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There's plenty of reason to be psyched about this killer dark comedy that will leave you wanting more.
Misery may love company, but there are plenty of other reasons why this intriguing sci-fi adventure is one you might be dying to play.
This horror-themed AGS adventure gets a little lost in the woods at times, but may just develop a cult following.





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More Underground Articles
Adventure Architect #2: Chivalry is Not Dead, finale feature
Chivalry may not be dead, but Deirdra provides a post mortem of her finished project in the final installment of AA#2.
by Deirdra Kiai - December 20, 2007
Fate By Numbers review
A noir-inspired FMV Underground adventure? The odds are against it, but it all adds up to a promising new adventure.
by Luke Jensen - December 18, 2007
A Tale of Two Kingdoms review
A medieval "whosoever-doneth-it" provides the backdrop for Crystal Shard's impressive fantasy adventure.
by Andrew MacCormack - November 12, 2007
The Farm: Episode One review
Underground fans should be feasting their eyes on this surreal adventure set in a fat camp.
by Stuart Young - October 17, 2007
Adventure Architect #2 - Chivalry is Not Dead, Part 5 feature
With Chivalry's production heading into the home stretch, Deirdra decides her pictures are worth a thousand words.
by Deirdra Kiai - October 10, 2007
Adventure Architect #2: Chivalry is Not Dead, Part 4 feature
In the latest installment, Deirdra shows her affinity for realistic character interaction.
by Deirdra Kiai - August 27, 2007
What Linus Bruckman Sees When His Eyes Are Closed review
Creative ideas and innovative design help separate Linus Bruckman's halves from the have-nots.
by Gunnar Harboe - July 11, 2007
Adventure Architect #2: Chivalry is Not Dead, Part 3 feature
The paths of Chivalry wind through high ground and low, and Deirdra offers the challenge of choice.
by Deirdra Kiai - June 30, 2007



Game Design Columns

Adventure Architect: Chivalry is Not Dead
This series of articles serves as a chronicle of Deirdra Kiai’s quest in developing her experimental game Chivalry is Not Dead, taking you behind the scenes of its design, production, and eventually, testing and release.

Part I: What can I do and how much time am I willing to spend doing it?
Adventure Architect: Rise of the Hidden Sun
Josh Roberts’s ongoing design journal for his classic Sierra inspired western game Rise of the Hidden Sun. In a whopping thirteen installments, he covers everything from the initial ideas to puzzle design and project management.

Part I: So you want to design an adventure game?
Depressingly Common Adventure Game Design Flaws
Ben "Yahtzee" Crowshaw (who you might know from his AGS adventures and his Zero Punctuation video editorials at The Escapist) puts common adventure game design conceits under the microscope.

Use Key on Door
Playing the Fool
That Doesn't Work!
Tell Me a Story