Ultima Underworld: The Stygian Abyss

Short description: 1992 first-person role-playing video game

"Ultima Underworld" redirects here. For the sequel, see Ultima Underworld II: Labyrinth of Worlds.

Ultima Underworld: The Stygian Abyss

Cover art by Denis R. Loubet

Developer(s)| Blue Sky Productions
Publisher(s)| Origin Systems[lower-alpha 1]
Director(s)| Richard Garriott
Producer(s)| Warren Spector
Designer(s)| Paul Neurath
Programmer(s)|

* Jonathan Arnold
* Doug Church
* Jon Maiara
* Dan Schmidt
* Carlos Smith

Artist(s)|

* Carol Angell
* Douglas Wike

Writer(s)|

* Brad Freeman
* Dan Schmidt

Composer(s)|

* George Sanger
* Dave Govett

Series| Ultima
Platform(s)|

DOS

* FM Towns
* PC-98
* PlayStation
* Windows Mobile

Release|

March 21, 1992

* DOS

* NA: March 21, 1992

* FM Towns

* JP: December 1993

* PC-98

* JP: December 17, 1993

* PlayStation

* JP: March 14, 1997

* Windows Mobile

* NA: May 29, 2002

Genre(s)| Action role-playing
Mode(s)| Single-player

Ultima Underworld: The Stygian Abyss is a 1992 action role-playing game developed by Blue Sky Productions (later Looking Glass Studios) and published by Origin Systems. Set in the fantasy world of the Ultima series the story takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed utopian civilization. The player assumes the role of the Avatar—the Ultima series's protagonist—and attempts to find and rescue a baron's kidnapped daughter.

Ultima Underworld has been cited as the first role-playing game to feature first-person action in a 3D environment, and it introduced technological innovations such as allowing the player to look up and down. Its design combines simulation elements with concepts from earlier role-playing video games, including Wizardry and Dungeon Master, which led the game's designers to call it a "dungeon simulation". As such, the game is non-linear and allows for emergent gameplay.

Ultima Underworld sold nearly 500,000 units, and was placed on numerous hall of fame lists. It influenced game developers such as Bethesda Softworks and Valve, and it was an inspiration behind the games Deus Ex and BioShock. The game had a sequel, Software:Ultima Underworld II: Labyrinth of Worlds (1993), and a new game in the series, Underworld Ascendant, was released in late 2018.

## Contents

* 1 Gameplay
* 2 Plot
* 2.1 Setting
* 2.2 Story
* 3 Development
* 3.1 Technology
* 4 Reception
* 5 Legacy
* 6 References
* 7 External links
* 8 Features
* 9 History
* 10 See also
* 11 References
* 12 External links

## Gameplay

Ultima Underworld is a role-playing video game (RPG) that takes place from a first-person perspective in a three-dimensional environment.[1] The player's goal is to adventure through a large, multi-level dungeon, in which the entire game is set.[2] The player uses a freely movable mouse cursor to interact with the game's world, and with the icon-based interface on the heads-up display (HUD). Each icon has a specific effect; for example, the player uses the Look icon to examine objects closely, while the Fight icon readies the weapons of the player character.[1][3] The player's progression through the game is non-linear: areas may be explored, and puzzles and quests finished, in any order.[2] An automatically filling map, to which the player may add notes, records what the player has seen above a minimum level of brightness.[4] The player character may carry light sources to extend the line of sight in varying amounts.[2] Exploratory actions include looking up and down, jumping, and swimming.[5][6]

A goblin walks up an inclined surface. The player has selected the Fight icon, causing the player character's current weapon, a fist, to appear at the bottom of the screen.

The player begins the game by creating a character, for whom traits such as gender, class and skills may be selected. Skills range from fighting with an axe, to bartering, to picking locks. By participating in combat, quests and exploration, the character gains experience points. When certain amounts of experience points are accumulated, the character levels up, gaining additional hit points and mana. Experience is required to recite mantras at shrines in the game. Each mantra is a statement—such as "Om Cah"—that increases proficiency in a specific skill when typed. Simple mantras are provided in the game's manual, while more complex ones are hidden throughout the game.[2] An inventory on the HUD lists the items and weapons carried by the player character; carrying capacity is limited by weight.[3] Players equip items via a paper doll system, wherein items are clicked-and-dragged onto a representation of the player character.

Combat occurs in real-time, and the player character may use both melee and ranged weapons. The player attacks by holding the cursor over the game screen and clicking, depressing the button longer to inflict greater damage.[1] Some weapons allow for different types of attacks depending on where the cursor is held; for example, clicking near the bottom of the screen may result in a jab, while clicking in the middle produces a slash.[2] Simulated dice rolls occur behind the scenes to determine weapon accuracy.[7] Enemies sometimes try to escape when near death,[5] and the game's stealth mechanics may occasionally be used to avoid combat altogether.[8] The player may cast spells by selecting an appropriate combination of runestones. Like mantras, runestones must be found in the game world before use. There are over forty spells, some undocumented;[9] their effects range from causing earthquakes to flight.[1]

The developers intended Ultima Underworld to be a realistic and interactive "dungeon simulation", rather than a straightforward role-playing video game. For example, many objects in the game have no actual use,[4] while a lit torch may be used on corn to create popcorn.[9] Weapons deteriorate with use, and the player character must eat and rest; light sources burn out unless extinguished before sleeping.[2] A physics system allows, among other things, for items to bounce when thrown against surfaces.[5][7] The game contains non-player characters (NPCs) with whom the player may interact by selecting dialogue choices from a menu. Most NPCs have possessions, and are willing to trade them.[1] The game was designed to give players "a palette of strategies" with which to approach situations, and its simulation systems allow for emergent gameplay.[8][10]

