ScummVM 2026.2.0 "Railmonicon" sees the light

Three months have passed since the last release, and here we are again, with our new release approach. We are both worried and excited, but hope that in the current reality of the absence of pre-release testing, with more frequent releases, we will be able to deliver critical fixes faster.

Let's talk about the release scope. Three months have passed, but the amount of new features is very noticeable.

Newly Supported Games:

  • Necronomicon: The Dawning of Darkness
  • Crime Patrol
  • Crime Patrol 2: Drug Wars
  • The Last Bounty Hunter
  • Mad Dog McCree
  • Mad Dog II: The Lost Gold
  • Space Pirates
  • Who Shot Johnny Rock?

Besides these newly supported games, which come from two new engines, we improved PC Speaker emulation, support multiselect (with Shift/Ctrl keys) in the Launcher, made our internal Help system more noticeable by adding buttons “Help” to several dialogs, and made several improvements to make the lives of our GUI translation team easier.

Regarding improvements to specific engines and games, the notable changes are: music support to Atari ST releases of Elvira 1, Elvira 2, I, and MIDI music for Ripley's Believe It or Not!: The Riddle of Master Lu. After intensive testing, we improved the overall stability of Hodj'n'Podj, Might and Magic: Book One - Secret of the Inner Sanctum, Myst III: Exile, Pilots Brothers 3D and 3D-2, The Lost Files of Sherlock Holmes: Case of the Rose Tattoo, Nathan's Second Chance, Broken Sword II: The Smoking Mirror, Discworld 1 and numerous WAGE engine-based games.

For the platform-specific fixes, Broken Sword 1 plays better on big-endian systems such as PS3, Wii, and OSXPPC. The Atari port has some handcrafted optimizations in the SCUMM engine. On iOS, we now support Text-to-Speech, and there is better support for external MIDI devices.

These are only the highlights of the release; the release notes contain the full list.

Since this is our first release in the new format, the number of ports ready on day one is limited. Please be patient with us when looking for your specific platform updates. You will find them on our downloads page. The iOS version Store and the Android versions should soon be available in their respective platform's app stores.

Howdy Stranger! We need your help...

Yippee-ki-yay! The ScummVM Team is pleased to announce support for the DOS versions of the following titles created by American Laser Games:

  • Crime Patrol
  • Crime Patrol 2: Drug Wars
  • The Last Bounty Hunter
  • Mad Dog McCree
  • Mad Dog II: The Lost Gold
  • Space Pirates
  • Who Shot Johnny Rock?

Grab your game CD (only DOS versions are supported currently), the daily build, shoot some baddies before they shoot you, and report any bugs you might encounter on your adventures.

Or, if you don’t have any of those games but still want in on the fun, try one of the demos available.

Before you start your test run, we encourage you to read through our testing guidelines, and please take some screenshots along the way.

And if the bunch of lawless villains always draw their six-shooters before you do, call the sheriff (or check the wiki page to find out how to cheat your way through).

Necronomicon adventure comes to ScummVM

Ancient evil stirs, the grim times approaching. And it's up to you, our brave investigator, to explore a haunted mansion and unravel the terrifying secrets of the Necronomicon before darkness consumes the world.

The ScummVM Team is pleased to announce full support for Necronomicon: The Dawning of Darkness. This Cryo Interactive adventure from 2001 draws deep from the well of H.P. Lovecraft's works, casting players into creeping madness.

Grab your portion of the ScummVM daily build, prepare your copy of the game (or get it from Steam, roll up your sleeves, and dive into the unknown depths of this game.

And if you encounter any oddities (but not mishaps), please be kind to submit your bug report to our tracker.

Also, we are looking for some dedicated testers to help us complete development of another game on the same engine, The Cameron Files: The Secret at Loch Ness. We need someone who would repeatedly and patiently replay this game. If you are willing to help, please drop by our Discord Server and talk to the devs.

ScummVM has been accepted to the Google Summer of Code 2026

This year we are also coming with the good news: We've been accepted again to the Google Summer of Code program!

So, if you love Adventure games or RPGs and would like to spend your summer with our cool team, we look forward to your application and participation.

