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Games developed by Gamos 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.

7 Colors

DOS, Amiga 1991
In the vast realm of DOS games from the early 1990s, few titles have managed to cultivate a fervent appreciation among enthusiasts like 7 Colors. Released in 1991, this visually engaging puzzle game was the brainchild of Atreid Concept, a relatively obscure developer that was intent on leaving a mark in the burgeoning landscape of computer gaming. Unlike many of its contemporaries, 7 Colors offered a unique aesthetic experience that distinguished it from more conventional offerings of the time. The gameplay, centered around the manipulation of colored tiles, is simple yet captivating. Players are tasked with filling a grid with seven distinct colors while adhering to certain constraints that challenge their spatial and strategic reasoning. The objective is to cover the entire board without violating the specific rules of adjacency and color placement. This seemingly straightforward premise quickly escalates into a tantalizing challenge that requires foresight and clever tactics. As each level progresses, the complexity increases, demanding not just a sharp mind but also a flair for problem-solving. One of the notable features of 7 Colors is its vibrant graphics, which were quite impressive for the period. The game boasts bright, alluring colors that enhance the player’s engagement and contribute to the immersive experience. The friendly user interface, coupled with upbeat background music, creates a pleasant atmosphere that invites users to lose themselves in the world of puzzles. Moreover, the combination of vivid visuals and compelling sound design undoubtedly set it apart from other offerings, which often featured more rudimentary graphics and sound effects. As players vied to achieve higher scores and tackle each new level, a sense of community grew among avid fans. Even years after its release, dedicated gamers shared solutions and strategies in online forums, showcasing the title's enduring appeal. This social aspect underscored the game's capacity to foster camaraderie among players, reminiscent of long-lost friendships forged over shared gaming experiences. The legacy of 7 Colors goes beyond mere nostalgia; it serves as a poignant reminder of the creativity that flourished during the early days of computer gaming. While many titles have come and gone, this particular game stood the test of time. It encourages new generations of gamers to explore the enchanting world of puzzles, showcasing the effortless elegance of a well-designed game. In retrospect, 7 Colors is more than just a nostalgic trip down memory lane; it is a testament to the power of simplicity in game design.

Balda

DOS 1993
Released in 1993 for DOS, Balda is a unique puzzle game that captivated players with its simple yet engaging gameplay mechanics. Designed by the talented Russian developer Daniel P. Ruchkov, the game emerged as a significant entry in the realm of word-based challenges. Balda's premise revolves around the concept of forming words from a grid of letters, making it both an entertaining and intellectually stimulating experience that appeals to word enthusiasts and casual gamers alike. The gameplay of Balda is straightforward yet addictive. Players start with a four-by-four grid filled with random letters, and the objective is to create words by connecting adjacent letters horizontally, vertically, or diagonally. Each word created adds letters to the grid, allowing for further word formation. This dynamic system demands strategic thinking, as players must not only focus on forming their own words but also on limiting their opponent's options. Whether played solo against AI or in a competitive format with friends, the game's inherent challenge fosters a thrilling atmosphere that keeps participants engaged. One of the most compelling aspects of Balda is its emphasis on linguistic creativity. Unlike many puzzle games that rely heavily on reflexes or speed, Balda rewards players for their vocabulary and problem-solving skills. Players often find themselves diving deep into their mental lexicon, recalling obscure terms and testing their spelling prowess. This focus on language makes Balda more than just a game; it becomes an enriching activity that enhances one's verbal abilities, which is particularly appealing in educational settings where vocabulary development is paramount. Visually, Balda is minimalist but effective. The simplistic design allows players to concentrate on the gameplay without distractions. The letters are rendered in a clear, easy-to-read font, ensuring that players can quickly scan the grid and make decisions efficiently. Furthermore, the user interface is intuitive, which was a notable achievement for the early 1990s. The absence of clutter makes the game accessible to players of all ages, further broadening its appeal. Though not as widely recognized as other classic PC games from the era, Balda has garnered a dedicated following, especially among aficionados of word games. Its ability to challenge and entertain simultaneously has cemented its status as a beloved title within specific gaming circles. The game's retrospective charm continues to resonate, and modern adaptations and versions highlight its enduring legacy. As a staple of early online gaming culture, Balda reminds us of the simple joys that language and creativity can bring, illustrating why it remains a noteworthy gem in the gaming landscape.