## Plot

### Setting

Ultima Underworld is set in Britannia, the fantasy world of the Ultima series. Specifically, the game takes place inside a large, underground dungeon called the Great Stygian Abyss. The dungeon's entrance lies on the Isle of the Avatar, an island ruled by Baron Almric. The Abyss first appeared in Software:Ultima IV: Quest of the Avatar, in which it contains the player's final goal, the Codex of Ultimate Wisdom.[11]

Ultima Underworld is set after the events of Software:Ultima VI: The False Prophet; in the time between the two games, a man named Cabirus attempted to create a utopian colony inside the Abyss. The eight settlements of the Ultima series each embody one of eight virtues, and Cabirus wished to create a ninth that embodied all virtues. To achieve this, he united diverse cultures and races in peaceful co-existence and planned to promote harmony by giving each group one of eight virtue-imbued magical artifacts. However, he died before distributing the artifacts, and left no instructions for doing so. As a result, the colony collapsed into anarchy and war, and the artifacts were lost.[11] At the time of Ultima Underworld, the Abyss contains the remnants of Cabirus's colony, inhabited by fractious groups of humans, goblins, trolls and others.[11][12]

### Story

Before the beginning of the game, the Abyss-dwelling wizard brothers Garamon and Tyball accidentally summon a demon, the Slasher of Veils, while experimenting with inter-dimensional travel. Garamon is used as bait to lure the demon into a room imbued with virtue. However, the demon offers Tyball great power if he betrays Garamon. Tyball agrees, but the betrayal fails; Garamon is killed, but seals the demon inside the room. Because he lacks virtue, Tyball cannot re-enter by himself, and plans to sacrifice Baron Almric's daughter, Arial, at the doorway to gain entrance.[13]

In the game's introduction, the ghost of Garamon haunts the Avatar's dreams with warnings of a great danger in Britannia.[14] The Avatar allows Garamon to take him there,[15] where he watches Tyball kidnap Arial. Tyball escapes, leaving the Avatar to be caught by the Baron's guards.[16] The guards take him to the Baron, who banishes him to the Great Stygian Abyss to rescue Arial.[17] After the introduction, the Avatar explores the dungeon and finds remnants of Cabirus's colony.[2] A few possible scenarios include deciding the fate of two warring goblin tribes, learning a language, and playing an instrument to complete a quest.[9][14] The Avatar eventually defeats Tyball and frees Arial.[13][18]

However, as he dies, Tyball reveals that he had decided to contain the Slasher of Veils, whose prison he had been weakening, within Arial as a way to prevent it from destroying the world. Arial asks the Avatar to prevent the Slasher of Veils from being unleashed, and magically teleports back to the surface to evacuate its inhabitants. With help from Garamon's ghost, the Avatar gathers the eight talismans of Cabirus and throws them in the volcano at the base of the Abyss; Garamon's spirit uses the energy they release to open a portal and send the Slasher of Veils into another dimension. The Avatar is sucked through the portal into a chaotic alternate dimension, but escapes back to the Isle of the Avatar and makes it on board the Baron's ship as the volcano erupts. As the game ends, Garamon's spirit reveals that he teleported the inhabitants of the Abyss to another cave.

## Development

Ultima Underworld was conceived in 1989 by Origin Systems employee Paul Neurath. He had just completed work on Space Rogue, a hybrid title that features sequences both of 2D tile-based role-playing and of 3D space flight simulation.[7][19] According to Neurath, Space Rogue "took the first, tentative steps in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction." He felt that the way it combined the elements was jarring, however, and believed that he could create a more immersive experience.[19]

I had played lots of D&D. I also read a range of fantasy: Howard, Leiber, Vance, Zelazny, Le Guin, and of course, Tolkien. Tolkien's description of Moria struck me in particular, and it seemed like a fine setting for a game.

—Paul Neurath[10]

Neurath had enjoyed role-playing video games like Wizardry, but found that their simple, abstract visuals were an obstacle to the suspension of disbelief.[20] He believed that Dungeon Master's detailed first-person presentation was a "glimpse into the future", and he sought to create a fantasy role-playing game that built on its example.[20] In early 1990, Neurath wrote a design document for a game titled Underworld,[19] which described such elements as "goblins on the prows of rowboats tossed in the waves, shooting arrows at the player above on a rope bridge swinging in the wind."[21] He contracted former Origin employee Doug Wike to create concept art.[20] Wike created a brief, hand-drawn animation with Deluxe Paint Animation, which depicted the game's interface and a creature moving toward the player. The animation defined the game's direction,[7][21] and it was used as a reference point for the game's tone and features throughout development.[7][22] That spring, Neurath founded the company Blue Sky Productions in Salem, New Hampshire, with the intention to create Underworld.[20] Among the company's first employees was Doug Church, who was studying at the Massachusetts Institute of Technology (MIT).[20] The team was thus composed of Doug Church as programmer, Doug Wike as lead artist and Paul Neurath as lead designer.[10] Development began in May 1990.[22]