Fear not—we will provide enough handholding, explanations, and support if you can dedicate time to coding on our project, are an open-minded developer ready to learn, and do not hesitate to ask any questions. We've been doing GSoC for the last 19 years (can't believe it!), so we know the drill.

A list of suggested projects can be found on this page. If you have your own idea, we will gladly evaluate it. For example, this happened in 2023 with the Crab engine which is now fully supported. The required information for your application for our project is listed on our Wiki.

To give you a nice boost, we have put together an impressive amount of information on the Google Summer of Code miniportal. So you can learn all the ins and outs of the process. But indeed, you need to start by joining our Discord server and follow the #scummvm-gsoc channel where you can engage with our mentors and the rest of the team.

We are looking forward to your fine application and participation!

ScummVM 2026.1.0 "Like a Version" is finally released

Another year has gone by, therefore we are releasing a new ScummVM version. As you may notice right away, we are changing our version numbering schema, but that’s not all! We are also planning on more frequent releases!, which you can read about on sev’s blog.

This could be the biggest release we have made so far in terms of the added features and engines. If I count correctly, we have added 12 new engines to our compatibility page. Not games, engines. In terms of games, it is challenging to count, since two of the engines, SLUDGE and WAGE are authoring tools, but if you count games in our detection tables, that adds up to at least 194 titles.

Newly Supported Games:

  • Dark Seed
  • God of Thunder
  • The Adventures of Willy Beamish
  • Heart of China
  • Nancy Drew: Secret of the Scarlet Hand
  • Nancy Drew: Ghost Dogs of Moon Lake
  • Ripley's Believe It or Not!: The Riddle of Master Lu
  • Little Longnose
  • Pilot Brothers 3: Back Side of the Earth
  • Pilot Brothers 3D. The Case of Garden Pests
  • Pilot Brothers 3D-2. Kennel Club Secrets
  • Features of National Fishing
  • Mom Don't Worry
  • Dog-n-cat: In the Footsteps of Unprecedented Beasts
  • Dog-n-cat: Island of Dr Ratiarty
  • Out of this World (Another World)
  • SLUDGE-based games
  • Adibou 2: Nature & Sciences
  • WAGE-based games
  • Penumbra: Overture
  • Tex Murphy: Martian Memorandum
  • Mort&Phil: A Movie Adventure (Special Edition)
  • Trick or Treat
  • Hodj 'n' Podj
  • The Last Express And probably various other games…

Apart from the games and engines, two very noticeable features are the massive improvement of Keymapper and Text-to-Speech. We ran a successful Google Summer of Code last year - Ellen Moon (ellen) worked on TTS and Aun Noman (Prime) added keymapper support to a huge amount of games. TTS is currently limited to desktops (Win/Lin/Mac), but we are working on support on the mobile platforms.

As usual, we have added support for more localizations - we love them! We also squashed a number of nasty bugs - we do not love them so much.

Engines and Games Improvements

The Private Eye engine got a major sound subsystem update, in addition to support for external subtitles. The SCUMM engine had a significant overhaul, and it now supports the original in-game GUI for DOS, Macintosh and Windows. The Humongous Entertainment subengine was fully revisited with practically impeccable compatibility, thanks to the efforts of Bosca. The Stark engine for The Longest Journey now has much better compatibility with graphics cards. The Wintermute engine is undergoing a complete code review with the game compatibility improving daily. Last but not least, the ZVision engine, running Zork Nemesis and Zork: Grand Inquisitor has acquired widescreen support, better sound, and better panorama rendering, upgrading your game experience to a new level all thanks to the work of Thomas N McEwan, who joined our team last year.

Platforms

On the subject of platform support, we now optionally support building with SDL3, support scaling shaders for 3D games, and significant upgrades for the Android, iOS and Atari ports.


The full release notes contain a comprehensive summary of the changes and enhancements.

On our downloads page, you can find the downloads for various platforms. The iOS version is available in the Apple App Store and the Android versions should soon be available in the Google Play Store. If you are using Windows, macOS, or either the Ubuntu Snap or Flatpak packages, the automatic updater will assist you in updating to ScummVM 2026.1.0.

