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Games developed by Impressions Games

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.

Air Bucks

Air Bucks is a business simulation game that tries to capture the ins and outs of the airline industry without bogging the player down with details. It starts in 1946 and the goal is to build a successful airline with a small starting budget. There is a lot of detail in the game, for example, the player can buy the rights to airports, arrange aircraft seating to carry more or fewer first class passengers, decide on the quality of food or in-flight entertainment, etc. The game includes 'special events' similar to those in Sid Meier's Railroad Tycoon, requiring rapid changes in aircraft operations to accommodate them. Other important industry-specific activities include designing global routes and paying landing fees, changing aircraft layout, and determining fares for each leg. All of these decisions are made within several menu screens. The competition consists of up to three human or AI-controlled opponents and the world map is randomly generated with each new game.

Air Force Commander

DOS, Amiga 1992
Veteran wargamer M. Evan Brooks said it all in his synopsis of the game: 'Multiple scenario options for strategic air supremacy in the Middle East'. The scenarios themselves were detailed and somewhat esoteric, e. g. , Bahrain vs. Qatar (actually, not that unrealistic given the political realities). But the speed of the game could not be slowed down (eventually a patch was distributed on the electronic bulletin boards). Overall, an interesting effort with little potential for lasting gaming value'. Impressions would later improve the engine a bit and use it for Global Domination and, later, When Two Worlds War. Still, the weak AI and cumbersome user interface that characterize most of Impressions' early efforts make this game marginal at best. Anyone who wants to play a really good air force war game should give Big Time's Flight Commander 2 a try.

Breach 3

DOS 1995
Breach is an early but detailed simulation of combat at the tactical level. Breach 2, a more recent revision, adds more detail and fits as a tactical subset to Rules of Engagement through Omnitrend's innovative 'interlocking gameplay system'. Easy to learn and fun to play, it was definitely ahead of its time. The option to design your own scenario greatly expanded the replayability value. 4 years later and after Omnitrend's demise, Impressions picked up the engine and released Breach 3, an excellent update with campaign builder, scenario designer and VGA graphics. It is also integrated into Rules of Engagement 2, released at the same time. A must-have product for all armchair commanders who crave complexity and tactical realism.

Caesar III

Windows 1998
Caesar III is a city-building game set in the Roman Empire released by Sierra Entertainment in 1998. The game puts the player in the shoes of a provincial governor tasked with building a thriving Roman city. The player must take into account the needs of the citizens of the city and manage resources such as food, housing, and entertainment. The game also features military missions allowing the player to construct and command their own Roman legion to fight against barbarian tribes. Caesar III is a highly detailed and complex city-building game that requires a good understanding of the Roman era to be successful. The game features accurate representations of the various buildings, monuments, and structures of the era such as the Colosseum, the Forum, and the Baths of Caracalla. Players must also manage resources such as food, housing, entertainment, and even religion in order to keep their citizens happy and the city running smoothly. The game also features a military system that allows the player to construct and command their own Roman legion to fight against barbarian tribes. The game features a variety of missions that the player must complete in order to progress. These missions range from simple tasks such as building specific structures to more complex missions such as defending the city from barbarian attacks. Players must also build up their city and manage their resources in order to achieve success. In conclusion, Caesar III is a highly detailed and complex city-building game that requires a good understanding of the Roman era to be successful. The game features accurate representations of the various buildings, monuments, and structures of the era and requires players to manage resources such as food, housing, entertainment, and even religion in order to keep their citizens happy and the city running smoothly. The game also features a variety of missions that the player must complete in order to progress, as well as a military system that allows the player to construct and command their own Roman legion.

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Cohort II

DOS, Amiga 1993
Cohort II is a significant upgrade of the previous Impressions Cohort. Apart from an upgrade of the graphics (to VGA this time) and gameplay, this version is part of a game system module intertwined with Caesar, which allows the user to 'off-hook' and play the tactical battles. However, the actual implementation of the tactics bears no relation to the story: it often gives the feeling of commanding a squadron of WWII units instead of the ancient Romans. Recommended for anyone who wants to delve into Caesar's battles in more detail, but definitely not a standalone product.

