Shivers

Last updated: January 13, 2026

Overview

Shivers is a first-person horror adventure game released by Sierra On-Line in November 1995, marking the company’s first foray into first-person adventure gaming1. Set within the mysterious Professor Windlenot’s Museum of the Strange and Unusual, players must survive a night trapped inside while capturing ten malevolent spirits called Ixupi using special ceremonial pots and talismans2. The game was Sierra’s second attempt at the horror genre following the controversial Phantasmagoria, though Shivers took a distinctly different approach with its puzzle-focused, nonlinear gameplay3.

“The superb production value in Shivers is testimonial to the talent of the artists involved,” noted Philip Jong of Adventure Classic Gaming, highlighting the game’s exceptional visual design3. The development team created over 2,500 hand-painted background shots using watercolors and gouache, which were then scanned into the game4. Despite receiving mixed critical reception upon release, Shivers achieved cult status and became one of the sleeper hits of 1995, praised particularly for its atmospheric presentation and original logic puzzles3.

What distinguished Shivers from contemporaries like Myst and The 7th Guest was its unique randomization system—the locations of items and puzzle states change each playthrough, ensuring “every game is played differently with no fixed path”5. This design choice, influenced by Sierra’s earlier Mixed-Up Mother Goose Deluxe according to designer Marcia Bales, gave the game significant replay value despite its relatively contained setting6.

Story Summary

The narrative begins with a group of teenagers daring the protagonist to spend the night inside Professor Windlenot’s abandoned Museum of the Strange and Unusual, located in Mt. Pleasant, Ohio7. The museum was constructed by the eccentric archaeologist Professor Hubert Windlenot, who filled it with strange artifacts and elaborate puzzles before mysteriously dying before its planned 1980 opening8. “Was this place a failed dream or was it the waking nightmare of an eccentric old man?” asks the game’s promotional material9.

Fifteen years prior to the game’s events, two teenagers named Beth Ann Nelson and Merrick Campbell broke into the museum and accidentally released nine evil spirits called Ixupi by opening ancient clay pots2. These malevolent entities from South American legend—their culture based partially on Egyptian mythology—proceeded to drain the life force from anyone they encountered, killing both teenagers and Professor Windlenot himself3. The ghosts of Beth and Merrick now wander the museum, warning visitors with desperate pleas: “Get out—get out—They are evil!”10

Once locked inside by their friends with the ominous warning “If you die in the museum tonight, I’ll make sure she gives the eulogy at your funeral,” the player discovers the horrifying truth about the museum’s past2. The Ixupi roam freely throughout the various exhibits, each spirit tied to a specific element—ash, wood, metal, crystal, wax, tar, sand, cloth, water, and lightning11. Players must piece together the mystery by exploring the museum, reading Windlenot’s journals, and understanding the ancient curse that binds these spirits to the mortal realm.

The only hope for survival lies in reassembling the ceremonial vessels and capturing each Ixupi before they drain the protagonist’s life essence completely. Through flashback sequences and scattered documents, players learn the tragic fate of Beth and Merrick while uncovering Windlenot’s obsession with the supernatural that ultimately led to his doom4.

Gameplay

Interface and Controls

Shivers employs a first-person slideshow-style presentation similar to Myst, where players navigate through pre-rendered still images by clicking on movement hotspots2. The interface uses node-based movement with forward, left, and right directional options controlled via mouse cursor positioning5. Unlike many contemporary Sierra adventures, “Shivers is a Myst-like game” that eschews the traditional parser or icon-based interfaces for a purely point-and-click exploration system12.

A unique feature for its time was the inclusion of closed captions for all video sequences, a suggestion by Lead Game Developer Willie Eide who came from a deaf family: “Having deaf individuals or hard-of-hearing individuals play our game is very important to me. So we really tried to make sure that the hard-of-hearing person, although he will miss the cool stereo ambient sounds that we have in each of the rooms, will at least be able to play the game and all the puzzles”7. This accessibility feature was groundbreaking for adventure games of the era1.