A final point, if you encounter any unrecognized SLUDGE or WAGE engine games which we are not currently aware of, please let us know. You can either do this by filing a bug at bugs.scummvm.org or by chatting to us on Discord at https://discord.gg/4cDsMNtcpG. Happy gaming!

Back to the Beginning

 It's the beginning of 2026, the start of a whole new year. Lets hope it's a good one.  The last year was somewhat trying for me. Not only was there a lot of effort into getting the second M4 engine game, Ripley's Believe It Or Not: The Riddle of Master Lu working, I transitioned straight into working on supporting the other Bagel engine game as well, Hodj n' Podj. And that.. oh that.. it was a game made using the Microsoft MFC Framework.

Since it was a collection of minigames tied together by an overall boardgame, I initially had some hopes of refactoring the codebase to not need MFC code. This would keep things simple and clean, and since each minigame was discrete, it would keep the refactoring complexity down. At least, that was my thinking. I had started doing so with a few minigames, and it worked well. However, it came unstuck when I tried to work on the boardgame "metagame". The code was just too complicated to easily refactor, particularly it's heavy use of various drawing surfaces, bitmaps, and various palette handling code.

In the end, I had to implement a whole new MFC replacement sub-system for ScummVM that could simulate both the core MFC and the underlying Windows control classes so that we could get the original game code to work. And boy did it take a long time to get right. So many special cases to handle. Finicky special cases, such as handling different drawing modes between bitmaps, or palette translation logic that depended on whether a bitmap had a palette assigned to it or not. And the whole event handling. Sigh. Months and months of work getting to a point where Hodj n Podj could finally be run using the original code mostly as-is.

Even now, the MFC layer isn't perfect. Ideally, each MFC window should have it's own drawing surface, but in ScummVM everything blits onto the single screen surface. This causes minor problems in a few places, such as in the Poker minigame, where rendering of the poker buttons can appear partially on top of a foreground dialog being shown. I did experiment in a branch with adding support for separate surfaces that only blitted the visible areas of windows to the screen.. but that caused issues with the "scroll" dialogs, where the transparent sections on the left and right hand sides of the scroll no longer transparently showed screen content behind it any longer. Thankfully, the overlaying issue is just a minor problem, so I've shelved experimenting with it further for now. I've just been too burned out on MFC to want to keep working on it.

Since then, at the end of the year, I've finally felt free to work on other stuff at random. As has been my practice, I spent the Christmas holidays working on porting an existing open source project to ScummVM. And for this year, given some time constraints, I decided to work on a simple one that implements the game Akalabeth: World of Doom. The pre-cursor to the Ultima series:

  



The project in question was implemented by Paul Robsin, and a backup of the source can be found here. The code was somewhat rough, so I had to polish it up, and fix some bugs. I also re-wrote the code using our view-based engine framework. So in this cleaned version, each screen like the overworld map or the dungeon has it's own view class for drawing, and a centralized event handler and dispatcher that sends events to the views, and makes it easy to switch between them. This saves a lot of framework that Paul's project had to do to control program flow, and simplifies the implementation. The code has been merged into the ScummVM master as a sub-engine under the Ultima engine. It's mostly complete. I just need to do some fixes to the dungeon rendering and combat systems before I call for public testing. 

Apart from that, previously at the end of the year I've been reveling in the freedom from Hodj n Podj to flitter between several other projects I may return to once the remaining Akalabeth code has been cleared up. These include:

