Feb 28

Leonard Nimoy

Let me start off this blog post with an admission. Although the passing of Leonard Nimoy isn’t exactly adventure game related, it is something I feel some emotion about because his death this morning brought to mind my formative years and the inspirations I have which led me to a career in making adventure games.

I have a vivid memory of Star Trek being rerun on television during my summer school holidays every year, and my father asking me to record them for him. It must have been 1986 or 1987 I suppose. So my first experience with Leonard Nimoy was watching Star Trek while sitting in the Australian summer while my brothers played outside, dutifully recording it without the adverts for my dad, on our VHS with the remote which ran on a 10 meter cable instead of the later infrared versions. I lucked in I suppose in watching Star Trek is that the first episode I watched was the Corbonite Maneuver which remains one of my favorites to this day, and the second episode I watched being City on the Edge of Forever. They didn’t bother playing things in order on our local TV station back then.

I watched as Spock held a distraught Kirk back from saving Edith Keeler and explained that the right thing to do was to let her die. Remarkable television even today but as a young fella it showed me how a good story could effect people. I would say that the realism of Shatner and Nimoy’s performance in that episode is one of the reasons it stands up so well. You can’t single out any single factor that made Star Trek so good, but Nimoy’s performance as Spock is certainly one of the main reasons. As an unfeeling alien he shined a light on humanity and showed us the best and worst we could be. As Kirk said at the end of Star Trek 2, “Of my friend, I can only say this: of all the souls I have encountered in my travels, his was the most… human.”

One last thought, I still can’t decide whether Star Trek 2 or Star Trek 6 is the best classic Trek movie. But the scene between Kirk and Spock in Kirk’s quarters where they discuss their age is my firm favorite scene. “Is it possible that we two, you and I, have grown so old and so inflexible that we have outlived our usefulness?” I love that it feels like Shatner and Nimoy talking, knowing the The Next Generation was proving to be popular.

It’s hard to put into words why his passing means something to me, yet it does. Star Trek was a massive part of my early teenage years and Mr Spock is a massive part of Star Trek. I suppose that’s all that matters in the end, that it DOES mean something. LLAP.

Feb 08

New Content! Quest for Infamy Now Even Bigger!

With the release of version 1.1, we’ve added three new areas into the game. When a patch becomes as big as this one, and with so many changes to the game, some large and some minor, it comes to a point where your old save games will no longer work. It’s a quirk of the engine that Quest for Infamy is built in that this happens, but we do feel bad about it. So to make it sweeter for you, we added in three new areas to explore, one for each class, as a way of saying “sorry the patch has broken your saves, but this might make you feel a bit better.”

SPOILER WARNING – We’re not going to describe how to access the new areas in this post, but we are going to show you what they look like, and that in itself might give a couple of things away. You have been warned!

Without saying anything else, here’s the new areas!

newcontent-1 newcontent-2 newcontent-3

With a new area specific to each class, we think you’ll love finding these new areas. It’s like Quest for Infamy but with even more Infamy!


Feb 07

Countdown to More Infamy! Countdown is over!

Did we mention that 1.1 is available now? Go to your digital distribution site of choice and buy it now! If you already own the game, you should be able to patch it straight away from the site you bought it from.

Let’s talk about combat and stats, the centre of the role-playing heart of Quest for Infamy.


We’ve gone through all the places where your character statistics are used and made sure they work as intended. Then we made sure they were as difficult or as easy as we originally intended. For example, to pick the lock on Brattle’s cabin door, you will need a lock picking skill of at least 50. Or to climb the Volksville town gates you’ll need a climbing skill of at least 16. While the majority of these situations were already in the game, we’ve spent a lot of time making sure they’re now consistent throughout.



Some people have complained that combat in Quest for Infamy is way too hard, and others have complained that it’s way too easy. We like that because on a whole that means the difficulty is pretty spot on. But a couple of things slipped through the initial release so we’ve taken the opportunity to make a couple of tweaks, just to make things even better.

With combat itself, here’s how it ties together with the stats. Firstly you have to hit your opponent, that’s where the Weapon % Hit statistic comes into play. The higher this is, the more likely you’re going to hit. Then the amount of damage you do is determined by a super special secret and complicated formula which includes the particular attack skill you used (stab, slash or hack). The higher this attack statistic is, the more damage you’ll do. Then of course weapons, bracers and armor are taken into account before a final number of damage is made.

The main change is the speed at which your stats level. They all now level on a sliding scale of an increase every 4 uses if the stat is below 50. If the stat is between 50 and 80 it will level every 8 uses, and if the stat is above 80 it will level every 12 uses. This keeps with our principle where it’s harder to increase your stats at higher levels but also allows the player to level their character significantly through normal game play (without grinding that is!) Weapon % Hit is a different story whereas it levels below 50 every 5 uses, between 50 and 80 every 10 uses, and above 80 every 15 uses.

The major change is that the combat stats will take into account misses as well as hits, so just fighting in combat is enough to help increase your skills.


So, what do all these changes mean for you when you’re playing your way through Quest for Infamy? All the stats will level properly, the combat stats will level slightly faster, and you’ll need to keep more of an eye on your character’s abilities to perform some actions. So basically, more infamous fun!


Feb 05

Countdown to More Infamy! 24 hours to go!

Magic! Mystical Lockpick! Flaming Vengeance! Icy Shards! Take Inanimate Object!