Structure and Progression

The game divides into two main sections: first finding the hidden entrance to the museum, then exploring its vast interior2. Unlike linear adventure games, Shivers offers a nonlinear design where players can explore most areas in any order, backtracking freely as needed3.

The museum contains approximately 80 distinct room designs spread across four floors plus basement areas13. Key locations include:

  • Main Hall: Central hub connecting to most museum wings
  • Library: Contains research materials and clues
  • Theater: Features projection room puzzles
  • Clock Tower: Home to complex timing puzzles
  • Strange Beasts Room: Exhibits of unusual creatures
  • Mysteries of the Deep: Ocean-themed displays with the Poseidon statue
  • Subterranean World: Underground cave exhibits
  • Tombs and Curses: Egyptian-themed displays
  • Shaman’s Room: Native American artifacts
  • Planetarium: Astronomical exhibition
  • Man’s Inhumanity to Man: Torture device displays
  • Professor Windlenot’s Bedroom and Workshop: Personal quarters11

Puzzles and Mechanics

The core gameplay revolves around a scavenger hunt mechanic where players must locate ten ceramic pots and their corresponding lids (talismans) scattered throughout the museum11. A critical limitation forces players to carry only one inventory item at a time, requiring careful note-taking of item locations14. “You need to keep track of where you find items in the game, so that you can go back and collect them when needed”15.

The game contains 27 logic puzzles of varying types, with approximately half featuring randomized initial states3. Puzzle varieties include sliding tile puzzles, music-based challenges, pattern recognition, and mechanical contraptions. As one walkthrough notes: “Shivers isn’t another Doom where you can sit down and play it with no brains whatsoever. Playing this game fully takes a lot of preperation and proactive thinking”8.

Unlike pure puzzle games, Shivers incorporates a life meter that depletes when Ixupi attack the player2. While death is possible, it’s generally easy to avoid by learning Ixupi locations and approaching dangerous areas cautiously. The game includes a point system: solved puzzles earn 6,750 points, inventory items 2,500 points, reading plaques 250 points, and life essence loss deducts 1,500 points16.

Reception

Contemporary Reviews

PC Gamer awarded Shivers 84%, with reviewer Steve Poole noting that “comparisons between it and earlier titles like Myst and The 7th Guest are inevitable. But fortunately for Sierra—and for puzzle fans—most of those comparisons will be quite favorable”17. However, he criticized the horror elements as ineffective: “it’s just not scary. Sure, the museum is full creepy critters and horrifying devices, but any atmosphere of terror they create vanishes when you face the cartoon-like Ixupi—they’re closer to Casper than to the essence of evil”17.

PC Games Magazine’s Hermann Peterscheck similarly praised the atmosphere in a February 1996 review, calling Shivers a game that “will send chills down the spine of any mystery/adventure game lover” while featuring “some of the best sound effects ever in an adventure game”18. He compared the tone as “more Scooby-Doo than Psycho,” noting it was less graphic than Sierra’s Phantasmagoria18.

GameSpot gave the game 6.6/10, with Ron Dulin describing it as “a surprising change from the typical Sierra blueprint” and “more like Myst or The 7th Guest than Mystery House or King’s Quest VII”19. However, he concluded it was “a game that has a look and feel guaranteed to get your attention, but may lack the depth of play to keep it for the long run”19.

Next Generation was more critical, awarding only 2/5 stars and citing “the long load times, grating music, and overreaching puzzles keep it mediocre at best”1. MacUser’s Roman Loyola gave a negative assessment: “With a name like Shivers, you’d think I’d get really scared while playing this game—or at least get really cold. Actually, I got really bored”12.

French publication Jeuxvideo.com rated it highly at 17/20, calling it “an undeniable success” and “sans doute l’un des meilleurs jeux de sa génération” (without doubt one of the best games of its generation)20. Quandary’s Rosemary Young enthusiastically wrote: “Fun. Fun. Fun. I’m waiting for the next in the series. Shivers was truly a very pleasant surprise”21.

