Compare The Quest prices across 50+ stores and find the best deal. Developed by Redshift Games. Published by Redshift Games. Released on 2/19/2016. Available on PC, Mac. Genres: Adventure, Indie, RPG.

A handcrafted old-school RPG that rewards patience, punishes quest-log dependency, and quietly earns the comparison people keep making to early Might and Magic.

My first hour with The Quest felt like finding a dog-eared paperback in a used bookshop: unassuming cover, slightly musty, but once you start reading you forget to stop. This is a first-person, grid-movement RPG set on the island of Freymore, where the governor has gone missing and the king has sent you, a nobody, to sort things out. The premise is modest on purpose. The world underneath it is not. Character creation sets the tone immediately. You pick from six classes, including Fighter, Mage, Thief, Battlemage, Priest, and Ranger, but the real depth lives in a 20-skill system that cuts across combat proficiencies like Block, Light Weapons, and Dual Wield, magic schools like Attack Magic and Environment Magic, and softer skills like Persuade, Lockpick, and Repair. Alchemy deserves its own mention: gathering herbs, mushrooms, and roots from the landscape to brew healing potions or even sell home-brewed ale to taverns is the kind of lateral thinking that slots into the RPG almost invisibly. Fame and Outfit stats track your reputation and appearance independently, and yes, guards will turn you away from a castle if you look like a beggar. That level of systemic thinking, in a game with origins in early 2000s Palm devices, is quietly remarkable. Combat is turn-based and solo, no party management. Early fights are deliberately slow to warm up, and some players bounce off that initial monotony. Stick with it, because once your build crystallizes, spells, status effects, and enemy special abilities start interacting in ways that feel earned. The world runs on a day-and-night cycle with dynamic weather, and there are zero load screens between areas, which contributes to an almost hypnotic sense of unbroken exploration. The hand-drawn artwork has a classical fantasy quality that reviewers have compared favorably to Daggerfall and early Might and Magic, and the soundtrack sits at that pleasant, faintly cheesy register that fantasy RPG music has always occupied best. There is also a card game in the tavern, because of course there is. The honest criticisms matter, though. The PC interface is a direct port of a mobile layout, and the inventory and character screens can feel spread-out and awkward with mouse and keyboard. Quest tracking is sparse to the point of cruelty: you will need a physical notepad for later objectives, or you will absolutely lose the thread and turn to guides. There is also no hand-holding at character creation, which means a first run can quietly become a mistake-riddled build that only reveals its flaws fifteen hours in. None of this is insurmountable, but it should be part of your buying decision. For players who grew up on Bard's Tale, the early Wizardry entries, or the outer-borough Elder Scrolls titles like Daggerfall, The Quest sits in that lineage without apology. It is warm where those games were clinical, and it carries the quiet confidence of a developer who spent years making one thing and got good at it. The PC version arrived with redrawn graphics and an expanded world, and a full expansion, Islands of Ice and Fire, is available for those who want more after the main story. This is a game that asks for genuine attention. If you can give it that, it will give back considerably more than its modest footprint suggests. Kai, Scout Team

The Quest
AdventureIndieRPG

The Quest

Feb 19, 2016Redshift Games
GamerScout Says

A handcrafted old-school RPG that rewards patience, punishes quest-log dependency, and quietly earns the comparison people keep making to early Might and Magic.

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About The Quest

My first hour with The Quest felt like finding a dog-eared paperback in a used bookshop: unassuming cover, slightly musty, but once you start reading you forget to stop. This is a first-person, grid-movement RPG set on the island of Freymore, where the governor has gone missing and the king has sent you, a nobody, to sort things out. The premise is modest on purpose. The world underneath it is not. Character creation sets the tone immediately. You pick from six classes, including Fighter, Mage, Thief, Battlemage, Priest, and Ranger, but the real depth lives in a 20-skill system that cuts across combat proficiencies like Block, Light Weapons, and Dual Wield, magic schools like Attack Magic and Environment Magic, and softer skills like Persuade, Lockpick, and Repair. Alchemy deserves its own mention: gathering herbs, mushrooms, and roots from the landscape to brew healing potions or even sell home-brewed ale to taverns is the kind of lateral thinking that slots into the RPG almost invisibly. Fame and Outfit stats track your reputation and appearance independently, and yes, guards will turn you away from a castle if you look like a beggar. That level of systemic thinking, in a game with origins in early 2000s Palm devices, is quietly remarkable. Combat is turn-based and solo, no party management. Early fights are deliberately slow to warm up, and some players bounce off that initial monotony. Stick with it, because once your build crystallizes, spells, status effects, and enemy special abilities start interacting in ways that feel earned. The world runs on a day-and-night cycle with dynamic weather, and there are zero load screens between areas, which contributes to an almost hypnotic sense of unbroken exploration. The hand-drawn artwork has a classical fantasy quality that reviewers have compared favorably to Daggerfall and early Might and Magic, and the soundtrack sits at that pleasant, faintly cheesy register that fantasy RPG music has always occupied best. There is also a card game in the tavern, because of course there is. The honest criticisms matter, though. The PC interface is a direct port of a mobile layout, and the inventory and character screens can feel spread-out and awkward with mouse and keyboard. Quest tracking is sparse to the point of cruelty: you will need a physical notepad for later objectives, or you will absolutely lose the thread and turn to guides. There is also no hand-holding at character creation, which means a first run can quietly become a mistake-riddled build that only reveals its flaws fifteen hours in. None of this is insurmountable, but it should be part of your buying decision. For players who grew up on Bard's Tale, the early Wizardry entries, or the outer-borough Elder Scrolls titles like Daggerfall, The Quest sits in that lineage without apology. It is warm where those games were clinical, and it carries the quiet confidence of a developer who spent years making one thing and got good at it. The PC version arrived with redrawn graphics and an expanded world, and a full expansion, Islands of Ice and Fire, is available for those who want more after the main story. This is a game that asks for genuine attention. If you can give it that, it will give back considerably more than its modest footprint suggests. Kai, Scout Team

Tags

singleplayerachievementstrading-cardsworkshopcloud-savestier:indieGrid-Based MovementFirst-Person RPGAlchemy SystemSkill-Build DepthNo Hand-HoldingMobile PortOpen World ExplorationDay-Night Cycle

System Requirements

Minimum

OS
Windows Vista SP1
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
200 MB available space
Graphics
256MB graphics memory. Shader Model 3.0 and Non Power of Two texture support is required.
Processor
1.6GHz

Recommended

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
200 MB available space
Graphics
512MB graphics memory. Shader Model 3.0 and Non Power of Two texture support is required.
Processor
2.0GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Redshift Games
Publisher
Redshift Games
Release Date
Feb 19, 2016

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