Timeline

Half a century of adventures, era by era.

1976–1983

Text

No graphics: the player types commands and a parser tries to understand them. Born on university mainframes, brought home by Infocom.

6 games
  1. STUDIO: Will Crowther · Don Woods. ENGINE: FORTRAN · PDP-10.

    Will Crowther, a programmer and caver, recreated Kentucky's Mammoth Cave in text. Don Woods expanded it in 1977 with treasures and fantasy. It is the direct ancestor of the whole genre.

    The parser understood two-word commands such as GET LAMP. The magic word XYZZY became an eternal in-joke among programmers.

    More information
  2. STUDIO: MIT · Infocom. ENGINE: MDL · Z-machine.

    Four MIT students built an underground world with a parser that understood full sentences. In 1979 they founded Infocom and sold it in three parts from 1980.

    Wander in the dark and you were eaten by a grue, a creature nobody ever actually saw.

    More information
  3. STUDIO: Adventure International · Scott Adams. ENGINE: Scott Adams.

    The first commercial adventure for home computers: find thirteen treasures with two-word commands in 16 KB of memory.

    Scott Adams wrote it in BASIC on a TRS-80 and sold it in plastic bags.

    More information
  4. STUDIO: On-Line Systems. ENGINE: Apple II.

    Roberta Williams wrote an Agatha Christie-style mystery and Ken Williams programmed it with line drawings. It is considered the first adventure game with graphics.

    The Williams' company was renamed Sierra On-Line in 1982.

    More information
  5. STUDIO: Beam Software · Melbourne House. ENGINE: Inglish.

    A Tolkien adaptation with illustrations and characters who acted on their own: Thorin might sit down and sing about gold at the worst moment.

    Its “Inglish” parser understood full sentences such as “say to Thorin ‘carry me’”.

    More information
  6. STUDIO: Infocom · Steve Meretzky. ENGINE: Z-machine.

    A Stellar Patrol ensign is stranded on an abandoned planet. His companion is Floyd, a childlike, endearing robot.

    Floyd's death is one of the first moments in a video game that made players cry.

    More information
1984–1989

Graphic parser

Graphics arrive, with a hero walking across the screen, but actions are still typed. By the end of the era SCUMM puts the verbs on screen.

17 games
  1. STUDIO: Sierra On-Line. ENGINE: AGI.

    Commissioned by IBM for its PCjr. For the first time the hero walked through animated scenes with depth, although actions were still typed.

    Sir Graham could walk in front of and behind objects: a striking pseudo-3D effect in 1984.

    More information
  2. STUDIO: Infocom · Douglas Adams, Steve Meretzky. ENGINE: Z-machine.

    Douglas Adams himself co-wrote this text adventure, which mocks the player as much as the galaxy.

    The Babel fish puzzle is famous for its difficulty: Infocom even sold T-shirts boasting of having solved it.

    More information
  3. STUDIO: ICOM Simulations. ENGINE: MacVenture.

    An amnesiac detective in 1940s Chicago. On the Macintosh it was played entirely with the mouse: verbs on buttons and draggable objects.

    It was one of the first true point and click adventures, two years before SCUMM.

    More information
  4. STUDIO: Sierra · Mark Crowe, Scott Murphy. ENGINE: AGI.

    Roger Wilco, a space janitor, saves the galaxy by accident. The "Two Guys from Andromeda" brought sci-fi parody to Sierra.

    The series is famous for its many absurd deaths, each with its own sarcastic message.

    More information
  5. STUDIO: ICOM Simulations. ENGINE: MacVenture.

    After a car crash you enter a haunted mansion to find your brother. Horror with the Macintosh's windows, icons and mouse.

    It ran on the same MacVenture engine as Déjà Vu and Shadowgate.

    More information
  6. STUDIO: Lankhor. ENGINE: Lankhor.

    A French mystery in a country manor: the detective questions the residents by picking questions from menus.

    On the Atari ST it was one of the first games with speech synthesised from phonemes.

    More information
  7. STUDIO: Sierra · Al Lowe. ENGINE: AGI.

    A risqué comedy starring a lovable loser. It opened with trivia questions to check that the player was an adult.

