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Fallout: London is a high-quality, expansion-sized total conversion mod for Fallout 4 (currently available at -60% off), the legendary post-apocalyptic RPG developed by Bethesda Game Studios. This passion-filled fan project was years in the making by Team FOLON® and now it’s finally reaching its release – only on GOG!



The Fallout universe, known for its iconic post-apocalyptic RPGs, continues to captivate fans since its 1997 debut. Despite the gap since the last game release, enthusiasm remains high, especially after the positive reception of Amazon's TV series based on the games.

This renewed interest is met by Fallout: London, a fan-made project by Team FOLON®. This team of hobbyists and professionals spent over 5 years creating a fresh Fallout experience set in London, complete with a new story, detailed environments, fully-voiced characters, new factions, weapons, and gameplay elements – all for us to enjoy for hours on end, and for completely free.



Fallout: London, being an incredibly massive project, faced challenges in delivering the mod to players. Its size was too large for popular mod hosting sites, and this is where GOG offered to host it, as well as improve overall experiences with a custom launcher.

Supporting such creative, ambitious fan projects ensures that the rich, immersive worlds of games like Fallout continue to thrive. Making Fallout: London easily accessible and providing a seamless installation process and compatibility across different platforms is a way for GOG to guard history. Enabling players to enjoy Fallout's post-apocalyptic adventures in new and exciting ways is how we contribute to making the game last forever.



By getting the mod on GOG, you can be sure that it's compatible with Fallout 4: Game of the Year Edition from both GOG and Steam. That’s right, you can play on GOG and Steam!

Here’s a few things you need to know:

1. Fallout: London is compatible with the pre-patched version (1.10.163.0) of Fallout 4: Game of the Year Edition. Next-gen compatible version of the mod is currently in development, but we can’t share any release date estimations yet.

2. The GOG version is exactly the pre-patched one (1.10.163.0), maintained in order to provide time for modding communities to update their mods. This means you’ll be able to launch Fallout: London installation right away.

3. The Steam version of the game is after the next-gen update, making it non-compatible. This means you’ll have to downgrade your game to the compatible pre-patch version before proceeding with installation. You can find step-by-step instructions for Steam version downgrading on Team FOLON®’s website.

Now, to simplify the mod installation itself, together with Team FOLON® we created a dedicated launcher that installs the mod with one click via GOG GALAXY or Offline Installers. All you need to do is have a copy of Fallout 4: Game of the Year Edition installed (either on GOG or downgraded Steam version), grab Fallout: London from GOG, run the mod launcher (by clicking “Play” on Fallout: London’s game view in GOG GALAXY or its Offline Installer), and then enjoy post-apocalyptic London in its full glory.

Now, let's explore the post-apocalyptic city of London and remember – we don't want to set the world on fire!
Official Patch 1.02 Announcement
1 Million Announcement
https://softwareengineeringdaily.com/2025/01/15/fallout-london-with-daniel-morrison-neil-and-jordan-albon/

"[0:57:30] Joe Nash: I guess that brings me on to onto some really too early, which is it's a volunteer projects, members of the team are fairly early in careers. You mentioned you have day jobs at the time. Has it paid off in terms of your career and prospects? You mentioned not being super proud of the work you got good at. Is that something you want to continue doing, Daniel? Or is that a side skill that you'll never touch again?

[0:57:50] Daniel Morrison Neil: I mean, we're going to be - we're developing a company out of this. We're going to be building a games studio out of this. And we want to keep doing this. I think it's a shame that you don't have all of us here in the podcast. Because we're quite all together. We're quite strong personalities. And I'm quite a shy person overall. But I love all these guys a lot. I wouldn't want to work with anybody else. I'll still be doing other stuff with teaching. I teach like game audio and stuff like that now for them. But a lot of the focus is working on this. We want to build something. Potentially create opportunities for folk. Create really good games. And we have people that we can bring on in the future. We have ideas that we've worked on. We can translate this into something that could be scalable in the future. Definitely not lost.

I would say the people that have learned the most though were the people who stayed up to the project in like the last eight months of development. Creating all of those things is not easy. Obviously, creating any type of graft kind of stuff. The most fun I had was composing music for me personally. But all the way up to release for like getting all the audio to work correctly, things not working, dialogue lines mismatch, make sure quests work correctly for Sonny. Making sure that 3D models are all properly optimized. Everything had to be fine-tuned the most.

And I would say from that last kind of eight months, a lot of the team really were really passionate about everything as well as the heads of department. And that was the point where we were exhausted, but at least we were still almost whimpering to each other, "When this is done, we're going to make something out of this." Because it's really difficult to actually complete a project of this scale. It's easy to make it, but it's difficult to complete it, I would say."

...

"[1:05:09] DMN: I think for like in terms of how far we are on with everything, I mean the most important thing about setting up something new like that's a totally different kettle of fish. You're no longer you know working yourself or modelling off something else. This has to be something that's built up from scratch that actually is fully functioning and has a good grounds to then build up from it. We have meetings very regularly.