Conquest of Japan

In 1992, gamers were transported back in time to feudal Japan with the release of the DOS game Conquest of Japan. Developed by Koei Co., Ltd. and published by Koei America Corporation, this strategy game captured the attention of players with its intricate gameplay and historical accuracy. Set in the late 16th century, players take on the role of powerful warlords attempting to unify Japan under one rule. The game starts with the player choosing a starting province, each with its own unique characteristics and resources. From there, players must carefully manage their resources, build and expand their armies, and forge alliances or declare war on neighboring clans. One of the most impressive aspects of Conquest of Japan is its attention to historical detail. The game features over 200 actual clans and characters from Japanese history, making it a truly immersive experience. In addition, the territories and borders accurately reflect the political landscape of feudal Japan, adding an educational element to the gameplay. While the game primarily focuses on military conquest, players must also manage their economy and resources in order to fund their campaigns. Balancing the needs of your people with the demands of war can be a challenging task, adding an extra layer of complexity to the game. The turn-based gameplay of Conquest of Japan also allows for strategic planning and careful decision-making. Players must consider factors such as terrain, weather, and alliances when moving their armies and engaging in battles. Each decision has consequences, making for a truly engaging and thought-provoking experience. Conquest of Japan's graphics may seem rudimentary by today's standards, but for its time, they were groundbreaking. The game features detailed maps, portraits of characters, and battle animations that bring the world of feudal Japan to life. Combined with the in-depth gameplay, these elements make for a truly immersive experience. Since its release in 1992, Conquest of Japan has gained a cult following among strategy game enthusiasts. Its unique blend of historical accuracy and intricate gameplay sets it apart from other games of its time, and it is still revered as a classic by many gamers today. With its attention to detail and challenging gameplay, it's no wonder that Conquest of Japan remains a beloved DOS game. Whether you're a history buff or a strategy game fanatic, Conquest of Japan is a must-try for any gaming connoisseur.

D-Day: The Beginning of the End

DOS, Amiga 1994
Veteran wargame reviewer M. Evan Brooks sums it up succinctly in his synopsis of this outcast: 'D-Day: The Beginning of the End is a wargame portraying the amphibious invasion of Festung Europa, based on The Blue and The Gray engine, to the extent that WWII formations can take over the 'square. Need I say more about the historical validity? As a gaming experience, it lives up to its history'. Disappointing to say the least, and a totally failed attempt by Impressions to create a 'serious' wargame, something they have never been good at. Avoid this game and play Gary Grigsby's wargames.

Fighting For Rome

DOS, Amiga 1991
In the words of veteran wargamer M. Evan Brooks, 'a clunky interface coupled with mediocre graphics demonstrate why British products are often not ready for the American market'. Still, Cohort is one of the first detailed games of Roman military tactics, and as Impressions' fourth offering in the 'Micro Miniatures' series, it benefits from sharper graphics and improved AI. Formations and unit commands have also been greatly revised from previous titles. Perhaps realizing that the Ancient Rome setting is something worth exploring further, Impressions subsequently released Cohort II, a far superior product that replaced this title.

Fort Apache

DOS 1991
Fort Apache, released for DOS in 1991, belongs to the peculiar lineage of early PC wargames that mix strategy with survival drama. The game throws players into a remote frontier fort besieged by raiders, where every decision echoes through dim corridors and sun bleached courtyards. Its graphics lean toward sprite work and tilemaps rather than slick three dimensional spectacles, inviting players to picture the landscape rather than wash it away with gloss. The mood is tactile rather than cinematic, a deliberate choice that mirrors the era when manuals and maps carried as much weight as the screen for many players. Players manage a compact garrison, balancing defensive layout, ammunition stocks, and the morale of a handful of troops. The challenge unfolds on compact maps where line of sight matters and each corridor becomes an obstacle course. Commands arrive through keyboard shortcuts or a clipped mouse interface, guiding barricades, patrols, and rapid counterattacks. Combat blends ranged skirmishes with close quarters defense, pushing you to assign volunteers to watch towers while others reinforce gates. Resource scarcity is a through thread, forcing difficult choices between strengthening a wall and provisioning the kitchen, dance-like tactical decisions that keep tension high even under dust motes. Sound design leans toward echoing boots and distant gunfire, with a sparse musical backdrop that never swamps the imagination. The interface favors clarity over flourish, delivering a practical sense of space inside the fort’s laybrinthine passages. Players are nudged to scout rooftops, listen for approaching footsteps, and keep an eye on dwindling supplies. The pacing rewards patient planning; a well-timed repositioning can avert an early collapse, while haste invites disasters born of hasty improvisation. The historical flavor is more impressionistic than documentary, capturing a frontier mood through color choices, unit silhouettes, and the hush between chaotic events that linger afterward. Fort Apache sits in the dusty attic of early 90s strategy, remembered by a constellation of fans who prize stubborn design over flashy spectacle. It offered a disciplined, almost pedagogical approach to fort defense, a rarity in an era dominated by action shooters. Emulation and abandonware communities later preserved it, letting generations sample the challenge on modern machines. For some, the game functions as a primer on risk management under pressure; for others, a curio that proves how much atmosphere can be extracted from modest technology. As a relic, it invites curiosity more than nostalgia, a doorway to frontier dreams.
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