    It sold poorly in its first month, but word of mouth made it one of Sierra's most profitable series.

    More information
  8. STUDIO: Lucasfilm Games · Ron Gilbert, Gary Winnick. ENGINE: SCUMM.

    Seven possible students, three chosen, several endings. To make it, Ron Gilbert and Aric Wilmunder wrote SCUMM, and verbs moved from the keyboard to the screen.

    SCUMM stands for Script Creation Utility for Maniac Mansion.

    More information
  9. STUDIO: Sierra · Jim Walls. ENGINE: AGI.

    A former California highway patrolman designed this adventure where you must follow procedure to the letter: inspect the car, call for backup, cuff.

    Forgetting to walk around your patrol car before driving could end in an absurd death.

    More information
  10. STUDIO: ICOM Simulations. ENGINE: MacVenture.

    Dark fantasy in a castle full of traps, played with on-screen verbs and torches that burn out.

    Its 1989 NES version brought the Mac's window interface to consoles.

    More information
  11. STUDIO: Sierra · Roberta Williams. ENGINE: SCI.

    The series' first female lead and the debut of the SCI engine, with higher resolution and sound card support.

    It was among the first games to make use of AdLib and Roland MT-32 sound cards.

    More information
  12. STUDIO: Evryware · Sierra. ENGINE: AGI.

    New York occupied by aliens and a hero who spies on fellow humans for them. No parser: everything is done with mouse or joystick.

    It was one of the few AGI games that did away with typing.

    More information
  13. STUDIO: Lucasfilm Games · David Fox. ENGINE: SCUMM.

    A tabloid reporter discovers that aliens want to dumb down humanity. Globe-trotting and four playable characters.

    The box included a fake tabloid newspaper with clues for the game.

    More information
  14. STUDIO: Lucasfilm Games · Noah Falstein, David Fox, Ron Gilbert. ENGINE: SCUMM.

    It adapts the film but lets you solve many situations with fists, cunning or talk. The Grail Diary came in the box.

    Its “Indy Quotient” score rewarded finding alternative solutions.

    More information
  15. STUDIO: Aventuras AD. ENGINE: DAAD.

    A Spanish version of Colossal Cave with graphics for Spectrum, Amstrad, MSX and PC. Andrés Samudio's Aventuras AD was Spain's great text adventure house.

    AD used DAAD, its own multi-platform system, which hobbyists still use today to write retro adventures.

    More information
  16. STUDIO: Sierra · Lori Ann Cole, Corey Cole. ENGINE: SCI.

    It mixes adventure and role-playing: choose fighter, magic user or thief, and each class solves puzzles its own way.

    It first shipped as “Hero's Quest” and was renamed over a board game's trademark.

    More information
  17. STUDIO: Sierra · Roberta Williams. ENGINE: SCI.

    Laura Bow spends a 1925 night on a Louisiana plantation where the heirs start dying. An internal clock moves on as you discover things.

    You can reach the end understanding almost nothing: your rating depends on what you observed.

    More information
1990–1997

Golden age

VGA, the mouse, CD-ROM and voice acting: LucasArts, Sierra, Revolution and European studios are at their peak.

46 games
  1. STUDIO: Sierra · Roberta Williams. ENGINE: SCI.

    Sierra drops the parser: an icon bar (walk, look, act, talk) and hand-painted, digitised VGA backgrounds.

    Its 1991 CD edition was one of the first adventures with fully spoken dialogue.

    More information
  2. STUDIO: Lucasfilm Games · Brian Moriarty. ENGINE: SCUMM.

    No inventory and no verbs: Bobbin weaves spells by playing four-note drafts on his distaff. A melancholy fable set to Tchaikovsky.

    Mark Ferrari's VGA backgrounds used colour cycling to animate water and skies.

    More information
  3. STUDIO: Dynamix. ENGINE: DGDS.

    Cyberpunk in 2053 Los Angeles with a comic-book look and a real clock: events happen whether or not you are there.

    It was the first game on Dynamix's DGDS engine, later reused for Heart of China.

