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== Development == Development of ''Ancient Domains of Mystery'' started on 12 July 1994 and continued steadily until 20 November 2002.<ref name="adom-history"/> Core development on the game stopped with the release of version 1.1.1. Beta-quality ports to [[Mac OS X]] of this version appeared in 2006.<ref name="adom-osx">{{cite web|url=http://www.adom.de/misc/news.php3?show=83|title=''ADOM'' 1.1.1 available for Macintosh users!|access-date=2007-11-29|author=Biskup, Thomas}}</ref> Plans for future versions had not at that time been announced, but a next-generation successor to ''Ancient Domains of Mystery'', called ''JADE'',<ref name="jade-the-adom-successor">{{cite web|url=http://www.ancientdomainsofmystery.com|title=JADE: Java-based Ancient Domains Engine|access-date=2011-11-14|author=Biskup, Thomas}}</ref> started development and betas have since been released. The developer later renamed ''Jade'' to ''Ancient Domains of Mystery II'', leaving ''Jade'' as a [[game engine]] name. In July 2012 a [[crowdfunding]] campaign was initiated by Thomas Biskup to resurrect ''Ancient Domains of Mystery'' development. The campaign reached its initial goal of $48,000 on 22 August, 51 days after starting, and finished at $90,169.<ref>{{cite web |url=http://www.indiegogo.com/resurrect-adom-development|title=Resurrect ADOM development|access-date=2012-09-30}}</ref> ''Ancient Domains of Mystery'' entered the [[Steam Greenlight]] in May 2014. As of April 2017, a ''classic'' version is available at the main site free of charge, with two variants: the text-only version with wide platform support, and the graphical version (which also includes text-only mode) for Windows, MacOSX and Linux. A paid version is available on [[Steam (service)|Steam]] as ''Ancient Domains of Mystery Deluxe'' with enhanced gameplay features and gameplay customization. Although ''Ancient Domains of Mystery'' classic version is available free of charge, unlike most roguelikes its [[source code]] is unavailable. Despite earlier announcing that the source code would be published after the release of version 1.0,<ref>{{cite web|url=http://rpgvaultarchive.ign.com/features/interviews/adom.shtml |title=ADOM Interview |access-date=2011-01-11 |author=IGN |date=1998-05-06 |url-status=dead |archive-url=https://web.archive.org/web/20110412213136/http://rpgvaultarchive.ign.com/features/interviews/adom.shtml |archive-date=2011-04-12}}</ref> Biskup later chose to reserve it for himself in order to retain some mystery about game operation and to curtail the spread of unsanctioned variants.<ref name="adom-faq">{{cite web |url=http://www.adom.de/adom/readme1st.php3 |title=The ''ADOM'' Fluff FAQ |access-date=2007-11-29 |author=Biskup, Thomas |archive-url=https://web.archive.org/web/20071213102755/http://www.adom.de/adom/readme1st.php3 |archive-date=2007-12-13 |url-status=dead}}</ref> Despite this stance, he is open to licensing the source to capable developers to form a commercial venture.<ref name="adom-faq"/> Players meanwhile have deduced underlying mechanisms through careful experimentation and reverse-engineering by inspecting the execution flow, memory and binaries of the game. Biskup credits his game's community following as the main reason for both of his games existence.<ref name=":0">{{Cite web|url=http://www.gamesindustry.biz/articles/2013-01-30-where-im-a-brief-look-at-the-resurgence-of-roguelikes|title=Where I'm @: A Brief Look At The Resurgence of Roguelikes|date=31 January 2013 |access-date=2016-09-20}}</ref> He emphasized the importance of listening to their ideas and said he received great feedback from them through the years of development.<ref name=":0" /> Though most of his fan encounters are positive, he stated that he received death threats when he declined to release the game's source code and on one occasion, keen fans stalked his house.<ref>{{Cite web|url=http://kotaku.com/rogue-creator-says-we-need-a-better-word-for-permadeath-1786822855|title=Rogue Creator Says We Need A Better Word For Permadeath|last=Carnevale|first=Tony|date=19 September 2016 |language=en-US|access-date=2016-09-20}}</ref>
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