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Shadows of Adam is coming to the Nintendo Switch!

Shadows of Adam is coming to the Nintendo Switch!



18th May

CIRCLE Entertainment and Something Classic Games are delighted to confirm that the classically-styled RPG Shadows of Adam is coming to the Nintendo Switch.

Previously released on PC, Mac and Linux, this will be the console debut of the highly regarded RPG. A game that brings classic JRPGs to mind, it features a compelling story, a unique fast-paced battle system and modernized visuals for a beloved genre.

Check out some game details below:

Tucked away from the outside world by the impenetrable haze of the Misty Woods, the village of Adam has mostly lived in peace since the days of the Wraith War. Magic, the dark power that fueled that war has vanished. But darkness is descending once more and Adam’s legendary hero, Orazio, is no more.

10 years ago he left without explanation and never returned, leaving his son and adopted daughter to wrestle with the dark secret he left behind—a secret that must now be revealed if the children hope to save both Adam and their departed father, though its revelation could unhinge the world.


  • Compelling Character Driven Story: Shadows of Adam’s story is one with a deep narrative and an interesting plot. The story revolves around 4 main characters: Asrael, Kellan, Curtis and Talon.
  • A Strategic AP Management Battle System: AP is restored between each round of battle automatically and through defeating enemies. This allows a unique attrition system that encourages skill use and fast combat.
  • Beautiful Visuals: Shadows of Adam features beautifully modernized visuals inspired by classic JRPGs of the SNES-era.
  • Original Soundtrack With Over 44 Tracks: An original soundtrack by Tyler Mire that’s inspired by music from the genre’s greatest games. This soundtrack includes unique themes for each area and character and has an emphasis on strong melodies and an emotional connection.

Check out this Shadows of Adam press page to learn more from the original PC / Mac / Linux launch.

Stay tuned to our Twitter accounts, @CIRCLE_Ent and @SomethingClassc, for more updates on the upcoming Nintendo Switch release.


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How to Re-map gamepad buttons for Shadows Of Adam

How to Re-map gamepad buttons for Shadows Of Adam

Currently, you can’t re-map gamepad buttons to different functions within Shadows Of Adam. However, you can edit a configuration file outside the game to accomplish this. This post will cover how to do this, specifically for Windows 10. It should provide a good idea how to do it for other operating systems as well.

1. Find config-new.json
This configuration file contains the gamepad mappings. Its location varies based on your OS.

Windows location:
C:\Users\[user name]\%APPDATA%/Shadows of Adam

The AppData folder is typically hidden. You may need to show hidden items in your [user name] folder.

In Windows 10:
a) Click View tab
b) Checkmark Hidden items

AppData folder should appear:

Note: The location of config-new.json may vary slightly depending on Windows version. I’m on Windows 10 and the locations is: C:\Users\Luke\AppData\Roaming\Shadows of Adam\

Unfortunately, I don’t have more detailed instructions for Mac or Linux. config-new.json should be at the following location in those operating systems:

~/Library/Application Support/Shadows of Adam

~/. config/Shadows of Adam


2. Open config-new.json.  

Use a plain text editor. For Windows, we can use a text editor like Notepad, which should be the default in most cases.

3. Find the keys mappings to edit

With the file open, run a search. Press CTRL + F to open Find dialogue. Type in JOY_START and click Find Next.

You should see the following three values. These represent the three action buttons in Shadows of Adam.

4. Edit the key mappings

Change the JOY_START, JOY_ENTER, and JOY_BACK values to a different mapping by changing the number to the right of the colon.

Here are all the mappings for face buttons, shoulder buttons, start, and select buttons.

FACE_1: 256,
FACE_2: 257,
FACE_3: 258,
FACE_4: 259,
SELECT: 264,
START: 265,

For example, to use a face button instead of the start button on our gamepad, we could change JOY_START: 265 to JOY_START: 258. The value 258 is FACE_3, the third face button on a gamepad.

5. Don’t forget to save!

That’s it! I hope this was helpful!

Weekly Content Blog #55: Learning From Experience

Weekly Content Blog #55: Learning From Experience

The other day out of the blue, an old friend sent me a message of Facebook. He was looking for a transcription I did 6 years ago and was wondering if I could sell him the parts so his college band could perform it. Having not looked at the piece in several years, I pulled open the file on my computer to find… awfulness, complete awfulness. The formatting was horrible, the chord voicings were rusty, and the attention to detail I have learned in the past years was not present. I promptly told my friend I would then spend the next few hours polishing up the piece and then I would send it to him. A few hours turned into a day, a day turned into a week, and a week turned into a month. What was acceptable to me 6 years ago, was no longer representative of the quality I try and achieve in 2017. This got me thinking about Shadows of Adam and my role as the composer. Since my first composition in October of 2013 to last week when I updated ZaknNik’s battle theme, I’ve learned a lot.

1. A little bit of reverb goes a long way
About 2 years in I discovered a small trick to make the pieces sound more coherent. I started running a small amount of reverb through an aux channel. This in turned applied the reverb equally to all instruments giving it a cohesive sound, almost as if all the instruments were being played in the same space. This may seem obvious to most, but my background was always as a composer and not necessarily a sound designer. Once learning this I promptly remixed every tune I had done to that point.