    More information
  4. STUDIO: Lucasfilm Games · Ron Gilbert, Tim Schafer, Dave Grossman. ENGINE: SCUMM.

    Guybrush Threepwood wants to be a pirate. Humour, insult sword fighting and a design where you cannot die or get stuck.

    It put into practice Ron Gilbert's 1989 essay "Why Adventure Games Suck".

    More information
  5. STUDIO: Coktel Vision · Pierre Gilhodes, Muriel Tramis. ENGINE: Gob.

    Three goblins with different skills (punching, picking things up, casting spells) cooperate in screens that are self-contained puzzles.

    Each character has one talent and you switch between them with the mouse.

    More information
  6. STUDIO: LucasArts · Ron Gilbert, Tim Schafer, Dave Grossman. ENGINE: SCUMM · iMUSE.

    Guybrush hunts for the treasure of Big Whoop. Painted, scanned backgrounds, a “Lite” mode for beginners and an ending still debated.

    It debuted iMUSE, the system that blends music seamlessly between scenes.

    More information
  7. STUDIO: Sierra · Mark Crowe, Scott Murphy. ENGINE: SCI.

    Roger Wilco travels to sequels and prequels of his own series, including a mall that sells Sierra games.

    The CD version was narrated by Gary Owens.

    More information
  8. STUDIO: LucasArts · Hal Barwood, Noah Falstein. ENGINE: SCUMM.

    An original Indy story in search of Atlantis, with three paths: team up with Sophia, use your wits or use your fists.

    Many fans call it the best Indiana Jones film never made.

    More information
  9. STUDIO: Revolution Software · Charles Cecil. ENGINE: Virtual Theatre.

    Revolution's first game: the townsfolk follow their own routines and can be given orders.

    Revolution released it as freeware and it is played today with ScummVM.

    More information
  10. STUDIO: Mythos Software · Electronic Arts. ENGINE: Mythos.

    Holmes and Watson investigate a murder in Victorian London, with a journal that records every clue and conversation.

    In Europe it was released as “The Lost Files of Sherlock Holmes”.

    More information
  11. STUDIO: Westwood Studios. ENGINE: Westwood.

    Colourful fantasy with a single-click interface: no verbs, the game decides what to do with each object.

    Westwood later became famous for the strategy game Command & Conquer.

    More information
  12. STUDIO: LucasArts · Tim Schafer, Dave Grossman. ENGINE: SCUMM · iMUSE.

    Three characters in three eras pass objects to each other through time-travelling toilets. Cartoon animation and full voice acting on CD.

    On a computer inside the game you can play the whole of Maniac Mansion.

    More information
  13. STUDIO: Sierra · Al Lowe, Josh Mandel. ENGINE: SCI.

    A retired gunslinger becomes a pharmacist in the Wild West. A western parody with a sung opening theme.

    Its copy protection had you mix prescriptions using the pharmacy manual in the box.

    More information
  14. STUDIO: Sierra · Jane Jensen. ENGINE: SCI.

    A New Orleans bookseller investigates voodoo murders. An adult, dark and well-researched script.

    The CD version featured Tim Curry and Mark Hamill in its voice cast.

    More information
  15. STUDIO: Cyan · Rand & Robyn Miller. ENGINE: HyperCard.

    Rendered images, silence, an empty island and mechanical puzzles. It sold millions and popularised the CD-ROM.

    It was the best-selling PC game until The Sims overtook it in 2002.

    More information
  16. STUDIO: Activision · Doug Barnett. ENGINE: Activision.

    Zork's universe moves to graphics and digitised video, with an interface that offers actions depending on the object.

    Its line “Want some rye? Course ya do!” became a meme of its time.

    More information
  17. STUDIO: LucasArts · Sean Clark, Michael Stemmle, Steve Purcell, Collette Michaud. ENGINE: SCUMM.

    Steve Purcell's comic-book dog and rabbit cops tour America's roadside attractions.

    It replaced the verb bar with icons cycled with the right mouse button.

    More information
  18. STUDIO: Adventure Soft. ENGINE: AGOS.

    A British teenager falls into a fairy-tale world and mocks every one of its clichés. Monkey Island-style humour with an English accent.

