The Wintermute engine has been in the works in ScummVM for a little over a year now, and it has gotten more and more mature, to the point that we feel it is getting close to being ready for release. Since the amount of games involved is rather huge, we'd love to get some help with a round of testing before we check off on the engine being ready for our next release. Thus, we have semi-arbitrarily selected a set of Wintermute-games that would benefit from some testing, and hope that some of our wonderful users are willing to take them for a spin. If you are interested, head on over to our [WME Testing thread](http://forums.scummvm.org/viewtopic.php?t=13062).
"They said it would it would never be done. They were wrong." After a slight hiatus at the start of the year, work has finally finished on our next TsAGE game, Return to Ringworld. The only remaining work still in progress is a card game available on the in-game consoles, and is completely unrelated to the main story. This is a direct sequel to the original Ringworld game.. after saving the puppeteer race from extermination and uncovering some powerful ancient technology on the first game, Quinn, Seeker of Vengeance and Miranda Rees find themselves searched for as fugitives by all three major species, so they plan to go to Ringworld to hide. But it turns that their ship has suffered problems. And fixing them and getting to Ringworld will only be the start of their problems.. The ScummVM Team is proud to announce that [Return to Ringworld](http://www.mobygames.com/game/dos/return-to-ringworld) is now playable in ScummVM using the latest [daily builds](/downloads/#daily), and ready for testing. As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/) following our [bug submission guidelines](/faq/#question.report-bugs). While you play through the game, we would also love it if you could take some [screenshots](http://wiki.scummvm.org/index.php/Screenshots) for us.
The Neverhood needs you! Klaymen, our hero, wakes up in a building in the strangely empty world of Neverhood. It's up to you to explore and find out what happened to Neverhood's wacky clay world. The ScummVM Team is proud to announce that [The Neverhood](http://www.mobygames.com/game/windows/neverhood) is now playable in ScummVM using the latest [daily builds](/downloads/#daily), and ready for testing. As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/) following our [bug submission guidelines](/faq/#question.report-bugs). While you play through the game, we would also love it if you could take some [screenshots](http://wiki.scummvm.org/index.php/Screenshots) for us.
Lord Horrible has sent you on a quest to kill the Queen of Everything, playing the role of the horribly disfigured Phlegmwad you will have the chance to choose how to (not?) fullfill this quest of epic proportions. With great help from game developer Deirdra Kiai and Wintermute developer Jan Nedoma the ScummVM Team is pleased to announce support for our first Wintermute game: [*Chivalry is Not Dead*](http://www.deirdrakiai.com/my-games/). So, download a copy of the game and start playing in the [latest daily build](/downloads/#daily) of ScummVM and help us with testing this open-ended game. How many endings can YOU find? As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/milestone/Wintermute/). You can find a list of data files in the [data files page](http://wiki.scummvm.org/index.php/Datafiles#Chivalry_is_Not_Dead) on our wiki. Of particular note is the need for a copy of arial.ttf (or a similar replacement, for instance FreeSans from [GNU FreeFont](http://www.gnu.org/software/freefont/).) For further information, check out the [bug submission guidelines](/faq/#question.report-bugs).
Lord Horrible has sent you on a quest to kill the Queen of Everything, playing the role of the horribly disfigured Phlegmwad you will have the chance to choose how to (not?) fulfill this quest of epic proportions. With great help from game developer Deirdra Kiai and Wintermute developer Jan Nedoma the ScummVM Team is pleased to announce support for our first Wintermute game: [*Chivalry is Not Dead*](http://www.deirdrakiai.com/my-games/). So, download a copy of the game and start playing in the [latest daily build](/downloads/#daily) of ScummVM and help us with testing this open-ended game. How many endings can YOU find? As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/milestone/Wintermute/). You can find a list of data files in the [data files page](http://wiki.scummvm.org/index.php/Datafiles#Chivalry_is_Not_Dead) on our wiki. Of particular note is the need for a copy of arial.ttf (or a similar replacement, for instance FreeSans from [GNU FreeFont](http://www.gnu.org/software/freefont/).) For further information, check out the [bug submission guidelines](/faq/#question.report-bugs).
You are Jerome Lange, a Bogart clone private eye who's received an invitation from an old friend to join her at Mortville Manor to help with a desperate situation. With a name like Mortville you might suppose something is seriously wrong and, yes, you're right. Your old friend Julia has already departed to Deadsville. So... Who did dunnit? Based on the sources provided by DotEmu and by Lankhor founders and developers, the ScummVM Team is pleased to announce support for France's 1987 Game of the Year: [*Mortville Manor*](http://www.mobygames.com/game/dos/mortville-manor). Only the DOS versions are supported, and ScummVM is bringing to you the first DOS English translation. So, grab your disk and copy the files, then start playing using the [latest daily build](/downloads/#daily) of ScummVM and help us testing it. As usual, all bugs should be reported to [our bug tracker](http://bugs.scummvm.org/milestone/Mortville%20Manor/) following our [bug submission guidelines](/faq/#question.report-bugs). While you play through the game, we would also love it if you could take some [screenshots](http://wiki.scummvm.org/index.php/Screenshots) for us.