Color Lines

DOS 1992
Color Lines is a classic DOS game that was released in 1992 by the Russian game developer Gamos. It quickly became a hit among gamers for its simple yet addictive gameplay and colorful graphics. The game involves the player moving colored balls on a grid in order to create lines of five or more balls of the same color. It may sound simple, but the strategic element of planning each move and the random placement of new balls on the grid make for a challenging and engaging experience. One of the most notable features of Color Lines is its colorful and vibrant graphics. The game takes place on a grid made up of colored spheres, each with its own distinct and eye-catching hue. As the player makes their moves, the colored spheres respond with visually satisfying animations, adding to the overall aesthetic appeal of the game. This attention to detail in the graphics is what sets Color Lines apart from other DOS games of its time. In terms of gameplay, Color Lines is deceptively simple. The goal is to create lines of five or more balls of the same color in any direction - horizontal, vertical, or diagonal. However, the player must also strategize their moves as new balls are randomly placed on the grid after each turn. If the grid becomes completely full, the game is over. This adds an element of suspense and risk to the game, making it all the more exciting. One of the reasons why Color Lines was so successful is due to its accessibility. The game is easy to learn, making it suitable for all ages and skill levels. Yet, it still offers a challenge for more experienced players with its strategic gameplay. As a result, it quickly gained a wide fan base and is still beloved by many DOS gamers today. Another feature that sets Color Lines apart is its multiplayer mode. Players can compete against each other on the same grid, adding a competitive edge to the game. This mode was especially popular in the early 90s when DOS gaming was predominantly a social activity, and playing Color Lines against friends was a favorite pastime for many. It's hard to believe that a game as simplistic as Color Lines could have such a lasting impact and legacy. But even after almost three decades, it remains a beloved classic among DOS game enthusiasts. Its colorful graphics, addictive gameplay, and multiplayer mode make it a timeless game that continues to be enjoyed by players of all ages. So, if you're feeling nostalgic for some classic DOS gaming, why not give Color Lines a try? You won't be disappointed.

Columbus Discovery

DOS 1992
In 1992, Gamos Ltd. published Columbus Discovery on DOS. This educational and puzzle game is now abandonware and is set in a board/party, story, math/logic and platform game.

Filler

DOS 1990
Here is the video game 'Filler'! Released in 1990 on DOS, it is still available and playable with some tweaks. It's a strategy and puzzle game, set in a tile-matching puzzle theme.

From Corner to Corner

DOS 1993
From Corner to Corner is a turn-based board game for four or two players. The goal of each player is to move all the balls from the player's corner to the opposite corner of the playing field faster than the other players. The ball can move one space and also jump over the nearest ball an unlimited number of times in any direction: vertically, horizontally or diagonally. At each turn the player selects a ball and points to the destination of the ball's trajectory. The game has an option to select human or AI opponents, as well as to set one of four difficulty levels.

Kalah

DOS 1993
Kalah is an adaptation of the oriental board game of the same name, which is part of the Mancala family of games. The two-player game is played by one player against an AI opponent in turn. Each player has six boxes containing six balls and a Kalah, a rod to pick up the balls. On each turn the player selects one of the boxes to distribute his balls one by one to the next boxes and Kalahs in a counterclockwise direction. The player's goal is to collect more balls for his Kalah. The game ends when all balls are transferred from the boxes to the Kalahs. If the last distributed ball is placed in the player's Kalah, the player receives one more turn; If the last ball dealt is placed in the player's empty pocket, all balls in the opposite pocket are added to the player's Kalah; If there are no more balls in all of the player's squares, all balls in the opponent's squares are added to the player's Kalah.The game allows optionally undoing the move as well as getting an unlimited number of hints. There are four levels of AI opponent difficulty: Novice, Learner, Guru and Sage.

