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Games developed by Action Forms Ltd.

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Carnivores

Windows 1998
Far back in the late 1990s the Windows edition of Carnivores invited players into a realm where quiet jungles and distant thunder promised more than simple shooting. Released in 1998, this light cross between a sim and a hunter simulator offered a surprisingly tactile encounter with primal physics. The contrast between the blocky silhouettes of dinosaurs and the jagged textures of the terrain gave PC gamers their first taste of unfiltered dinosaur stalking in real time, powered by a becoming era of 3D rendering. Players land on an enigmatic island archipelago where every horizon hides potential danger. The objective centers on tracking apex predators by listening for roars, studying footprints, and reading wind shifts that betray a creature's approach. You navigate with a cautious stride, switch between rifles, aim with trial and error, and measure the distance with simple on screen cues. The game rewards patience rather than flashy reflexes, turning hunting into a chess match played beneath a sky of digital clouds. Visuals in Carnivores reflect a transitional moment in PC gaming, when polygon counts still required compromise and players accepted fog for atmosphere. Distant ridges blur into the mist, while dinosaurs lumber with uncanny weight. The soundtrack stitches together percussive drums and forest ambience, creating ritual tension that spikes when a prey animal shifts location. In the heat of pursuit, every snap of a branch or ruffle of underbrush heightens immersion, reminding you that survival hinges on listening rather than rushing. Equipment grows with progress, letting the hunter upgrade firearms and optics to reach targets or improve accuracy. The scoring scheme nudges exploration, nudging players toward rare evasions and clean, humane kills. The island design encourages revisiting old paths, because behavior patterns shift with the time of day and the heat of the encounter. Though controls feel exacting by modern standards, a steady hand and patient pacing transform the experience into a meditative procedure rather than a frantic shootout. Carnivores stands as a reminder of how buoyant imagination can be when hardware constraints meet big ideas. It opened doors to later hunting sims, proving that a simple premise can sustain curiosity for hours. For fans who remember its jittery textures and earnest pursuit of authenticity, the Windows edition remains a curious artifact of online gaming adolescence, a relic that captured a moment when dinosaurs roamed again because players dared to chase them with precision and wonder.

Carnivores 2

Windows 1999
Carnivores 2, a thrilling first-person shooter developed by the now-defunct action-oriented company, the Action Forms, emerged on the Windows platform in 1999. As a sequel to the original Carnivores game, this title took players deeper into an exhilarating world brimming with prehistoric creatures, procedural terrain, and the unrelenting thrill of the hunt. Combining elements of strategy, simulation, and fast-paced action, the game earned a cult following, thanks in large part to its engaging gameplay and unique premise. Set on an alien planet named Fercar, Carnivores 2 transports players to a lush environment teeming with various dinosaurs and other formidable creatures. Armed primarily with an array of firearms, the challenge revolved around stalking and hunting these creatures for sport. Players needed to employ strategy, patience, and keen observation, as each dinosaur possessed distinct behaviors and habitats. Understanding the environment and the habits of these captivating beasts became crucial, highlighting the game's rich mechanics and immersive details. One remarkable aspect of Carnivores 2 was its advanced artificial intelligence, which distinguished it from many contemporary titles. Dinosaurs could recognize player movement and adapt their actions accordingly, creating an incredibly dynamic hunting experience. Players found themselves often on the brink of danger, as these massive creatures would react fiercely to either the presence or absence of a hunter, fostering an atmosphere filled with tension and unpredictability. This interaction made every moment within the game feel alive, drawing players deeper into its meticulously crafted ecosystem. As players progressed, they could unlock various weapons and gear, allowing them to customize their hunting strategies. From tranquilizer darts to high-powered rifles, each tool offered a unique approach to tackling the challenging fauna of Fercar. The flexibility in weapon choice encouraged experimentation and kept players engaged, as they devised methods to take down some of the most formidable creatures in the game, including the fearsome T. rex and agile Velociraptor. Carnivores 2 also introduced a variety of gameplay modes, including both single-player and multiplayer options, enhancing its replay value. Friends could join forces or compete against one another in a race to hunt the most elusive dinosaurs, adding another layer of excitement to the experience. This social aspect appealed to gamers, transforming lonely hunting expeditions into thrilling multiplayer encounters that cultivated camaraderie and competition alike.