We currently have ideas for games, but it's very much this is all conversational. This is where it actually turns more about business and the sense that everything that gets discussed in terms of actually creating or facilitating the creation of something is something that should be taken seriously because it actually has risk involved. And that shouldn't be something that's taken lightly.

Of course, we'll chat and have ideas and everything like that. But that's like at a stage where we will bring everything forward and we'll start to actually think about what the best outcome is for us personally as well as like actually creating a business as a whole. And I think that's something that we would be good at actually kind of managing all together. We're not going to be jumping into it saying, "We've made a mod. Mod was successful. Let's quickly make a game." That absolutely needs to be done right. Because that's easily the textbook thing of something that can easily fall apart, you know?

And I think we strongly understand that as we've been really strict about having formal conversations from the beginning and saying, "Let's make this properly." And that takes time to do that without even thinking about anything game related. But we've all got our tasks and everything that we're doing. We come together. We chat about how stuff's going. But maybe sooner than you expect."

...

"[1:09:24] Jordan Albon: It's more the scope. More the scope of the next thing. I think a big fear that I personally have and I'll voice it. I'll be quite vocal about it anyway, that we don't want to just finish Fallout London and go, "Yeah, we're going to make Fallout London 2." Because that's just not in the realms of possibility yet from a financial point, from a skill set point as well, that's just not happening. I think we'd really like to make something of a small scope or even just throw away game jams, right? Spend two weeks just make something. Oh, it was crap. But at least we learn everything we could from it. Throw it away. Next game jam. Maybe? There's various ways we could approach that.

[1:10:08] DMN: Yeah, smaller games definitely allow you to test things. And then it's like an iterative process. We're making more games than everything's will be. But we expand from that, learn from that. If you do something that's just one large game, you're always internally learning and stripping things away or resetting the project like Fallout London did and everything, which of course is part of the learning and making of something. But not really possible now, I don't think. And probably not.

[1:10:36] JA: Exactly. Literally, we can't afford it. We could spend a certain amount of money developing something and then have to reset it after a year. That would be tragic. Whereas, I think it's really important as well for people starting up companies or even just companies in general. You see this everywhere. They'll be running multiple projects at once in the event that one falls through. Or maybe they're all successful. I think that's really important for us to do as well."

...

"[1:11:41] JA: I think I might say with certainty, because I won't be able to give you an exact answer on it. But I definitely say a good chunk of people on our Discord, especially even from the bug reports, we've had people who are completely unaware of things that happen in Fallout 4. It's quite obvious a few people hadn't actually played a Fallout game for it. A lot of people saying they're buying PCs to play Fallout London. A lot of people buying Fallout 4 for the first time.

The GOG numbers told us that as well. There was people who didn't even own the game. Or maybe they played it on Xbox or PlayStation years and then they wanted to play Fallout London. I think the answer to that would be there is a good chunk. I think right now we've got somewhere in the realm of 87,000 people on our Discord, which, yeah, good chunk is going to be from the Fallout 4 modding community. But I would say quite confidently a good chunk of that is people who probably want to see us move on.

I think from any kind of donations we've got, most people have been saying stuff like, "We really want to see what you do in the future." Even from comments on our YouTube or comments or reviews on Google, GOG, wherever it is, people are saying, "I want to see where they go. Because, clearly, they're capable of creating something that we've want," being what we released. I think we would be okay. I'd hope we'd be okay.

[1:13:02] DMN: I think we should definitely be okay. I think things are going to change and everything, but this is like the crossover between what is Fallout London and what is Team FOLON. Because they're completely separate. And that kind of transition, at least on the public face in front, is really important as well to then say, "You know, we are going to be making something at least with the same -" we don't want people to be thinking the newer games are Fallout London. They're absolutely not. The style and everything in terms of writing style from Callum, the way of developing assets to the texturing, all with that kind of stylistic kind of choices is things that, yes, was influenced by Fallout. But everything that went into that was a lot of experimentation and developing a voice and playing about with how stories and characters develop and everything. Even like the music as well. Eventually, when I started, those are all things that we'll be carrying into future projects and we're just hoping that people following us see that aspect of it rather than as a remodeled Fallout game. Because it is more than that at least for us."

Also:

https://i.imgur.com/tgYnxg0.jpeg

"Big things are coming! Fallout: London's first DLC is getting closer, and the team at Team Folon Ltd has been working non-stop to bring the "Rabbit & Pork" DLC to you all. Maybe some more surprises too."
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Swedrami: *snip*
DLCs for a mod...
Don't know whether I should wait with a playthrough until all DLCs are released.
You'd think the team would focus on patching and polishing the base game (mod) before even thinking about DLCs, but maybe that's just a fancy way of saying "big updates"
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Swedrami: *snip*
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viperfdl: DLCs for a mod...
Don't know whether I should wait with a playthrough until all DLCs are released.
Hopefully much like Fallout London these ''DLCs'' come to Gog
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Memecchi: You'd think the team would focus on patching and polishing the base game (mod) before even thinking about DLCs, but maybe that's just a fancy way of saying "big updates"
What, do something different than Bethesda? Who do you think these modders are, original thinkers?