Broken Sword 5: The Serpent's Curse - Episode 2 now available on PC, Mac and Linux.

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It seems like only yesterday, but Revolution was founded 25 years ago this month - in March 1990 (how old that makes us feel). The name Revolution was intended to reflect both the revolving floppy disks on which we would sell our titles, and that we wanted to create revolutionary adventure games.

The originally company came with the name Turnvale: we immediately changed the name to Revolution. We are offering a T shirts to the first person to correctly identify how we used the original name in one of our early games - if you know, please email your answer to

Over the years we've developed many original narrative-driven games from Lure of the Temptress and Beneath a Steel Sky through to the Broken Sword series and In Cold Blood. We have also worked on film and television licenses: Who Wants to be a Millionaire, Gold and Glory: the Road to El Dorado and others.

As a company, we have embraced change - we were there at the inception of the PC as a games computer, when it had just 16 colours (or monochrome for the more basic video cards), and we have continued to develop and port our titles to the latest gaming platforms: from Atari ST and Amiga, through the original PlayStation, PlayStation 2, PlayStation Vita and Xbox; and most recently mobile devices. Broken Sword 1, for example, has appeared on: PC, Mac, Linux, PlayStation (the original), Nintendo Game Boy Advance, Pocket PC, PalmOS, Nintendo DS, Nintendo Wii, Apple iOS and Android too (someone claimed recently to have bought the game on six different formats - thanks to them for their perseverance.)

Originally our games were funded and published by publishers. More recently we were able to self-publish, thanks to the magnificent support of our Kickstarter backers. This change allows us to communicate directly with our community - something that we greatly value.

To celebrate our silver anniversary, we will be sharing a series of exciting features, announcements and competitions throughout the year. We thank you all for your support which has allowed us to remain independent for all this time, striving to innovate in writing narrative-driven games.

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George Nico