History

How the company was built.

From a fourteen-year-old building Amiga software in 1988 to a studio running two product lines off one engineering core.

1988

01

A studio is founded

The studio is founded in 1988 by 14-year-old Michael Kramer, primarily to develop software for the Amiga computer, with PC development alongside it. The first catalogue opens with educational titles, among them Chemistry and Mappy the Map Master, and expands into business applications such as International Flow Charter and NRS Accounting, the latter never released, before the company moves into role-playing games for the rapidly growing home-computer market.

1990

02

The NRS Developer’s Book

Work begins on the NRS Developer’s Book, written to encourage more development in Blitz Basic and to make it easier to find software developers who could help build NRS applications.

1990

03

Sword of Folklore

The studio releases Sword of Folklore.

1991

04

A contract for Sword of Folklore II

The studio receives a contract to build out Sword of Folklore II.

1994

05

INTAMA

The studio founds INTAMA, the International Amiga Marketing Association, to show businesses how large the international software market for the Amiga already was, and how much peripheral hardware worked straight out of the box. With tools like the Video Toaster and LightWave 3D, and later the Amiga CD32, the platform had carved out serious niches that much of the community believed could be pushed further, far enough to compete with Apple and Windows. INTAMA places its first advertisements in Amiga periodicals that year.

1995

06

Commodore and Amiga change hands

In February 1995, Escom’s retail presence in the United Kingdom expands massively when it takes over branches of the Rumbelows electrical chain. In April 1995, Escom buys Commodore International for US$14 million, primarily to get the Commodore and Amiga brand names.

2000

07

Final Core: RADS

The studio produces Final Core, or RADS: a rapid application development system for building applications on the PC, complete with a custom integrated development environment developed entirely in-house by NRS.

2003

08

The studio closes its shop

The studio closes its shop to software development. The Amiga is not being promoted and a proper restart of the platform looks unlikely, leaving no clear future for the business built around it.

—

09

Console generation

The catalogue expands to console, and the engine work becomes the studio’s defining asset.

—

10

Online and live service

Always-on titles create a recurring revenue base and a permanent operations team.

—

11

The enterprise turn

Simulation and data technology from the games is licensed to business customers, then packaged as software products.

—

12

Two product lines

Games and enterprise software operate as separate businesses on a shared engineering core.

—

13

The next chapter

An announced slate across both lines, with new platforms and financial products in development.

The archive

Titles that built the studio.

Our released games, from the first Amiga role-playing title to whatever we are building now.

Game01
PlanetScorge artwork
In developmentNext generation · Open world

PlanetScorge

A new open-world engine built from the ground up, targeting a simultaneous global launch.

2027 · AnnouncedIn development
Game02
Forge - The Sword of Folklore Adventure artwork
In developmentLive service · Multi-platform

Forge - The Sword of Folklore Adventure

A persistent online world that connects the catalogue into a single service platform.

2026 · AnnouncedIn development
Game03
Sword of Folklore 2 artwork
Amiga · PC · Role-playing game

Sword of Folklore 2

The sequel on Amiga, with a limited PC release alongside it.

1995—
Game04
Sword of Folklore artwork
Amiga · Role-playing game

Sword of Folklore

A role-playing game developed for the Amiga, and the first game to render real-time rain, snow and sleet in a 3D environment.

1992—
See every product

Historical references

The developer's library.

Reference books we published for our own development tools. Both volumes have been out of print since 1998.

Reference01

Book one · Novel

The Sword of Folklore: Era of the Two Moons

The first book in the Sword of Folklore series, carrying the world of the original game into a new novel line.

2027 · AnnouncedAnnounced
Reference02
Cover of NRS AI Development Book

Beginner's guide

NRS AI Development Book

An introduction to AI, data engineering and programming for readers new to the field, written to take a complete beginner from first principles to working code.

2026 · Announced · Vol IAnnounced
Reference03

Volume two · Beginner’s guide

NRS AI Dev Book II: GuteBlitz, GuteJob & GuteFlow

The second volume covers the basics of using AI to create games, apps and integrations, and traces how Blitz Basic on the Amiga influenced GuteJob by shaping a similar approach to the production run trace.

2026 · AnnouncedAnnounced
Reference04
Cover of NRS Blitz Basic Developer's Book Vol II

Reference book · Vol II

NRS Blitz Basic Developer's Book Vol II

Volume II of the studio's Blitz Basic developer reference.

1994Out of print since 1998
Reference05
Cover of NRS Blitz Basic Developer's Book Vol I

Reference book · Vol I

NRS Blitz Basic Developer's Book Vol I

Volume I of the studio's Blitz Basic developer reference.

1992Out of print since 1998
Neather RealmSoftware, Inc.

Interactive worlds and enterprise systems, engineered by the same teams.

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Games · Enterprise software · Real-time systems