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Games developed by Corbis Corporation

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.

A Passion for Art: Renoir, Cézanne, Matisse, and Dr. Barnes

Releasing in 1995 for Windows 3.x machines, A Passion for Art: Renoir, Cézanne, Matisse, and Dr. Barnes invites players into a curated museum of ideas rather than a mere arcade. The game casts Renoir, Cézanne, and Matisse as guides through a makeshift gallery, while Dr. Barnes acts as a quixotic narrator who tests your eyes and your curiosity. Its premise blends education with whimsy, turning brushwork and composition into an adventure rather than lecture notes. Navigation relies on a modest point and click vocabulary. The cursor flits across corkboard clues, easels, and framed masterpieces, unlocking short vignettes about color theory, perspective, and light. Players mix pigments in a tiny, stylized palette, matching hues to impressionist moods, then apply their choices to canvases within the frame. Puzzles feel deliberate rather than punishing, encouraging observation and memory rather than reflexes, a design ethos suited to late night museum fantasias on CRT monitors. Visually the game wears its age with pride, using chunky pixels, gentle dithering, and a watercolor-like grain that hints at canvases rather than screens. The environments unfold as sunlit salons and intimate study rooms, where easels lean toward the player and brush marks bloom on imagined linen. The audio track is deliberately economical: a handful of piano motifs and windless effects that sustain focus rather than distract. The design cultivates a tactile sense of handling art, not merely viewing it from afar. Historically the title sits at an interesting crossroads of pedagogy and play. It tries to democratize taste by letting novices experiment with Renoir’s warmth, Cézanne’s stubborn geometry, and Matisse’s fearless color fields while Dr. Barnes steers with sly humor. Several sequences encourage critical looking: compare a still life’s shadow with a sunset’s blaze, or contest a brushstroke’s sweep against a printed reproduction. The game thus becomes a gentle instructor, showing how technique morphs into emotion when framed by intention. Though modest in budget and scope, the opus left a small imprint on the Windows ecosystem of the mid-nineties. It appealed to teachers, students, and curious adults who wanted software that treated art as a living conversation. In retrospect it embodies a curiosity that defined early edutainment: accessible, richly curated, and unabashedly earnest. A Passion for Art remains a niche artifact, glinting on blue screens and memory as a reminder that games can educate while they enchant. Its compact charm keeps echoing in classrooms and retro computer clubs today for enthusiasts.

Critical Mass: America's Race to Build the Atomic Bomb

Windows, Mac 1996
Critical Mass: Americas Race to Build the Atomic Bomb is a Windows game released in 1996 that positions players inside the most consequential scientific sprint of the twentieth century. It stands at the intersection of history, strategy, and ethics, offering an interactive lens on the Manhattan Project rather than a flat documentary. The presentation favors a sober, documentary mood, with period paperwork, maps, and charts that invite careful study rather than flashy spectacle. The designers aimed to compress years of secret work into manageable sessions, letting enthusiasts feel the pressure, uncertainty, and moral weight that surrounded decisions about weaponized science. From a functional cockpit of budgets, laboratories, and personnel, Critical Mass challenges players to shepherd competing projects toward a common, perilous horizon. Resources are scarce, timelines compressed, and every choice ripples through research speed, security, and political support. You juggle multiple fronts, choosing between uranium enrichment routes and plutonium production, while balancing safety protocols and secrecy. Random events test risk tolerance: leaks, shifting alliances, or bureaucratic audits threaten delay and catastrophe. The user interface folds complex science into accessible abstractions—graphs, flow charts, and color coded departments—so players feel the tempo of wartime science without drowning in jargon. Time weighs heavily. Beyond mechanics the game tries to cultivate historical perspective. It juxtaposes triumphs of engineering with the ethical hesitation that surrounded such work, inviting players to consider civilian casualties, geopolitical bets, and the cost of secrecy. The story unfolds through documents, memos, and brief vignettes that resemble archival fragments rather than a traditional plot. This approach foregrounds causality rather than heroics, encouraging careful reading of cause and effect as decisions accumulate. While not a perfectly comprehensive chronicle, the title succeeds as an invitation to dialogue about science, power, risk, and responsibility, long after the screen has dimmed. Its questions linger afterward. Critically Mass arrived during a era when games rarely treated heavy subjects with such candor, and it earned mixed notices. Some reviewers praised its restraint, its educational bite, and the way it rewarded thoughtful pacing rather than mindless exploration. Others criticized its abstractions as a barrier for general audiences, arguing that the real world deserves deeper simulation than a laboratory chinning with victory conditions. Yet the title carved out a niche for history minded players who crave thoughtful challenge. Today it stands as a reminder that interactive media can make difficult chapters approachable, while still demanding responsibility from the player.