2. Make the most out of your themes (aka Melody is King)
When writing some of the first pieces for SoA I knew I would want to come up with a handful of themes that could be re-used throughout. I ended up developing two main themes:

Main Theme
Curtis’s Theme

From a pragmatic point of view, it made sense to re-use these because it saved me work, however I also felt it helped bring a cohesive story-centric perspective to the game. For instance, the main theme is reworked in a more minor key in a scene to show Asrael’s distress while Curtis’ theme was re-orchestrated to work for Orazio. At times, both themes have been used in counterpoint to help highlight specific story elements.

3. Panning and Sonic Space
When mixing your tunes it’s important to give some space in the panning to help instruments come out. If two instruments complement each other or occupy the same register, sometimes panning them straight across from each other can prevent it from sounding muddy. I also learned this trick from listening to old SNES tunes. A lot of times, harmony in the same instrument patch woudl be split into two tracks and panned on opposite sides. This is another way to create a more linear sounds with your instruments as opposed to blocks of sound where each note is hard to distinguish.

4. Go with your gut
I am a studied musician. In addition to my 6 years of higher ed (Bachelors and Masters in Music Composition) I have composed over 200 pieces of music for games, jazz ensembles, pop bands, and various other groups. However, I still firmly believe that the best music comes from instinct and imagination. I always try to write things that I can sing because they seem to flow naturally and feel the most musical. The craft I’ve developed is merely a tool I employ to help articulate my musical ideas. That is not to say that I am not challenging myself to learn new harmonies, melodic constructions, or ways to phrase, but that it is ok being comfortable with my instincts. They’ve served me well.

5. Sleep on it
Sometimes this is the most important thing to do when composing a new piece. Frequently at the start of a new tune I would write as much down as I could come up with. Things would write itself for a bit, then I would inevidently hit a wall. At this point, I would begin to feel that my ideas were becoming forced and that I needed to take a break. I always found a long walk or a day off helped me recharge and come back with more creative juices. Occasionally, on walks with my dog I would replay the song in my head over and over, and imagine all the possibilities for it. This would help me get a good big picture concept and fine tune the ideas I already had. The most extreme example of this was the final boss theme. I started it in Jan of 2014 and finished it in the fall of 2016!

Looking back I am very grateful for the three plus years of writing I’ve done for Shadows of Adam. I’ve grown a lot as a musician and I am very proud of what we all have achieved.

Stay tuned for updates on the official Shadows of Adam release date! If you haven’t done so you can pre-order Shadows of Adam or contact us on our may social media outlets:

Humble Bundle:


All the best!

Weekly Content Blog #54: Looking Back

Weekly Content Blog #54: Looking Back

Some three years since it all began, here I sit, looking back on the journey that has been Shadows of Adam. So it seems appropriate to look back at some of the important lessons I’ve learned along the way.

1. Good dialogue doesn’t just write itself, except when it does.

An example of some particularly stellar writing…

2. You really need a team you can trust. And I do trust in my team. All zero of them I have met in real life.

You know you’re an alcoholic when…

3. You can’t be good at everything, but you can try. And fail. Thank god for the wonders of the division of labor.

Kellan is NOT a good pirate

4. Always be closing. Sure you can make a game, but can you sell it? If you want to quit your day job and make more games, you’ll probably have to. Definitely not the fun part of making a game, but you should have your sales pitch in hand early on.

The catchy slogan sell! Always be closing!

The super hard you’ll-die-without-this-product sell. Always be closing!
The hahaha-there-are-no-slimes-in-the-Misty-Woods-I’m-a-freakin’-liar sell! Always be closing!
The drunk-frat-boy-pickup-line sell? Always be… yeah, not happening.

5. Number three again. You can’t be good at everything, so get help with marketing.

I hope this has been as eye-opening and insightful as my two minutes of deep reflection led me to believe. Until next time.

Weekly Content Blog #53: The Arena and the Forge

Weekly Content Blog #53: The Arena and the Forge

Welcome to the 53rd installment of our (occasionally) weekly content blog! To celebrate this special occasion, I am going to go over a couple of backer specific bonus areas!

The Arena


On the bottom floor of the infamous Artifactor’s Guild lies the arena, where the bravest of warriors test their luck against a variety of foes. In practical terms, there will be a series of challenges to choose from, each presenting a series of battles based on locations you visited in the game.


Each tier consists of 5 battles, which are more difficult versions of enemy encounters seen previously. You cannot access the menu in between battles while you’re in the arena. To make things even trickier, your inventory is temporarily replaced with a tier-specific inventory, and your team will experience a unique handicap.


The handicaps vary from being limited to only using skills, to all skills doing 150% damage, to enemies being much more likely to dodge physical attacks.


The tiers will be challenging, even if you’re well prepared! But should you clear through these challenges, the rewards will be immense. We have largely completed the development side of the arena and look forward to fleshing it out in the testing phase!

The Forge


Another unique area in the Artifactor’s Guild is The Forge. When you first visit this place, you will be given a unique artifact, which may appear useless at first. However, you will quickly learn the power of this artifact: it contains three slots to place existing artifacts, allowing you to craft a custom accessory with great power. You want a single artifact that raises a hero’s HP, makes them attack twice, and attack all enemies at once? The forge can get you there.

We’re still working on the development aspect of The Forge, but it will add another dimension to the gameplay for those who are so inclined! We hope to get this all wrapped up soon, and we can’t wait for Shadows of Adam to be released to the public!