  • I started on an import of the oldest available AGS2 codebase to see if I could get it up and running. This is part of a longer term plan that with an clean stand-alone AGS2 engine without all the code bloat of later versions, it will be easier to disassemble some of the earliest unsupported AGS games to figure out what previously deprecated weird s**t they did and add support for it. Kind of like how the various plugins had to be disassembled so they could be implemented as source.
  • Despite my protests about being burned out on MFC, on a branch I made it part of common/ as a enable-able feature, and used it to import the available source code for the game Spycraft. The game doesn't directly use MFC, but it does use raw Windows controls. So it was fairly easy to create a dummy MFC CWinApp application class for the game, and change the game's window creation to use an MFC window class. Currently, the entire codebase is compiling, but something's happening during startup and data loading before anything is displayed. I'll likely return to this first after Akalabeth, since it feels like it's almost to a point where everything will just start working.
  • I also made a tentative restart on importing the AESOP32 source code for playing Eye of the Beholder 3. The import is only part way done, so there are still various code files remaining. Primarily some low level code files, which I have the vague recollection had assembly that would need to be converted to C code. Maybe ChatGPT can help.
  • Also did some compilation fixes and review of my Wasteland engine.
    • One of these days I'll get back to working on it.
    • Though come to that, I do still have my Legend engine languishing around - both for the early text parser based games, as well as the later graphical ones of Companions of Xanth, Shannara, and Death Gate.
    • That reminds me that I still have a compiling implementation of the Freedink engine, but which has graphical display issues. I was working on a few years back when I suffered a serious accident, and although I logically know it's unrelated, I've just been leery of returning to working on it.
As I said earlier, I've been having fun flitting from one project to another without having to worry about any commitment to finishing any of them. I want to take things easy for a bit, and see how my mood takes me. Maybe spend some quality time doing fresh disassembly, in which case maybe the AGS2 or Legend engines.. we'll see 😀 

A Hodgepodge of Fun Minigames

A kingdom in turmoil. Twin princesses kidnapped. And it's up to two intrepid heroes, Hodj and Podj, to compete in a gauntlet of minigames in order to rescue the princesses and escort them back to safety. The ScummVM Team is pleased to announce full support for Hodj 'n' Podj. This is the other Boffo Game that shared the Bagel engine with The Space Bar.

Special thanks go out to the folks at ZOOM Platform for supporting us in adding this game.

Help us test the game by grabbing a daily build. Read through our testing guidelines. And please take some screenshots along the way.

You can challenge the boardgame, run through all the minigames using the Grand Tour, or pick and choose specific minigames to play. Put your skills to the test, with either a one or two player experience, and find out who the true Hodj 'n' Podj champion is.

Get ready for the season by testing Trick or Treat!

Halloween is creeping closer… and what better way to celebrate than with a brand new game ready for testing in ScummVM?

We’re thrilled to announce that Trick or Treat, a Halloween-themed 1994 point and click adventure by ACA Soft, is now ready for public testing in the latest ScummVM daily builds!

As with all new game engines added to ScummVM, we need your help to ensure everything runs smoothly before declaring it officially supported. Grab your copy of Trick or Treat, fire up the latest daily build, and see how it fares!

Please report any issues you encounter to our bug tracker, following our usual testing guidelines. Screenshots, save files, and detailed notes are always appreciated.

So light a pumpkin and get ready to test Trick or Treat this spooky season!

“We’ve got a new case and you won’t believe who it involves!"

We are happy to announce that Tex Murphy 2: Martian Memorandum is now ready for testing in ScummVM.

Martian Memorandum is the second game in the Tex Murphy series, set in a dark version of the future circa 2039. You play private investigator Tex Murphy, who has been hired by the founder of TerraForm Corporation, Marshall Alexander, to locate his missing daughter Alexis. It seems like it might be a simple kidnapping, but the clues quickly lead to a much bigger mystery.

This is the second game in ScummVM using the Access Software engine – the first, Amazon: Guardians of Eden, was added nearly 10 years ago.

To test Martian Memorandum you’ll need the game files (available from GOG or Steam) and a daily development build. Be sure to check the notes on the wiki for the game, and please report any bugs on our issue tracker.

Lights, Camera, Action for Mort and Phil

Dr. Bacterio has a new invention, and it's your job to test it. Work your way through classic Hollywood films while somehow finding the time to save the real world from the mummy.

Whether you have the Spanish Mortadelo y Filemón: Aventura de Cine Edición especial or the German Clever & Smart: A Movie Adventure (check out the demo here), the daily build will transport you to the world of Film Noir in no time. The ScummVM Team would be grateful for any feedback you could share on your journey to meet Billy the Kid or Freddy Krueger.

Just a quick reminder that the Steam version has English subtitles for players who don't speak Spanish or German.

Before you start your test run, please read through our testing guidelines and take some screenshots along the way.

Now don't let the Super wait!