    In the CD version he is voiced by Chris Barrie of “Red Dwarf”.

    More information
  19. STUDIO: Trilobyte · Rob Landeros, Graeme Devine. ENGINE: Groovie.

    A pre-rendered 3D mansion, live-action actors and logic puzzles. It helped sell CD-ROM drives.

    It took two CDs when most games still fitted on floppies.

    More information
  20. STUDIO: Revolution Software. ENGINE: Virtual Theatre.

    Australian cyberpunk with art by Dave Gibbons, the artist of Watchmen. Characters followed their own routines around the city.

    It was released as freeware in 2003 and can be downloaded legally for ScummVM.

    More information
  21. STUDIO: Creative Reality · Neil Dodwell, David Dew. ENGINE: DreamWeb.

    Grim top-down cyberpunk: a bartender is told in his dreams to kill seven people.

    Its authors released it as freeware in 2012.

    More information
  22. STUDIO: Pendulo Studios. ENGINE: Pendulo.

    A student wants to join a field trip to a tropical island to win over a girl. Pendulo's first game and the starting point of 1990s Spanish adventure games.

    Pendulo is still active more than thirty years later.

    More information
  23. STUDIO: The Dreamers Guild. ENGINE: SAGA.

    Anthropomorphic animals in a world without humans: Rif the fox must recover a stolen orb to prove his innocence.

    It was the first game on the SAGA engine, later used by I Have No Mouth, and I Must Scream.

    More information
  24. STUDIO: Access Software · Chris Jones. ENGINE: Access.

    Detective Tex Murphy explores a post-apocalyptic San Francisco in free-roaming 3D, with live-action video scenes.

    It came on four CDs and featured actors such as Brian Keith and Margot Kidder.

    More information
  25. STUDIO: Teeny Weeny Games · Perfect 10 Productions · Psygnosis. ENGINE: Tinsel.

    Rincewind, the most inept wizard of Terry Pratchett's Discworld, must stop a dragon. Its puzzles are famously convoluted.

    Monty Python's Eric Idle voices Rincewind.

    More information
  26. STUDIO: Interactive Binary Illusions · Warner Interactive. ENGINE: Queen.

    A 1940s pilot crash-lands in the Amazon and finds a mad scientist turning Amazon women into dinosaurs.

    It has been distributed for free with ScummVM since 2004.

    More information
  27. STUDIO: LucasArts · Tim Schafer. ENGINE: SCUMM · INSANE.

    Ben, leader of a biker gang, is framed for murder. Short, cinematic and with a radial action menu: eye, hand, mouth and boot.

    It mixed adventure with motorcycle action scenes on the highway.

    More information
  28. STUDIO: The Dreamers Guild · Cyberdreams · Harlan Ellison. ENGINE: SAGA.

    Based on Harlan Ellison's story: a superintelligence tortures the last five humans, each in their own nightmare.

    Ellison co-wrote the script and voiced the machine AM.

    More information
  29. STUDIO: Cryo Interactive. ENGINE: Cryo.

    Prince Adam must unite humans and dinosaurs against tyrants. Pre-rendered 3D sets and music by Stéphane Picq.

    Cryo was the French studio behind Dune (1992) and Atlantis.

    More information
  30. STUDIO: Sierra · Roberta Williams. ENGINE: SCI.

    Horror with real actors filmed over computer-generated backgrounds. Its violence caused controversy and store bans.

    It shipped on seven CDs.

    More information
  31. STUDIO: Metropolis Software. ENGINE: Teenagent.

    A clumsy teenager is recruited as a secret agent. A Polish adventure full of absurd humour.

    It is freeware today and runs in ScummVM.

    More information
  32. STUDIO: Sierra · Jane Jensen. ENGINE: SCI.

    Gabriel investigates werewolves in Bavaria and the history of Ludwig II, shot entirely as full-motion video.

    It includes an original opera composed for the game.

    More information
  33. STUDIO: LucasArts · Sean Clark. ENGINE: SCUMM · iMUSE.

    Serious science fiction from an idea by Steven Spielberg: three astronauts are stranded on an alien planet.

    It took around six years to make and went through several project leads.