An early difficulty was the implementation of texture mapping. Neurath had experimented unsuccessfully with the concept on an Apple II computer in the late 1980s, but he believed that the more powerful IBM PCs of the time might be able to process it. He contacted Lerner Research programmer Chris Green—an acquaintance from his past work with Ned Lerner—who created a working algorithm.[19][20][23] Using the Space Rogue engine, Green's algorithm, assembly code from Lerner Research's Car and Driver and original programming, the Blue Sky team completed a prototype of Underworld after roughly a month of work.[7][10][20][23] Neurath described the prototype as "fast, smooth, and [featuring] true texture mapped walls, though the ceiling and floor were flat shaded and the corridors and rooms were all 10' [3.0 m] high—it looked a lot like Wolfenstein-3D in fact."[4] The team demonstrated it at the June 1990 Consumer Electronics Show (CES) and impressed Origin Systems.[10][20][21][23] Origin producer Warren Spector later said, "I remember Paul showing me that demo ... at CES and being totally floored by it. None of us had ever seen anything like it."[23] The two companies reached a publishing agreement that summer, and Origin suggested that the game be reworked to fit into the Ultima universe.[10][20] The team agreed, and the game was renamed Ultima Underworld.[20] While Spector had hoped to produce the game, he was not assigned to the role;[21][23] and he later said that he "sort of watched [the other producer] jealously from the sidelines."[21]

After the game was renamed, Doug Church recruited Dan Schmidt, a college friend who had just graduated from MIT, as a programmer.[24] The team abandoned the Space Rogue engine and created a new one that could display a believable 3D world—one with varying heights and texture-mapped floors and ceilings.[4] Church estimated that the first year of production was dedicated to creating the game's technological base.[7] However, Neurath stated that the team spent "comparatively little" time on the game's technology, and that "most was spent working on game features, mechanics, and world building".[4] Their ultimate goal was to create the "finest dungeon game, a game that was tangibly better than any of the long line of dungeon games that came before it."[4] Each member of the small team assumed multiple roles; for example, the game's first two levels were designed by Paul Neurath, while the rest were built by artists, designers and programmers.[20] According to Schmidt, Neurath contracted a writer to create the game's story and dialogue, but the relationship was a "mismatch"; and so the team decided to write the plot themselves.[24] Alongside his programming work, Church co-wrote the game's story with Dan Schmidt, and he gradually took on project leader responsibilities.[7][21][23] Writing duties for each level were given to the person who created that level; Schmidt's role was to edit the dialogue of each level to fit with that of the others.[24] Schmidt also created the game's sound effects, which were synthesized—no recorded sounds were used—in a graphical sound editor.[24] Neurath, who Church said was "very day to day at the beginning of the project", became more involved with the company's business and finances.[7]

Church explained that the core of the project was its "dynamic creation". He noted that the team had "no set of rules ... or pre-written plan", but rather worked organically toward the general idea of creating a "dungeon simulation".[4] Church believed that the game's Ultima series heritage was extremely helpful, as it gave the team an anchor for their experiments.[7] According to Church, because the team was young and inexperienced, they were "improvising almost the whole time".[21] He said that they would "just write something" that seemed interesting, but would then "get it half done, and we'd say, 'Eh? That's not working.'" He believed that this iterative method was useful overall, but that it entailed an abnormally large workload:[7] it resulted in the creation of "four movement systems before we were done, several combat systems, and so forth".[21] Certain failed experiments meant that the team created "[AI] code for many ideas which turned out to be largely irrelevant to the actual gameplay".[19]

During the first year of the game's development, Church believed that Origin had little faith in the team's ability to complete the game. He later said, "They didn't pay any attention at all, frankly."[7] While Origin CEO Richard Garriott helped the team in fitting the game into the Ultima franchise,[20] Warren Spector later said that the company seemed "blasé" about Ultima Underworld "for the first several months after ORIGIN and Blue Sky signed the deal", despite his own belief that it was a "change-the-world project".[23] Neurath opined that this was due to the team's status as outsiders, whose company was "some 1,500 miles distant" from their publisher.[10] The team was advanced $30,000 to create the game, but its final cost was $400,000.[20] The game was funded partly by Ned Lerner, and by Neurath's royalties from Space Rogue. Throughout the game's production, the studio was run on a tight budget.[20]

Roughly a year into development, the team discovered that their second producer—the first having quit Origin near the beginning of development—had left the project.[10][20][23] Neurath later said that "neither [producer] had much involvement" in the game,[20] and that, following the second's departure, the team spent time without any producer at all.[10] Rumors circulated that Origin planned to cancel the project.[20] Following a proposal by the team around this time, Spector, who had previously worked with Neurath on Space Rogue, assumed the role of producer. Church later described this event as "a big win for everyone".[10][20][23] Spector began to interact regularly with the team by phone and to visit the studio in person.[7][21] Neurath later said, "Warren understood immediately what we were trying to accomplish with the game, and became our biggest champion within Origin. Had not Warren stepped in this role at that stage, I'm not sure Ultima Underworld would have ever seen the light of day."[20] Church said that Spector helped the team polish the game and "make it real", and that Spector's past experience in the industry enabled him to keep the team focused on completing the game. He explained that Spector "had that ability to help me and the rest of the guys reset, from the big-picture view of someone who has done it before."[7]

We had about eight of us in this 15x15 room, sitting in uncomfortable red deck chairs, faxing bug lists to Origin and back, blasting music and playing Monkey Island II about 30 minutes a day to avoid insanity.

