(www.adventuregamestudio.co.uk)
- Inform 7 has annoying syntax but an amazing IDE;
- Inform 6 is somewhat object oriented, has a good Emacs mode and decades of tools;
- Dialog takes the evaluation model of Inform 7 and dresses it in sensible syntax but it is a bit niche so tools are lacking;
etc.
The Wise-Woman's Dog is one of the best adventures I played in 2025: https://ifdb.org/viewgame?id=bor8rmyfk7w9kgqs
TADS 3 is another option if you prefer a more object-oriented, ALGOL-ish syntax with equivalent power.
The IFComp has run for decades now. If you are interested in good adventures, running through the highly-rated games from over the years is a good idea.
The IFComp website is at https://ifcomp.org/
I’d also secondly endorse Dialog. It’s a really intuitive way to think about the game world as a whole without having to worry about Inform 7’s AppleScript-esque syntax. It’s also grown quite a bit since the community started their own fork: https://github.com/Dialog-IF/dialog
What's interesting though is, at least in my experience, LLMs are terrible at generating Inform 7 code specifically because it's so uncanny-valley-similar to English.
I, rightly or wrongly, attribute my love of computers to playing around on the family CPC, I really want to encourage that in my kids but I don't know what the equivalent is - I'm pretty sure it's not buying them a tablet, Raspberry Pi 500 maybe?
I think lots of kids will start playing around with Claude Code in this way as well.
It let you play upto 17 players (locally). Each player would get their turn, in turn, and do their moves, then pass the controller. A slow character might get to move 3 tiles per turn. A fast character 7 tiles per turn. Each character could go in any direction they wanted, the group didn't have to stick together. I played it with 5 people.
Also played it single player. When I got to the end, it challenged you to make it to the end without a single fight. I made it to that end and it had a congrats screen from Stuart Smith.
https://www.gogdb.org/product/1432650732
which I greatly enjoyed, and my NWN character, even got a cameo in one fan-made adventure.....
Those game editors are tough to build. I worked on Bard's Tale Construction Set and it had a lot of issues. My claim to fame is filing the bug report that led to cut & paste being added to the scripting editor.
https://en.wikipedia.org/wiki/Eamon_(video_game)
Good god, 280 Eamon Adventures, last released October 2023, I have a lot of catching up to do:
https://en.wikipedia.org/wiki/List_of_Eamon_adventures
Same dragon title screen illustration as Odyssey: The Compleat Apventure!
https://en.wikipedia.org/wiki/Odyssey:_The_Compleat_Apventur...
Also great memories of Richard Garriott's Akalabeth: World of Doom!
https://en.wikipedia.org/wiki/Akalabeth:_World_of_Doom
An Adventure I wrote in Logo, released on the C64 Terrapin Logo examples floppy, using the Logo REPL as the parser:
https://donhopkins.medium.com/logo-adventure-for-c64-terrapi...
Now I'm creating adventures in Cursor with MOOLLM and working on compiling them to JavaScript to run in the browser, kind of like The Sims meets LambdaMOO meets Cursor:
Adventure MOOLLM Anthropic skill:
https://github.com/SimHacker/moollm/tree/main/skills/adventu...
Adventure Compiler design document:
https://github.com/SimHacker/moollm/blob/main/skills/adventu...
Adventure-4 example microworld:
https://github.com/SimHacker/moollm/tree/main/examples/adven...
Here's a marathon session playing in Cursor, and making a wish on a monkey's paw for the rest of the monkey:
https://github.com/SimHacker/moollm/blob/main/examples/adven...
Here's an interview where MOOLLM explains itself, then we go on a wild ride with the Irn Bru snowman, with underground embassy intrigue, Columbo style:
https://github.com/SimHacker/moollm/blob/main/examples/adven...
It also used to have a button with a text like "make a game" where you would click what you wanted in the form of checkboxes and when you pressed the submit button it would tell you something like, it's not that easy, is it? Wonder how easier it may be now. :P
Shoutout to classic community games like
- Cirque De Zale https://www.adventuregamestudio.co.uk/play/game/377/
- The trilby series (5 days a stranger) https://www.adventuregamestudio.co.uk/play/game/269-5-days-a...