    More information
  34. STUDIO: Revolution Software · Charles Cecil. ENGINE: Virtual Theatre.

    George Stobbart and Nico Collard chase the Templars through Paris, Ireland, Syria and Spain. Hand-drawn animation of cinematic quality.

    It received a full remaster in 2024: Shadow of the Templars: Reforged.

    More information
  35. STUDIO: Alcachofa Soft. ENGINE: Drascula.

    A Spanish adventure with irreverent humour: estate agent John Hacker takes on Count Drascula in Transylvania.

    Alcachofa Soft released it as freeware and it runs in ScummVM.

    More information
  36. STUDIO: The Neverhood, Inc. · Doug TenNapel · DreamWorks Interactive. ENGINE: Neverhood.

    Everything is stop-motion clay: the clay figure Klaymen explores a surreal world.

    Terry Scott Taylor's soundtrack mixes blues, jazz and wordless humming.

    More information
  37. STUDIO: Burst Studios · Virgin Interactive. ENGINE: Burst.

    Christopher Lloyd, in live action, is trapped in a cartoon world.

    Much of the planned story was left for a sequel that never came.

    More information
  38. STUDIO: Zombie LLC · Activision. ENGINE: Z-Vision.

    Zork turns dark: mechanical and alchemical puzzles in panoramic temples with embedded video.

    Its Z-Vision engine displayed first-person 360° rotating panoramas.

    More information
  39. STUDIO: Cryo Interactive. ENGINE: OMNI3D.

    A queen's guard explores Atlantis in 360° panoramas with animated 3D characters.

    Its OMNI3D engine let you look freely around at every node.

    More information
  40. STUDIO: Westwood Studios. ENGINE: Voxels.

    A story running parallel to the film. Characters were voxels, and who was a replicant was decided at random each playthrough.

    It had thirteen possible endings.

    More information
  41. STUDIO: Revolution Software · Charles Cecil. ENGINE: Virtual Theatre.

    George and Nico chase a Mayan conspiracy from Paris to Central America and the Caribbean.

    Nico is playable in several sections.

    More information
  42. STUDIO: Pendulo Studios. ENGINE: Pendulo.

    Two reporters investigate a monster's disappearance at a party for horror film stars. Top-notch voice acting and a huge hit in Spain.

    Its spiritual sequel, The Next BIG Thing (2011), revisited the idea.

    More information
  43. STUDIO: Cyan · Robyn Miller, Richard Vander Wende. ENGINE: Cyan.

    Myst's sequel: an archipelago with its own culture, language and number system to decipher.

    It shipped on five CDs.

    More information
  44. STUDIO: LucasArts · Larry Ahern, Jonathan Ackley. ENGINE: SCUMM.

    High resolution, hand-drawn cartoons and a verb coin that appears when you hold down the button.

    It was the last LucasArts game built with SCUMM.

    More information
  45. STUDIO: Smoking Car Productions · Jordan Mechner. ENGINE: Smoking Car.

    A murder on the Orient Express on the eve of the First World War, in real time and in Art Nouveau style.

    The characters were filmed with actors and turned into drawings by rotoscoping.

    More information
  46. STUDIO: Activision. ENGINE: Z-Vision.

    Infocom's humour returns: an inquisitor has banned magic and you must recover the artefacts of the Great Underground Empire.

    Its characters are video actors inside 3D panoramas.

    More information
1998–2005

The jump to 3D

3D characters and pre-rendered backgrounds. Big publishers abandon the genre, but Europe keeps it alive.

14 games
  1. STUDIO: LucasArts · Tim Schafer. ENGINE: GrimE · Lua.

    Manny Calavera, travel agent in the Land of the Dead, in a film noir with Day of the Dead style. 3D characters over pre-rendered backgrounds.

    It was played with the keyboard, no cursor. The 2015 remaster added mouse control.

    More information
  2. STUDIO: DreamForge Intertainment · ASC Games. ENGINE: DreamForge.

    A bandaged man wakes up in an asylum with no memory of who he is. Isometric view and episodes that shift between reality and delusion.

    Each chapter changes world and sometimes the playable character.

