• Completely redesigned Windows-based IDE for creating your games as quickly and easily as possible. For screenshots of the IDE, have a quick browse of the beginners' tutorial.
    The IDE includes source control integration with popular tools like Sourcesafe and Perforce.
  • The Windows game engine has a hardware accelerated Direct3D graphics driver, giving extra performance for graphically-intensive games. The software graphics driver is still supported too, for running on older systems.
    Graphics filters allow you to easily scale up low-res games to run on modern systems.
  • Native Windows, Linux (x86) and Mac (currently in beta) versions of the game engine, to maximise the number of people who can play your game.
  • Powerful yet simple Java/C#-style scripting language for scripting your game. Set up the game basics with point-and-click in the editor, and then script how the game deals with various events and inputs.Autocomplete, function calltips and on-line help are all available when editing scripts.
  • The IDE has an integrated debugger to allow you to step through your script and easily trace down the source of errors.
  • In the graphics arena, choose from 256-colour, 16-bit colour and 32-bit colour - either go for that retro feel, or enjoy the benefits of no palette! It's up to you. Alpha-blended sprites are supported in 32-bit colour games.
  • Screen resolutions of 320x200, 320x240, 640x400, 640x480, 800x600 and 1024x768 are supported. Your game can be run full-screen or in a window.
  • For sound and music, you can use OGG, MP3, WAV, MOD, XM and MIDI files. Ambient location-dependant sounds, automatic footstep sounds, multiple sound channels and crossfading between music tracks are supported too.
  • Play cutscene videos using OGG Theora or standard Windows files such as AVI and WMV.
  • Easily create talkie games if you like - speech is compiled into a single data file, which you can distribute as an optional download.
  • Easy inventory management - just define all the items in the editor, then use simple Give and Lose commands during the game.
  • Almost everything is customizable, from the GUI you use to the mouse cursor graphics. Standard Sierra and Verb Coin templates are supplied, but user-made templates of other GUIs can be downloaded.
  • Create non-player characters roaming your world - they each have their own inventory and can be smoothly scaled and lit in different areas. 2, 4 and 8-directional walking animations are supported.
    Multiple player characters, such as in Maniac Mansion and Day of the Tentacle, are possible too.
  • Scrolling rooms are supported by simply importing an image larger than the screen resolution.
  • Lucasarts-style conversation system should you want to use it.
  • Translations of your game to other languages are easy to make, and can be distributed seperately as add-on packs.
  • Plugin system which allows more advanced developers to add extra functionality to AGS.
  • Compile your game into a single EXE file for distribution. Digital music and voice samples can also be compiled into seperate files to allow for optional downloads. You can of course set a custom icon for the produced EXE file.
  • The game script is compiled to byte-code when you save the game, to maximise the speed of the engine.
  • All the standard things you would expect, such as game Save and Load features, automatic pathfinding, sprite mirroring, walk-behinds, hotspots, objects, cutscenes, animations, timers, and so forth.
  • View media
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Neofeud is just $9.90 for the next week! If you've been considering picking it up, now would be a great time!

Here are some other recent reviews that have just come in on Neofeud:

A Diamond Of Storytelling In The Scrap Pile

"When I play a game, I play to be compelled or immersed in some way. The game has to dig its claws in and drag me in. Walking away has to be difficult or that’s exactly what I’ll do. Neofeud grabbed me in just that way through its gripping mastery of storytelling, akin to how last I binged on episodes of Game of Thrones.

Neofeud is a point-and-click game set in a sci-fi dystopia borne of the minds of every prominent science fiction writer from the past century, from H.R. Giger to Ridley Scott. The result is a disturbing yet strangly familiar dystopian society in which social inequality is systemic, the top one percent have their own one percent, and the birth of A.I has resulted in a massive population of unemployed sentient robots. Sound interesting? We're only just dipping our toes.