Modern Assessment

Adventure Gamers awarded 3.5 out of 5 stars in a 2002 retrospective, calling it “a solid adventure that is generally enjoyable, though it lacks enough polish or ambition to recommend without caution” while noting “If you’ve never played this horror-themed Myst clone, it’s worth the trip to the bargain bin”2. Coming Soon Magazine gave an 89% rating, praising the graphics as “truly exceptional with a plethora of details that make the rooms stunningly realistic”22.

Just Adventure’s Ray Ivey gave a mixed C grade, acknowledging “This game has a lot going for it. Nice atmosphere, smooth gameplay, and I experienced no technical glitches at all” but ultimately finding “By the time I finished Shivers, I was ready to let an evil spirit get me just to put me out of my misery”23.

Aggregate Scores:

  • MobyGames: 70% (23 critic reviews)6
  • IMDB: 8.4/10 (user ratings)24
  • GOG.com: 4.7/5 (93 user reviews)25
  • My Abandonware: 4.43/5 (56 votes)26

Development

Origins

Shivers was born from designer Marcia Bales’ personal interest in archaeology, with the museum concept allowing her to explore various supernatural and historical themes within a single cohesive setting3. The original concept was considerably more ambitious—Bales initially envisioned a globe-trotting adventure, but creative consultant Roberta Williams advised changing to a single location setting, which proved instrumental in focusing the game’s scope7.

The Ixupi mythology drew inspiration from multiple cultural sources. “The Ixupi culture is based on Egyptian legends and beliefs,” according to Adventure Classic Gaming, though the spirits themselves are presented as South American in origin3. The museum setting was grounded in authenticity, with Bales incorporating actual footage from a trip to Belize around 1994, and claiming that “90% of the facts one finds in the museum are factual”3.

Production

Development of Shivers presented significant challenges for the Sierra team. As the first Sierra first-person adventure game, the team faced “steep learning curves as many were inexperienced in 3d modeling or adventure game design, and it was first time SCI language was used for 1st-person adventure game”1. Roberta Williams served as creative consultant while simultaneously working on Phantasmagoria1.

The art production was remarkably labor-intensive. Art director Ron Spears led a team of 8-9 artists who created the game’s visuals using traditional painting techniques13. “All artworks are original paintings except for a few wire frame models. Most are painted traditionally with watercolors or gouache”3. Over 2,500 individual background shots were created, scanned, and compiled using 3D Studio for room construction3. Blue screen film sequences were shot using Ultimatte technology for the live-action video elements3.

Sound designer and composer Guy Whitmore handled multiple audio roles that would typically be divided among several specialists in film production: “If you look at movie credits, you’d see sound designers, a composer, sound editors, an orchestrator, a sound coordinator, and foley artists. So far in the computer industry, at least where the industry is right now, all those roles are often rolled into one person”1. The soundtrack incorporated various atmospheric elements, including “mumblings from a Hamlet performance” for the abandoned theatre area1.

Development Credits:27

  • Designer: Marcia Bales
  • Producer: Wendy Albee
  • Lead Game Developer: Willie Eide
  • Art Director: Ron Spears
  • Lead Sound Designer/Composer: Guy Whitmore
  • Creative Consultant: Roberta Williams
  • Script Writers: Marcia Bales, Roberta Williams
  • QA Lead: Jay Williams
  • Movie Sequences Director/Photography: Tony Ober
  • User Guide Writer: Vanessa Raymond

Voice Cast:27

  • Professor Windlenot: Kaefan Shaw
  • Beth Ann Nelson: Chandra Cogburn
  • Merrick Campbell: Ned Harkness
  • Tiff: Meg Davis
  • Jason: Sione Unga
  • Boy #2: Justin Irish
  • Girl #2: Kim Witherbee
  • Narrator & Human Voices: Rodney Sherwood

Technical Achievements

Shivers was developed using SCI-32, Sierra’s fully 32-bit operating system language developed in-house3. The engine, also known as SCI2.1, represented a significant technical advancement for Sierra’s adventure game lineup28. The game rendered at 640x480 SVGA resolution with 256 colors, which was considered high-end for adventure games of the era3.