    More information
  3. STUDIO: Sierra · Jane Jensen. ENGINE: Sierra 3D.

    The series moves to real-time 3D with a free camera, around the Rennes-le-Château mystery.

    Its fake moustache puzzle is often cited as an example of absurd adventure logic.

    More information
  4. STUDIO: Funcom · Ragnar Tørnquist. ENGINE: Funcom.

    April Ryan discovers she can travel between two worlds, one technological and one magical. A long, mature narrative.

    It continues in Dreamfall (2006) and Dreamfall Chapters (2014-2016).

    More information
  5. STUDIO: LucasArts · Sean Clark, Michael Stemmle. ENGINE: GrimE.

    The fourth instalment takes Guybrush into 3D with Grim Fandango's engine and keyboard control.

    It includes “Monkey Kombat”, a rock-paper-scissors parody of the insult duels.

    More information
  6. STUDIO: Presto Studios · Ubisoft. ENGINE: Presto.

    A new studio continues the series with 360° panoramas and a villain, Saavedro, seeking revenge on Atrus.

    Brad Dourif plays Saavedro.

    More information
  7. STUDIO: Pendulo Studios. ENGINE: Pendulo.

    Brian and Gina flee the mob across the United States. 3D models rendered to look like hand-drawn cartoons.

    Its success in Europe proved the genre was not dead despite the crisis.

    More information
  8. STUDIO: Microïds · Benoît Sokal. ENGINE: Virtools.

    Lawyer Kate Walker travels east on a clockwork train in search of an automaton inventor. Melancholy and gorgeous backgrounds.

    Sokal was a Belgian comic artist before turning to games.

    More information
  9. STUDIO: Revolution Software · Charles Cecil. ENGINE: Revolution 3D.

    George and Nico move to real-time 3D, with direct control and actions mapped to buttons.

    It was also designed for consoles: PlayStation 2 and Xbox.

    More information
  10. STUDIO: Amanita Design · Jakub Dvorský. ENGINE: Flash.

    A gnome saves his asteroid in a browser game built from photographs of moss, bark and mushrooms.

    It was Jakub Dvorský's graduation project and the origin of Amanita Design.

    More information
  11. STUDIO: Future Games. ENGINE: AGDS.

    Czech gothic: Samuel Gordon returns to his family's English manor after his grandfather's death.

    Pre-rendered backgrounds and 3D characters, in the classic two-button tradition.

    More information
  12. STUDIO: Microïds · Benoît Sokal. ENGINE: Virtools.

    Kate Walker and Hans Voralberg continue by train towards the island of the mammoths.

    Benoît Sokal was a comic-book artist before designing games.

    More information
  13. STUDIO: Quantic Dream · David Cage. ENGINE: Quantic Dream.

    A man commits a murder in a trance, and the player also controls the detectives chasing him.

    In North America it was called “Indigo Prophecy”.

    More information
  14. STUDIO: Microïds. ENGINE: Microïds.

    An FBI agent hunts a serial killer in Chicago while reading her grandfather's case in 1920s Prague.

    It is the follow-up to Post Mortem (2002).

    More information
2006–2016

Revival

Digital distribution, episodes and crowdfunding: the genre returns through independent studios and Telltale.

22 games
  1. STUDIO: Funcom · Ragnar Tørnquist. ENGINE: Funcom.

    Zoë Castillo, April Ryan and Kian Alvane: three leads between Stark and Arcadia, in real-time 3D.

    Its open ending was resolved in Dreamfall Chapters (2014–2016).

    More information
  2. STUDIO: Telltale Games. ENGINE: Telltale Tool.

    Steve Purcell's characters return in episodic form, with monthly chapters and digital distribution.

    Telltale was founded by former LucasArts staff after Sam & Max: Freelance Police was cancelled.

    More information
  3. STUDIO: Wadjet Eye Games · Dave Gilbert. ENGINE: AGS.

    Rosa Blackwell discovers she is a medium and helps ghosts move on. The start of an indie saga set in New York.

    Wadjet Eye became the go-to publisher for pixel art adventures.

    More information
  4. STUDIO: Daedalic Entertainment · Jan Müller-Michaelis. ENGINE: Visionaire Studio.

