Ron Gilbert’s Death By Scrolling: A Brilliant Departure From Point And Click Adventures
Look who’s decided to ditch the rubber chickens and three-headed monkeys for something completely different. Ron Gilbert, the mastermind behind some of gaming’s most beloved point-and-click adventures, just dropped a bombshell at Gamescom 2025. His next project? Death by Scrolling – and honestly, it’s about time someone shook things up around here.
For those keeping score at home, Gilbert is the guy who gave us Monkey Island and Maniac Mansion. You know, those games where you’d spend hours clicking on everything that wasn’t nailed down, hoping to solve puzzles that made about as much sense as pineapple on pizza (fight me). But Death by Scrolling is throwing all of that out the window – literally.
Ron Gilbert’s Death by Scrolling: A Brilliant Departure from Point-and-Click Adventures

What Exactly is Death by Scrolling?
Here’s where things get interesting. Death by Scrolling isn’t your typical Gilbert game. We’re talking about a pixel-art roguelike that’s got more in common with Spelunky than The Secret of Monkey Island. The premise? You’re stuck in Purgatory (which, let’s be honest, is probably what it feels like waiting for the next Monkey Island game), and you need to collect 10,000 gold pieces to pay some greedy Ferryman for a ride out of the afterlife.
But here’s the kicker – the screen never stops scrolling upward. No time to scratch your head and wonder what to do with that random object you picked up three hours ago. Nope, Death by Scrolling keeps you moving, keeps you thinking, and keeps the Grim Reaper breathing down your neck like a particularly persistent telemarketer.
The Genius Behind the Chaos
Now, you might be thinking, “Why would Gilbert abandon his tried-and-true formula?” Well, according to the man himself, this whole thing started back in 2019. He had this simple concept that everyone loved, but then – and here’s where it gets painfully relatable – everyone started asking for “progression” and “game stuff.” So Gilbert, being the perfectionist he is, proceeded to ruin his own creation by over-complicating it.
Sound familiar? It’s like when your favorite restaurant decides to “improve” their menu by adding seventeen different fusion options nobody asked for.
Thankfully, after a brief detour into Return to Monkey Island territory (which, let’s be real, was pretty fantastic), Gilbert came back to Death by Scrolling with fresh eyes. He stripped out all the unnecessary garbage and got back to what made the game fun in the first place. Sometimes less really is more – shocking, I know.
What Makes Death by Scrolling Special
Death by Scrolling promises all the trademark Gilbert wit we’ve come to expect, complete with “tongue-in-cheek takes on afterlife bureaucracy” and “cheeky dialogues.” Because if you’re going to be stuck in gaming purgatory, you might as well have a few laughs about it.
The game features multiple playable characters, each with their own unique abilities and perks. Think of it as a character selection screen where everyone’s already dead – morbid but efficient. Players will battle through endless levels, taking on underworld monsters and dodging traps while racing against time and that pesky Grim Reaper.
And let’s talk about that constant upward scrolling for a hot minute. It’s a brilliant mechanic that forces players out of their comfort zones. No more standing around, methodically trying every item in your inventory on every object in the room. Death by Scrolling demands quick thinking and even quicker reflexes.
The MicroProse Partnership
MicroProse is handling publishing duties, and honestly, it’s a match made in… well, not heaven, given the game’s setting, but you get the idea. The publisher has been on something of a roll lately, and pairing up with Gilbert’s Terrible Toybox studio seems like a no-brainer.
“Working with Ron Gilbert on Death by Scrolling is an honor,” gushed Davide Pessach, CMO at MicroProse. And you know what? He’s not wrong. Getting to work with the guy who basically invented adventure game storytelling is probably like getting to jam with The Beatles – if The Beatles were still alive and making games about escaping the afterlife.
A Welcome Departure from the Norm
Here’s the thing about Death by Scrolling that really gets me excited – it represents genuine creative risk-taking. Gilbert could have easily pumped out another point-and-click adventure and called it a day. Heaven knows there’s a market for it. But instead, he’s venturing into uncharted territory, bringing his signature storytelling style to a completely different genre.
It takes guts to reinvent yourself, especially when you’re already a legend in the industry. But that’s exactly what makes Death by Scrolling so compelling. It’s Gilbert flexing creative muscles we didn’t even know he had.
The Bottom Line
Death by Scrolling might not be everyone’s cup of tea – Gilbert himself admits as much. But for those of us who appreciate innovation over iteration, this could be something special. The fact that Gilbert and his colleague Elissa get lost playing their own game during testing sessions? That’s usually a pretty good sign.
Sure, we don’t have a release date yet, but you can already wishlist it on Steam. And honestly? After years of cookie-cutter sequels and uninspired cash grabs, a completely original concept from one of gaming’s most creative minds feels like a breath of fresh air.
Death by Scrolling might just prove that sometimes the best way to honor your legacy is to completely ignore it and try something new. Now if you’ll excuse me, I need to go practice my upward-scrolling skills – something tells me I’m going to need them.
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