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Games developed by Digital Concepts

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.

Bust'em

Bust'em is a compact arcade shooter released for Windows Mobile in 2002, designed to fit the quick-session playstyle of Pocket PC devices. Players assume the role of a city safety operative, patrolling a neon-lit metropolis where gangs spill through street segments. The game embraces touch input as its primary control scheme, offering a stylus-driven crosshair and tap-to-fire commands. Each round unfolds in a self-contained street slice, with a crisp, colorful sprite aesthetic and a layout that keeps action legible on small screens while the city buzzes with traffic and distant sirens. Gameplay centers on clearing waves of criminals who advance along three lanes across a city avenue. Targets appear in predictable patterns, allowing players to line up shots and chain hits for higher scores. Each tap fires a single shot toward a selected target; precision matters, as missed shots waste precious time and valuable rounds. Civilians may wander into the firing lane, and accidental damage incurs penalties—a design choice that reinforces accuracy and discipline. Between waves, players can anticipate reloading moments and a brief pause that adds a beat of strategic rhythm to the otherwise brisk maneuvering. The visual presentation leans into a stylized urban mood. Sprite art is bold and easily distinguished against the dark blue and orange-lit backdrop, with neon signs, storefronts, and shadowed alleys framing the action. The perspective is a close, slightly angled top-down view that presents all three lanes within a single screen. Environments change across stages, offering small variances in street furniture and lighting to convey progression without sacrificing clarity. The overall look emphasizes readability and immediacy, capturing the feel of a fast, handheld arcade rather than a sprawling console production. Audio support complements the on-screen activity with a tight looped soundtrack built from early-2000s synth tones. Each successful bust yields a crisp, satisfying audio cue, while misses and reloads generate distinct sounds that reinforce the tempo of the rounds. Ambient city noises—distant traffic, muffled chatter, and the occasional wail of a siren—help to anchor the action in a living metropolis. The result is a sonically concise experience that rewards timing and focus, delivering quick bursts of adrenaline suitable for short commutes or in-between tasks. Bust'em offers a straightforward progression through increasingly challenging rounds. Higher waves bring faster pedestrians, trickier patterns, and tighter margins for error, inviting players to refine aim, timing, and target prioritization. The game supports quick-session replay to chase higher scores and better efficiency, with simple, intuitive controls that stay out of the way of the action. For players seeking a compact, pick-up-and-play arcade experience on Windows Mobile, Bust'em delivers brisk rounds, clear visuals, and satisfying feedback for every successful bust.

Lords of War

Amiga 1990
In 1990, Digital Concepts publishes Lords of War on Amiga. This action game is now abandonware and is set in an arcade, fantasy and paddle/pong.

The Island of Lost Hope

Amiga 1989
The Island of Lost Hope is a pirate-themed text adventure. The parser has the standard Infocom abilities: it understands pronouns, chain commands, etc. You play a character whose ship was attacked by a pirate named Captain Black. Stranded on a small island, one day you have the opportunity to infiltrate the captain's ship and carry out your revenge. The screen is divided into 5 parts - a porthole in the upper left on which the graphics and the occasional animation are displayed; - a compass in the center in the shape of a skull on which you can click with the sword-shaped cursor to move (its use is optional, the player can also type the cardinal points and the directions up and down directly on the analyzer screen); - a map at the top right showing your current position and the surrounding area explored; - the lower part of the screen, most of which is reserved for the analyzer and its messages; - the inventory at the bottom right, smaller, listing your possessions. There is no music, but there is some sound, mostly soothing sea splashing noises.

Torch 2081

Amiga 1988
Torch 2081 is a Tron-like game. You are a World Military Service pilot on the planet Torch. What was once your only concern, the defense of your planet against Craylon warriors, has now changed to an even greater and more difficult challenge. Fireballs, which are the remnants of planets destroyed during a previous interplanetary nuclear war, now bombard the surface of your planet and destroy its inhabitants. Now you must protect the surface of Torch. Using an old S. D. G. (surface defense glider) designed for the defense of the planet against the Craylon race, you must use it to build metal panels on the surface of the planet to augment the structure of the shield candar. You must try to limit the flight area of incoming fireballs by flying from panel to panel and from edge to edge of your territory by building new panels while avoiding the destruction of your ships. The object of the game is to shield a required percentage of your territory to advance to the next level. You receive points for shielding areas of the playing field. Using the joystick you can move your glider around the perimeter of the playing field and all the panels that have been created, but you cannot travel along the edges shared by the panels. A protection panel is created by pressing the joystick button. There is also a limit on the flight time. This can be controlled by checking the fuel gauge on the screen. Stay safe by avoiding contact with the fireball and its deadly spitters, contact with them means death to your glider. Another danger is the perimeter patrollers, which scour the edge of new and old panels alike with unbridled fury. These crystals patrol all perimeters of the shield looking to destroy all life, including you. But creating panels can even be a dangerous task. The construction line contains a lot of energy and is very unstable. If your glider stops in one place while building a panel, the energy can become unstable, which will result in your death. Be quick, be smart and be careful.
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