From HandWiki - Reading time: 9 min
| Terminus | |
|---|---|
![]() North American box art | |
| Developer(s) | Vicarious Visions |
| Publisher(s) | Vatical Entertainment |
| Designer(s) | Terminus Team |
| Programmer(s) |
|
| Composer(s) | Todd Masten |
| Platform(s) | Microsoft Windows Macintosh Linux |
| Release |
|
| Genre(s) | Role-playing, space flight simulator |
| Mode(s) | Single-player, multiplayer |
Terminus is a space-flight role-playing action video game by Vicarious Visions. It was released in 2000 for Microsoft Windows, Linux, and Apple Macintosh. Terminus won awards in the 1999 Independent Games Festival for "Technical Excellence" and "Innovation in Audio".
In Story mode, the player chooses one of four careers (United Earth League military, Mars Consortium militia, Marauder Pirate Clan, mercenary) and follows Terminus's single-player storyline, set in the year 2197. In 2000, Terminus was unusual among RPGs in that the player's actions can affect the ending of the storyline. Failing a mission, for example, may lead to a different ending than would have occurred if the mission had succeeded. One unique feature of Terminus is the story would progress with or without the player. The player could begin the game in story mode, then go off and do something else and the story missions/battles would still take place, reaching an outcome depending on which side eventually wins.
In Free mode, the player chooses a career and does the same as in Story mode, except there will be no storyline missions. In Gauntlet mode, the player outfits a ship with near-infinite money at their disposal, and faces several waves of attackers, with the object of staying alive for as long as possible.
Vicarious Visions, Our Culture: Indie Days 1999-2004.[1]
Polygon explained that Vicarious Visions' first major game "following the publishing debacle during college" , was the space combat role-playing video game Terminus. President Karthik Bala said "We ended up getting a personal bank loan for a million dollars. We knew if we didn't figure this out and make it work, we'd be screwed for the rest of our lives."[2] The duo of developers had been left with a mountain of debt from development costs on Synnergist due to the publishers not giving them royalties for the game, and began work on this project on 1996.[3]
Back in January 1998, the "Vicarious Visions' seven full-time employees and squadron of contractors" were laboring to complete the game, which at the time was to be the company's second release. At that point "The development budget for Terminus ha[d] already crossed the $250,000 mark with months' more work to be done before an expected September 1998 release."[4] Bala said at the time "Terminus will include not only network and Internet play, which is becoming almost standard in games, but also the capability for players to communicate by voice."[4] Bala retrospectively said "The Department of Defense had recently declassified an audio compression algorithm that we ended up using and writing Voice over IP within our game at the time. We did some really cool stuff primarily because it hadn't been done."[2] As a contest finalist at the first annual Independent Games Festival (the game ended up taking home two awards), "Terminus was exhibited on the show floor at the Game Developers Conference, March 16–18 in San Jose, Calif."[5] Polygon explained that despite winning some industry awards, "publishers were reluctant to take on the project [and] when Vatival Entertainment finally shipped the game in 2000, it hardly sold."[2] By 1999, the company employed 15 people, "including four Rensselaer graduates and two undergrads".[5]
Terminus is notable for its implementation of Newtonian laws of motion, which means that objects are subject to inertia. Once accelerated, they float indefinitely in one direction unless again accelerated into a different direction. This makes steering quite complicated, but mirrors actual behavior in free space. BarrysWorld explains "The game has a newtonian (i.e 'realistic') flight model, that is to say that the ships will not fly like jet planes but they will actually obey the laws of Newtonian physics. In order to go in another direction you'll need to slowdown to a stop and then go in the direction that you want to move in. All this will be accomplished by a kind of reaction control system autopilot that attempts to keep you moving in the direction you are pointing."[6] The site added "Terminus should be the first of a series of sims that will encourage 'l33t' skillz to master."[6]
Support for Terminus has long since ended. Although the game is still licensed by Vicarious Visions, the source code was licensed to the owner of the TerminusPoint website[7] to allow continued development of the game and thus has been improved and enhanced. Although the client files are still available at the TerminusPoint website, the project has seemingly been abandoned.
| Reception | |||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||||||||||||||||||
At the time of its release, the game received above-average reviews on both platforms according to the review aggregation website GameRankings.[8][9]
PC Zone said, "Overall, while not as flashy as other recent space-sims, Terminus has lots of substance. It packs so much into the game."[19] GameSpy said, "With Terminus, Vicarious Visions has raised the bar of excellence within three simultaneous genres, but couldn't quite glue all the pieces together into a cohesive whole."[15] Gamer's Pulse said, "In the end, Terminus failed to truly excite me. That's not to say that the game isn't fun to play; it does offer a good time to the pilot within us all."[20] Computer Games Strategy Plus said, "When everything is said and done, Terminus comes out looking-and feeling-good."[11] GameSpot wrote, "Terminus offers flawed but nonetheless decent space combat action, along with an impressive online play feature. The game ought to be appealing on account of this and its cross-platform compatibility, but its glitches and general lack of polish considerably diminish its overall quality."[14] MacADDICT called it "an intermittently fantastic game that should appeal to flight-sim jockeys, hardcore sci-fi fans, and anyone who's ever wanted to wield two joysticks."[17]
| Year | Award | Category | Result | Ref |
|---|---|---|---|---|
| 1999 | Independent Games Festival Awards | Technical Excellence ($3,000) | Won | [2] |
| Excellence In Audio ($3,000) | Won |
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 lengthy 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.

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]
Wikidata has the property:
|