—Doug Church[22]

The final four months of the game's development constituted "crunch time".[20][22] During this period, Neurath rented an extremely small basement office space in a Somerville, Massachusetts social services building: he sought to circumvent the long commute that several team members had been making from Massachusetts.[10][20][22] Furniture consisted of inexpensive folding tables and "uncomfortable red deck chairs".[10][20][22] Development took place during the winter, but the room was drafty and poorly heated.[10][22] The team hired college friends such as Marc LeBlanc to bug test the game,[25] and Spector stayed at the studio for roughly a month and a half, according to Church.[22] Spector later said that "in that little office, that team created some serious magic. I mean, the sense of doing something incredible was palpable".[10] Neurath summarized, "Despite the austere working environment, the game came together amazingly well in the final stretch, and we delivered the Gold Master just about two years after we had started."[20] The game was released in March 1992.[4]

### Technology

Ultima Underworld's game engine was written by a small team.[4][10][11] Chris Green provided the game's texture mapping algorithm,[20] which was applied to walls, floors and ceilings. The engine allowed for transparencies, walls at 45 degree angles, multiple tile heights and inclined surfaces, doors that swung open and closed, and other aspects.[4][10] Ultima Underworld was the first video game to implement many of these effects.[26] The game was also the first indoor, real-time, 3D first-person game to not only allow the player to look up and down, but also tilt the view side to side (for example, while swimming), as well as the ability to jump.[10]

Ultima Underworld uses two-dimensional sprites for characters,[1] but also features 3D objects, as the team believed that it "had to do 3D objects in order to have reasonable visuals".[10] The game uses physics to calculate the motion of thrown objects.[5][7] During the game's alpha testing phase, part of the programming team worked to create a smooth lighting model.[4] The game's advanced technology caused the engine to run slowly,[10] and its system requirements were extremely high.[1][3][14] Doug Church later downplayed the importance of the game's technology, stating that technological advancement "is somewhat inevitable in our field ... [and] sadly, as an industry we seem to know much less about design, and how to continue to extend and grow design capabilities". Instead, he claimed that Ultima Underworld's most important achievement was its incorporation of simulation elements into a role-playing game.[10]

## Reception

Reception

| Review scores

Publication| Score
AllGame| 4/5[27]
Dragon| 6 out of 5[6]
ACE| 938 out of 1000[1]
Datormagazin| 5/5[28]
Mega Zone| 87%[29]
Power Play (DE)| 94%[30]
Play Time| 95%[14]
Pelit| 98%[31]
Svenska Hemdatornytt [sv; sv; Svenska Hemdatornytt]| 66%[32]
| Awards

Publication| Award
Chicago Tribune| Best Game of the Year[33]
Origins Award| Best Fantasy or Science Fiction Computer Game of 1992[34]

Ultima Underworld was not an immediate commercial success, which caused Origin to decrease its marketing support.[19] However, its popularity increased via word of mouth in the years following its release.[19] Sales eventually reached nearly 500,000 copies,[20] with praise for its 3D presentation and automapping feature.[1][6][30][35] In 1993 the game won the Origins Award for Best Fantasy or Science Fiction Computer Game of 1992,[34] and was nominated for an award at the Game Developers Conference.[36]

ACE called Ultima Underworld "the next true evolutionary step in the RPG genre", and noted that its simulation-style dungeon was "frighteningly realistic". The magazine thought that the game's sprite character models "detract from the dense atmosphere a bit", but ended the review by stating, "If you've got a PC, then you've got to have Ultima Underworld."[1] Dragon Magazine opined that "to say this is the best dungeon game we've ever played is quite an understatement," and it "will leave you wondering how other game entertainments can ever stack up against the new standards Abyss sets."[6]

Computer Gaming World's Allen Greenberg in 1992 described it as "an ambitious project" but "not without its share of problems." He praised the game's "enjoyable story and well-crafted puzzles", but disliked its "robotic" controls and "confusing" perspectives, and stated that "far more impressive sounds and pictures have been produced for other dungeon games". He summarized the game as "an enjoyable challenge with a unique game-playing engine to back it up."[3] Scorpia was also positive, stating that despite flaws "Ultima Underworld is an impressive first product. The meticulous construction of a real-world dungeon environment is outstanding. [It] may be a dungeon trek, but it is certainly the dungeon trek of the future".[37] In 1993 she praised the "superb graphics" of "a definite must for game players".[38] The magazine later awarded the game "Role-Playing Game of the Year".[39] Computer Shopper enjoyed its storyline and characters, and believed that the game "makes you feel as if you've entered a virtual reality". Despite describing its interface as "not truly intuitive", the reviewer finished by calling the game "addictive" and "a fine value".[35] The Chicago Tribune awarded it Best Game of the Year, and called it "an amazing triumph of the imagination" and "the creme de la creme of dungeon epics".[33]

Jim Trunzo reviewed Ultima Underworld: The Stygian Abyss in White Wolf #32 (July/Aug., 1992), rating it a 5 out of 5 and stated that "Ultima Underworld is simply the kind of product that you need to experience to fully understand where Origin has taken fantasy gaming."[40]

The game was also well received by non-English publications. The Swedish Datormagazin considered the game to be "in a class by itself".[28] In Germany, Power Play praised its "technical perfection" and "excellent" story,[30] while Play Time lauded its graphical and aural presentation, and awarded it Game of the Month.[14] Finland's Pelit stated, "Ultima Underworld is something totally new in the CRPG field. The Virtual Fantasy of the Abyss left reviewers speechless."[31]