Nine

DOS 1994
Nine, a DOS attraction released in 1994, arrived from a small studio with a taste for offbeat ideas. Its premises braided puzzle solving with action pacing, leaning on atmosphere rather than flashy spectacle. In an era when most shareware adventures offered bright icons and simple aims, Nine stood out by inviting players to linger, test hypotheses, and improvise solutions under pressure. The package carried a sense of fragility and curiosity, as if the developers were inviting you to peek behind a curtain and glimpse a stranger world. Gameplay centers on navigating a compact world built from interconnected rooms and corridors. Players move at a measured tempo, manipulate switches, collect relics, and unlock new zones by deciphering clues embedded in the environment. The challenge compounds through clever puzzles that reward careful observation and pattern recognition rather than brute force. Resource management, such as limited saves or energy, forces you to plan routes, revisit earlier areas with new tools, and rethink strategies after each misstep. Visuals lean into the VGA palette of the era, with tilework that ranges from spare to ornate. Characters glide across effectively designed sprites, and lighting effects carve mood without overwhelming clarity. The accompanying soundscape blends chiptune beats with ambient noises that hint at danger or wonder. The interface is purposeful but spare, prioritizing map awareness and item inventory over ornamental flourishes. The overall presentation feels tactile, as if every control input nudges a hidden mechanism toward revelation. Storytelling in Nine arrives in fragments rather than a neat package. Clues drift into place through scattered notes, environmental hints, and occasional encounters that raise more questions than answers. The design favors player interpretation, encouraging exploration and personal meaning. Its pacing allows quiet moments for contemplation between sudden intensities, a rhythm some players equate with a nocturnal heartbeat; others recall it as a patient lecture in deduction. Since its debut, Nine has endured as a cult classic among retro enthusiasts. It surfaces in compilations of obscure DOS gems, in preservation projects, and in online nostalgia circles where veterans recall its peculiar logic and stubborn challenges. The title influenced a subset of later indies that prize ambiguous storytelling and atmosphere. While visibility waned once new platforms emerged, dedicated collectors keep copies, scans, and maps accessible, ensuring the game survives for curious newcomers to study and experience. Collectors frequently annotate level layouts, catalog tricky sequences, and debate alternative endings, keeping Nine alive in communal memory.

Regatta

DOS 1993
Regatta is a single-person, keyboard-controlled yacht simulator. In this game the player can choose between two missions:Cruising: in which the objective is to rendezvous with another boatRescue: in which the player must locate and rescue castawaysEach mission can be played in a tropical or dreamlike environment and in three difficulty levels Cadet; Sailor; and Helmsman. When navigating his yacht, the player must be aware of wind direction and current, as well as avoid rocks and shallow water. The arrow keys steer the boat, while the other keys on the numeric keypad furl and unfurl the sails.

Sabor

DOS 1991
Sobor, one of the first games produced in Russia after the collapse of the Soviet Union, is a beat-em-up starring Russian peasants who engage in bitter hand-to-hand combat in their quest to defeat the 'Forces of Evil', protecting the knowledge found contained in ancient scrolls describing the Russian Sobor combat system. The game is divided into stages that alternate object traversals and combat. The player controls the group of five fighters. In the first stage they are trained in a sparring session, whose performance defines the player's toughness for the rest of the game. Obstacle stages consist of running past Baba Yaga and other characters from Russian folklore, or navigating a network of skulls that shoot lightning bolts. The core of the game, however, is the five-on-five fights, in which the player controls one of the fighters while the other four are controlled by the AI. The player can change the controlled fighter at any time.
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