Compare Quest for Infamy prices across 50+ stores and find the best deal. Developed by Infamous Quests. Published by Phoenix Online Publishing. Released on 7/10/2014. Available on PC, Linux. Genres: Adventure, Indie, RPG. Metacritic score: 63/100.

A hand-crafted love letter to Sierra's golden era that plays as a scoundrel instead of a hero - worth every minute if you miss the 90s, rough edges and all.

I have a soft spot for games that smell like a passion project from across the room, and Quest for Infamy radiates that energy from its opening scene. You step into the boots of William Roehm, a charming rogue who has just been caught in a nobleman's bedchamber and is very much not welcome anywhere near that family's jurisdiction. Stranded in the valley of Krasna while a broken bridge holds up his escape, Roehm gets tangled in something far larger than himself - cultists, a cursed artifact called the Eye of Jaagar, corrupt lawmen, a talking bear, and an entire town full of people he can flirt with, con, or simply irritate. The story is proudly over the top, and the script is where the developers clearly poured their real energy. The structure is built around three distinct paths: Brigand, Rogue, or Sorcerer. You do not pick one at character creation. You earn your class by actually interacting with the right people in Volksville - miss those conversations and you might not see every option. That design choice is very deliberately old-school, and it sets the tone for everything that follows. As a Brigand you pull caravan heists and brawl your way through problems. The Rogue burgles houses and slinks through shadows, building sneaking skill the more you actually sneak. The Sorcerer apprentices under a mentor named Prospero and goes scrounging for spell reagents, sometimes committing light arson along the way. Class-specific side quests diverge meaningfully, and stats improve through use in a way that borrows lightly from older Elder Scrolls logic - block more, get better at blocking. There is genuine replay value here if you can commit the time. The hand-drawn world spans over 200 rooms - forests, farmlands, a port city, swamp, graveyard, ruins - and exploring it has a quiet, lived-in texture that bigger productions rarely bother with. The soundtrack earned the game an AGS Award for Best Music and Sounds, and rightly so; it carries the atmosphere through screen transitions in a way that feels almost meditative. Full voice acting covers nearly every NPC, and while the quality varies (some recordings are noticeably rougher than others), the narrator is a genuine standout - dry, funny, deeply aware of what kind of game this is. Combat is where the goodwill takes a hit. The hidden active-time battle mechanic asks you to pick a move within a three-second window, and early fights rely heavily on luck and potions. It never feels satisfying, and multiple reviewers across the years have called it the weakest part of an otherwise solid package. The absence of a quest log and an in-game map also asks a lot of patience from players who did not grow up clicking through Sierra titles. The humor cuts both ways. Some of it lands with genuine wit and absurdist charm - a drinking game that initiates the Brigand path, a narrator who comments drily on your worst decisions, townsfolk who punch you out and charge you for the privilege. Some of it goes for the crudest possible joke and stays there a beat too long. The puerile streak is baked in and clearly intentional; whether it reads as endearing or irritating depends entirely on your tolerance for that brand of comedy. Critics were split more or less evenly on this, landing the game at a 63 on Metacritic while Steam players have been considerably warmer, sitting at 89% positive from a small but loyal sample. The community that loves it really loves it. The community that bounces off it bounces early and hard. What strikes me most is how much this game trusts the player to find things on their own. It is not a game that apologizes for its design or smooths over its rough edges for a modern audience. Infamous Quests built something that feels genuinely retrieved from a sealed vault, with all the friction and all the heart that implies. If you have affection for the Quest for Glory series specifically, this is a near-essential companion piece. If you are new to the genre and patient with obtuse logic, there is still something worth discovering in Roehm's reluctant roguery. If you want approachable mechanics and a polished experience, look elsewhere first. Kai, Scout Team

Quest for Infamy
AdventureIndieRPG

Quest for Infamy

Jul 10, 2014Infamous QuestsPhoenix Online Publishing
GamerScout Says

A hand-crafted love letter to Sierra's golden era that plays as a scoundrel instead of a hero - worth every minute if you miss the 90s, rough edges and all.

