Adventure Game Studio: OSS software for creating adventure games
adventuregamestudio.co.uk307 points by doener 18 hours ago
307 points by doener 18 hours ago
Anybody else fondly remember the earlier Adventure Construction Set from the 1980s? It was similar, though more crude, software but for creating tile based adventure games. I remember breathlessly waiting for it to arrive in the mail one summer when I was a young teen, and then my brother and I spending countless hours creating games for each other to play.
What I got into before Adventure Construction Set was Stuart Smith's previous game "Ali Baba and the Forty Thieves".
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.
And the racing destruction set, and the pinball construction set. Heady days …
I do... 20 minutes on an Apple II for it to create a random adventure, which I found fascinating. I actually have the original in my collection. The games weren't bad, kind of like a decent hobby indie game from today.
I was so excited bringing that box/album cover home from the store. I read the manual through just imagining the games I’d make. When I got home, I put the disk in, and… learned what “minimum system requirements” were, as it wouldn’t run on my PCjr.
Yes! Until I saw the box cover illustration, I had totally forgotten that a high-school friend of mine and I worked months to build a Gauntlet clone on our 64K Apple ][+ machines due to the money it was costing us to play it at local game store/nerd magnet, "Dragon's Lair".
There was also _Forgotten Realms: Unlimited Adventures_:
https://www.gogdb.org/product/1432650732
which I greatly enjoyed, and my NWN character, even got a cameo in one fan-made adventure.....
There was also STAC for the Atari ST - absolutely loved it. Unfortunately my artistic skills were not up to making anything good.
I loved that thing. I don't know how many hours I spent on that. I wish I could my kids interested in anything half as creative.
Also Eamon for Apple ][, I played with that a lot! And wrote my own in FORTH too.
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...
I seem to remember using one called AGT (adventure game toolkit) that I'd obtained from some sort of mail away floppy shareware service or something. It's wild to think of how much has changed in the last few decades!
Among other things, this got me dabbling with software development. It had an awesome C++ like scripting language.
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...
I think that Wadjet Eye Games studio still uses AGS for their games, and most (all?) of the games published by them seems to use AGS as well.
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.
Gemini Rue is probably one of the best game stories I have ever seen. What Joshua Nuernberger did there is amazing. The "twist" that occurs there in the final third is something else. And it's built using AGS.
Another great AGS made game is Technobabylon. That and Gemini Rue are my two favourite Wadjet Eyes Games
Yes they still do, and fun fact, SummVM has integrated support for AGS a few releases back, so one of my favourite titles from Wadjet Eye Games, Unavowed, works great on a ton of different OSes/platforms.
https://wiki.scummvm.org/index.php?title=AGS/Games
I've played it on OpenBSD before!
“Gemini Rue” and “Technobabylon” were my favorites, but they recently released a new title about time travel called “Old Skies”.
It actually made me cry and email the studio director. It was a masterpiece.
The Blackwell series was one of my first video game loves. The final game made me cry
Wow, I haven't heard about AGS for a while - glad to see it's still alive and well. It should be noted that it's open source and still sees regular updates (20+ years later!)
If anyone was concerned about the nonstandard license, the FSF says this:
>This license is a free software license, compatible with the GPL thanks to the relicensing option in section 4(c)(ii).
Interesting.
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.
Blast from the past. In my mind, the Adventure Game Studio is forever tied to the ancient (German) Maniac Mansion Mania website [0]. Yes, that Maniac Mansion from Lucasfilm Games.
To this day, they’re are releasing fun new adventure episodes in the Maniac Mansion universe.
I was such an adventure game fan as a kid. 2025 was a great year for point & click adventures and 2026 could be even better!
I'm building a modern platform for kids to hand draw their own games: https://breaka.club/blog/why-were-building-clubs-for-kids
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 have never tried AGS, but I cut my game making teeth on Klick and Play and RPG maker back in the day. I think I was intimidated by the amount of art and the level of story telling needed to craft an adventure game. I wish there was a mac version of this, since I refuse to go near windows at this point.
I had that! I wanted to write a game like Monkey Island but couldn't work out how to do an inventory system with what was available. I found some blog on the internet where an enterprising soul with the same issue described using prime numbers and a modulo calculation to make an integer act as a bitfield. I wish I could reread that for the nostalgia, seemed like magic at the time.
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.
Haha same! I had Klik and Play, and The Games Factory. I spent ages trying to implement side scrolling in KnP. The crazy complicated action grids for the TGF example games with all their hidden objects to implement game mechanics helped convince me that it was easier to just learn C++. :)
Does anyone remember a similar commercial(?) application from maybe 10~20 years ago that was focussed specifically on point-and-click Myst-like adventure games? I think it didn't have scripting, at least not of the kind that AGS has. I can't remember what it was called.
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.
Or, if you've always wanted to make an old-school text adventure game directly on your Commodore 64 (emulator), there's this:
Man, around 20 years ago, when I was a teenager, I used to noodle around AGS. I think I made a couple of "games", but never released them or anything. Glad to see it's still around!
Didn't they remake Quest for Glory II and a couple of the Kings Quest games in this? Fun times.
AGS is awesome and well and truly battle tested in terms of having actual full commercial games made with it.
Such a wonderful engine.
ScummVM added support for AGS a few releases back, it works great for a number of free/commercial games.
Just announced beta release of my own parser-based IF platform: https://sharpee.net/ built in Typescript.
I've created my own adventure game engine starting in the late 1990s. Only learned about the existence of AGS many years later. Although my own engine allows much more flexibility than AGS, there is no userfriendly IDE and besides the runtime, it's mostly just a bunch of separate tools. I have to applaud Chris Jones for going all the way, it's really quite impressive.
There is another adventure framework as plugin for Godot. It is Escoria: https://godotengine.org/asset-library/asset?user=escoria
AGS is cool but I wish they'd make a version for macos. You need to use wine to run it
Oh wow completely forgot about AGS, awesome that it’s still alive and kicking! Brings back memories of Gabriel Knight, Broken Sword, Monkey Island and many other awesome adventure series!
It's a lovely facelift of their website, but am I correct in saying the editor is Windows only, still?
It looks like you can build/run on Linux/Mac as well: https://github.com/adventuregamestudio/ags?tab=readme-ov-fil...
I remember making a very simple adventure game from scratch in BBC Basic in the mid 90s. Good times. Code immediately lost on reboot.
This reminds me of OHRRPGCE
there are also several oss editors for the original sierra agi and sci formats.
Randomly stumbled upon this yesterday when I learned that there is a Goblins 5 (released 2023) and it was built using AGS and it’s playable using ScummVM!
any word how it works with wine on linux?
From what I can tell taking to people in the discord and stuff, people seem to do it all the time and not run into any issues. Still, it would be neat if they got off winforms and switched to something like Avalonia
I remember looking at it about 20 (?) years ago and came back disappointed that I could not use it on my Mac. Well, at least I was able to revive this feeling today... :-(
Surprised it isn’t on linux
At least the engine seem to be able to output linux games. IOS is also possible but not the Mac...
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