Ultima Underworld was inducted into many hall of fame lists, including those compiled by GameSpy, IGN and Computer Gaming World.[5][41][42][43] PC Gamer US ranked the game and its sequel 20th on their 50 Best Games Ever list from 1997, citing "strong character interaction, thoughtful puzzles, unprecedented control, and genuine roleplaying in ways that have yet to be duplicated".[44] In 2004, readers of Retro Gamer voted Ultima Underworld as the 62nd top retro game: the staff called it "easily one of the best entries in the long-running Ultima series."[45]

In 1998, PC Gamer declared it the 18th-best computer game ever released, and the editors called it "Light-years ahead of their time, and still regarded as some of the best roleplaying games ever created".[46] A poll conducted in May 2023 by GQ among a team of video game journalists listed it as the 95th-best video game of all time.[47]

## Legacy

Ultima Underworld has been cited as the first RPG to feature first-person action in a 3D environment,[26] and even as the first true first-person 3D game in any genre.[48] Rival 3D games appeared; Legends of Valour advertised "Ultima Underworld, move over!"[49] Gamasutra posited that "all 3D RPG titles from Morrowind to World of Warcraft share Ultima Underworld as a common ancestor, both graphically and spiritually ... [and] for better or for worse, Underworld moved the text-based RPG out of the realm of imagination and into the third dimension".[26] Its soundtrack, composed by George "The Fat Man" Sanger and Dave Govett,[11] was the first in a major first-person game to use a dynamic music system; the player's actions alter the game's music.[50]

Ultima Underworld is considered the first example of an immersive sim, a genre that combines elements from other genres to create a game with strong player agency and emergent gameplay, and has influenced many games since its release.[51] The game's influence has been found in BioShock (2007),[52] and that game's designer, Ken Levine, has stated that "all the things that I wanted to do and all the games that I ended up working on came out of the inspiration I took from [Ultima Underworld]."[53] Gears of War designer Cliff Bleszinski also cited it as an early influence, stating that it had "far more impact on me than Doom".[54] Other games influenced by Ultima Underworld include Software:The Elder Scrolls: Arena,[55] Deus Ex,[56] Software:Deus Ex: Invisible War,[57] Vampire: The Masquerade – Bloodlines,[58] Half-Life,[59] and Half-Life 2.[60] Toby Gard stated that, when designing Tomb Raider, he "was a big fan of ... Ultima Underworld and I wanted to mix that type of game with the sort of polygon characters that were just being showcased in Virtua Fighter."[61] Ultima Underworld was also the basis for Looking Glass Technologies' later System Shock.[7]

Id Software's use of texture mapping in Catacomb 3-D, a precursor to Wolfenstein 3D, was influenced by Ultima Underworld.[26] Conflicting accounts exist regarding the extent of this influence, however.[62] In the book Masters of Doom, author David Kushner asserts that the concept was discussed only briefly during a 1991 telephone conversation between Paul Neurath and John Romero.[63] However, Doug Church has said that John Carmack saw the game's summer 1990 software convention demo, and recalled a comment from Carmack that he could write a faster texture mapper. Paul Neurath has recounted the incident similarly, with both Carmack and Romero present.[19][62]

Despite the technology developed for Ultima Underworld, Origin opted to continue using traditional top-down, 2D graphics for future mainline Ultima games.[64] The engine was re-used and enhanced for Ultima Underworld's 1993 sequel, Software:Ultima Underworld II: Labyrinth of Worlds.[4] Looking Glass Studios planned to create a third Ultima Underworld, but Origin rejected their pitches.[19] After Electronic Arts (EA) rejected Arkane Studios' pitch for Ultima Underworld III, the studio instead created a spiritual successor: Arx Fatalis.[65]

On March 14, 1997, a 3D remake of the game (published by Electronic Arts Victor) was released exclusively in Japan for the PlayStation by Infinity Entertainment. All of the creatures and NPCs were recreated using polygon models; however, the items and environments use their original textures. The HUD and inventory were reworked to allow the game to be displayed in fullscreen. Additionally, the character were redrawn in an anime style to make them more appealing to the Japanese market. Sound effects were added and all of the music was remixed (with most of it slightly resembling the original music). New ending and introduction videos were also added.[66]

In the early 2000s, Paul Neurath approached EA to discuss a port of Ultima Underworld to the Pocket PC. EA rejected the suggestion, but allowed him to look for possible developers; Neurath found that ZIO Interactive enthusiastically supported the idea, and EA eventually licensed the rights to the company. Doug Church and Floodgate Entertainment assisted with portions of its Pocket PC development,[10] and the port was released in 2002.[64]

GOG.com released an emulated version in June 2011 for Windows and in October 2012 for Mac OS X.[67][68]

In 2015, Otherside Entertainment, a new developer founded by Paul Neurath and other Looking Glass and Irrational veterans, announced a new entry in the series, entitled Underworld Ascendant. The new title is an officially licensed part of the series set in the Stygian Abyss, but this licensing agreement does not extend to the Ultima name or greater IP, effectively orphaning Underworld from the Ultima series.[69]