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Screenshots & Media

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About Quest for Infamy

I have a soft spot for games that smell like a passion project from across the room, and Quest for Infamy radiates that energy from its opening scene. You step into the boots of William Roehm, a charming rogue who has just been caught in a nobleman's bedchamber and is very much not welcome anywhere near that family's jurisdiction. Stranded in the valley of Krasna while a broken bridge holds up his escape, Roehm gets tangled in something far larger than himself - cultists, a cursed artifact called the Eye of Jaagar, corrupt lawmen, a talking bear, and an entire town full of people he can flirt with, con, or simply irritate. The story is proudly over the top, and the script is where the developers clearly poured their real energy. The structure is built around three distinct paths: Brigand, Rogue, or Sorcerer. You do not pick one at character creation. You earn your class by actually interacting with the right people in Volksville - miss those conversations and you might not see every option. That design choice is very deliberately old-school, and it sets the tone for everything that follows. As a Brigand you pull caravan heists and brawl your way through problems. The Rogue burgles houses and slinks through shadows, building sneaking skill the more you actually sneak. The Sorcerer apprentices under a mentor named Prospero and goes scrounging for spell reagents, sometimes committing light arson along the way. Class-specific side quests diverge meaningfully, and stats improve through use in a way that borrows lightly from older Elder Scrolls logic - block more, get better at blocking. There is genuine replay value here if you can commit the time. The hand-drawn world spans over 200 rooms - forests, farmlands, a port city, swamp, graveyard, ruins - and exploring it has a quiet, lived-in texture that bigger productions rarely bother with. The soundtrack earned the game an AGS Award for Best Music and Sounds, and rightly so; it carries the atmosphere through screen transitions in a way that feels almost meditative. Full voice acting covers nearly every NPC, and while the quality varies (some recordings are noticeably rougher than others), the narrator is a genuine standout - dry, funny, deeply aware of what kind of game this is. Combat is where the goodwill takes a hit. The hidden active-time battle mechanic asks you to pick a move within a three-second window, and early fights rely heavily on luck and potions. It never feels satisfying, and multiple reviewers across the years have called it the weakest part of an otherwise solid package. The absence of a quest log and an in-game map also asks a lot of patience from players who did not grow up clicking through Sierra titles. The humor cuts both ways. Some of it lands with genuine wit and absurdist charm - a drinking game that initiates the Brigand path, a narrator who comments drily on your worst decisions, townsfolk who punch you out and charge you for the privilege. Some of it goes for the crudest possible joke and stays there a beat too long. The puerile streak is baked in and clearly intentional; whether it reads as endearing or irritating depends entirely on your tolerance for that brand of comedy. Critics were split more or less evenly on this, landing the game at a 63 on Metacritic while Steam players have been considerably warmer, sitting at 89% positive from a small but loyal sample. The community that loves it really loves it. The community that bounces off it bounces early and hard. What strikes me most is how much this game trusts the player to find things on their own. It is not a game that apologizes for its design or smooths over its rough edges for a modern audience. Infamous Quests built something that feels genuinely retrieved from a sealed vault, with all the friction and all the heart that implies. If you have affection for the Quest for Glory series specifically, this is a near-essential companion piece. If you are new to the genre and patient with obtuse logic, there is still something worth discovering in Roehm's reluctant roguery. If you want approachable mechanics and a polished experience, look elsewhere first. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Quest for Glory-likeAnti-Hero ProtagonistClass DivergenceStat-Based Skill GrowthActive-Time CombatFully VoicedAGS EngineBranching PathsRetro Puzzle Logic

Steam Deck & Linux

Steam Deck Unsupported

Valve rates this game Steam Deck Unsupported.

System Requirements

Minimum

OS
Windows XP, Vista, 7 or 8
Memory
128 MB RAM
DirectX
Version 5.2
Storage
1800 MB available space
Graphics
Direct X Compatible Graphics Card
Processor
900 Mhz
Sound Card
Direct X Compatible Sound Card

Recommended

OS
Windows 7 or 8
Memory
256 MB RAM
Storage
2 GB available space
Graphics
Direct X Compatible Graphics Card
Processor
1.2 Ghz
Sound Card
Direct X Compatible Sound Card

Community Discussion

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Reviews & Ratings

Metacritic
63

Game Info

Developer
Infamous Quests
Publisher
Phoenix Online Publishing
Release Date
Jul 10, 2014

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Frequently asked questions about Quest for Infamy

Where can I buy Quest for Infamy cheapest?

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What platforms is Quest for Infamy available on?

Quest for Infamy is available on PC, Linux.

When was Quest for Infamy released?

Quest for Infamy was released on 10 July 2014.

Who developed Quest for Infamy?

Quest for Infamy was developed by Infamous Quests and published by Phoenix Online Publishing.

Is Quest for Infamy worth buying?

Quest for Infamy holds a Metacritic score of 63/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.