![GSoC 2014 Banner](/data/news/GSOC-14_banner.png) For the seventh year in a row, we have been accepted as a Google Summer of Code project. Perhaps it is because both our project and the program have unusual letter casing? The world may never know, but we are thrilled to be accepted again and welcome fellow students to join our team and work on awesome 2D point-and-click adventures. If you are an eligible student for the GSoC and want to contribute to your favorite open-source project, take a look at [our project ideas](http://wiki.scummvm.org/index.php/GSoC_Ideas), but you always can offer your own. But, please, no Digger support: it's not an adventure!
![GSoC 2014 Banner](/data/news/GSOC-14_banner.png) We are very excited to announce that we are going to be doing things a little differently this year. In addition to our own participation in Google Summer of Code, ScummVM will also be acting as an umbrella organization for our sister project, [ResidualVM](http://www.residualvm.org/). Both projects will be working hand in hand with students and mentors over the coming months. The first obvious sign of this collaboration can be found in our [merged GSoC ideas page](http://wiki.scummvm.org/index.php/GSoC_Ideas). So if you're interested in being a GSoC student this year, please take a look at the ideas page and come and talk to us. We love to welcome potential students on IRC and the ScummVM and ResidualVM mailing lists are also splendid places to start! We have a lot of exciting things to suit a range of skillsets and we also warmly welcome task proposals other than those on the list if you feel so inspired!
**Happy April Fools' Day! Much thanks to LordHoto for the *mock* achievement dialog code and for the Hand of Fate and Zak McKracken quotes. Thanks to ST, DrMcCoy, and Strangerke for all their input.** Due to high demand, ScummVM is extremely proud and thrilled to announce the introduction of achievements to various games. Games really have no replay value without achievements, so we hope that our loyal users will enjoy finally being able to play them again the way they've always meant to be played. They're finally ready for the 21st century! The ScummVM team managed to put together a huge list of achievements that we wanted to see in various games, including some not-yet-supported ones. From there, we just plugged in our simple dialog and achievement tracking code, and were able to add it to all engines easily. Soon integration with the forums will be complete and you will be able to share all your achievements there. LordHoto was really excited to work on this feature saying, "This is the coolest feature I've added to The Legend of Kyrandia." "First Steam's achievements came to Linux and now this? Linux gamers should be thrilled for all the achievements they can now earn!" added DrMcCoy. We've gathered up some screenshots of some of our favorite ones: [*Full Throttle* Screenshot](/data/news/20140401_1.png) [*The Legend of Kyrandia: The Hand of Fate* Screenshot](/data/news/20140401_2.png) [*The Curse of Monkey Island* Screenshot](/data/news/20140401_3.png) [*Geisha* Screenshot](/data/news/20140401_4.png) [*Gabriel Knight: Sins of the Fathers* Screenshot 1](/data/news/20140401_5.png) [*Gabriel Knight: Sins of the Fathers* Screenshot 2](/data/news/20140401_6.png) [*Gabriel Knight: Sins of the Fathers* Screenshot 3](/data/news/20140401_7.png) [*Zak McKracken and the Alien Mindbenders* Screenshot](/data/news/20140401_8.png)
**Happy April Fools' Day! Unfortunately, we haven't really got a new developer... though pull requests are welcome!** We do not normally announce new developers here, but we have an unusual and talented developer recently join the team, Edward Snowden. When we first got the e-mail from a dot-ru address which we will not be disclosing, we were skeptical. However upon verifying his PGP key, we are convinced that this is not some kind of April Fools joke and are happy to welcome a talented software developer with enthusiasm to the team. He is apparently a big fan of point and click adventures, especially *Beneath a Steel Sky,*, *Dreamweb*, *Woodruff and the Schnibble of Azimuth*, and *I Have No Mouth, and I Must Scream*. His collection allowed him to pass a long stopover at an airport last year and he decided then, once he had sorted some personal issues to get around to contributing some code to ScummVM. As an avid fan of Larry Niven, he will be initially working on the TSaGE support for *Return to Ringworld* along with Strangerke, and will be using the nickname "crazyeddie" Please can we ask the other developers and users not to bother him about any issues outside of ScummVM and not to send any irrelevant e-mails to his ScummVM address at "crazyeddie@scummvm.org" Thanks!
![GSoC 2014 Banner](/data/news/GSOC-14_banner.png) The accepted Google Summer of Code proposals have been announced yesterday, and we are pleased to say that ScummVM will be mentoring two students, for projects with a Polish theme. *Peter Bozsσ (a.k.a. uruk), who you may remember from last year, will work on an engine (and translation to English) of the Polish game ***Sfinx***. *Lukasz Watka (a.k.a. lukaslw) will work on an engine (and translation to English) of the Polish game ***The Prince and the Coward***. Additionally, ScummVM is acting as an umbrella organisation during GSoC for our sister project ResidualVM. They will be mentoring three students: *Stefano Musumeci (a.k.a. subr3v) will be working on refactoring and optimizing the ***TinyGL software renderer***. *Joni Vδhδmδki (a.k.a. Akz) and Joseph Jezak (a.k.a. JoseJX) will both be working on improving the ***Escape from Monkey Island*** engine, tackling bugs and missing features from two different angles. We expect it will be a productive and interesting summer!