## References

1. ↑ Published in Japan by Electronic Arts Victor

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 Upchurch, David (April 1992). "Ultima Underworld: The Stygian Abyss". ACE (55): 36–41.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Ultima Underworld: The Stygian Abyss Player's Guide. Origin Systems. 1992.
3. ↑ 3.0 3.1 3.2 3.3 Greenberg, Allen (July 1992). "Abyssmal Perspective". Computer Gaming World (96): 42–44. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=96.
4. ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 "An Interview With Looking Glass Technologies". Game Bytes. 1992. http://www.ttlg.com/articles/UW2int2.asp.
5. ↑ 5.0 5.1 5.2 5.3 5.4 The GameSpy Staff. "GameSpy's Top 50 Games of All Time". GameSpy. http://archive.gamespy.com/articles/july01/top505/.
6. ↑ 6.0 6.1 6.2 6.3 Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (November 1992). "The Role of Computers". Dragon Magazine (187): 62–63. http://annarchive.com/files/Drmg187.pdf.
7. ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 Rouse III, Richard (2005). Game Design: Theory & Practice Second Edition. Wordware Publishing. 500-531. ISBN 1-55622-912-7.
8. ↑ 8.0 8.1 Ultima Underworld II: Labyrinth of Worlds Manual. Origin Systems. 1993.
9. ↑ 9.0 9.1 9.2 Carlson, Rich. "Hall Of Fame: Ultima Underworld: The Stygian Abyss". GameSpy. http://archive.gamespy.com/halloffame/july01/underworld/.
10. ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 Mallinson, Paul. "Games That Changed The World Supplemental Material". PC Zone. http://www.mallo.co.uk/ultima/index.htm.
11. ↑ 11.0 11.1 11.2 11.3 11.4 Ultima Underworld: The Stygian Abyss Manual. Origin Systems. 1992.
12. ↑ "The Ultima Legacy". http://www.gamespot.com/features/ultima/18.html.
13. ↑ 13.0 13.1 Allston, Aaron (1992). Ultima Underworld Clue Book: Mysteries of the Abyss. Origin Systems. ISBN 0-929373-08-1.
14. ↑ 14.0 14.1 14.2 14.3 14.4 Geltenpoth, Alexander; Menne, Oliver (June 1992). "Ultima Underworld". Play Time: 20, 21.
15. ↑ Looking Glass Studios (1992). Ultima Underworld: The Stygian Abyss. Origin Systems. "Ghost: Treachery and doom! My brother will unleash a great evil. Britannia is in peril! / Narrator: Sure that the ghost can take you to Britannia, you allow yourself to be drawn to him."
16. ↑ Looking Glass Studios (1992). Ultima Underworld: The Stygian Abyss. Origin Systems. "Tyball: No matter, thou shalt serve to draw the hounds from the scent. / Narrator: Below a creature heads toward the dark woods, a thrashing sack slung over its massive shoulder."
17. ↑ Looking Glass Studios (1992). Ultima Underworld: The Stygian Abyss. Origin Systems. "Baron Almric: If thou art truly the Avatar, then perhaps thou canst offer hope. None here can survive the Stygian Abyss and rescue Ariel. My mind is set! Corwin shall take thee to the Abyss. Return here with my daughter and thy innocence shall be proven. If thou dost not return, Avatar, then thy lie shall have brought thee low."
18. ↑ Looking Glass Studios (1992). Ultima Underworld: The Stygian Abyss. Origin Systems. "Baron Almric: Thou hast earned my gratitude and more. Were it not for thee, my daughter tells me we would have lost more than her delightful company."
19. ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 19.8 Mallinson, Paul (April 16, 2002). "Feature: Games that changed the world: Ultima Underworld". Computer and Video Games. http://www.computerandvideogames.com/article.php?id=28003.
20. ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 20.13 20.14 20.15 20.16 20.17 20.18 20.19 20.20 20.21 20.22 20.23 20.24 Neurath, Paul (June 23, 2000). "The Story of Ultima Underworld". Through the Looking Glass. http://www.ttlg.com/articles/uw2.asp.
21. ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 Hallford, Jana (June 7, 2001). Swords & Circuitry: A Designer's Guide To Computer Role-Playing Games. Cengage Learning. 61–63. ISBN 0-7615-3299-4.
22. ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 Bauman, Steve (January 30, 2000). "The Tracks of His Games". Computer Games Magazine. http://www.cdmag.com/articles/025/191/dougc_interview.html.
23. ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 23.8 "Warren Spector / Doug Church Interview". PC Gamer US. October 2001. http://www.pcgamer.com/eyewitness/eyewitness_2001-08-08a.html.
24. ↑ 24.0 24.1 24.2 24.3 Weise, Matthew (March 21, 2011). "Looking Glass Studios Interview Series - Audio Podcast 2 - Dan Schmidt". Singapore-MIT GAMBIT Game Lab. http://gambit.mit.edu/updates/2011/03/looking_glass_studios_intervie_1.php.
25. ↑ Weise, Matthew (November 10, 2011). "Looking Glass Studios Interview Series - Audio Podcast 8 - Marc "Mahk" LeBlanc". Singapore-MIT GAMBIT Game Lab. http://gambit.mit.edu/updates/2011/11/podcast-marcleblanc.php.
26. ↑ 26.0 26.1 26.2 26.3 Shahrani, Sam (April 25, 2006). "Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 1)". http://www.gamasutra.com/view/feature/2674/educational_feature_a_history_and_.php?page=1.
27. ↑ "Ultima Underworld: The Stygian Abyss - Review". http://www.allgame.com/game.php?id=930&tab=review.
28. ↑ 28.0 28.1 Fröjdh, Göran (May 1992). "Tjuvtitten Ultima Underworld". Datormagazin: 66.
29. ↑ Mega Zone, issue 23 (August–September 1992), pages 52-53
30. ↑ 30.0 30.1 30.2 Hengst, Michael (June 1992). "Das ultimative Dungeon". Power Play.
31. ↑ 31.0 31.1 Nirvi, Niko (April 1992). "Virtuualifantasian mestarinäyte" (in fi). Pelit: 22-24. ISSN 1235-1199.
