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Games developed by Cryo Interactive Entertainment

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.

Aliens: A Comic Book Adventure

DOS 1995
Here is the video game 'Aliens: A Comic Book Adventure'! Released in 1995 on DOS, it is still available and playable with some tweaks. It's an adventure game, set in a sci-fi / futuristic setting and themed to licensed titles.

Atlantis: The Lost Tales

DOS 1997
The advanced design of the city of Atlantis shows that a full-fledged society must have functioned there, and this adventure game brings it to life. Queen Rhea is the leader who is threatened, and young Seth is the character you control as he tries to save the situation. How can you know who to trust and who has their own agenda in this complex world? The world of Atlantis is displayed in full-screen 3D with millions of polygons and full lip-sync using a proprietary system. Pay attention to the sounds of danger: sometimes they are the first warning you get. There are 5 different continents to explore, and each has its own cultures. In total there are 50 characters to interact with, and puzzles through an inventory system. Save points are limited by the game.

Aux Origines de l'Homme

In the crowded optical age of mid 1990s PC gaming, a quiet curiosity emerged titled Aux Origines de l'Homme, a Windows release posted in 1996 that tried to marry science with storytelling. The premise follows humankind from primal echoes to recent civilizations, inviting players to stroll through time rather than merely read a textbook. The game leans into anthropology as a playground, letting you sample sites, fossils, and artifacts while listening to a calm narration. Its designers chased a learning atmosphere that felt more like an expedition than a drill, inviting patient exploration rather than forced triumphs. For curious minds. Mechanically the title favors a point and click rhythm, with rooms and tiles guiding your footsteps across a mosaic of eras. Players assemble clues from dig sites, reconstructed camps, and ancient shelters, each puzzle shaping the broader map of human ascent. A simple inventory manages tools, notebooks, and fossil shards, while a timeline panel anchors discoveries to epochs. Dialogue is sparse but purposeful, helping to contextualize discoveries without overwhelming the sense of wonder. The interface keeps screens uncluttered, allowing slow, meditative progress. Occasionally you revisit chapters to unlock hidden pathways, a design that rewards patient curiosity rather than rash experimentation. Visually Aux Origines de l'Homme leans on warm, earthy palettes and stylized silhouettes rather than photorealism, a choice that ages with grace and curiosity. The environments blend paleontological dioramas with mythic caves, suggesting a lineage threaded through myth as well as evidence. The soundtrack favors subtle percussion and wind textures that punctuate quiet moments of reflection. Narration, likely in French with English options, strives to balance authority with invitation, never shouting conclusions but inviting rehearsal of ideas. Critics and teachers alike praised its humane tone, viewing the experience as a respectful bridge between laboratory data and daydreams. for thoughtful learners. Even today the game reads like a historical curio, a testament to the era when education and entertainment bumped shoulders in hopeful harmony. It did not flood the player with violence or flashy spectacle; instead it offered a patient workshop where ideas could gestate. In online discussions, Aux Origines de l'Homme is cited as a formative example of how simulation, narration, and pedagogy can coexist without trivializing complexity. Modern retrospectives sometimes lament its clumsy engine, yet admire its ambition and humane curiosity. For students grappling with origins of humanity, it remains a pointer toward thoughtful ways to teach through play.

Beyond Atlantis

Windows 1999
In this adventure game, take Ten, the Bringer of Light, on his journey to Shambhala to confront the Bringer of Darkness in order to restore balance to the Universe. To find Shambhala, he must gather the pieces that make up the 'Road to Shambhala' from different places and time periods: China, Ireland and Yucatan. You begin aboard a ship in the mountains of Tibet, which acts as your base of operations. As pieces are found and placed, Ten is mystically transported to exotic locations and will become different characters. Each 'chapter' can be played in any order, as each is self-contained, with its own puzzles, objects and people. The game features a point-and-click interface, a full 3D panorama, puzzles of varying difficulty, conversations with other characters and a fully orchestrated musical score.

Beyond Atlantis II

Windows 2001
Beyond Atlantis II is the third adventure game in the Atlantis series. This fantasy game is set in the year 2020, when a young Egyptologist and her partner search for an ancient Egyptian site in the desert. Faced with many riddles and puzzles, their quest eventually becomes the search for the Lost City of Atlantis itself.

Big Bug Bang: Le Retour de Commander Blood

DOS 1996
The third part of the blood trilogy, this game is set at the dawn of time: Just a few nanoseconds after the Big Bang. This is where the time travel shenanigans of the second game ended. Now you, Commander Blood, are the only evolved life form in the entire universe, and it's up to you to correct the problems you've caused and guide the development of all other life. You start the game with a few amoeba-like creatures at your disposal. Find a planet to put them on, take care of them, help them migrate to other worlds, evolve and mutate. Big Bug Bang: Le Retour de Commander Blood uses exactly the same interface and many of the same graphical sequences as its predecessor Commander Blood. It is a surreal, galaxy-spanning, and humorous science fiction adventure.

