Inherit the Earth
| Industry | Video game development |
|---|---|
| Founder | Joe Pearce (co-founder, later founded Wyrmkeep Entertainment) |
| Headquarters | United States |
Key people | Joe Pearce |
| Products | Inherit the Earth: Quest for the Orb |
Inherit the Earth: Quest for the Orb is an adventure title released in 1994, developed by The Dreamers Guild and published by New World Computing. This point-and-click game is set in a universe inhabited by anthropomorphic animals and follows a fox's mission to retrieve a stolen orb, an artifact linked to mythical humans.
Development
Originally created for DOS, Inherit the Earth debuted in 1994 before being adapted for the Macintosh. The German edition, titled Erben der Erde: Die große Suche, first appeared on the Amiga platform through Softgold, with a subsequent DOS version. In 1996, a budget version was distributed via the "Bestseller Games #10" magazine, reaching 300,000 copies.
Re-release
In 2000, Joe Pearce, one of the original creators, founded Wyrmkeep Entertainment and secured the game’s rights in 2002. Pearce then independently released Inherit the Earth for Windows and macOS on his website, offering the complete game at $20 alongside a free trial.
By 2004, Pearce contributed the SAGA engine’s source code to ScummVM developers, allowing ports to systems such as Linux. Later editions were launched for Pocket PC in 2007 and iPad in 2010. Digital distribution commenced on platforms like GOG.com and Steam starting June 2013.
Sequels
Originally conceived as the first installment of a trilogy, the game concluded with a "To be continued" message; however, disputes between developer and publisher halted further entries. In January 2013, Wyrmkeep Entertainment initiated a Kickstarter campaign to fund a sequel but did not reach its financial target. A second crowdfunding attempt in July 2014 aimed higher to include voice acting but also fell short. In March 2015, Wyrmkeep launched a Patreon campaign to support development of the first of three chapters, intending to generate interest for another Kickstarter with a goal under $30,000.
Plot
Set in a future era where humans have vanished, Earth is populated by anthropomorphic creatures known as the Morph, whose civilization mirrors Europe’s High Middle Ages. Humans exist only as legendary ancestors credited with bestowing intelligence and dexterity upon the Morph but remain enigmatic figures.
The story centers on Rif from the Fox Tribe, who faces false accusations of stealing the Orb of Storms, an ancient human artifact capable of forecasting weather. To clear his name, Rif embarks on a quest accompanied by Eeah of the Elk Guard and Okk from the Boar Tribe; Okk’s king holds Rif’s partner Rhene captive as leverage.
Their journey takes them through various Tribes governed by the Forest King, where they uncover additional human Orbs and form alliances. Partnering with Sist, leader of the Rats, they learn that Chota—a seldom-seen Raccoon—stole the Orb and allied with northern Wolves. While attempting to enter the Wild Lands, Rif’s group is seized by Dogs but manages to escape thanks to Alama, a Cat hermit.
Heading north toward the Wolves’ island stronghold, they discover Chota has influenced Wolf leadership and intends to wield the Orb’s weather-control powers to conquer the Known Lands. Rif and his companions infiltrate Chota’s fortress—a human-built hydroelectric dam—outwit their enemies, and presumably eliminate both Chota and the Orb. Upon returning home, Rif urges cooperation among Tribes without dependence on Orbs. The Forest King rewards Okk and Eeah with promotions and releases Rhene.
Nonetheless, the Orb of Storms survives intact and is set to initiate an extended drought according to Chota’s final instructions.
Game theme
The narrative backdrop focuses on humanity's destiny, depicting humans as the creators of the Morph species derived from animals, who then mysteriously disappeared, leaving their advanced civilization and technology to become myths or lost knowledge. Among the tribes, the Rats stand out as the most intellectually advanced and are uniquely convinced of humans’ existence due to their extensive exploration of ancient human ruins.
Artifacts linked to humans are predominantly found in the third zone on North Island, which includes remnants such as hydroelectric dams, airports, and solar observatories that suggest a catastrophic event occurred. According to developer David Joiner, humanity was eradicated by an airborne biological weapon, a concept inspired by Alistair MacLean’s novel The Satan Bug. This is subtly indicated in the game's introduction sequence portraying humans fleeing from a massive microorganism. Additionally, developers hinted at the possibility that some humans might have survived in a lunar base, which is alluded to within the game.
Webcomic
The official webcomic titled Inherit the Earth extends the storyline, taking place ten months after the original game's events. This continuation is illustrated by Allison Hershey, who also served as the original art designer, and co-written by Joe Pearce from Wyrmkeep Entertainment.
Reception
In its August 1994 issue, Computer Gaming World awarded Inherit the Earth a rating of 2.5 out of 5 stars. The review commended its "storybook charm" in visual design but criticized the overabundance of maze-like sections and fetch quests that prolonged an otherwise limited gameplay experience. It also pointed out an abrupt and unresolved ending alongside puzzles that lacked depth. Similarly, Dragon magazine (issue #209) rated it 2 out of 5 stars. On the other hand, Amiga Games (September 1995) gave it a high score of 92%, while ASM (October 1994) rated it 10 out of 12 points.
James V. Trunzo, writing for White Wolf magazine (#48), gave the game a 4 out of 5 rating, remarking that it caters to particular preferences and aligns well with its packaging presentation.
Joe Pearce from The Dreamers Guild acknowledged that although Inherit the Earth did not achieve commercial success, it has sustained a dedicated fanbase within the furry community.
Concept artist Lisa Jennings discussed the creative tension between the developers’ aim for a mature storyline and publishers’ insistence on marketing to children due to the anthropomorphic characters. This conflict resulted in compromises such as eliminating death scenes to obtain a Children’s Rating: