Games developed by Gimagin
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.
Alice in Wonderland
Released in 2010 for Windows, this gentle yet stubborn adventure invites players into a peculiar world woven from white rabbits, crooked clocks, and tea that never ends. The game positions itself as a painterly puzzle journey rather than a hurried action romp, inviting patience and curiosity. Its creators lean into whimsy while balancing a definite sense of peril, so the mood shifts with every corridor. Players guide a young heroine through shaded gardens, grim corridors, and dreamlike courtrooms, gathering clues, unlocking doors, and meeting talking creatures who both assist and mislead. Vibe feels like a fairy tale captured in ink.
On the mechanical front, the game unfolds as a classic point and click affair enriched by thoughtful design. Players explore neatly styled environments, clickable hotspots, and a helpful journal that logs discoveries and tentative objectives. Inventory shifts feel tactile as you combine mundane trinkets into key devices, unlocking pathways or revealing hidden passages. Puzzles favor logic and observation over reflex, yet clever twists keep frustration at bay. A hint system nudges when you stray, while optional lore entries deepen the world for curious minds. Combat never dominates, allowing atmosphere and exploration to steer the pace and tone of every session.
Visually the title dances between watercolor softness and sharp architectural geometry, echoing the strange corridor walk between wonder and menace. Characters speak with clipped humor, and voice work carries a touch of whimsy that never slips into cartoonish excess. The storytelling nods toward classic fantasy while sipping the eerie glamour of a Burtonesque dream, creating an atmosphere that feels both familiar and strange. Pacing favors quiet exploration over bombastic set pieces, yet dramatic cut scenes punctuate key revelations. Soundtracks drift with lilting melodies and unexpected stings, reinforcing the sense that every door opened reveals a hidden chapter of the tale.
Fans of serene mystery often cite this installment as a surprisingly sturdy bridge between old fashioned adventure games and contemporary interactive fiction. It rewards careful observation, patient deduction, and a willingness to walk away for a while and return with fresh eyes. On PC it runs smoothly, presents a clean interface, and gracefully handles low tolerance for pixel hunting through clear hints. Collectors remember its artful color palette and the strange sense of companionship offered by its cast of oddball guides. In short, the Windows release of 2010 remains a notable snapshot of creative risk and enduring charm for fans.
Hostile Makeover
Hostile Makeover is a Windows PC title released in 2009 that places players inside a gleaming corporate tower where mergers are negotiated with more than memos and press releases. You assume the role of a corporate fixer tasked with tilting the scale in a ruthless bid for market dominance. The game unfolds across interconnected floors, each designed as a self-contained puzzle chamber and a stage for stealth, deception, and meticulous planning. The objective is not brute force but strategic environment reconfiguration, so rival teams stumble while your scheme remains unseen beneath the surface of office life.
Gameplay centers on stealth, environmental puzzles, and measured action. Players navigate a first-person environment filled with security cameras, movable walls, and scripted NPC routines. A portable device called the Makeover Kit lets you rewire corridors, reroute feeds, and divert patrol paths, turning obstacles into opportunities. Puzzles unfold as timing-based mini-games for hacks, door locks, and terminal accesses that reward pattern recognition and careful observation. Progress is tracked by influence, risk, and time, with alarms triggering heavier patrols and tighter constraints. Detection carries consequences, but silence yields higher rewards at lower risk.
Visually, Hostile Makeover presents a polished near-future corporate aesthetic. Interiors emphasize verticality and light-filled atria, with glass walls, chrome trim, and holographic signage glowing in cool blues and whites. Textures favor clean, low-contrast surfaces that read clearly against a saturated color palette. Lighting uses hard shadows and specular highlights to delineate pathways and hidden devices. The user interface is crisp and unobtrusive, featuring vector icons, a compact minimap, and contextual indicators near doors and terminals. Visual effects underscore the game’s emphasis on precision and planning rather than brute force.
Audio design complements the restraint with an understated industrial electronic score that shifts with exposure. Subtle synth motifs, percussion that spikes on high-alert moments, and field textures from office environments create a sense of place without overpowering the action. Voice work favors calm, clipped narration and terse NPC dialogue conveying corporate air and ambition. Environmental sounds—printer hum, elevator chimes, keyboard taps, and distant chatter—anchor each area and provide cues for timing, stealth opportunities, and mission cadence.
Beyond its core puzzles, Hostile Makeover rewards thoughtful risk-taking and pacing. Progression unfolds through completed floors, earned contracts, and the enhancement of your Makeover Kit and gadgets. Difficulty scales with smarter guards, more complex layouts, and fewer telltale signs of intervention, inviting repeat plays to discover alternate routes and outcomes. The game supports a straightforward save system and offers optional challenges, time trials, and hidden scenarios that reveal lore about rival firms. The experience emphasizes restraint, timing, and the satisfaction of turning a challenging environment to your advantage.