Black Moon Chronicles

Windows 1999
Released in 1999, Black Moon Chronicles offered gamers a unique blend of strategy and immersive storytelling that set it apart from many of its contemporaries. Developed by Kalisto Entertainment and published by the now-defunct Talisman Studios, this turn-based strategy game was adapted from François Marcela-Froideval’s graphic novel of the same name. What made Black Moon Chronicles particularly special was its compelling narrative, which wove elements of fantasy and intrigue into a rich tapestry, ensuring that players were engaged not only by gameplay mechanics but also by an elaborate plot involving magic, heroism, and the constant struggle between good and evil. At its core, Black Moon Chronicles employed a classic turn-based combat system that challenged players to think strategically. The game featured a variety of character classes, allowing players to customize their armies with diverse abilities, from fierce warriors to cunning spellcasters. Each unit had distinct skills and attributes that contributed to an overarching strategy, emphasizing the need for careful planning and tactical deployment. This depth ensured that battles were not merely about brute force but required players to adapt their strategies to counter opponents' moves, enhancing the engagement factor during skirmishes. Visually, Black Moon Chronicles stood out during its release, thanks in part to its stunning hand-drawn graphics that captured the essence of the source material. The detailed environments and character designs brought the fantastical world to life, with lush landscapes and intricate settings inviting players to explore every nook and cranny. The aesthetic not only provided an appealing backdrop for gameplay but also contributed to the narrative experience, as players ventured through dark forests and imposing castles that echoed the lore of the game. The storytelling in Black Moon Chronicles unfolded seamlessly through engaging dialogue and well-crafted cutscenes, making players feel immersed in the plot. The narrative followed the journey of a fragmented hero, balancing personal growth with the larger conflict at hand. Themes of betrayal, camaraderie, and the struggle for power resonated throughout, providing emotional depth to the otherwise strategic gameplay. The rich lore invited players to delve deeper, offering a world ripe for exploration and discovery. Despite its innovation, Black Moon Chronicles received a mixed reception in the gaming community. While some players appreciated its unique approach to the genre and storytelling, others found the gameplay mechanics challenging and the pacing erratic. Nevertheless, it has garnered a dedicated cult following over the years, with fans noting its pioneering role in blending narrative with strategy in a way that was ahead of its time. As retro gaming continues to gain traction, Black Moon Chronicles remains a testament to the creative possibilities within the realm of interactive storytelling and strategy games.

Cheese Cat-Astrophe starring Speedy Gonzales

Cheese Cat-Astrophe is a 2D sidescrolling platformer video game featuring the Looney Tunes character Speedy Gonzales, released for the Super Nintendo Entertainment System (SNES) in 1995. In the game, Speedy Gonzales must save his fellow mice from the evil Dr. Carajo, who has imprisoned them in cages and is using them as test subjects for his genetic experiments. The player controls Speedy Gonzales, who can run and jump. The game consists of five worlds, each with three levels. The first level of each world is a platforming stage, the second level is a scrolling shooter stage, and the third level is a boss stage. In the platforming stages, the player must navigate platforms and avoid enemies and traps to reach the end of the stage. In the scrolling shooter stages, the player must shoot enemies while avoiding their attacks. The boss stages are fought against Dr. Carajo and his genetically-modified creatures. Cheese Cat-Astrophe received mixed reviews from critics. Some praised the game's graphics and music, while others criticized its difficulty.

Commander Blood

DOS 1994
Bob Morlock is an interstellar businessman who also happens to be the world's oldest living being. Feeling that his time has finally come to leave, Morlock wishes to go back in time to the beginning, to witness the Big Bang and the creation of the universe. His company Kanary has a clone-building department, from which the intrepid Commander Blood of the Clone Consortium quickly emerges, who must sail his ultra-modern ship, the Ark, to fulfill the eccentric boss's wishes. Commander Blood is the sequel to Captain Blood. Like its predecessor, it is an open-ended adventure game that travels through space (and time) and relies on a complex system of communication with the various creatures that inhabit the universe. The game uses prerendered scenes and animated sequences, as well as an animation technique involving the use of live-action puppets in front of a chroma key screen.

Deo Gratias

Windows 1999
1999, the year Deo Gratias was released on Windows. Made by Cryo Interactive Entertainment, France Télécom Multimédia and published by Cryo Interactive Entertainment, this strategy game is available for free on this page.
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