    Edna escapes an asylum with the help of Harvey, her talking stuffed rabbit.

    It began as its author's university thesis project and was Daedalic's first game.

    More information
  5. STUDIO: Amanita Design. ENGINE: Flash.

    A small robot in a city of scrap. No text: dialogue is drawn as thought bubbles, and everything is hand-painted.

    Brno-based Amanita had already won over browsers with Samorost (2003).

    More information
  6. STUDIO: Telltale Games · LucasArts. ENGINE: Telltale Tool.

    Guybrush returns in five monthly episodes, with LeChuck turned human.

    Dave Grossman, co-writer of Monkey Island 1 and 2, was its lead designer.

    More information
  7. STUDIO: LucasArts. ENGINE: SCUMM.

    A remaster with hand-painted high-resolution art, voices and re-recorded music.

    A single key switches at any time between the new graphics and the original 1990 ones.

    More information
  8. STUDIO: Daedalic Entertainment · Marco Hüllen. ENGINE: Visionaire Studio.

    Sadwick, a melancholy clown, dreams of the end of his world. Hand-painted high-resolution backgrounds.

    Its author started developing it before joining Daedalic.

    More information
  9. STUDIO: Joshua Nuernberger · Wadjet Eye Games. ENGINE: AGS.

    Science-fiction noir on a planet where it always rains, with two parallel stories that eventually meet.

    Its author began it as a student project.

    More information
  10. STUDIO: Pendulo Studios. ENGINE: Pendulo.

    Two journalists cover a movie-monster gala and uncover a conspiracy. A spiritual successor to Hollywood Monsters.

    In Spain it was released as “Hollywood Monsters 2”.

    More information
  11. STUDIO: Amanita Design · Jaromír Plachý. ENGINE: Flash.

    Five little plant creatures defend their tree's last seed from parasites.

    The soundtrack is by the Czech band DVA.

    More information
  12. STUDIO: Daedalic Entertainment. ENGINE: Visionaire Studio.

    Rufus lives on a junkyard planet and dreams of escape. Acid humour and high-resolution cartoon art from Hamburg.

    Daedalic was the driving force of European adventure games in the 2010s.

    More information
  13. STUDIO: Wormwood Studios · Wadjet Eye Games. ENGINE: AGS.

    Robots in a world without humans: Horatio Nullbuilt and his sidekick Crispin look for a stolen part.

    It has several endings depending on the player's moral choices.

    More information
  14. STUDIO: XII Games · Vince Twelve · Wadjet Eye Games. ENGINE: AGS.

    Four protagonists and a dangerous physics discovery. You can store memories to use as conversation topics.

    Short- and long-term memory work as a second inventory.

    More information
  15. STUDIO: Telltale Games. ENGINE: Telltale Tool.

    Lee looks after Clementine during the zombie apocalypse. Fewer puzzles, more choices with consequences and emotional weight.

    It won many Game of the Year awards in 2012.

    More information
  16. STUDIO: Cardboard Computer. ENGINE: Unity.

    A secret highway beneath Kentucky. Magical realism, theatre and poetic dialogue, released in five acts between 2013 and 2020.

    It showed adventure games could be experimental literature.

    More information
  17. STUDIO: Double Fine · Tim Schafer. ENGINE: Moai.

    Born from the 2012 Kickstarter campaign that asked for $400,000 and raised more than $3.3 million. Two heroes, two worlds.

    That campaign sparked a wave of crowdfunding for classic-style games.

    More information
  18. STUDIO: Double Fine · Tim Schafer. ENGINE: GrimE.

    A remaster with improved textures, new lighting, re-recorded orchestral music and mouse control.

    You can switch between the original and the new graphics.

    More information
  19. STUDIO: Technocrat Games · Wadjet Eye Games. ENGINE: AGS.

    Cyberpunk in the city of Newton: a virtual reality addict and two agents investigate “mind-jacking” murders.

    It began as a free episodic series by James Dunn.

    More information
  20. STUDIO: Clifftop Games · Raw Fury. ENGINE: Unity.