Both creators are now very active on Youtube. Yahtzee has split from The Escapist to create an independent journalism website Second Wind, and Rebecca streams video games as Rebecca's Pixel Quest.
A few more favorites:
The recent Shards of God, a science fantasy murder mystery https://hvavra.itch.io/shards-of-god
Duty and Beyond - a sprawling rabbit-hole adventure with a minimalistic low-res art style https://www.adventuregamestudio.co.uk/play/game/747/
Ben Chandler has made a lot of fun tiny games: https://www.adventuregamestudio.co.uk/play/search/&q=title-o...
He is now working on Gilt, inspired by the Dying Earth and Book of the New Sun: https://store.steampowered.com/app/3979770/Gilt/. He also blogs, and has a huge archive analyzing point and click adventure game room art. https://ben304.blogspot.com/
His friend and collaborator Francisco Gonzales (Grundislav) also has a great backlog of games. Besides recent commercial efforts, there's the free Ben Jordan: Paranormal Investigator series: https://www.grundislav.games/Ben-Jordan.html
Nanbobots was later reimagined as a commercial game with Wadjet Eye.
I highly recommend checking their catalogue. While the first installements of Blackwell series didn't age that well I still think they are a quite nice starting point – they are short and memorable.
https://wiki.scummvm.org/index.php?title=AGS/Games
I've played it on OpenBSD before!
It actually made me cry and email the studio director. It was a masterpiece.
>This license is a free software license, compatible with the GPL thanks to the relicensing option in section 4(c)(ii).
I remember the original author of AGS was strongly against open source back in the day. Nice to see he either recanted, or handed the reigns to someone who wasn't opposed.
To this day, they’re are releasing fun new adventure episodes in the Maniac Mansion universe.
I moved on to RPG Maker and that was more my speed. I was really into JRPGs at that time.
I accomplished absolutely nothing with either software. I was stuck on imagining the perfect art and perfect story. That inaction remains in me to this day.
Currently supports RPG mechanics, with digital card game support coming soon. Plan is to keep expanding what's offered.
Bits and pieces are already open source with more to come: https://github.com/BreakaClub and https://github.com/godotjs/godotjs/
I think most of the people using Godot are not aware how powerful and ergonomic GodotJS actually is. All the intellisense and completion suggestions goodness when using GodotJS is a godsent.
Can you tell us a bit more about how making breaka club with GodotJS has been going for you?
- Are you using Godot as kind of a rendering frontend while your TypeScript code is rather self-contained and only interacts sparingly with the APIs exposed via GodotJS or is everything deeply intertwined? I'm curious because I'm still looking for a good GDScript replacement. I really dislike GDScript so much :(
- How has performance been? I'd imagine V8 with JIT be a lot faster than GDScript and probably within 2-3x of C#? But I guess one wouldn't be able to use V8 JIT on consoles or iOS? I wonder if the performance hit would be tolerable.
- Do you still have high-performance code you write with e.g. godot-cpp and if so, how's easy is it to make those things interact?
- I saw that there have been thoughts about migrating GodotJS to a GDExtension but it's not easy it seems? Would be a great long-term goal imo because not having to use a custom engine build and instead just plug in a GDExtension would be pretty convenient.
- I assume that one cannot use stuff like the node file system API or such things and one has to restrict themselves to JavaScript/TypeScript code that would also run in the browser?
Sorry for the flood of questions, no need to answer them all. Still curious about all of those things :)
Edit: Oh, it was Adventure Maker! And it had a free version: https://www.adventuremaker.com/ — Apparently stuff like scripting and sprites do exist, but only in the paid version. It's cool the website is still around.
It would be cool to have a FOSS redux of it, to be honest.
Really enjoyed it back then, great to see it’s still around
> This port was initially done by Edward Rudd for providing Gemini Rue in a Humble Bundle when the AGS backend was Allegro 4. Currently, it uses SDL2.
[0] https://github.com/adventuregamestudio/ags/tree/master/OSX
Such a wonderful engine.