Carnivores: Ice Age

Windows 2001
Carnivores: Ice Age, released in 2001, is a first-person hunting simulator that transports players to a prehistoric world filled with colossal beasts and chilling landscapes. Developed by the team at Action Forms and published by Groove Games, this title is a sequel to the original Carnivores, enhancing the hunting experience with a fresh set of environments populated by Ice Age creatures. Gamers are invited to step into the shoes of a hunter armed with an assortment of weapons, tasked with tracking and capturing some of the most awe-inspiring dinosaurs and mammals of the prehistoric era. The game’s graphics were impressive for its time, offering expansive, immersive environments that capture the stark beauty of an icy wilderness. Each location is carefully crafted, featuring mesmerizing backdrops of mountains, tundra, and frozen lakes. This level of detail serves to emphasize the vastness and emptiness of the landscape, enhancing the tension as players stalk their quarry. A unique feature of Carnivores: Ice Age is the dynamic weather system, which not only adds a layer of realism but also influences gameplay; snowstorms can limit visibility, while clear skies create a perfect hunting day. Central to the appeal of this title is the diverse array of creatures players can hunt. From the massive woolly mammoth to the swift saber-toothed tiger, each animal has distinct characteristics and behaviors, requiring strategic approaches to capture them successfully. Players must consider the habits and habitats of these prehistoric beasts, adjusting their tactics based on the animal’s unique traits. The thrill of the hunt is amplified by the thrill of the unknown, as players navigate through the wilderness, aware that they themselves could become the hunted. Carnivores: Ice Age also features a robust scoring system, rewarding players based on their performance during hunts. Successful captures, particularly of more challenging creatures, yield higher scores, pushing players to refine their skills and become adept hunters. The game offers multiple modes, including a free-roam option where players can explore without the pressure of hunting, allowing for a more relaxed experience. This versatility caters to various playstyles, appealing to both competitive hunters and casual explorers. Carnivores: Ice Age remains a treasured classic among fans of hunting simulations. Its combination of intriguing environments, diverse wildlife, and engaging gameplay mechanics provides an unforgettable experience. The title successfully captures the essence of a long-gone era, allowing players to immerse themselves in a world where mammoths roam and survival is a test of wit and skill. Even years after its release, it still holds a special place in the hearts of gamers looking for a taste of prehistoric adventure.

Chasm: The Rift

DOS 1997
Chasm: The Rift burst onto the DOS scene in 1997 as a calculating breath of fresh air for first person shooters. Its name suggested a fracture between dimensions, and the game delivered a feverish voyage through alien caverns, derelict colonies, and whirling warp zones. Technically it stood on the shoulders of Doom and its kin, yet it strutted with brighter textures, wider corridors, and a tempo that felt mercurial in motion. The engine handled polygonal terrain with texture mapping, creating jagged architecture that invited careful exploration. Players found themselves threading through labyrinths where danger lurked behind every bend, a pulse pounding with anticipation. Chasm offered a frenetic suite of weapons and encounters that kept adrenaline simmering. Combat was not a mere celebrity shootout; it demanded planning, clever positioning, and quick reflexes as strange fauna and armored sentinels pressed forward. Each level unfurled with scattershot secrets, hidden switches, and alternate routes that rewarded curiosity. Power ups popped with a pleasing clatter, and ammunition management felt essential rather than optional. The pacing swung between tight corridor clashes and wider arenas, where the screen sometimes trembled under the weight of explosions and the echo of distant skirmishes. From the visual standpoint Chasm embraced a moody, almost operatic ambiance. Dark shafts bled with indigo light, while alien tech glowed with a mercurial spectrum that kept the player teetering between awe and unease. The soundscape fused synthetic drones with clangorous weaponry, crafting a cacophony that attested to the peril surrounding every corridor. While not as polished as some contemporaries, the game rewarded persistence with slowly leaking architectural details, secret rooms, and atmospheric touches that conveyed a sense of ancient ruin and catastrophe. The interface crouched close to the action, leaving little room for fancy distractions. The title occupies a curious niche among late 90s shooters, a project that dared to stretch expectations without becoming a runaway blockbuster. Critics acknowledged ambition even as caveats were raised about performance quirks and uneven enemy intelligence. For players craving exploration rather than maze chasing, Chasm offered a fertile sandbox where every encounter felt earned and every exit promised a new puzzle. Its enduring footprint appears in curious indie tributes and in communities that celebrate forgotten engines and design audacity. Though time has dulled its glare, the Rift endures in memory as a vivid reminder of a feverish era when experimentation reigned supreme. A relic that still inspires.