    1995: a journalism student returns to her grandfather's town and investigates his past.

    It was the first game by Swedish studio Clifftop Games, who later made Whispers of a Machine.

    More information
  21. STUDIO: Night School Studio. ENGINE: Unity.

    Teenagers on an island open a ghostly rift with a radio. Dialogue flows as you walk, without stopping the action.

    The player can interrupt the other characters.

    More information
  22. STUDIO: Wadjet Eye Games · Francisco Gonzalez. ENGINE: AGS.

    After a nuclear war, a sick mechanic seeks the cure to a disease that the government rations by lottery.

    Its author had previously made “A Golden Wake”.

    More information
2017–

Present day

Classic creators return, pixel art is embraced and new forms appear: deduction, time travel, branching stories.

13 games
  1. STUDIO: Terrible Toybox · Ron Gilbert, Gary Winnick. ENGINE: Terrible Toybox.

    Five characters, a corpse and a very strange town. Pixel art and classic verbs, crowdfunded on Kickstarter in 2014.

    It is a love letter to Maniac Mansion from the same creators.

    More information
  2. STUDIO: Grundislav Games · Application Systems Heidelberg. ENGINE: AGS.

    A detective in a steam-powered city investigates cases that can go unsolved: the game moves on even if you fail.

    Its author, Francisco Gonzalez, also made Shardlight.

    More information
  3. STUDIO: Wadjet Eye Games. ENGINE: AGS.

    Urban fantasy in New York with a party of companions and role-playing choices. High-resolution pixel art.

    Choosing who comes with you changes how puzzles are solved.

    More information
  4. STUDIO: Clifftop Games · Raw Fury. ENGINE: AGS.

    A detective with implants solves murders in a world that banned artificial intelligence.

    Her augmented abilities change depending on how you behave in conversations.

    More information
  5. STUDIO: Revolution Software · Charles Cecil, Dave Gibbons. ENGINE: Unreal Engine.

    A sequel to Beneath a Steel Sky 26 years later, in 3D and with art by Dave Gibbons, co-creator of “Watchmen”.

    It lets you hack objects to rewrite their behaviour.

    More information
  6. STUDIO: Wormwood Studios · Wadjet Eye Games. ENGINE: AGS.

    A nightmarish carnival where a man searches for a woman who keeps leaping into the abyss.

    It is the second game by the studio behind Primordia.

    More information
  7. STUDIO: Terrible Toybox · Ron Gilbert, Dave Grossman. ENGINE: Terrible Toybox.

    The original creators return to the island three decades later, with a storybook art style and a built-in hint system.

    It was announced by surprise on 1 April 2022, and many thought it was a joke.

    More information
  8. STUDIO: Color Gray Games. ENGINE: Unity.

    Frozen crime scenes. The player examines them and fills in a text with names, motives and weapons. Deduction replaces the inventory.

    Its sequel, The Rise of the Golden Idol, came out in 2024.

    More information
  9. STUDIO: Cloak and Dagger Games. ENGINE: AGS.

    Folk horror on the 19th-century English moors. Classic pixel art with an unsettling atmosphere.

    Published by Wadjet Eye, it continues the indie narrative adventure tradition.

    More information
  10. STUDIO: Revolution Software. ENGINE: Revolution.

    Revolution redraws the 1996 original in 4K from its animations and backgrounds, with optional hints.

    You can switch to the original graphics at any time.

    More information
  11. STUDIO: Color Gray Games. ENGINE: Unity.

    The sequel jumps to the 1970s: the same deduction mechanic, filling blanks with words found in the scene.

    Color Gray Games is a studio from Latvia.

    More information
  12. STUDIO: Clifftop Games. ENGINE: Unity.

    The biker detective returns to hunt a killer who announces his crimes. A 1990s investigation with a single-click interface.

    Proof that pixel art is still the genre's native language.

    More information
  13. STUDIO: Wadjet Eye Games. ENGINE: Wadjet Eye.

    A time-travel agent can replay each scene until everything goes right. High-resolution pixel art.

    It turns the trial and error of old adventures into the core mechanic.

    More information
Image credits

Images belong to their owners. Each one links to its source.