32. ↑ Svenska Hemdatornytt, Vol. 1992, No. 5 (May 1992), page 40
33. ↑ 33.0 33.1 Lynch, Dennis (January 29, 1993). "Winners and worsts: From Corn Gods to Bart Simpson, a look back". Chicago Tribune: Section 7; 46.
34. ↑ 34.0 34.1 "1992 List of Winners". Origins Game Fair. http://www.originsgamefair.com/awards/1992.
35. ↑ 35.0 35.1 Freund, Jim (August 1, 1992). "Ultima Underworld: The Stygian Abyss". Computer Shopper.
36. ↑ "The 7th International Computer Game Developers Conference". Computer Gaming World: 34. July 1993. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=108. Retrieved 12 July 2014.
37. ↑ Scorpia (July 1992). "Scorpion's Tale". Computer Gaming World: 106. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=96. Retrieved 25 November 2013.
38. ↑ Scorpia (October 1993). "Scorpia's Magic Scroll Of Games". Computer Gaming World: 34–50. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=111. Retrieved 25 March 2016.
39. ↑ "CGW Salutes The Games of the Year". Computer Gaming World: 110. November 1992. http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100. Retrieved 4 July 2014.
40. ↑ Trunzo, Jim (July–August 1992). "The Silicon Dungeon". White Wolf Magazine (32): 12–13. https://imgur.com/a/N00kiep.
41. ↑ "The Top 25 PC Games of All Time". July 24, 2000. http://pc.ign.com/articles/082/082486p1.html.
42. ↑ "IGN's Top 100 Games (2005)". IGN. http://top100.ign.com/2005/091-100.html.
43. ↑ "150 Best Games of All Time". Computer Gaming World: 64–80. November 1996. http://www.cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148. Retrieved 25 March 2016.
44. ↑ "The 50 Best Games Ever". PC Gamer US. May 1997.
45. ↑ Retro Gamer 8, page 67.
46. ↑ "The 50 Best Games Ever". PC Gamer US 5 (10): 86, 87, 89, 90, 92, 98, 101, 102, 109, 110, 113, 114, 117, 118, 125, 126, 129, 130. October 1998.
47. ↑ "The 100 greatest video games of all time, ranked by experts" (in en-GB). 2023-05-10. https://www.gq-magazine.co.uk/article/best-video-games-all-time.
48. ↑ "Next Generation's Top 10 Online Game Picks". Next Generation (Imagine Media) (27): 41. March 1997.
49. ↑ "A Technological Breakthrough in 3-D Action Fantasy!". Computer Gaming World: 63. January 1993. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=102. Retrieved 5 July 2014.
50. ↑ Brandon, Alexander (2004). Audio for Games: Planning, Process and Production. New Riders Games. 88. ISBN 0-7357-1413-4.
51. ↑ Wiltshire, Alex (December 15, 2016). "How the Makers of 'System Shock' and 'Ultima Underworld' Rediscovered Their Roots". Glixel. http://www.glixel.com/news/the-makers-of-ultima-underworld-return-to-their-roots-w456304.
52. ↑ Weise, Matthew Jason (February 29, 2008). "Bioshock: A Critical Historical Perspective". Eludamos. Journal for Computer Game Culture 2 (1): 151–155. doi:10.7557/23.5977. OCLC 220219478. http://www.eludamos.org/index.php/eludamos/article/view/27/40. Retrieved March 8, 2009.
53. ↑ Irwin, Mary Jane (December 3, 2008). "'Games Are The Convergence Of Everything'". Forbes. https://www.forbes.com/2008/12/03/ken-levine-bioshock-tech-personal-cx_mji_1203levine.html. Retrieved March 17, 2009.
54. ↑ Totilo, Stephen (May 22, 2006). "Gaming Roundtable Considers Bloody Monsters". MTV. http://www.mtv.com/news/articles/1532185/20060519/story.jhtml.
55. ↑ "Arena: Behind the Scenes". Bethesda Softworks. http://www.elderscrolls.com/tenth_anniv/tenth_anniv-arena.htm.
56. ↑ "Warren Spector of Ion Storm (Part Two)". Eurogamer. August 4, 2000. http://www.eurogamer.net/article.php?article_id=337.
57. ↑ Aihoshi, Richard (November 17, 2003). "Deus Ex: Invisible War Interview, Part 1". http://rpgvault.ign.com/articles/440/440693p1.html.
58. ↑ Boyarsky, Leonard (December 13, 2003). "Vampire: The Masquerade – Bloodlines Designer Diary #3". http://www.gamespot.com/articles/vampire-the-masquerade-bloodlines-designer-diary-3/1100-6085643/.
59. ↑ "Half-Life". Next Generation (Imagine Media) 4 (48): 142-143. December 1998. https://archive.org/details/NextGeneration48Dec1998/page/n143/mode/2up.
60. ↑ Reed, Kristan (May 12, 2004). "Half-Life 2 \- Valve speaks to Eurogamer". http://www.eurogamer.net/articles/i_e3valvesoftware_pc.
61. ↑ Gibbon, Dave (June 28, 2001). "Q&A: The man who made Lara". BBC. https://news.bbc.co.uk/1/hi/entertainment/1410480.stm.
62. ↑ 62.0 62.1 James Au, Wagner (May 5, 2003). "Masters of "Doom"". Salon.com. http://dir.salon.com/story/tech/feature/2003/05/05/doom/index.html.
63. ↑ Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 89. ISBN 0-375-50524-5.
64. ↑ 64.0 64.1 Barton, Matt (April 11, 2007). "The History of Computer Role-Playing Games Part III: The Platinum and Modern Ages (1994-2004)". http://www.gamasutra.com/features/20070411/barton_02.shtml.
65. ↑ Todd, Brett (March 20, 2002). "Arx Fatalis Preview". http://www.gamespot.com/pc/rpg/arxfatalis/news.html?sid=2856384&mode=previews.
66. ↑ "Ultima Underworld - The Stygian Abyss". https://psxdatacenter.com/games/J/U/SLPS-00742.html.
67. ↑ Galimatias (June 2, 2011). "New Release: Ultima Underworld 1+2". GOG.com. http://www.gog.com/en/forum/general/new_release_ultima_underworld_1_2.
68. ↑ "GOG.com goes Mac". CD Projekt. October 2012. https://www.gog.com/news/gogcom_goes_mac.
69. ↑ "Underworld Ascendant". https://www.kickstarter.com/projects/othersidegames/underworld-ascendant/description.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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* v
* t
* e

