Cascadia Quest

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Coming in 2019 for PC and Mac. Be sure to click the twitter link above, and sign up for release news below:

In the spirit of classic graphic adventure games, Cascadia Quest sends the player on an epic adventure though forests, mountains and mysterious lairs, on a mission of escape and retribution!

Pop on over to the development blog for a behind-the-scenes look.


You'll interact with a cast of Pacific Northwest characters and beasts - from evil, to strange, to cuddly - all the while solving puzzles to outwit your enemies and accomplish your goals.

Cascadia Quest features:

Cascadia Quest

Let's look at the back of the box for more info:

Cascadia Quest

Q: A text parser? Really?

A: Yep! As an adventure game interface, the text parser mostly went the way of the dodo when mice and point-and-click interfaces game along. Some of the reasons are easy to understand - typing can be tedious, and finding the right word to use was often tricky.

But typing does offer a freedom of expression that a fixed set of verbs doesn't. To address the issues mentioned above, Cascadia Quest uses a contextual auto-suggest algorithm as you type. The right words are never more than a few keystrokes away! And with careful design and playtesting, any "guess the word" problems can be avoided.

Parser auto-suggest

Q: What? EGA? Really?

Well, not exactly. The classic EGA palette was a set of 16 fixed colors. Artists often dithered two colors together to achieve more variety in color. The CRT monitors (or TVs!) used back then tended to blur things together a bit, making the dithering less jarring.

Cascadia Quest just uses these 16 x 16 color combinations directly - that ends up being a fixed 136 color palette. The backgrounds use this palette, while most of the sprites use the basic 16 color EGA palette. Below is a comparison undithered (left - what you'll see in Cascadia Quest), and dithered (right).

Cascadia Quest