What Is ScummVM?What Is ScummVM?
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
You can find a full list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often. Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS and many more...
You may support the project by expressing your excitement in the form of a donation via PayPal although we value code contributions considerably more.
Latest DevelopmentsLatest Developments
While traveling through space in his spaceship, Gnap ran out of gas and crashed in the middle of a redneck farm. He's now lost on planet Earth and needs your help to fix his U.F.O. so he can continue his journey!
The ScummVM Team is proud to announce that U.F.O.s aka GNAP: Der Schurke aus dem All is now playable in ScummVM using the latest daily builds, and is ready for testing.
It has been a couple of months since ScummVM 1.8.0, which means it’s time for a new point release! ScummVM 1.8.1 is now available with fixes for important bugs and support for even more platforms.
One of the most important "features" of this release is a major upgrade to the Android port. This upgrade also adds support for the OUYA console. We are currently working on bringing this new release straight to Google Play, but for the impatient among you, feel free to go ahead and install the APKs manually. The Android port now comes in two flavours, our "classic" OpenGL-based one, and a new variant based on SDL. The SDL port has better compatibility with some Android devices and also works better with some engines. Please give it a try and tell us on our forums or via the bug tracker about your experience.
We will also be adding Nintendo 3DS support! As of release time, the new binaries have not yet been built by our new porter, but they should be available soon. Keep your eyes peeled!
64-bit Mac binaries now include experimental automatic update checking using Sparkle. Auto-updating is selected as an opt-in during your first start up, and by default checks weekly for new releases. When version 1.9.0 is released, users of 1.8.1 will be presented with a nice dialog for updating. If you'd like to see a similar feature for Windows or other platforms, let us know! All the details on how the update process works can be found here.
No ScummVM release would be complete without game engine updates! ScummVM 1.8.1 includes fixes for Drascula, Legend of Kyrandia, Labyrinth of Time, localized versions of I Have No Mouth, Broken Sword 2.5 and improvements to the Windows, OS X and GCW0 ports.
Get ready, grab your beloved Android device, install ScummVM on it, and play!
Since the 1.8.0 release we've been very busy with fixing small and big bugs in the newly supported engines, and now we are almost ready to present you the result in a form of the ScummVM 1.8.1.
Please, help us to test a few games, especially those which were not touched for a long time, or those which have significant changes in their engine. We prepared a short list on our wiki.
Also from now on we encourage you to test any game which we support and report any bugs or your success on the forum so we can keep track of current state of affairs in the ScummVM Land.
For testing the pre-release you need to download a daily build of ScummVM. If you spot some glitches or bugs, please report them on our bug tracker. If everything went smoothly, please report your success on the forums, and we will instantly reflect it on the wiki (yes, you can be famous for your testing efforts!) You can find a guide on how to test a new release here.
A few games are still missing screenshots. Please help up complete our gallery.
On Friday Google announced the accepted projects for this year's Summer of Code. We are pleased to say that ScummVM will be mentoring four lucky students who will have to spend their summer in a dark room in front of their screen. We expect this will be an interesting Journey, passing through shadowy gates to visit scary dungeons under dark clouds. All while the mentors will be hunting three-headed monkeys on a tropical island, enjoying the sun, the beach and the grog.
- Borja Lorente Escobar (a.k.a. blorente) will be working on porting the MacVenture engine to ScummVM.
- Bendegúz Nagy (a.k.a. WinterGrascph) will work on adding support for Dungeon Master
- Dmitriy Iskrich (a.k.a. Iskrich) will be working on a Macromedia Director engine, with focus on The Journeyman Project
- Ткачёв Александр (a.k.a. Tkachov) will be adding cloud storage integration to ScummVM to allow sharing saves and game data between devices.
Welcome to our students for what we hope will be a productive and interesting summer! You can follow their progress throughout the summer on the ScummVM Blogs.
We are pleased to announce that John Carmack (yes, the John Carmack) will be joining the ScummVM and ResidualVM teams.
We first met John at GDC 2016 and hit it off immediately.
We had been feeling for a while now that we have to move beyond simply recreating old games and actively improving them, while staying true to their original spirit. We talked to John about our plan after a few tequilas and he was immediately on board.
John's experience will be invaluable in helping us achieve our goal.
Here is screenshot of John's early work with Monkey Island - notice the improved combat system and the subtle tweaks to Captain Smirk's sprite, you'll see why we are so excited.
So please join us in welcoming John!
UPDATE: No, not really. This was a joke.