The randomization system was a notable technical achievement, ensuring that pot and talisman locations, as well as puzzle initial states, could change between playthroughs and even after player death5. This required sophisticated state management and added significant replay value while also making the game more challenging—and walkthroughs less directly applicable16.

Technical Specifications

CD-ROM Version:3

  • Resolution: 640x480 SVGA
  • Colors: 256
  • Media: 1 CD-ROM
  • Minimum Requirements: 486/33 MHz processor, 8MB RAM, Double-speed CD-ROM, Sound Card with DAC, Windows 3.1/3.11/95
  • Recommended: Pentium processor, 12MB RAM, 16-bit Sound Card

Cut Content

Significant unused content has been documented by researchers at The Cutting Room Floor29:

  • Unused cursors: Including a hand cursor instead of the sword that was ultimately used
  • Alternate room shots: Different lighting and object arrangements for several locations
  • Multiple draft versions of Beth and Merrick’s farewell note
  • Inaccessible clocktower surveillance view
  • Unused Stone Ixupi animation featuring a noticeably different art style
  • Demo leftovers showing September release date versus the actual November release
  • Marcia Bales insult image: A hidden developer joke
  • Invisible Phantasmagoria document on Mac CD

Additionally, Just Adventure’s review noted that “Several extremely interesting elements in the museum never get used, including intriguing doors in the basement with skeleton hands and skulls for doorknobs”23.

Version History

VersionDatePlatformNotes
1.0September 30, 1995Windows 3.xInitial release28
1.021996WindowsUpdated version30
MacMay 30, 1996Mac OSMacintosh port1
GOGJune 21, 2018WindowsDigital re-release via ScummVM30

SCI Interpreter Versions:28

Game VersionInterpreterTypeNotes
1.0SCI2.1SCI32Initial Windows release
MacSCI2.1SCI32Macintosh version

Technical Issues

The original retail version’s 16-bit setup executable does not function on 64-bit Windows operating systems28. Many users reported compatibility problems: “The program is incompatible with current operating systems and is apparently unusable” noted one Amazon reviewer9. Another lamented that “one of their very best games, Shivers, is incompatible with 64-bit Windows”31.

Modern compatibility is achieved through ScummVM emulation, which has supported Shivers since version 2.0.032. “This seems to work perfectly fine under ScummVM now if anyone is struggling with compatibility in 2022/2023”26. The GOG.com release packages the game with ScummVM for modern system compatibility25.

Some users reported puzzle design issues, with the organ and harp puzzles being described as “absolute garbage”4. The French review also noted “movement pointing errors” and “some puzzles extremely difficult”20.

Easter Eggs and Trivia

Shivers contains numerous hidden interactions and Easter eggs documented by the community33:

  • Lightbulb Easter Egg: Click twice on the lightbulb after solving the Stonehenge puzzle
  • Poseidon Statue: Click several times on the statue’s head in the Mysteries of the Deep room
  • Stone Sliding: Slide stones in the door puzzle without actually solving it
  • Subterranean World Statue: Click 5-6 times on the statue’s head after reading the plaque
  • Shaman Drum: Pound the drums in a “Ram-Bo-Ram-Bo-Ram-Bo” pattern, then hit the statue with the mallet
  • Crate Easter Egg: Open and close the crate with the ax in Incredible Inventions room
  • Caged Skeleton: Click the pitcher, then the glass, then the skeleton’s hand to hear “I feel your pain”16
  • Gallows: Click the hanging man’s nipple four times
  • Guillotine: After chopping the head, click the executioner statue’s head twice

Cross-Sierra references include elevator music that later appeared in Phantasmagoria: A Puzzle of Flesh, and the jukebox containing songs from Mixed-Up Mother Goose deluxe version34. One user noted: “This game is so full of Easter Eggs, I was surprised not to find it here. The only way to find out about them is to either find them by accident, or ask someone at the Mystery Games forum at Sierra.com”33.

