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Introducing the heroes of Quartet!

Introducing the heroes of Quartet!

Alexandra Hin
Element: Earth
Weapon: Oracle cards
Combat Role: Tank
Age: 19
Origin: Wallside, Seren
Occupation: Shop Girl

Alexandra lives in the modern city of Seren, running the family store after her mother inexplicably falls into a coma. Needing money to pay for her mother’s ongoing care, Alexandra agrees to help her brother Alvin with his shady business dealings. Her story takes an unexpected turn when she comes into possession of a deck of cards with mysterious magical properties.

Ben Balani
Element: Wind
Weapon: Kitchen utensils
Combat Role: AoE Magic, buffs
Age: 34
Origin: Unincorporated territory, northern Tyche
Occupation: Cook

The head cook at a fashionable restaurant in the city of Akos, Ben finds himself out of a job when he manifests magical powers late in life—accidentally destroying his workplace! He wakes up several days later to find that he has come under the watch of the Order of the Phylax, a group that monitors mages in Tyche.

Cordelia Helmont
Element: Water
Weapon: Staff
Combat Role: Magical damage, debuffs
Age: 26
Origin: Leornin City, Kingdom of Leornia
Occupation: Mage

The daughter of a well-respected and successful doctor in the capital city of Leornin, Cordelia switched her field of study from medicine to magical law after his untimely death. After graduating at the top of her class, she lost her rightful position in the royal bureaucracy because of a minor political scandal. Frustrated and bitter, she sets out for the frontier of the Kingdom to make a name for herself.

Nikolai Proch
Element: Fire
Weapon: Rifle
Combat role: Healing over time, physical damage
Age: 27
Origin: Village of Therme, Auslen Empire
Occupation: Sergeant

The son of a baker from a small village, Nikolai joined the Auslen Army to see more of the world. After serving as a firefighter and rising to the rank of sergeant, he was surprised by being selected to lead a squad tracking rogue mages on the frontier. His superiors give him a strange new device made for the task, and send him deep into the woods searching for the base of the raider Apingorix.

Jerome Renault
Element: Water
Weapon: Sword
Combat Role: Direct heals, physical damage
Age: 29
Origin: Lorene, Leornian Protectorate
Occupation: Doctor, Spy

A one-time student of Cordelia’s father, he loses his passion for medicine after the death of his mentor. He accepts a job offer from a secret department of the government, and disappears from Leornian society. He encounters Cordelia by coincidence when she arrives in the frontier.

Element: Wind
Combat Role: HP tank, physical damage
Weapon: None
Age: 25
Origin: Windswept plains, Barbarian Country
Occupation: Euruphant

A sentient grazing creature, Juna flees her home when her herd is attacked by a mysterious new predator. After a long and dangerous journey, she crosses paths with an expedition from the city of Seren. She agrees to go back with them, and takes refuge in the Seren National Zoo while she recovers from her wounds and fatigue.

Element: Earth
Combat Role: Physical damage, dodge/evasion tank
Weapon: Dagger, Javelin
Age: 27
Origin: Birthplace unknown, raised in Akos
Occupation: Phylaka

One of many orphans who found their way to the city of Akos in Tyche, Agata was adopted into the Order of the Phylax. She serves to police the city’s mages and track down illegal magic. She is assigned to watch Ben after he manifests his powers late in life.

Element: Fire
Combat Role: Damage over time, buffs and debuffs
Weapon: Gauntlets
Age: ???
Origin: Ruins of Stral
Occupation: Memory Golem

A magical creature sometimes called a “czarobotna,” Zikaron encounters Nikolai on his journey through the destroyed city of Stral. After Nikolai accidentally activates him, Zikaron follows Nikolai around, sending him cryptic messages through a series of illusions.

Who are your favorite characters? Are you #teamJuna or #teamNikolai? Which four heroes will be your squad? Let us know in the comments or on twitter.

Shadows of Adam launches internationally on the Nintendo Switch on May 3rd!

Shadows of Adam launches internationally on the Nintendo Switch on May 3rd!




18th April, 2019 – CIRCLE Entertainment and Something Classic Games are delighted to confirm the Nintendo Switch release details for Shadows of Adam. This stylish modern take on SNES-era JRPGs will open for pre-loading on the Nintendo Switch eShop from 26th April, before its launch on 3rd May. Pre-orders will come with a 10% discount and cost $13.49USD / €13,49, with a standard price of $14.99USD / €14.99 from 3rd May.

This Nintendo Switch release is the console debut for Shadows of Adam, following its previous arrival on PC and Mac; it is also a complete edition, with previous DLC ‘Guild of the Artificers’ included. A blend of classic ideas, modern touches, humour and outrageous battles, Shadows of Adam is both a love letter to classics in the genre and a fresh take.

Of course there is a dramatic story to follow, as well…

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. 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.

In terms of gameplay Shadows of Adam features multiple playable characters, fast-paced battles, gorgeous graphics, an awesome soundtrack (with over 40 tracks) and the convenience to save anywhere you like. Whether playing on the TV or in handheld mode, the game’s glorious pixels will immerse you in the adventure and its memorable scenes.

Stay tuned to our Twitter accounts, @CIRCLE_Ent and @SomethingClassc, for more information and early looks ahead of the Nintendo Switch release of Shadows of Adam.

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!