[HN Gopher] Adventure Game Studio: OSS software for creating adv...
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       Adventure Game Studio: OSS software for creating adventure games
        
       Author : doener
       Score  : 239 points
       Date   : 2026-02-01 13:56 UTC (9 hours ago)
        
 (HTM) web link (www.adventuregamestudio.co.uk)
 (TXT) w3m dump (www.adventuregamestudio.co.uk)
        
       | Risse wrote:
       | 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!
        
         | npsomaratna wrote:
         | Didn't they remake Quest for Glory II and a couple of the Kings
         | Quest games in this? Fun times.
        
           | BeetleB wrote:
           | Yup. This is the one.
        
       | alexhans wrote:
       | 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...
        
         | BeetleB wrote:
         | The Trilby series is fantastic!
        
       | s-macke wrote:
       | 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.
       | 
       | [0] https://www.maniac-mansion-mania.com/index.php/en/
        
         | n0um3n4 wrote:
         | that was my first game... damn good years.
        
         | goopypoop wrote:
         | see also Maniac Mansion Deluxe: a faithful remake of the
         | original MM
         | 
         | https://www.adventuregamestudio.co.uk/play/game/401/
        
       | armcat wrote:
       | 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!
        
       | technothrasher wrote:
       | 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.
       | 
       | https://en.wikipedia.org/wiki/Adventure_Construction_Set
        
         | oddthink wrote:
         | 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.
        
         | WillAdams wrote:
         | 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.....
        
         | iamflimflam1 wrote:
         | There was also STAC for the Atari ST - absolutely loved it.
         | Unfortunately my artistic skills were not up to making anything
         | good.
         | 
         | https://www.ifwiki.org/STAC
        
         | jmcmichael wrote:
         | 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".
        
       | Vedor wrote:
       | 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.
        
         | armcat wrote:
         | 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.
        
           | sersi wrote:
           | Another great AGS made game is Technobabylon. That and Gemini
           | Rue are my two favourite Wadjet Eyes Games
        
           | darthcircuit wrote:
           | Gemini rue is one of my favorite games ever, not just point
           | and click.
        
         | brynet wrote:
         | 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!
         | 
         | https://pobsd.chocolatines.org/2953591878
        
         | j-kent wrote:
         | Yes! my love for The Excavation of Hob's Barrow is what led me
         | to AGS.
        
         | christhecaribou wrote:
         | "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.
        
         | shikshake wrote:
         | The Blackwell series was one of my first video game loves. The
         | final game made me cry
        
         | BSTRhino wrote:
         | I truly loved Old Skies! It was my favourite game last year.
        
       | brynet wrote:
       | ScummVM added support for AGS a few releases back, it works great
       | for a number of free/commercial games.
       | 
       | https://wiki.scummvm.org/index.php?title=AGS/Games
        
       | vunderba wrote:
       | 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!)
       | 
       | https://github.com/adventuregamestudio/ags
        
         | RobotToaster wrote:
         | 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).
        
       | kleiba wrote:
       | Or, if you've always wanted to make an old-school text adventure
       | game _directly on your Commodore 64 (emulator)_ , there's this:
       | 
       | https://www.protovision.games/games/d42.php?language=en
        
         | goopypoop wrote:
         | finally now i can kill pippin
        
       | ndr42 wrote:
       | 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... :-(
        
         | newsclues wrote:
         | Surprised it isn't on linux
        
           | ndr42 wrote:
           | At least the engine seem to be able to output linux games.
           | IOS is also possible but not the Mac...
        
       | a-dub wrote:
       | there are also several oss editors for the original sierra agi
       | and sci formats.
        
       | robertlagrant wrote:
       | I remember making a very simple adventure game from scratch in
       | BBC Basic in the mid 90s. Good times. Code immediately lost on
       | reboot.
        
       | j-kent wrote:
       | 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.
        
         | plagiarist wrote:
         | 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.
        
         | taneq wrote:
         | 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++. :)
        
       | agjmills wrote:
       | This reminds me of OHRRPGCE
        
       | shdon wrote:
       | 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.
        
       | bdbdbdb wrote:
       | AGS is cool but I wish they'd make a version for macos. You need
       | to use wine to run it
        
       | Benjamin_Dobell wrote:
       | 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/
        
       | mathnode wrote:
       | It's a lovely facelift of their website, but am I correct in
       | saying the editor is Windows only, still?
        
         | armcat wrote:
         | It looks like you can build/run on Linux/Mac as well:
         | https://github.com/adventuregamestudio/ags?tab=readme-ov-fil...
        
       | geophph wrote:
       | 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!
        
       | ChicagoDave wrote:
       | Just announced beta release of my own parser-based IF platform:
       | https://sharpee.net/ built in Typescript.
       | 
       | https://news.ycombinator.com/item?id=46844990
        
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       (page generated 2026-02-01 23:00 UTC)