The game also inspired other developers—the gear puzzle from Shivers was later copied in Resident Evil 3: Nemesis4.

Voice Cast

CharacterVoice Actor
Professor Hubert WindlenotKaefan Shaw
Beth Ann NelsonChandra Cogburn
Merrick CampbellNed Harkness
TiffMeg Davis
JasonSione Unga
Boy #2Justin Irish
Girl #2Kim Witherbee
Narrator & Human VoicesRodney Sherwood

Voice direction and movie sequences directed by Tony Ober27.

Legacy

Sales and Commercial Impact

Despite mixed critical reception, Shivers achieved commercial success through word of mouth, becoming what Adventure Classic Gaming called “one of the sleeper hits in 1995” and eventually attaining “cult status”3. The game received an ESRB Teen rating and was marketed toward adolescent audiences, representing “a surprising change from the typical Sierra blueprint”19.

GOG.com’s blog retrospective noted: “The spooky first-person adventure game Shivers (1995) was one of the titles that showed that Sierra’s creators had matured and were pursuing more edgy topics”35. User reviews demonstrate lasting affection: “The only 10 rating I have given in 20 years. Outstanding puzzles, ambiance and story”36. Another recalled: “It’s soo scary that I didn’t play it for 11 years. but finally I pluck the courage”36.

Collections

Shivers has been re-released digitally through GOG.com since June 21, 2018, priced at $5.99 with occasional discounts of 20-30%30. The digital release includes ScummVM compatibility for modern Windows systems, cloud saves, and single-player support30.

German language patches have been created by fan communities for both Shivers and its sequel, restoring German text menus while keeping English voice acting (which was never localized)37.

Fan Projects

An active speedrunning community maintains records at Speedrun.com, with categories including “FIR NSS,” “FIR SS,” “First To Five,” “Room Shuffle,” “100%,” and various randomizer modes38. The current world record is held by Jaffra at 24 minutes 26 seconds38. The community has 23 followers, 167 total runs, and 17 total players38.

  • User Manual: Written by Vanessa Raymond, included with game27
  • USA Version Bonus: The USA retail version includes a thicker book with a walkthrough chapter that the international version lacks16

Critical Perspective

Shivers represents an interesting moment in Sierra’s history—a company known for third-person parser adventures attempting to capture the first-person puzzle game market dominated by Myst. “While the unique nonlinear design of Shivers may not appeal to all adventure gamers, the authentic look of the game and original logic puzzles will win many fans over”3.

The game’s accessibility features, particularly its closed captioning, were remarkably progressive for 1995 and reflected lead developer Willie Eide’s personal commitment to inclusive design7. Its randomization system, while frustrating for walkthroughs, provided genuine replay value that most contemporary adventures lacked.

Critics remain divided on whether the horror elements succeed—PC Gamer’s comparison to “Casper rather than the essence of evil” and PC Games Magazine’s “more Scooby-Doo than Psycho” assessment suggest the game works better as a mystery-puzzle experience than true horror1718. Yet this may have contributed to its broader appeal and longevity, making it approachable for younger audiences while still providing atmospheric thrills.

The game’s 8.4/10 IMDB rating and strong GOG user reviews demonstrate that Shivers has aged well in players’ memories, even as some modern critics like Just Adventure’s Ray Ivey found the “protracted scavenger hunt punctuated with irrelevant puzzles” tedious23. Its cult status is well-earned—Shivers created a unique niche combining museum exploration, mythology, and accessible horror that still resonates with adventure gaming enthusiasts decades later.

Downloads

Purchase / Digital Stores

  • GOG - DRM-free with ScummVM compatibility

Download / Preservation

Manuals & Extras

Series Continuity

Shivers spawned a single sequel, Shivers Two: Harvest of Souls, released in 1997. While sharing the same development team and puzzle-adventure gameplay style, the sequel features an entirely different setting and storyline—taking place in the ghost town of Cyclone, Arizona rather than a museum, with players searching for their missing friends from the band Trip Cyclone39. Despite the different plot, Shivers II contains a small reference to the original: “In the library, a book written by Hubert Windlenot, the professor from the original game, can be found”39.

