Compare Indiana Jones and the Fate of Atlantis prices across trusted key stores and find the best deal. Developed by LucasArts. Published by LucasArts. Released on 7/8/2009. Available on PC. Genres: Adventure.

A 1992 point-and-click classic where Indy hunts Atlantis across three wildly different playthroughs. Still sharp after all these years.

Indiana Jones and the Fate of Atlantis is a point-and-click adventure game developed by LucasArts, and it remains one of the genre's high-water marks even decades after release. You guide Dr. Jones through a globe-trotting hunt for the lost city of Atlantis, assembling clues, outsmarting Nazis, and working through environmental puzzles using the classic SCUMM verb-based interface. The writing holds up well: dialogue trees are genuinely funny, the plot treats the source material seriously without being reverent to the point of stiffness, and the puzzles are logical enough that you can solve most of them without a walkthrough on the first try. The feature that sets this one apart from most of its contemporaries is the path system. Early in the game you choose between three distinct routes: the Wits path (solo puzzle focus), the Fists path (heavier action sequences), or the Team path (partnering with Sophia Hapgood for co-operative puzzle solving). Each path changes a meaningful chunk of the middle act, giving you genuine replay incentive built into the structure itself. That is not a cosmetic choice. The Team path in particular changes which puzzles exist and how you interact with certain environments entirely. For a strategy-minded player used to thinking about branching decision trees, that design is refreshing to see executed this cleanly in a thirty-year-old title. The SCUMM engine means you are working with a verb-command system, clicking actions like "pick up," "use," or "talk to" from an on-screen menu. There is a tutorial of sorts baked into the early scenes, but newcomers to the genre should know upfront: this is pre-hint-system adventure design. Some puzzles require lateral thinking that modern games would gently nudge you through. The game does not hold your hand. That said, the difficulty curve is fair rather than cruel, and the puzzle logic rarely feels arbitrary. If you get stuck, community walkthrough resources are everywhere. Presentation is obviously dated by modern standards. The pixel art is charming rather than impressive now, and the CD-ROM speech version (what you get on Steam) adds voice acting that ranges from solid to noticeably budget. John Rhys-Davies reprises Sallah, which is a genuine treat. The score by Clint Bajakian borrows heavily from the John Williams DNA and does its job well. Performance on modern hardware is handled through DOSBox, which is standard for this era of re-releases and should give you zero technical friction on Windows. For anyone tracking replay value against purchase cost: three distinct paths, a runtime of roughly eight to twelve hours per playthrough depending on how often you reach for a guide, and a story that actually functions as a worthy standalone Indiana Jones adventure rather than a licensed cash-in. The 94% positive Steam rating on over 1,500 reviews reflects genuine affection, not nostalgia inflation. Diego, Scout Team

Indiana Jones and the Fate of Atlantis

Indiana Jones and the Fate of Atlantis

Jul 8, 2009LucasArts
GamerScout Says

A 1992 point-and-click classic where Indy hunts Atlantis across three wildly different playthroughs. Still sharp after all these years.

PC
Steam Deck UnsupportedProtonDB Gold
Best Price Available
€0.00
at N/A
Historical low: €4.49

GamerScout Verdict

A structurally clever adventure with real replay value built in - essential for genre fans, accessible enough for curious newcomers.

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About Indiana Jones and the Fate of Atlantis

Indiana Jones and the Fate of Atlantis is a point-and-click adventure game developed by LucasArts, and it remains one of the genre's high-water marks even decades after release. You guide Dr. Jones through a globe-trotting hunt for the lost city of Atlantis, assembling clues, outsmarting Nazis, and working through environmental puzzles using the classic SCUMM verb-based interface. The writing holds up well: dialogue trees are genuinely funny, the plot treats the source material seriously without being reverent to the point of stiffness, and the puzzles are logical enough that you can solve most of them without a walkthrough on the first try. The feature that sets this one apart from most of its contemporaries is the path system. Early in the game you choose between three distinct routes: the Wits path (solo puzzle focus), the Fists path (heavier action sequences), or the Team path (partnering with Sophia Hapgood for co-operative puzzle solving). Each path changes a meaningful chunk of the middle act, giving you genuine replay incentive built into the structure itself. That is not a cosmetic choice. The Team path in particular changes which puzzles exist and how you interact with certain environments entirely. For a strategy-minded player used to thinking about branching decision trees, that design is refreshing to see executed this cleanly in a thirty-year-old title. The SCUMM engine means you are working with a verb-command system, clicking actions like "pick up," "use," or "talk to" from an on-screen menu. There is a tutorial of sorts baked into the early scenes, but newcomers to the genre should know upfront: this is pre-hint-system adventure design. Some puzzles require lateral thinking that modern games would gently nudge you through. The game does not hold your hand. That said, the difficulty curve is fair rather than cruel, and the puzzle logic rarely feels arbitrary. If you get stuck, community walkthrough resources are everywhere. Presentation is obviously dated by modern standards. The pixel art is charming rather than impressive now, and the CD-ROM speech version (what you get on Steam) adds voice acting that ranges from solid to noticeably budget. John Rhys-Davies reprises Sallah, which is a genuine treat. The score by Clint Bajakian borrows heavily from the John Williams DNA and does its job well. Performance on modern hardware is handled through DOSBox, which is standard for this era of re-releases and should give you zero technical friction on Windows. For anyone tracking replay value against purchase cost: three distinct paths, a runtime of roughly eight to twelve hours per playthrough depending on how often you reach for a guide, and a story that actually functions as a worthy standalone Indiana Jones adventure rather than a licensed cash-in. The 94% positive Steam rating on over 1,500 reviews reflects genuine affection, not nostalgia inflation.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamPoint-and-ClickSCUMM EngineBranching PathsClassic LucasArtsPuzzle-HeavySingle Playthrough ChoicesDOSBoxRetro Adventure

System Requirements

Minimum

Processor
Any 2002 era PC or better
Memory
32 MB RAM
Graphics
2 MB - PCI Graphics Card DirectX®: Required for sound Hard Drive: 155 MB Sound: 16-bit sound card

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Reviews & Ratings

Steam
94%(1,520)

Game Info

Developer
LucasArts
Publisher
LucasArts
Release Date
Jul 8, 2009

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What platforms is Indiana Jones and the Fate of Atlantis available on?

Indiana Jones and the Fate of Atlantis is available on PC.

When was Indiana Jones and the Fate of Atlantis released?

Indiana Jones and the Fate of Atlantis was released on 8 July 2009.

Who developed Indiana Jones and the Fate of Atlantis?

Indiana Jones and the Fate of Atlantis was developed by LucasArts.