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Games developed by Eclipse

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.

Arka

DOS 1993
Arka, released in 1993, is an MS-DOS game that has captivated players for decades. In the game, players take on the role of a galactic explorer who has crash-landed on a mysterious planet. The player must explore the planet's strange environments and complete various puzzles in order to progress. Arka's graphics are primitive by today's standards, but at the time of its release, they were quite advanced. The game features a variety of detailed and colorful environments, from dense forests to alien cities. The game also features a number of interesting puzzles and obstacles for the player to overcome, such as locked doors and deadly creatures. The game's soundtrack is also quite memorable. It features a variety of catchy tunes that help to create a sense of atmosphere and tension. The sound effects are also quite realistic, which helps to create a more immersive experience. Overall, Arka is an enjoyable game that is still enjoyed by many players today. It features a unique story, interesting puzzles, and great music and sound effects. The game has aged well, and it remains a great pick-up-and-play experience. Whether you are a retro enthusiast or simply want to experience a classic, Arka is definitely worth checking out.

Brick Blaster

Windows 1999
Brick Blaster throws players into a rapidly escalating series of “blast zones” where fortress walls of colored blocks must be reduced before enemy control systems can re-seal the platforms. Each stage presents a field of bricks suspended at the top of the screen, with a controllable launcher paddle positioned at the bottom. A single energy ball is fired into the structure, and successful hits chip bricks away while keeping the ball in play. As brick lines fracture and disappear, the control layout changes, forcing quicker positioning and careful anticipation of rebound angles. The core mechanics center on timed paddle movement and disciplined ball control. The paddle can be nudged left and right to guide the ball, and players are rewarded for sustained volleys that clear clusters efficiently rather than scattering impacts across isolated blocks. Brick types vary by color and durability, ranging from one-hit panels to reinforced slabs that require multiple strikes. Some bricks release power modules when destroyed, which can be collected by bringing the ball back through the falling effects—such as extended paddle length, improved launch speed control, shield coverage for brief protection, and multi-ball dispersal for clearing larger sections quickly. Combat-style upgrades influence long runs across the stage list. As rounds progress, players can acquire temporary “blaster” abilities that modify the ball’s behavior, including piercing shots that continue through adjacent bricks or explosive blasts that damage nearby sections. Certain levels include hazards and moving elements, including shifting support rails and intermittently active barriers that interrupt normal rebound paths. Managing these shifts is central to surviving long patterns, especially in later zones where the brick layouts demand repeated correction after each power activation. Visually, the game uses crisp 2D sprites and bold, arcade-bright colors, with bricks arranged in dense, geometric patterns that emphasize depth through layered shading. When the ball hits, impacts trigger layered flash effects, debris particles, and brief screen-tint pulses that reinforce momentum. Power-ups drop as clearly readable icons, hovering slightly as they descend, while collected effects animate onto the paddle with quick status changes. The overall presentation keeps attention focused on ball tracking—high contrast playfield elements, consistent collision regions, and clear indicators for active abilities. Audio in Brick Blaster is built around energetic MIDI music tracks that shift in intensity as objectives tighten, paired with snappy hit sounds for each brick material type. Multi-hit sequences produce rapid, rhythmic sound effects that help players gauge how quickly they are clearing the target area. The experience emphasizes tight arcade responsiveness: fast ball physics, immediate paddle control, and score pressure tied to efficient brick destruction, ability usage, and survival length. High-score runs hinge on consistent volleys and timely collection of power modules to break through denser formations.

Demineur

DOS 1995
1995, the year Demineur was released on DOS. Made by Eclipse and published by Eclipse, this puzzle game is available for free on this page.

Fit Up

DOS 1997
1997, the year Fit Up was released on DOS. Made by Eclipse and published by Eclipse, this action puzzle game is available for free on this page.

Greedy

DOS 1996
Greedy gives Pac-Man an upgraded makeover, though it retains the core concept: fill your bottomless appetite by clearing mazes full of dots, while avoiding the ghosts that chase you. Power pellets still allow our hero to top the food chain for a limited time and hunt down enemies, but there are dozens of other new power-ups on the menu, from speed changes to invincibility, score multipliers, wild cards and a random bonus slot machine. There are also power-ups that reverse your controls, prevent you from eating and cause other assorted shenanigans. The rotund yellow eater is armed with a limited (but rechargeable) speed booster, and can earn extra lives by completing groups of colored crystals. Different speed and skill settings can be selected; each level features a completely new maze design, and the DOS version complements it with a fully functional level editor to further customize things.

Poof

DOS 1994
1994, the year Poof was released on DOS. Made by Eclipse and published by Eclipse, this puzzle game is available for free on this page.

Viper

DOS 1998
This multiplayer Snake-like game is a remake of an Amiga shareware game of the same name. The six human players are grouped on the same keyboard and control their ever-growing snakes by directing them left or right. The six snakes start at random points on the playing field and can move at any angle, without the usual restriction of 90-degree turns. Interestingly, as each Viper grows, it develops natural holes along its body. Players accumulate points by passing through these holes (either their own or their opponents'); if a snake collides with something solid, it dies, and all remaining players score an additional point. Once all the reptiles have died, the player with the highest score wins the round, and all players' scores carry over to the next round.
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