completely changed the game's logic. Instead of controlling armies, each player took on the role of a hero with unique abilities and had to destroy the enemy base. This mod became known as DotA and spread throughout the world, generating tournaments, forums, and a gigantic community.

Valve decided to turn this experience into its own game and released Dota 2 in 2013. The core content was practically the same, but with a new graphics engine, dedicated servers, an online matchmaking system, and professional support that the mod could never have had on its own. Today, Dota 2 is one of the leading names in esports and proves that a simple strategy map can become an entire industry.

Killing Floor (Unreal Tournament 2004 Mod)

Killing Floor began as a cooperative mod for Unreal Tournament 2004, focused on survival against hordes of enemies. The project stood out so much that it won modding competitions and attracted the attention of investors. In 2009, it became an independent game.

The content was expanded, the graphics improved, and the progression system gained depth. What was once a niche mod became a product sold worldwide, with versions for consoles and a sequel years later. Last year, the third version of the game was released, Killing Floor IIIlink outside website, showing how a simple mod can become its own franchise!

Insurgency (Half-Life 2 Mod)

Insurgency originated as a Half-Life 2 mod, aiming to portray modern combat more realistically. It didn't feature an exaggerated HUD or simplified mechanics. It was all about rapid-fire shooting, communication, and positioning.

In 2014, the project became an independent game. What changed was the scale. Larger maps were added, official support was provided, and a solid player base was built. Even so, the mod's identity was preserved. Insurgency continued to be a game for those seeking something closer to simulation than arcade.

DayZ (Arma 2 Mod)

Created as a mod for Arma 2, DayZ placed players in a huge, almost resource-deprived map, surrounded by the undead and other survivors who could be either allies or enemies. The tension stemmed from the permanent loss of equipment upon death.

The popularity was so absurd that the studio responsible decided to make a standalone DayZ. The commercial version spent years in early access, but retained the core of the mod. Today, DayZ is remembered as one of the games that shaped the open-world survival genre.

PUBG (Arma Mod)

Before PUBG existed, Brendan Greene created battle royale mods for military games like Arma and even prototypes within other titles. The idea of ​​putting dozens of players on an island until only one remains proved addictive. In 2017, PUBG was released as a standalone game and exploded in popularity. The concept, tested and refined in mods, became a global phenomenon, with versions for consoles and mobile phones.

A new genre was essentially born, infecting games for a good few years, between 2017 and 2020. Every day a new battle royale was released. The battle royale genre, which is now everywhere, started precisely in this type of community experiment.

Red Orchestra: Ostfront 41-45 (Unreal Tournament 2004 Mod)

Red Orchestra: Ostfront 41-45 originated as a mod for Unreal Tournament 2004, Red Orchestra: Combined Arms, but with a completely different approach, focused on realism and a historical setting of World War II. The title maintained the slow pace, lethal weapons, and absence of arcade elements, something rare at the time. It was the beginning of a franchise dedicated to this more serious style of shooter.

The project won competitions and became a commercial game in 2006, and today it already has a second game released, Red Orchestra 2: Heroes of Stalingrad, launched in 2011, with many new features, including a new first-person cover system combined with blind firing, improving and enhancing what was delivered in the first game.

The Forgotten City, from the story in Skyrim to the standalone game

One of the few mod-based games that didn't come from any FPS shooter, but also, with the massive community of mods for Elder Scrolls V: Skyrimlink outside website that exist, it’d be difficult not to have at least one on the list.

The Forgotten City began as a Skyrim mod in 2015, focusing on narrative, choices, and consequences. Its success led the creator to turn the story into a standalone game, released in 2021.

The standalone version featured improved graphics, voice acting, and new systems, but maintained the mod's essence: a mysterious plot based on a rule that no one can break. A clear example of how narrative mods, and not just FPS mods, can also become complete products.