The remake's title screen: Quest for Glory: Shadows of Darkness over a castle on a moonlit crag

Return to Mordavia

A fan remake of Sierra's Quest for Glory IV: Shadows of Darkness, rebuilt from the ground up in Godot. Every room repainted, every voice remastered, played in widescreen at 1920×1080.

A tribute

The darkest Quest for Glorydeserves to be seen again

Lori Ann and Corey Cole's fourth Quest for Glory took the series somewhere colder: a cursed valley of vampires, ghosts and Badders, told in that unmistakable narrator's voice.

This project began as a way to learn how games are made, starting with my own CD copy and one screen at a time. It became something bigger: a faithful remake that plays the way the original did, looks the way it does in memory, and fixes the rough edges Sierra never had time for.

Sierra's scripts are the reference for how everything behaves. Nothing is copied blindly. Where the remake departs from the original, the change is labelled so the faithful version is never lost.

You awaken in darkness, the smell of old bones in the air. Somewhere above, the valley of Mordavia waits, and it has waited a long time for a hero. the Narrator
9rooms repainted
4Intro rooms playable
350labelled improvements
285commits so far
16:9widescreen, rebuilt
Before & after

Thirty years of candlelightdrag across the frame

On the left, Sierra's 1994 backgrounds as they shipped on the CD. On the right, the remake's widescreen repaints. Each room is redrawn past the original's edges so nothing is cropped or stretched.

Sierra's original background The remake's repainted background Sierra, 1994Remake

The Dark One's Cave

ROOM 770

The first chapter

The Intro, start to finishfrom the first cave to Katrina

The game is being built in pieces, and nothing else gets built until this one is complete and working. The Intro runs through four rooms, each playable in 2D and in the new 3D view.

Room 770, the Dark One's cave
I · ROOM 770

The Dark One's Cave

Where the hero wakes. Repainted from a new design, with an iris door, a bone cage that erupts around a thief, and a backflip escape from real motion capture.

Built, in playtest
Room 720, the cave of the Badders
II · ROOM 720

The Badders Attack

The first fight. Full combat with arcade and strategy modes, a combat tutorial, and HD Badders that swoop, bite and burst.

Built & confirmed
Room 710, the chasm with the rope bridge
III · ROOM 710

The Chasm

The rope, the tentacle and the first Levitate. This is the 3D proving ground: if it works in 710, it works everywhere.

Built & confirmed
Room 790, the cave mouth where the hero meets Katrina
IV · ROOM 790

Meeting Katrina

A conversation with animated portraits, remastered voices and day and night versions of the cave mouth.

Built & confirmed
The hero

Choose your pathfighter, magic user or thief

The hero is the heart of the whole project. If he can't look and move like the character-select art, nothing else matters, so he gets more care than anything else in the game.

The hero as a fighter, sword raisedFighter
The hero as a magic user, arms crossed amid sparklesMagic User
The hero as a thief, dagger in handThief
Sierra's original character select screen

Where he came from

Sierra's character select was the very first screen rebuilt, and where the new look for the hero was born.

The 3D hero model in an A-pose

Built in 3D

The playable hero is a 3D model built from A-pose reference art, kept cartoon-styled to match the character select. Every move comes from real motion capture, never hand-keyed poses.

The HD combat hero casting

Ready for a fight

Combat frames are rendered from the model, with the shield strapped to his arm where it belongs. The Badders come from a bat model with a hand-animated wing flap.

Katrina, hooded, in the remake's portrait art
Katrina
Voices & music

Every word, heard anewand the old themes kept

The Narrator. Each line Sierra recorded is spoken fresh from its script, with the delivery guided by the untouched CD recording. Lines the original never had, like the journal entries, get a matching narrator voice.

The cast. Original performances are cleaned and restored rather than replaced. Katrina's lines came back clearer than they ever sounded on CD.

Talking portraits. The goal for dialogue portraits is full animation, mouthing every word, rather than a still picture with only a moving jaw. AI lip-sync is being tried for it.

The music. The original Quest for Glory IV score in some form, always: the title theme as it was, other tracks remastered or rebuilt from the originals. It is all made locally and never uploaded to an online music service.

New in this edition

The Hero's Journalturn the coins to open a page

The icon bar's question mark became a quill. It opens a single book with tabs set as coins, so pages can be added or rearranged just by editing data.

This is the remake's own journal art. Click a coin to turn the page.

Levitate Flame Dart Force Bolt Detect Magic Calm Dazzle Frost Bite Juggling Lights

The Iron Grimoire

A new HD spell window with mana and stamina, a targeting cursor, and skill levels shown right on the spell list. Levitate, Flame Dart, Force Bolt, Detect, Calm, Dazzle and Zap all work.

Puzzle Points
Every special deed is sealed in the Achievements book, linked back to its journal entry.
A red wax seal

Achievements

Puzzle points open the Achievements window, on parchment with a wax seal. Each line links back to the journal entry where it happened.

Practice makes better

Any skill you practise has a chance to improve, and the game tells you when it does. Run is a toggle, the time dial drives night and dawn, and a Menu Style window lets you pick the iron, painted or classic Sierra look for each screen.

The workshop

How it's builtrules of the house

  1. i
    Faithful, with labelled changesEvery departure from Sierra carries an IMPROVEMENT label that says what the original did. A script collects them into one master list, currently 350 entries long.
  2. ii
    Data, not codeText, timings, layouts and room behaviour all live in data files. Adding a room, an item or a journal page means writing an entry, not a program.
  3. iii
    Mechanics first, then the polishA room has to play right before it gets its new art and audio.
  4. iv
    Tested after every changeAn automated runner plays 103 scripted scenarios through the rooms in about fifteen seconds, and every one has to pass.
  5. v
    One piece at a timeThe Intro is finished before anything else is started. No fast travel, no shortcuts that change how the original plays.
Godot 4.7BlenderComfyUINano Banana ProKling 3.0Qwen ImageMeshyMixamoIndexTTS-2Qwen3-TTSVoiceFixerYuEClaude
Where it stands

Progress reportas of November 2026

The Intro4 of 4 rooms playable · 3 confirmed · 1 in playtest
770 · in playtest
720 · confirmed
710 · confirmed
790 · confirmed
Confirmed in playtestBuilt, awaiting playtestPlanned
Title, character select, stat screen, icon bar, cursors, save and restoreConfirmed
Combat: Iron Reliquary panel, arcade and strategy modes, pauseConfirmed
HD combat hero: slashes, jabs, parries, dagger set, castingConfirmed
HD Badders: flying, biting, burstingConfirmed
Spells, mana and stamina, Iron GrimoireConfirmed
Action bar, game clock, time dial, night and dawnConfirmed
Rooms 720, 710 and 790 in 3DConfirmed
Journal, Cards, narrated entries, Katrina's conversationBuilt
Achievements and spell skillsBuilt
Room 770 redesign, iris door and the 3D bone cageBuilt
HD bone cage in 2D, sleeping, the journal MapPlanned
Now
  • Playtest room 770 and the bone cage
  • Finish the Intro's last open items
Next
  • HD bone cage in 2D
  • Sleeping and resting
  • The rest of the Bone Ritual
Then
  • Into Mordavia: the Adventurers' Guild, the town street, Erana's Peace
  • The journal Map, uncovered by exploring
Someday
  • The whole valley, room by room
  • Optional fast travel, unlocked after beating the game once