Atari

Corporations|

| Primary|

* Atari, Inc. (1972–1992)
* Atari Corporation (1984–1996)
* Atari SA, Atari, Inc. (2003–present)

|

Subsidiaries and
spin-offs|

* Atari Games
* Atari Interactive
* AtariAge
* Chuck E. Cheese (1977–1978)
* Cyan Engineering
* Digital Eclipse
* Kee Games
* MobyGames
* Nightdive Studios
* Tengen

File:AtariFuji.svg

Arcades games
and amusements|

* Anti-Aircraft
* Asteroids
* Asteroids Deluxe
* Atari Basketball
* Atari Football
* Avalanche
* Battlezone
* Black Widow
* Breakout
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* Centipede
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* Stunt Cycle
* Super Breakout
* Super Bug
* Super Pong
* Tank
* Tank 8
* Tempest
* Tournament Table
* Triple Hunt
* Ultra Tank
* Video Pinball
* Warlords

| Prototypes|

* Tank II

|

Software and utilities|

* Atari BASIC
* Atari Calculator
* Atari DOS

Video game
consoles|

* Home Pong
* Stunt Cycle
* Atari Video Music
* Video Pinball
* 2600
* 2800
* 5200
* 7800
* XEGS
* Lynx
* Jaguar
* CD
* VCS (2021)
* 2600+

| Prototypes|

* Game Brain
* Cosmos
* 2700
* Atari Mindlink
* Panther
* Sierra

|

Personal
computers|

* Atari 8-bit computers
* Atari ST
* MEGA STE
* TT030
* Transputer Workstation
* Falcon

| Portables|

* STacy
* ST Book
* Portfolio

|

Prototypes|

* Sierra

Peripherals|

| Printers|

* 825 80-Column Printer
* 1020 Color Printer

|

Gaming devices|

* CX40 joystick
* Atari joystick port
* XG-1 light gun

Other|

* Atari Democrat
* Atari Flashback
* Intellivision
* Sears

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* "Descending into the Abyss: A Storyteller explores the narrative accomplishments of Ultima Underworld: The Stygian Abyss" \- (from Well Played 1.0)

* v
* t
* e

Ultima series

Main series|

* Akalabeth
* I
* II
* III
* IV
* V
* VI
* VII
* VII Part Two
* VIII
* IX

Worlds of Ultima|

* The Savage Empire
* Martian Dreams

Ultima Underworld|

* The Stygian Abyss
* Labyrinth of Worlds

Ultima Online|

* The Second Age
* Renaissance
* Third Dawn
* Lord Blackthorn's Revenge
* Age of Shadows
* Samurai Empire
* Mondain's Legacy
* Kingdom Reborn
* Stygian Abyss
* High Seas

Other games|

* Escape from Mt. Drash
* Lord of Ultima
* Ultima Forever
* Underworld Ascendant

Cancelled games|

* Ultima Worlds Online
* Ultima X

Developers|

* Chuck Bueche
* Richard Garriott
* Starr Long
* Denis Loubet
* Paul Neurath
* Warren Spector
* David R. Watson

Other topics|

* Characters
* Avatar
* Lord British
* Britannia Manor
* Exult
* Shroud of the Avatar
* Ultima V

* v
* t
* e

Looking Glass Studios

List of games

Ultima Underworld|

* Ultima Underworld
* Ultima Underworld II

System Shock|

* System Shock
* System Shock 2 (co-developed)

Thief|

* Thief
* Thief II

Flight Unlimited|

* Flight Unlimited
* Flight Unlimited II
* Flight Unlimited III

Other games|

* John Madden Football '93
* Terra Nova
* Voyager
* British Open Championship Golf
* Jane's Attack Squadron

Nintendo 64 ports|

* Command & Conquer
* Destruction Derby

People|

* Austin Grossman
* Doug Church
* Emil Pagliarulo
* Eric Brosius
* Ned Lerner
* Ken Levine
* Marc LeBlanc
* Paul Neurath
* Randy Smith
* Seamus Blackley
* Terri Brosius
* Warren Spector

Related articles|

* BioShock series
* Dark Engine
* Immersive sim
* Irrational Games
* Night Dive Studios
* Origin Systems
* OtherSide Entertainment
* SHODAN

Warning: Default sort key "Ultima Underworld 1" overrides earlier default sort key "Mobygames".

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