Beginning by introducing the main character of the story, an ex-cop and currently social worker named Karl Carbon, the story of Neofeud quickly explodes into a story rife with psuedoscience and more twists than an M. Night Shamlyan movie. As a single conspiracy unfolds, others follow, creating a story layered so deep that by the halfway mark of Neofeud’s potential 15-hour game time I found myself questioning characters motives even more than the main character of the game itself.

Past endless conspiracies and a spiraling story, the characters of Neofeud are developed so much more than characters in nearly any other game I’ve recently played. Karl and the cast that he interacts with are human to a tee. Interactions with them are immersive and real, a necessity when a majority of the game is dialogue."

Spritesanddice.com

Neofeud is science fiction at it’s most raw and visceral. [...]
Neofeud is the debut game of native Hawaiian, Christian Miller. It’s an ambitious project, drawing on personal experience as a STEM teacher for underprivileged kids in Honolulu as well as a wide array of popular sci-fi films and books. The aesthetic is heavily skewed towards Blade Runner or The Fifth Element, while the story is reminiscent of Fritz Lang’s Metropolis and the film version of I, Robot.
Players take on the role of Karl Carbon, a police officer turned social worker. I was immediately hooked by this detail. I had expected to play a character akin to Decker in Blade Runner; a sort of rogue-cop with good intentions. There are definitely cop-like qualities about Carbon, but he’s a social worker through and through. And this makes for a compelling story, and some truly heartbreaking gameplay.
Drawing from personal experience, Miller has delivered us a story that is so much more than “humans vs. automations.” Carbon has cybernetic enhancements, but they’re obsolete and he can’t afford to replace them. He works with AIs and robotic entities that society has deemed “defective” and “unhireable.” He understands what it’s like to be cast aside and denied resources at every turn.

Steamshovelers.cool


Neofeud takes place in a dystopian future where faulty sentient robots and failed human hybrids form the bottom layer of society, while neofeudal lords live carefree in luxurious floating cities. The extensive storyline is very political, but also full of action and really entertaining. This game is an impressive piece of work, since it’s quite excellent on many facets.
[...]
This spectacular and complex story will take at least 12 hours to play through, and the writing is excellent and enjoyable. The characters are fun, the setting is really interesting so you’ll want to learn more about it, and there’s always so much happening which makes you want to continue playing to see where the story will take you next.

3rd-strike.com

In addition, check out this awesome article on Silver Spook Games and Neofeud in Hawaii print publication Ka Wai Ola!

This article is actually included in the Honolulu Star Advertiser, the biggest Hawaii newspaper, which is a pretty cool honor!

You can see the rest of the article here: Twitter.com

Want to see how I make these games? Come hang out! I livestream every Saturday around 4 PM EDT!

Neofeud Update #1 + Silver Spook Talks With Technobabylon Creator

Neofeud Update #1 + Silver Spook Talks With Technobabylon Creator

Neofeud

Thanks you all for your support of Neofeud! In response to your feedback, I've fixed and patched up several of Neofeud's important issues. This latest...

Neofeud Sale Ends Monday! + Release Recap

Neofeud Sale Ends Monday! + Release Recap

Neofeud

Last day of the Neofeud sale is Monday! One week into Steam release I am happy so far with the reception and press of Neofeud, which has been a magnitude...

Neofeud Hits Steam Tuesday!

Neofeud Hits Steam Tuesday!

Neofeud 2 comments

At long last, Neofeud will be out on Steam this Tuesday, September 19! The game will be on sale during launch week at 20% off. The base price is $15...

Neofeud On Steam September 19! + ON SALE NOW!

Neofeud On Steam September 19! + ON SALE NOW!

Neofeud 2 comments

Neofeud is 33% off on Itch.io for the next four days! Plus you get a Steam key when Neofeud is released to Steam, September 19th!

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Comments  (0 - 10 of 12)
GoToHellDave
GoToHellDave

Hi guys. Just to clear up the confusion regarding 'Go to Hell Dave' and Mac. Jaggers pretty much nailed it in his last comment. AGS does support both Mac and Linux, to a certain degree. But they are older versions of the engine and at this point, we're not too sure what limitations that will present to us. All we can really do at this point is build the game in a windows environment and then see what, if anything, we can do to port it across afterwards.