Both games share designer Marcia Bales and composer Guy Whitmore, with the sequel featuring enhanced 360-degree panoramic views and three different endings40. The soundtrack gained additional significance as one of the Trip Cyclone band members was played by Jason Lindsey, now known for his retro gaming YouTube channel MetalJesusRocks39.

References

Footnotes

  1. Wikipedia – Shivers (video game) – development history, review scores, accessibility features, release dates 2 3 4 5 6 7 8 9 10 11 12

  2. Adventure Gamers – Shivers – gameplay description, review score, plot summary 2 3 4 5 6 7

  3. Adventure Classic Gaming – Shivers Review – technical specifications, production details, development history 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

  4. Steam Community – Shivers Review – artwork details, composer credits, trivia 2 3 4

  5. Balmoral Software – Shivers – randomization system, gameplay mechanics 2 3

  6. MobyGames – Shivers – aggregate score, credits, platform information 2

  7. Old School Gamer Magazine – Shivers – Willie Eide interview, accessibility features, development history 2 3 4

  8. IGN – Shivers Walkthrough/FAQ – plot details, gameplay analysis 2

  9. Amazon – Shivers – product description, compatibility issues 2

  10. Web Archive – Adventure Gamers Review – game quotes, review analysis

  11. Sierra Help Pages – Shivers Walkthrough – Ixupi types, location list, gameplay mechanics 2 3

  12. Web Archive – MacUser Review – negative review, gameplay description 2

  13. Grokipedia – Shivers – team size, room count, technical specifications 2

  14. GOG.com – Shivers User Reviews – gameplay mechanics, user testimonials

  15. Walkthrough King – Shivers – inventory system, gameplay tips

  16. The Spoiler – Shivers Walkthrough – point system, Easter eggs, version differences 2 3 4

  17. Web Archive – PC Gamer Review – 84% score, Steve Poole review 2 3

  18. Web Archive – PC Games Magazine Review – Hermann Peterscheck review, sound design praise 2 3

  19. GameSpot – Shivers Review – 6.6/10 score, Ron Dulin review 2 3

  20. Jeuxvideo.com – Shivers Test – 17/20 score, French review 2

  21. Web Archive – Quandary Review – Rosemary Young review, system requirements

  22. Coming Soon Magazine – Shivers Review – 89% score, graphics praise

  23. Web Archive – Just Adventure Review – C grade, Ray Ivey review, cut content 2 3

  24. IMDB – Shivers – 8.4/10 rating, cast information

  25. GOG.com – Shivers Product Page – 4.7/5 rating, system requirements 2

  26. My Abandonware – Shivers – user rating, ScummVM compatibility 2

  27. MobyGames – Shivers Credits – full development credits, voice cast 2 3 4

  28. PCGamingWiki – Shivers – engine version, technical specifications, compatibility 2 3 4

  29. The Cutting Room Floor – Shivers – cut content, unused assets, regional releases

  30. GOGDB – Shivers – version history, pricing data, release dates 2 3 4

  31. Reddit – PC Gaming Tech Support – compatibility issues

  32. ScummVM Wiki – Shivers – emulation support, technical details

  33. Easter Egg Archive – Shivers – Easter egg documentation 2

  34. TV Tropes – Shivers – cross-references, Easter eggs

  35. GOG.com Blog – Sierra History – historical context

  36. GameSpot – Shivers User Reviews – user testimonials 2

  37. CompiWare Forum – Shivers German Patch – localization information

  38. Speedrun.com – Shivers – speedrun categories, records 2 3

  39. MobyGames – Shivers Two – sequel information, trivia 2 3

  40. Web Archive – PC Gamer Shivers II Preview – sequel features