They’re all useful spells and we’re very happy with the way the magic system works in Quest for Infamy. But two of those spells, Mystical Lockpick and Take Inanimate Object always bothered us a little. We felt the way we set those two spells up was a bit too automatic for players, it took the skill from the game and put it in the hands on the designers. So with this patch we took the opportunity to look at them again and perfect them more.

Previously, if you clicked the Mystical Lockpick spell the game would automatically attempt to open a predetermined door or lock on any particular screen (or return a default “There’s nothing to unlock here” response on any other screen.) In short, that’s boring and way too easy. So now when you click on the Mystical Lockpick spell in your spell book, you will be presented with a casting icon and you will need to click on the door or lock you wish to unlock. The same process goes for the Take Inanimate Object spell.

Pick this lock. We dare you.

Picking Prospero’s door Sorcerer – We DARE you!

We feel this brings a higher level of game-play to the Sorcerer class, because now the player has to decide what they want to attempt to unlock instead of just casting it on any screen in the hope it opened something. More-so with the Take Inanimate Object spell, the player is now going to need to select the object they want to take!

With these changes we’ve also tweaked the Mystical Power stat so that it’s tied into every possible cast of any direct-cast spells. A door may require a Mystical Power level of 65 to open, so you’ll need to improve your skills to open that door!

So get to it Sorcerer! Start casting those spells already!

Feb 04

Countdown to More Infamy! T-Minus 3 Days!

Have you seen the movie Ted? You know the thunder buddy song? That’s exactly how we think of bugs! So we’ve spent a lot of time going over the game in the six months since release. We’ve looked at all the bug reports submitted to us, all the posts made on our forums, in the Steam community, on GoG and anything posted in a myriad of other places. We’ve then gone through each and every one of those issues and reports and made changes to the game, making it even more awesome than you already thought it was! While the majority of things fixed were minor (grammar and spelling issues – which as a side-note were generally caused by our non-American writers and programmers forgetting to write in American English) a few larger issues did slip through into the initial release.

qfi-stealthWhat you’ll notice is that some of the most noticeable changes have occurred in two particular scenes. The “Slaver Quest” in Act 2 was problematic in that it had some clipping issues (ie. Roehm would walk behind a wall instead of in front of it) and had a few situations where a guard could die in a bad position that would cause Roehm to not be able to advance past him. As the goal in this portion of the story is to kill the slaver without being seen, we’ve also made some changes so Roehm needs to make sure he’s stealthy and fast. It’s a fun scene and it now plays out the way we intended from the outset.

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Feb 03

Countdown to More Infamy! T-Minus 4 Days!

It’s nearly here! Are you excited? We sure as heck are, that’s for sure and we’ll be blogging each day till Friday’s release. So once again here’s the 30 second trailer. Enjoy!

This patch/update is pretty huge and we’re sure you’re going to love it, so while we’re getting the final few “i’s” crossed and “t’s” dotted over the next few days we thought we’d tell you about some of the cool new features, changes and fixes that have gone into this six month job!

But before we start all that, here’s something that we kinda just forgot about in the rush to finish the game back in July last year. You might know the game as Quest for Infamy, but it’s full name is…

Quest for Infamy : Who Needs a Hero Anyway?

Let us know what you think! And enjoy the wallpaper!

Download your preferred wallpaper resolution below:
1920×1200 | 1280×800 | 1024×768

Oct 24

H.P. Lovecraft: The Case of Charles Dexter Ward

Agustin Cordes and the team at Senscape are currently running a Kickstarter campaign to fund the development of what looks to be an amazing game, based on the based on the work of the famed writer, H.P. Lovecraft.

Click here for the Kickstarter Link.

Senscape are the team who brought you Scratches and Serena so they have the track record to show they can make the first official game based on Lovecraft’s work.

The Case of Charles Dexter Ward

H.P. Lovecraft’s The Case of Charles Dexter Ward by Senscape.


What? That’s not a game by Infamous Quests! Why are you promoting it here, you might ask! Well the simple answer is that it looks bloody awesome and they people at Senscape are friends of ours and … we’re just damn excited about this game so go and support it already if you haven’t, or up your pledge if you have!


Sep 29

Update on QFI 1.1 Patch

Hey guys, just wanted to update you on the patch. Man, it’s looking good! After a few weeks rest to catch our breath, then a couple of cases of flu and a hell of a lot of catch-up on real life, Steve and I are in the final push to get this patch done. Here’s some (some – heaps more in the final version!) sneak peaks at what we’ve done!

* The combat has been tweaked / fixed and the stats – in particular the % weapon hit – will now work properly.
* An overhaul of two magic spells – “Take Inanimate Object” and the “Mystical Lockpick” – to be direct cast (ie. You have to click an icon on the object you want to take etc) instead of just for the room.
* Some re-jigging of quests, nothing major, but making them more logical and less “but that’s the way the designers said to do it!” For example, Visa the hunter will no longer walk randomly around screens, once you find him he’ll wait there for you. And Randy will come out and have words with you if you try to push through the bushes before you know you need to.
* A re-think on the monetary rewards offered for quests so that they’re now more logical and money is going to matter! You’ll need to make decisions about what to buy now, not just buy everything!
* Any bugs that were reported have been fixed. Yep, every single bug that was reported to us since the game was released. Fixed. Unless of course you never told us about something in which case… ARRRGHHH!

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