FDR

Windows, Mac 1996
FDR burst onto the Windows scene in 1996 as an audacious attempt to turn a presidency into interactive play. The title promised more than quick thrills; it aimed to illuminate the tangled calculus of policy, war, and national morale. Players step into the shoes of a wartime chief planner and face a maze of competing demands from labor, capital, farmers, and veterans. Its designers wagered that history could feel immediate when decisions carried audible consequences and visible deficits. Mechanically the game offered a map based canvas supplemented by strategic screens for legislation, budget, and troop deployment. The balance sheet mattered as much as public sentiment, and a single policy tweak could ripple through cities, rail lines, and regional economies. Dialogues with advisers provided context while risk meters warned of political backlash, and players learned to steer coalition partners toward compromise rather than flamboyant reform. Graphic presentation stayed clean and navigable despite the dense subject matter. Aesthetic choices included period palette with muted browns and greens, sepia tinted menus, and typography that recalled daily newspapers from the era. The soundtrack hovered between brass marches and subdued piano, anchoring events in a sense of gravity. Visuals avoided flashy fireworks, preferring a restrained realism that supported the weight of decisions. When icons clicked, subtle animations conveyed the impact on factories, farms, and classrooms, giving players tactile feedback without shouting the game's message about national fate. Reception was mixed, critics praising the ambition while noting pacing that dragged for players seeking brisk triumphs. Some hailed the project as an educational doorway able to spark discussion in classrooms and living rooms alike, while others balked at simplified geopolitical models and the occasional historical oversimplification. Yet the experience lingered in memory as a bold footprint from an era when developers experimented with edutainment and interactive documentary, offering more questions than tidy answers about leadership under pressure. The game remains a relic inviting reassessment of how mid 1990s designers wrestled with history and play. For some it presaged more nuanced political simulators to come, for others it stands as a curio that embodies the era way of merging storytelling with statistics. Whether one cherishes its flaws or its insights, FDR endures as a demanding artifact that provokes thought about policy making, risk, and the fragile thread connecting choices to consequences. Rough edges aside, this title carved a niche by inviting reflection on consequences for players everywhere.

Leonardo Da Vinci

Windows, Mac 1997
In the late 1990s Windows landscape, a curious title about a Renaissance polymath attempted something bold. Leonardo da Vinci, released in 1997, invited players into a timeworn studio where curiosities outweighed conspiracies. Its designers stitched exploration, puzzle solving, and a lightly fictionalized biography into a playable tapestry. The work favors mystery over spectacle, rewarding patient eyes with small revelations about invention, art, and curiosity. Its quiet elegance invites players to linger and notice quiet subtleties there. Players wander through mapped locations that resemble vaulted studios, archives, and urban ateliers. Inventory management is minimal but purposeful, with keys, sketches, and fragments that unlock new paths. Puzzles mimic the method of invention: trial, error, hypothesize, test, and refine. Some challenges demand deciphering coded diagrams, others require assembling mechanical contraptions from period sources. The interface favors clarity over flash, presenting hints sparingly to preserve the sense of discovery rather than a guided tour. Art direction favors muted shadows, crosshatched engravings, and warm parchment hues. Screens glow with line drawings and early computer renderings that drift between the hand drawn and the digital. Sound design breathes like a workshop occupied by muffled chatter and distant hammer blows, while the score glides with strings and soft wind chimes that evoke quiet study. The overall mood feels scholarly yet adventurous, inviting the audience to notice the interplay of geometry, anatomy, and perspective that defined Leonardo da Vinci era. The story weaves factual threads with invented anecdotes, casting Leonardo as both mentor and puzzle master. He explains devices, sketches trajectories, and poses questions that push the player to observe light, structure, and proportion. Supporting characters appear without crowding the narrative, giving a sense of a thriving atelier culture. Although not a strict documentary, the title sparks curiosity about the ladder of genius, offering an approachable doorway for players curious about art history, engineering, and the messy beauty of creative process. Critics hailed its ambition even as they noted rough edges common to the era, from clunky interfaces to uneven pacing. Yet the release preserves a time capsule quality, a snapshot of mid decade ambition when developers chased intellectual flavor as a selling point. Isolated fans still praise its fidelity to mood and its patient pacing, something modern action oriented titles seldom offer. In retrospective light, the Leonardo da Vinci adventure remains a curious beacon for educational entertainment and for fans of Renaissance mood boards. For future seekers and scholars.

Volcanoes: Life on the Edge

Windows 1996
Released in 1996 for Windows Volcanoes Life on the Edge dives into volcanic landscapes that pulse with danger and wonder. Created by a small studio fueled by curiosity the title marries puzzle solving with strategy as players guide explorers through networks of lava tubes and crater rims. The presentation leans toward rugged realism while embracing vivid color contrasts that make roiling magma feel almost tactile. Early players encountered a blend of educational blur and arcade pacing that left an impression. The core loop hinges on exploration and clever resource management. You pilot a small expedition team through layered maps where rivers of molten rock periodically reshape the terrain. Tools range from seismic probes to improvised bridges enabling safe crossings and daring detours. Not every corridor yields treasure; some open into treacherous chasms or collapsing galleries. As seasons cycle the volcanic activity intensifies, forcing risk assessments that emphasize timing precision and patient observation over brute force. Each choice alters forthcoming obstacles. Graphically the game sits in a palette era yet captures heat with clever shading and particle effects. Lava glows with conviction, rock textures carry grit, and shadow play gives depth to narrow tunnels. Sound design layers distant rumbles, dripping water, and the occasional wind that sweeps through a vent system. The interface favors clarity over flash guiding the player with simple icons and straightforward maps. Puzzles arise from environmental cues rather than brute force trials creating a crescendo of tension. Volcanoes: Life on the Edge arrived at a crowded market where real time acclimation demanded patience. Critics praised its unconventional mix of map exploration and hazard sequencing while noting occasional stubborn pathfinding quirks. On PCs of that era the title ran smoothly when system resources aligned delivering stable frame rates and responsive controls. Fans remember the spicy atmosphere the way lava breathes through ridge lines and crevasses. The game cultivated a modest cult following that still surfaces in retro discussions. The game reads like an artifact from a transitional era when designers experimented with tension beyond gunfire and action. Its emphasis on environmental physics and careful planning prefigured later indie curiosity about ecosystems and risk. For collectors it offers a window into a Windows 95 mindset where soundscapes and tactile feedback mattered as much as crisp polygon counts. If you crave thoughtful hazard navigation and a rare sense of frontier exploration, this title rewards patient curiosity and problem solving.
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