Aug 23

Infamous Quests at GDC 2014

Shawn, Josh and Steve (Bt) went to GDC in San Francisco last month to show off Quest For Infamy to the public! We had several backers show up, meet and chat with us – as well as play QFI in our show loft!  It was an amazing time – we were able to show the game to a lot of people, and we met some amazing people and peers!  Ragnar Tornquist stopped by and showed off a bit of “Dreamfall” The upcoming Longest Journey Sequel, and I can say – it was awesome!  If you haven’t seen the game play video that’s out there, check it out.  I can say, it’s a really cool experience to see the developer play the game they’ve been working on, and talk with them about development, and trade war stories.  He also played Quest For Infamy while there, and was really charmed by it, apparently! Heh.  Jane Jensen was also there, in our loft, showing off Moebius and Gabriel Knight: Sins of The Father 20th Anniversary Edition – and she was sweet, charming and gracious to us – sharing stories of working at Sierra, working on KQ6 and sharing office space with Scott Murphy of Space Quest fame.

Shawn and Steve, doing what they do, and Jane Jensen, smiling for the camera!

Continue reading

Jun 14

Exclusive Development Updates at Phoenix Online’s Blog

Phoenix Online, the company publishing Quest for Infamy has a blog that features development updates, interviews, videos and more for our soon to be released RPG adventure. There are some great updates and some interesting feature articles on what to expect in the game. Here’s an exclusive video that showcases the sheer size and world of Quest for Infamy.

If you want to see more then check out the blog by clicking here.

Feb 12

The Long History Of The Adventure Game Revival

So, I’m sitting here, and the hour is growing later here on the East Coast of the United States. This is when my mind starts to get away from me – as if it almost floats two feet to the left of my head, and takes a look back at the man sitting at the keyboard.

I spent a good amount of time this evening recovering information from my old hard-drive from a dead-desktop computer. I found a lot of old IA/IQ materials – almost 10 years worth. I’d been transfering it from computer to computer for almost 10 years…. ideas, concepts… so much work that the public hasn’t seen. Anyone who’s been a member of Infamous Adventures or Infamous Quests can testify to the vast amount of stuff that haunts our forums and servers. It’s a bit of living history, for me – tracking that time.

Continue reading

Nov 08

Pulsing, pounding work

Hey guys,

Bt here.

Just posting a little bit about the pulsing, pounding work going on here at IQ on Quest For Infamy.

Seriously – the team has been cranking out the art and animations for the game like crazy.  It’s insane, really.  We’re also putting all the ducks in a row and getting the programming done for the new Demo V 2.0 – which will be released in December for all the current backers of Quest For Infamy.  It will be released later for the general public.

I’ve attached here some of the promotional shots that we’ve released from Quest For Infamy so far, for anyone who may have missed them.

Sep 06

Marching Towards Infamy!

Well folks, it’s been an amazing Summer for us here at Infamous Quests.

Our Kickstarter Campaign was very succesful, and we’re now marching on – towards Infamy!

This game has been in the works for a while – about a year ago, while racing towards the finish-line with Space Quest 2, I began to put the wheels in motion to get this project started.

I wrote, and I wrote – I made outlines, and got ideas assembled.  I wanted to make sure I had enough stuff to go on, and get a team together to work on this.  I kept plugging at it, a little at a time, while we were running around like a bunch of lunatics, trying to finish up all the details on Space Quest 2.

So when I finally pitched it to Klytos in November, we had a good idea of what we wanted to do.  After talking a short break following SQ2’s launch – we started up Infamous Quests, and the Infamous 7 went to work creating what became the demo.


So, now – we’ve had more talent flock to our banner – and things are progressing really nicely here!  I’ve been on a tear lately, trying to write more and more bits of dialogue, and coming up with more and more puzzles.  I’m excited about the coming months – and I’m excited to show you what we’re up to.

Demo v 2.0 was originally planned to be released during the final week of the Kickstarter – to show the backers that we took some suggestions and implemented them.  However, due to a massive storm in Chucklas’ area, he had no power and was forced to not work on the game, but to sweat his ever-loving face off and occasionally use his iPad to tell us that he was okay, but his freezer had a lot of melted and ruined food.

Now, we’ve decided to take Demo V 2.0 to another level – and add more of the game to it.  What you saw in the demo was part of the game – but there were elements left out – the interiors of more shops in Volksville, and another area of Volksville.  The characters that populate them – and more of the woods that surround the town!  Along with some improved, top-secret game mechanics – we think you’ll find playing the “intro” of the game to be a more satisfying experience.

I do not, as of yet, have the official release date for that – but I can say it will take more time, so it won’t be anytime very very soon.  Probably a couple of months.  But, we’re working on it!

As always, send me your questions, send me your photos of you being Infamous.  Oh, and first person to Cosplay as Roehm gets either a Boxed Copy of the game – if they don’t have one coming, or a small sprite Cameo in the game.  Boo yah.  So, hey, if the mood strikes you at Halloween – let’er rip!