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Games developed by John Carmack

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.

Shadowforge

Apple II 1990
Released a few years after its original creation, the first game written by John Carmack is a fantasy RPG somewhat inspired by the early Ultima games. The story takes you to the peaceful city of Jaterus, about to become much less peaceful thanks to a certain Greymere. This evil archmage has taken up residence in a three-level dungeon, conveniently located just outside the city walls. More alarmingly, he has built the Shadowforge, a potent magical artifact that has increased his power and ambition for conquest; Jaterus is at the top of his list. Your job is to nullify his aspirations by finding and destroying the artifact. The town of Jaterus is your base of operations, and its main attractions are the weapon and armor stores, the inn (where you can recuperate after a stay in the dungeon), the temple (where health potions are sold) and the tavern (which, in addition to refreshments, offers conversations, some of them useful). However, the various random NPCs do not communicate. The dungeon is populated by Greymere's minions; some are randomly placed, some are not, and all must be defeated in turn-based combat; the deeper you go, the tougher the bad guys get. Combat involves both melee and ranged attacks, and defeated monsters will give you gold and experience. Leveling up will increase your maximum hit points, but no other stats are recorded. There are also some secrets waiting to be revealed along the way.

Wraith

Apple II 1990
Wraith arrived on the Apple II in 1990 at a time when the platform was already crowded with labyrinthine action titles, yet the game still tried to stand out through atmosphere and pace. As far as many contemporary catalogs and later retrospectives indicate, it centers on a single-minded push through hostile spaces, mixing frantic encounters with stretches of tense navigation. The premise leans into the supernatural, using the idea of a predatory presence to keep pressure on the player rather than letting the action feel purely mechanical. Gameplay is built around movement, threat awareness, and quick decision-making. The controls tend to feel snappy, designed for short bursts of dodging and counterattacking, and the camera perspective keeps you oriented to immediate danger. Progression typically involves clearing areas of enemies, managing health, and searching for exits or objectives hidden behind environmental turns. Instead of open ended wandering, the rhythm favors forward momentum, with the level layout nudging you toward riskier routes as you learn enemy patterns. Visually, Wraith fits the Apple II’s visual reality: stark contrast, readable shapes, and motion that communicates intent even when the hardware cannot indulge in lush detail. Sprites and background elements work together to make spaces feel claustrophobic, while enemy movement telegraphs danger with quick shifts and aggressive pacing. Animation is utilitarian, but it is effective; you are meant to read the scene fast, not admire it slowly. The audio support generally follows the era’s pattern of tones and simple effects, creating cues for hits, hits taken, and critical moments. One of the most interesting aspects is how the game balances urgency with repetition. Early runs expose the map logic, enemy routes, and choke points, then later attempts reward speed and pattern recognition. That design choice makes Wraith feel closer to a test of nerves than a casual pastime, and it also explains why fans remember it with a little stubborn fondness. Even when you miss an objective or take a hit you should have avoided, the feedback loops are tight enough to keep you experimenting. In hindsight, Wraith represents a distinct flavor of early 90s Apple II publishing: ambitious enough to chase a cinematic mood, constrained enough to focus sharply on moment to moment gameplay. It sits comfortably alongside other action maze experiments of the period, but its emphasis on relentless pressure gives it a recognizable silhouette. For players who enjoy learning quirks, mastering movement timing, and squeezing skill from limited visuals, Wraith remains a satisfying slice of retro engineering ambition.
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