You step through the Chaos Sphere expecting a victory screen, only to get dropped into the Realm of the Dead with an empty inventory and four Death Wyverns circling overhead in Hexen: Deathkings of the Dark Citadel.
When Raven Software Corporation built this expansion pack for id Software, Inc. in 1996, they made a deliberate choice: skip adding new textures or enemy sprites and focus entirely on stacking up script triggers, puzzle chains, and hidden switches. You pick your class from the Fighter, Cleric, or Mage, and immediately get thrown into "The Blight", the first of three interconnected hubs leading through "The Constable's Gate" and "The Nave" toward the Dark Citadel.
The core loop relies entirely on the hub-and-spoke level structure that defined the original game, but here the puzzle design is far less forgiving. Progressing past a sealed doorway often means flipping a switch in one level, traversing a portal back to a previous map, hunting for hidden buttons embedded in dark wall textures, or shooting a tiny target hidden across a cavernous void. If you miss a single lever or obscure trigger tucked behind a pillar, you can easily spend two hours wandering empty corridors trying to work out which iron gate unlocked.
Unlike the base campaign, which eased you into its rhythm with small groups of Ettins, this add-on assumes you have already mastered every trick in the book. Enemies hit harder, level traps trigger faster, and the sheer volume of high-tier monsters makes early survival a genuine grind. Swamp Stalkers hide beneath opaque water where you cannot target them until they rise to lash out, while narrow stone walkways regularly choke you into close quarters against swarms of Centaurs with raised shields.
To survive these encounters, you have to manage your class abilities and inventory items far more aggressively than before. The Fighter relies on temporary invincibility and heavy melee strikes, the Cleric uses partial or full invisibility to slip past blockades, and the Mage turns enemy projectiles back on their attackers. Crucially, the developers adjusted how hub transitions handle your gear. In the original campaign, entering a new hub stripped your stock of high-tier artifacts back down to one. Here, your accumulated items carry over entirely:
The combat pressure is further heightened by a subtle change in enemy spawning logic. In the base game, only basic Ettins would respawn in previously cleared corridors over time. In Deathkings, stronger monster types also respawn at set intervals across the hubs, meaning no area ever remains completely clear while you back-track to solve a puzzle.
Because the expansion reuses the existing asset set, its atmosphere relies heavily on dark visual layouts and dynamic sound. The original MS-DOS shooter supported an extensive array of audio hardware, from basic Sound Blaster and AdLib cards up to General MIDI, Gravis UltraSound, and Sound Canvas setups. However, early physical releases suffered from a minor software oversight where music tracks failed to assign correctly to the expansion maps, requiring players to download a small patch file named dkpatch.zip to fix the soundtrack playback.
On the engine side, this expansion holds a minor place in network history as the first multi-player title to support up to 8 players simultaneously over a LAN, featuring six dedicated deathmatch arenas outside the primary single-player campaign. Digital archeologists digging into the original game files also uncovered an unfinished, scrapped level called "Maze". By using source port console commands like map map41 or typing visit41, you can walk through this abandoned gray geometry, which stands entirely devoid of monsters, sound triggers, or architectural detail.
This expansion does not try to win over players who disliked the puzzle-heavy nature of the original release. The lack of new enemy art or fresh weapons drew criticism from contemporary magazine reviewers who felt 20 new single-player levels did not justify a standalone box purchase. Yet for players who loved solving multi-level web puzzles while dodging fireballs, the increased map density and heightened combat difficulty offer a stern test.
You can play Hexen: Deathkings of the Dark Citadel online, free in your browser right now, with no extra setup required. If you are launching it for the first time, keep your eyes open for subtle wall cracks, save your game frequently before jumping into deep water, and remember that running past an ambush to save mana is often smarter than fighting every single monster in your way.
You step through the Chaos Sphere expecting a victory screen, only to get dropped into the Realm of the Dead with an empty inventory and four Death Wyverns circling overhead in Hexen: Deathkings of the Dark Citadel.
When Raven Software Corporation built this expansion pack for id Software, Inc. in 1996, they made a deliberate choice: skip adding new textures or enemy sprites and focus entirely on stacking up script triggers, puzzle chains, and hidden switches. You pick your class from the Fighter, Cleric, or Mage, and immediately get thrown into "The Blight", the first of three interconnected hubs leading through "The Constable's Gate" and "The Nave" toward the Dark Citadel.