Having said that, if enough Mac or Linux users show a desire to play this game then we will endeavor to do all we can to get a workable version of it on those platforms.

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s_d
s_d

I've built 32-bit and 64-bit versions of the latest official AGS revision on Github, and have played halfway through the Resonance demo with zero problems! I'll continue (and file or fix any bugs I find along the way), and move on to the AGDI & IA fangames, and then Blackwell & Gemini. If they all work just as well, then I'll consider the port complete.

If you make a demo for me to wrap up, and I'll do so and send it to you (you can also have your Linux buddies test it out as well). The Linux AGS port is not perfect currently, but pretty darn good. I'll take a look a the native Mac interpreter (no idea who's working on that), nor am I particularly fond of development on OS X, but if it helps the community, I'll put some time in :-)

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GoToHellDave
GoToHellDave

We plan on releasing our game on mac, still not certain of the technical implications of it yet.

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s_d
s_d

Currently, every AGS game I've seen on Mac uses a Wineskin wrapper. While that approach is a dirty word in Linux (due to Wine's inconsistent behavior in Linux due to library dependencies, 64-bit vs 32-bit issues, and other weirdness), in the land of Fruit Flavored computers, the picture is not so clear. In fact, commercially wrapped ports of triple-A games are distributed for OS X; take a peek at Portingteam.com ... for some perspective on the phenomenon. This isn't to say it's perfect, but it's almost certainly what you'll end up doing if your release date is this year, unless you (or someone on your team) wish to be a Mac AGS porting programmer and dig into engine development.

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AlexVSharp
AlexVSharp

I'm a tad confused. The available platforms list Windows, Mac and Linux, yet all the games I've seen on here made with this engine are listed as Windows only... :|

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doom2.fan
doom2.fan

The official website have a game engine for linux and as i remember is being made a mac one also not exists a editor engine for linux and mac

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ssokolow
ssokolow

The official site only has Linux and MacOS versions of the 2.x engine and, while I remember running across the beginnings of a 3rd-party port of 3.x to Linux and MacOS, I can't remember where I put the link.

Also, it's been a while, but this may be one of those game-builder engines where the resources and/or scripts are bundled into the EXE, making it difficult to take a game and swap the Windows binaries for Linux or MacOS ones.

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s_d
s_d

Linux went unmaintained for a while (back when AGS was a closed source engine) after the maintainer of the port became unable to support it. After that, periodically, larger fan projects would attract someone to request the code from Chris Jones (CJ), who would let them have it, provided they didn't share, and as such, that person would patch it up and get it going for their team's game or two, and then share the patches with CJ.
Then, last year, he opened AGS sources (artistic license, IIRC) and multiple maintaners came out of the woodwork. I built a poor version of the Linux AGS intepreter for a fangame called "PledgeQuest" supporting the Two Guys from Andromeda SpaceVenture Kickstarter project (spiritual successor to the Space Quest series). It was based on bero's work on the SQ fan game Vohaul Strikes Back ( Sqvsb.com ), which was packaged up for Linux. My version kinda sucked (missing sound, for example).
Now, JJS in the AGS community is patching it heavily, including alpha quality support for 64-bit Linux (which will eventually go toward 64-bit Windows as well). I'm going to hop in there and do what I can to help out, but for sure AGS interpreter support on Linux is back in a big way.

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yepwatermelon
yepwatermelon

That's becuase no one plays games on a mac (at least no one in their right mind) and anyone on linux should know how to run a game in wine.

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bakerg
bakerg

Firstly that doesn't answer the question at all, shows a complete lack of knowledge in the area and is just not useful. Wine is available on macs too, along with other stuff like steam etc. The only reason for the lack of games on the platform is because almost the whole world has windows and it is easier to make better gaming hardware for windows, unless you want to make a hackintosh.

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