A downloadable game for Windows

Buy Now$6.49 USD or more

Sumatra: Fate of Yandi is a traditional point and click adventure that tells the story of Yandi, a logging worker who gets caught up in a terrible landslide, leaving him lost and alone deep in the jungle. Join him on his quest to find his best friend and coworker Ramdan, and return home to his beloved partner Adiratna. 

Complicating things, the regret of recent arguments with Adiratna loom over him. The desire to make amends will drive him forward as he makes his way through vast expanses of unexplored forest and desolate wasteland, where many dangers and secrets will be revealed...

Will Yandi reunite with his friend Ramdan? Will he make it home to his beloved Adiratna? Will he even make it out alive? 

- An old-school point and click adventure aesthetic with many puzzles and an intriguing storyline.
- A range of interesting characters to encounter along the way... both human and animal, friend and foe.
- A variety of subtly unfolding mysteries to keep Yandi on his toes.
- A nostalgic style that harks back to the early classics of the genre - with a fresh setting and streamlined interface.
- Original soundtrack.
- Approximately 3+ hours of gameplay, depending on the player, with a rich and vibrant world to explore.

- Old school point and click adventures from the '80s and '90s.
- The nature and legends of Indonesia.
- The Lost World by Arthur Conan Doyle.


Buy Now$6.49 USD or more

In order to download this game you must purchase it at or above the minimum price of $6.49 USD. Your purchase comes with a Steam key. You will get access to the following files:

Sumatra Fate of Yandi v1.0.zip 171 MB


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Nice idea for a game! I really liked the art style and it felt fitting for this :D 

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If you don't know yet, this game has a incompatibility with the newer AGS engine because the old pathfinder was inaccurate at calculating endings https://github.com/adventuregamestudio/ags/issues/784

If this could be patched, it would be nice.

Hi! Thanks for your message. I downloaded the save file on the github page and found no issues - I'm unable to replicate the problem. This is not an issue that testers or players have come across as yet. The code in question is very standard AGS code (just calling Character.Walk after Room Fadein) so I'm unsure exactly what you would like us to do? Would this effect players who have a newer version of AGS installed on their PC? Let me know if you'd like me to send you the code. You can reach me via shaun.cadgames(at)gmail(dot)com 

Thanks! Shaun

The problem manifests on users using the ags standalone executables, git versions; since the pathfinder changed in git. As mentioned later in the issue by kmar, this is *probably* because the old pathfinder was more forgiving of inaccurate non-connecting paths and could 'jump' a pixel or two to get to a target pixel even if there was no connection; though this is something only your studio can really verify. In short, it's not so much that the game won't work on the distributed version of the executable, but that people wanting to use a newer version, for features and backwards compatibility will get stuck because of this.
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Are you running this way in order to get the game working on Linux? If so, I can create a Linux build for you to test? This may be something which would need to be addressed in the latest AGS Linux port executable - in which case you may wish to raise the question on the AGS forum.

Otherwise we simply wouldn't recommend running the game in this manner and I'm unsure how it could be patched to accommodate your request. 

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That's fair, and honestly it's likely the ags devs will fix this themselves by including the old pathfinder as a automatic or manual switch for old games, but i thought i'd just let you know since its a recent game and it's the only 'compatibility breaking' recent engine bug on the game* i found yet. I'm only running/testing games on the new engine, because i'm interested in keeping compatibility of AGS games for the 'last compatible version' as there are noises to make a complete compatibility break (also i like the new features and conveniences like working opengl on linux).

If you're interested in keeping compatibility with the new engine/pathfinder even if the devs decide not to include the old pathfinder, the 'probable' reason for the bug is that the new pathfinder is stricter and doesn't jump '1 pixel' to 'reach' unreachable destinations (unconnected walk destinations), so it could probably be fixed by messing around with either the exit hotspot on that room (the base of the big tree) or the 'move to' command destination you mentioned earlier, though i'm not a AGS dev or game maker in any way).

*there is another where yandi is getting up from falling into the mud shore of the river, and the animation of him lying down and standing mirrors suddenly and he's standing up from the opposite orientation you'd expect from how he was lying, but that's just cosmetic ofc.