The core loop relies entirely on the hub-and-spoke level structure that defined the original game, but here the puzzle design is far less forgiving. Progressing past a sealed doorway often means flipping a switch in one level, traversing a portal back to a previous map, hunting for hidden buttons embedded in dark wall textures, or shooting a tiny target hidden across a cavernous void. If you miss a single lever or obscure trigger tucked behind a pillar, you can easily spend two hours wandering empty corridors trying to work out which iron gate unlocked.
Unlike the base campaign, which eased you into its rhythm with small groups of Ettins, this add-on assumes you have already mastered every trick in the book. Enemies hit harder, level traps trigger faster, and the sheer volume of high-tier monsters makes early survival a genuine grind. Swamp Stalkers hide beneath opaque water where you cannot target them until they rise to lash out, while narrow stone walkways regularly choke you into close quarters against swarms of Centaurs with raised shields.
To survive these encounters, you have to manage your class abilities and inventory items far more aggressively than before. The Fighter relies on temporary invincibility and heavy melee strikes, the Cleric uses partial or full invisibility to slip past blockades, and the Mage turns enemy projectiles back on their attackers. Crucially, the developers adjusted how hub transitions handle your gear. In the original campaign, entering a new hub stripped your stock of high-tier artifacts back down to one. Here, your accumulated items carry over entirely:
The combat pressure is further heightened by a subtle change in enemy spawning logic. In the base game, only basic Ettins would respawn in previously cleared corridors over time. In Deathkings, stronger monster types also respawn at set intervals across the hubs, meaning no area ever remains completely clear while you back-track to solve a puzzle.
Because the expansion reuses the existing asset set, its atmosphere relies heavily on dark visual layouts and dynamic sound. The original MS-DOS shooter supported an extensive array of audio hardware, from basic Sound Blaster and AdLib cards up to General MIDI, Gravis UltraSound, and Sound Canvas setups. However, early physical releases suffered from a minor software oversight where music tracks failed to assign correctly to the expansion maps, requiring players to download a small patch file named dkpatch.zip to fix the soundtrack playback.
On the engine side, this expansion holds a minor place in network history as the first multi-player title to support up to 8 players simultaneously over a LAN, featuring six dedicated deathmatch arenas outside the primary single-player campaign. Digital archeologists digging into the original game files also uncovered an unfinished, scrapped level called "Maze". By using source port console commands like map map41 or typing visit41, you can walk through this abandoned gray geometry, which stands entirely devoid of monsters, sound triggers, or architectural detail.
This expansion does not try to win over players who disliked the puzzle-heavy nature of the original release. The lack of new enemy art or fresh weapons drew criticism from contemporary magazine reviewers who felt 20 new single-player levels did not justify a standalone box purchase. Yet for players who loved solving multi-level web puzzles while dodging fireballs, the increased map density and heightened combat difficulty offer a stern test.
You can play Hexen: Deathkings of the Dark Citadel online, free in your browser right now, with no extra setup required. If you are launching it for the first time, keep your eyes open for subtle wall cracks, save your game frequently before jumping into deep water, and remember that running past an ambush to save mana is often smarter than fighting every single monster in your way.
How Hexen: Deathkings of the Dark Citadel is played — the keys the game listens to, grouped by what they do.
Highlighted keys are mapped — hover or tap one to see what it does.
Set up for modern play: W A S D move, the mouse turns (this engine has no mouse look, so moving the mouse forward walks), left click fires. The arrow keys still turn. Ctrl and Alt are left free because the browser uses them (Ctrl + W closes the tab).
The on-screen keyboard and gamepad mapping the browser player uses on a phone, a tablet or a controller, as opposed to the real keys above. $PRO members make their own in the player and share them here; anyone can pick one to play with.
Cheat codes, console commands and memory pokes for Hexen: Deathkings of the Dark Citadel — each one verified and attributed.
Sign in to submitHow Hexen: Deathkings of the Dark Citadel is played — the keys the game listens to, grouped by what they do.
Highlighted keys are mapped — hover or tap one to see what it does.
Set up for modern play: W A S D move, the mouse turns (this engine has no mouse look, so moving the mouse forward walks), left click fires. The arrow keys still turn. Ctrl and Alt are left free because the browser uses them (Ctrl + W closes the tab).
The on-screen keyboard and gamepad mapping the browser player uses on a phone, a tablet or a controller, as opposed to the real keys above. $PRO members make their own in the player and share them here; anyone can pick one to play with.
Cheat codes, console commands and memory pokes for Hexen: Deathkings of the Dark Citadel — each one verified and attributed.
Sign in to submit
Hexen: Deathkings of the Dark Citadel1996 · this page
Hexen: Deathkings of the Dark Citadel1996 · this page