Azalta: Cult of the Raven — A Forgotten 1996 Fantasy RPG
There is something wonderfully nostalgic about discovering a game that feels like it came straight from the golden age of shareware PC gaming. Azalta: Cult of the Raven is one of those obscure titles—a small, ambitious fantasy RPG from 1996 that combined classic computer role-playing with an unusually interesting idea: what if the players could create their own adventures?
The screenshot above captures that spirit perfectly. With its chunky pixel art, bright VGA colors, fantasy parchment banners, and wonderfully elaborate title screen, Azalta looks like exactly the sort of game you might have discovered on a shareware CD-ROM or through a bulletin board system in the mid-'90s.
A 1996 MS-DOS RPG
Azalta: Cult of the Raven was released in 1996 for MS-DOS by Psychosoft Entertainment, with Clint A. Sinclair serving as the game's designer, programmer, artist, and creator of its music and sound effects.
Although I'm featuring it here on a vintage Windows blog, there's an important distinction: Azalta was not originally a Windows game. It was an MS-DOS title designed for the PC of the mid-1990s. Modern Windows users can nevertheless experience it through DOS emulation such as DOSBox.
And that DOS heritage is immediately apparent. The game runs at the classic 320×200 VGA resolution, giving it that unmistakable low-resolution aesthetic that defined countless PC games of the era.
Welcome to the World of Azalta
The game is a party-based fantasy RPG inspired by the likes of the classic Ultima games. Instead of controlling a single hero, players create a party of four adventurers.
Character creation lets you select each character's:
- Name
- Race
- Class
- Sex
Once the party has been assembled, the adventure begins outside the town of Haana. From there, players can purchase equipment and supplies before heading into the wilderness and dungeons.
The ultimate mystery is the title's namesake: has the Cult of the Raven returned?
That gives the shareware adventure a straightforward fantasy hook while providing an excuse to explore the world, battle monsters and uncover what is happening.
More Than Just an RPG
What makes Azalta particularly interesting today is that Cult of the Raven wasn't really intended to be the entire Azalta experience.
The game was essentially a showcase for a larger RPG system.
The shareware release included The Cult of the Raven adventure, while the registered Azalta Traveller version expanded the concept by allowing parties to travel between different worlds and play additional adventure modules.
Even more ambitious was Azalta Creator.
Players could purchase the Creator package and build their own adventures, including their own worlds, monsters, items and traps. The editor was designed for people without programming experience, using a mouse-driven interface to construct scenarios.
That was a pretty remarkable concept for a $30 shareware upgrade in 1996.
The Shareware Model
Azalta is also a great example of how PC games were distributed before digital storefronts became commonplace.
The game was released as shareware. You could try the game and its Cult of the Raven adventure, and if you wanted the full experience, you could register it.
The original registration options were:
| Version | Price | What You Got |
|---|---|---|
| Traveller | $15 | Full game, Cult of the Raven, and multi-world travel |
| Creator | $30 | Traveller package plus adventure-creation tools |
| Source | $50 | Everything above plus the game's C source code |
The registration documentation even states that users were expected to register if they kept the shareware version for more than ten days.
The availability of the source code for $50 is particularly fascinating from a modern perspective. This wasn't simply a game; Sinclair was offering an entire game-development system to adventurous users.
A Surprisingly Flexible RPG System
Underneath its modest presentation, Azalta was fairly ambitious.
Contemporary descriptions advertised nine races, 30 character classes and 67 different magic spells, along with large numbers of creatures and items. The game was designed around modular adventures, meaning the underlying system could be used to create entirely different scenarios.
The four-character party also has an interesting gameplay twist. The group travels together on the world map, but characters can be controlled individually when exploring towns, dungeons and combat situations. That allowed different members of the party to investigate different areas rather than simply functioning as a single unit.
A Game With a Very '90s PC Feel
The screenshot really captures what I find appealing about Azalta.
The title screen has enormous orange-red lettering, decorative fantasy scrolls, pixelated green text and a very old-school computer RPG presentation. It doesn't try to hide its limitations. Instead, it has the distinctive personality that came from a small development team—or, in this case, essentially one person doing almost everything.
Clint A. Sinclair is credited with the game's:
Design • Programming • Graphics • Music • Sound Effects
He also created The Cult of the Raven adventure module itself.
That's an impressive amount of work for a 1996 independent shareware project.
The Ultima Connection
Anyone familiar with early Ultima games will probably recognize the inspiration.
Azalta uses a top-down/overhead fantasy perspective, towns, wilderness, dungeons, character parties, equipment, magic and exploration. Contemporary descriptions specifically compared its style to the classic Ultima RPGs.
At the same time, Azalta isn't simply trying to reproduce Ultima. Its real selling point was the modular adventure system. The idea was that the game could become a platform for numerous adventures rather than a single fixed RPG.
That makes Azalta an interesting little piece of PC gaming history.
Playing It Today
For modern retro enthusiasts, Azalta: Cult of the Raven is an especially easy game to revisit. The original shareware distribution is only around 500 KB, and the game is compatible with DOSBox.
That tiny file size is a fun reminder of just how different PC gaming was in 1996. What would today be an enormous game installation could fit comfortably on a floppy disk with room to spare.
And because Azalta was designed around DOS-era VGA graphics and sound hardware, running it through DOSBox gives modern players a good approximation of the environment it was created for.
Final Thoughts
Azalta: Cult of the Raven isn't one of the famous RPGs of the 1990s, and it certainly doesn't have the production values of Ultima VII, Baldur's Gate or other major computer RPGs.
But that's precisely why it is worth remembering.
It represents an era when an individual programmer could create an ambitious RPG, distribute it as shareware, sell an adventure-creation toolkit alongside it, and even offer the source code to customers.
The result is a fascinating little time capsule from 1996 PC gaming.
For anyone interested in obscure DOS RPGs, shareware history, or the origins of user-created game content, Azalta is well worth a look. And that fantastic title screen—with its giant AZALTA logo and parchment announcing The Cult of the Raven—is about as wonderfully '90s as a vintage PC game can get.
Game: Azalta: Cult of the Raven
Developer/Publisher: Psychosoft Entertainment
Creator: Clint A. Sinclair
Release: 1996
Platform: MS-DOS
Genre: Fantasy RPG
Perspective: Overhead / 2D scrolling
Players: Single-player
Distribution: Shareware
Resolution: 320×200 VGA
Notable feature: Azalta Creator adventure-design system
Azalta may have been small, but it was trying to be much more than just another shareware RPG. It was trying to give players the tools to make their own worlds—and that's what makes this forgotten 1996 game particularly interesting today.














