From HandWiki - Reading time: 5 min
| The Tone Rebellion | |
|---|---|
| Developer(s) | The Logic Factory |
| Publisher(s) | Virgin Interactive Entertainment |
| Platform(s) | Windows[1] |
| Release | November 7, 1997[2] |
| Genre(s) | Real-time strategy (4X) |
| Mode(s) | Single player, Multiplayer |
The Tone Rebellion is a science fiction real-time strategy game created by The Logic Factory. Released in 1997, it was the company's second release after Ascendancy, a space strategy game.
The Tone Rebellion is a game in which players command a race of jellyfish-like beings called Floaters in a cosmic struggle against the malevolent Leviathan. The game unfolds across horizontal "islands" suspended in space, where players manage resources known as "Tone"—the essence of life used for building structures, training units, healing, and casting spells. Strategic expansion occurs through building on Tone Nodes and deploying "Spreaders" to unlock more territory. Rather than progressing through disconnected missions, the gameplay centers on preparing for the climactic showdown with Leviathan. Players contend with hostile forces, rival Floater races, and frequent incursions from enemy Spawners that swiftly disrupt resource pools. Adventure-style puzzles are featured, such as collecting artifacts and unlocking bridges to new islands. Units—fighters, workers, and magic-users—are trained in specialized buildings. Diplomacy allows minor alliances or skirmishes with other races..[3]
The Tone Rebellion was announced in March 1997.[4] It was developed in 18 months.[5] In August 1997, shortly before the game's release, The Logic Factory announced they had split with Broderbund and would publish The Tone Rebellion under Virgin Interactive.[6]
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PC Gamer said "Maybe if Logic Factory had spent less time on metaphysical trappings and more on gameplay, this would have been an interesting game".[3]
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]
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