First, there won't be download for you, ever. Because:
1. The sources make your eyes bleed. I don't open them anymore for the sake of my own sanity.
2. There is (bad) porn I cannot remove because see 1.
3. I forgot how to build the project. Also, see 1.
4. 80% of the content is stolen. See those ogres? They are retouched Arch-Vile from DooM II.

Other than that, the game runs just fine in DosBox with specific settings (core=auto).

Boss fight videos
http://chebmaster.com/video/goryn_fight.avi (33 Mb)
http://chebmaster.com/video/goryn_fight2.avi (67 Mb)
(if the links ever stop working, poke me with a stick)

Made in: 1996-1998

Compiler: Turbo Pascal 7.0 + assembler with "db 66h;" injected as a hack to utilize 32-bit operands

Platform: MS-DOS real mode

The Cool Feature: multi-threading, physics ran in a separate thread at fixed 25 frames per second using a timer interrupt hack. Well, it did until I butchered the code base trying to find a bug that wasn't. Currently no multi-threaded version is available ...

Video modes supported: 13h and VESA 320x200x16

Double buffering format: 16 bit device-independent, a 6 bit fog depth and a 256-color pixel in the standard palette, in system RAM. Flipped by copying into VRAM with table conversion to destination pixel format.

Memory management: heavily relies on EMS memory paging provided by QUEMM or other memory manager. Runs acceptably @ only 2 Megabytes of memory available, swapping is rather smooth. The physics (map, entities & all) fit into 60 Kilobytes, a save file is 73 kilobytes and contains the entire level (some levels got preserved this way while their sources were lost).

Level editor: any graphical editor for 256-color images. Employs a complex system of encoding objects in a PCX image using series of adjacent pixels. Very good for copy-pasting and spraying scenery around, literal hell for editing multi-layer buildings and weeding out bugs (see floating mountain on video, intended to be surrounded by smaller rocks).

Max monsters on map: 62

Palette / fog settings: 7, overcast (on the video), dense fog, darkness (for caves), bluish moonlit night, greenish fog for jungle, white-out desert (coupled with bright white sky with barely visible yellow mountains on it), reddish fog for volcanic levels. Quicksand and lava support included.

Cpu requirements: K6-2 266 or higher. *very* poorly optimized considering overdraw and texel rate, because there are NO mip-maps and all sprites are fixed 128x128 size.

Dropped because of:
1. Inability to draw so much sprites to make my own monsters by hand.
2. The !shocking! revelation that Pentiums perform poorly when using bitness switch (that db 66h I mentioned above)