Cryostasis

Windows 2008
Cryostasis is a first-person survival horror game released in 2008 for Windows. Developed by Action Forms and published by 1C Company, the game takes place on a Soviet nuclear icebreaker ship stranded in the Arctic. Players take on the role of Alexander Nesterov, a meteorologist who comes across the ship and must uncover the dark secrets and mysteries that lie within. One of the standout features of Cryostasis is its immersive atmosphere. The game takes place in a freezing environment, with detailed graphics and sound design that make the player truly feel the cold. The isolated and claustrophobic setting of the ship adds to the overall sense of dread and tension as players navigate through the abandoned vessel. The use of real-life events and locations, such as the Soviet nuclear icebreaker Lenin and the Arctic waters, also adds to the realism of the game. The gameplay of Cryostasis revolves around a unique mechanic called "mental echo." Using this power, players can enter the memories of the ship's deceased crew members and change the course of events leading up to their deaths. This not only adds a puzzle-solving element to the game but also gives players a glimpse into the past and a deeper understanding of the events that occurred on the ship. The game also includes traditional survival horror elements such as resource management and combat, with a variety of weapons and tools at the player's disposal. In addition to the main storyline, Cryostasis also features alternative endings depending on the player's actions and choices throughout the game. This adds replay value and encourages players to explore different paths and make different decisions to see the various outcomes. The eerie and atmospheric soundtrack also adds to the overall experience, with hauntingly beautiful melodies that add to the sense of isolation and desperation. Despite receiving generally positive reviews, Cryostasis did face a few technical issues on its initial release. However, the game's unique concept and immersive gameplay still made it a highly regarded game among survival horror fans. Cryostasis was also praised for its narrative and storytelling, with a complex and intriguing plot that kept players engaged until the end.

Vivisector: Beast Within

Windows 2005
Vivisector: Beast Within, released in 2005 for Windows, lands players in a nightmare on a secluded island. The game blends gunplay with a pulsing sense of dread, leaning toward survival horror rather than pure arcade frenzy. Its premise centers on experiments gone awry, mutated fauna stalking shadowed paths, and a lone operative drawn into a web of corporate greed. The mood is thick with decay, from sun-dappled beaches to rusted laboratories, each location whispering that a line has been crossed. Gameplay drifts toward methodical bursts of violence punctuated by periods of searching and evading. Firearms range from covert rifles to heavy pistols, with ammunition feeling scarce enough to demand restraint. The assortment of beasts and hybrids stalks the player through dense jungle, ruined temples, and frostbitten laboratories, forcing players to adapt on the fly. The design rewards patience, using ambushes, sound cues, and environmental hazards rather than constant push forward. Some sections invite stealth, others demand quick reflexes and precise targeting. Storytelling leans on a moody, fragmentary approach; cutscenes are sparse, diaries and notes fill in the gaps, and the player pieces together a chilling motive. The corporation behind the experiments casts a long shadow, presenting an ethical dimness that mirrors classic camp shockers while pushing into more philosophical terrain about manipulation and control. The beast within is not only a creature trope but a metaphor for unchecked ambition, a mirror that reflects the player as both predator and survivor in equal measure. Visually the game betrays its era with uneven textures and variable draw distances, yet the art direction maintains a dreary beauty: fog-wreathed coastlines, irradiated labs, and a dusk palette that drenches corridors in amber gloom. Sound design is a strong suit, pairing rustling leaves, distant gunfire, and gut-churning roars to coil the tension. The soundtrack alternates between sparse ambience and thunderous crescendos when a beast breaks cover, turning patrols into wary moments. Reception at the time was mixed, with fans praising its gritty atmosphere while critics lamented clumsy controls and rough pacing. Yet Vivisector remained memorable as a mid credit discovery for genre enthusiasts seeking a disquieting alternative to glossy shooters. Its legacy survives in conversations about ambitious horror flavored action and in the way its beasts linger in memory, a reminder that a small studio can squeeze surprising atmosphere from limited means. For curious players, it offers a niche detour into the uncanny.

Остров сокровищ

Windows 2005
Ostrov Sokrovish is a computer game released on the Windows platform in 2005. It is a classic point-and-click adventure game set on the imaginary Caribbean island of Treasure Island. The player takes the role of Jim Hawkins, an 18th-century innkeeper’s son who finds a map to the lost city of El Dorado. With this map, he embarks on a quest to find El Dorado and its legendary treasures. The game features several minigames, puzzles, and a number of other challenges. The puzzles involve logic and memory, while the minigames are based on luck, with some requiring strategic thinking in order to win. As the player progresses through the game, they will find useful items and hints to help them in their adventure. The player must also face several enemies, from pirates and natives, to dinosaurs and other monsters. The graphics of Ostrov Sokrovish have aged surprisingly well. They still remain crisp and colorful, while the sound effects and music are also effective in creating an atmosphere. There is also a high degree of replayability, as the game features several gamemodes and is relatively non-linear in structure. The game features a comprehensive help system, with hints and tips available for all of the puzzles. Although the game may seem a bit slow at first, it eventually builds up to a satisfying pace. Players who are looking for a classic point-and-click adventure game will find a lot to like with Ostrov Sokrovish. Overall, Ostrov Sokrovish is a great game for fans of classic point-and-click adventure games. Thanks to its lively atmosphere, puzzles, and minigames, the game has held up well over the years and is still a great way to spend some time.
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