Captain Maksim Rukov
The player character, a KGB officer assigned to investigate suspicious activity and uncover a conspiracy inside the Soviet security apparatus.
Documented for this version
The DOS version is primarily mouse-driven.
Exact button mappings can vary with the original DOS configuration.
How it plays
KGB is played from a first-person viewpoint through illustrated locations and character portraits. The main objective is to investigate cases, question people, collect evidence, and determine which clues deserve further attention.
Progression follows a largely linear investigation structure with timed events and decisions that can affect later scenes. The player examines objects, travels between locations, manages conversations, and chooses responses carefully. Some failures are permanent, so saving frequently is important.
Plan your run
Keep several rotating save files, especially before interviews and major decisions. Record names, dates, locations, and contradictions in the case notes rather than relying on memory.
Explore every available location and examine evidence before committing to an accusation. Because some events are time-sensitive and certain mistakes cannot be undone, avoid spending unnecessary time on irrelevant actions.
Meet the cast
The player character, a KGB officer assigned to investigate suspicious activity and uncover a conspiracy inside the Soviet security apparatus.
Before you begin
Save before important conversations and whenever a new investigation phase begins.
Pay close attention to dialogue details, dates, and evidence links; the game often expects information to be remembered between scenes.
KGB is a DOS graphic adventure developed by Cryo Interactive and published by Virgin Games in 1992. It places the player in the role of Captain Maksim Rukov, a KGB officer investigating a dangerous internal conspiracy during the final years of the Soviet Union. The game combines mouse-driven exploration, dialogue, evidence gathering, and branching investigation scenes. Its serious political setting and oppressive atmosphere were unusual for adventure games of the period. Contemporary reception recognized its ambitious story and presentation, although the interface, strict timing, and occasional dead ends made it a demanding experience.
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