Games developed by Infinity Co., 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.
Bardysh: Kromeford no Juunintachi
Bardysh: Kromeford no Juunintachi is a Windows role-playing game set in the border region of Kromeford, a weathered land of forts, forest roads, and besieged villages where mercenary bands are hired to settle disputes that the local authorities cannot contain. Players follow a growing company of fighters known collectively as the “twelve men,” each with distinct fighting styles and specialties. As the party moves from settlement to settlement, the conflict deepens from isolated bandit activity into a wider struggle tied to old ruins and shifting allegiances.
Gameplay centers on exploring towns and wilderness areas, taking missions, and engaging in battles as encounters trigger. The game uses a party-based system in which you select members for each outing, then assign commands during combat. Battles progress through turn order, with positioning and weapon choice affecting effectiveness. Between fights, equipment can be upgraded at shops and through repairs, while consumable items help bridge the gap when endurance runs low. Character progression emphasizes both improvements in combat power and the discovery of new techniques gained through repeated use and successful mission completion.
The party’s variety is reinforced by different roles—front-line attackers, supportive fighters who enhance defenses or restore status, and specialists who excel against particular enemy types. Skill selection and item use are coordinated during each round, encouraging players to adapt to changing enemy patterns rather than rely on a single strategy. Quest objectives often require more than defeat: escorting allies through hostile zones, securing specific locations, or retrieving key items guarded by miniboss opponents.
Visually, the game presents detailed 2D character sprites set against layered backgrounds, with combat scenes framed to emphasize weapon motion and target selection. Attack animations are clear and readable, showing impacts, projectile arcs, and status effects with consistent visual cues. Town screens focus on portrait-style character presentation and map navigation, while wilderness and dungeon environments use tile-based layouts that highlight chokepoints and traversal paths.
Audio supports the atmosphere with energetic battle music and more subdued town themes, typically delivered through full MIDI-style orchestration that matches the period’s Windows releases. Sound effects emphasize steel strikes, item usage, and enemy reactions, with consistent volume mixing so combat remains easy to follow. The overall player experience is that of methodical campaign management—planning party composition, preparing equipment, and learning enemy behavior—paired with brisk turn-based engagements that reward careful command selection.