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Games developed by Monolith Productions, Inc.

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.

Aliens Versus Predator 2

Windows, Mac 2001
Aliens Versus Predator 2, released in 2001, remains a seminal title in the realm of first-person shooters and competitive multiplayer gaming. Developed by Monolith Productions and published by Sierra Entertainment, this innovative title is a sequel to the original Aliens Versus Predator, which debuted in 1999. Building upon the rich lore of the iconic film franchise, the game fuses elements of horror, action, and strategy, allowing players to assume the roles of three distinct species: Colonial Marines, Aliens, and Predators. Each faction offers a unique gameplay experience, inviting players to explore different tactics, strengths, and weaknesses. The single-player campaign immerses players in a gripping narrative that intertwines the destinies of the three species. Taking the role of either a Colonial Marine battling against the ruthless Aliens or a Predator hunting the Marines to prove their prowess, players experience a mix of thrilling combat scenarios and atmospheric tension. The campaign structure encourages exploration and strategic engagement, as players adapt to the rapidly shifting dynamics of their environment. Multiplayer mode is where Aliens Versus Predator 2 truly shines, offering a frenetic battlefield that accommodates up to 32 players in a variety of game modes. The distinct abilities of each faction create an intricate dance of tactical play. For instance, Predators utilize advanced technology and stealth, making them formidable opponents who can ambush unsuspecting foes. On the other hand, Aliens exhibit incredible agility, climbing walls, and swiftly darting through environments to surprise human adversaries. Meanwhile, the Colonial Marines rely on their firepower and teamwork to counter the terrifying abilities of their extraterrestrial opponents, resulting in relentless engagements that test players' reflexes and strategic acumen. The game’s graphics, while reflective of its early 2000s origin, successfully capture the grim aesthetic of the Alien and Predator franchises. The environments are richly detailed, featuring dark, claustrophobic settings that heighten the horror elements of gameplay. Lighting and sound design further enhance the immersive experience; players can feel the tension building through ambient sounds and the eerie silence of desolate halls. This attention to detail serves to elevate the overall narrative, pulling players deeper into a world teeming with danger and intrigue. The legacy of Aliens Versus Predator 2 endures, as it helped lay the groundwork for future entries in the genre, influencing subsequent titles with its innovative multiplayer mechanics and multi-faceted gameplay. It has garnered a dedicated fanbase, who still indulge in its nostalgic charm, decades after its original release. The combination of immersive storytelling, diverse gameplay, and competitive multiplayer functionality solidifies its position as a classic in the gaming archive, leaving an indelible mark on fans and future developers alike.

Blood

DOS 1997
Released in 1997, Blood is a first-person shooter that carved a niche in the gaming landscape of the late '90s. Developed by Monolith Productions and powered by the Build engine, which was also utilized in classics such as Duke Nukem 3D, Blood combined visceral combat with an immersive storyline. The narrative follows the exploits of Caleb, a resurrected warrior seeking vengeance against the dark cult known as the Cabal, who betrayed him and left him for dead. This horror-infused premise set the stage for a gameplay experience that remains memorable to this day. Blood distinguished itself from its contemporaries through its unique atmosphere, blending humor with gory elements and a rich gothic aesthetic. Gamers were introduced to a world filled with horrifying creatures, ranging from zombies to monstrous deities. The game's environments, meticulously designed with decrepit churches, abandoned towns, and eerie graveyards, contributed to the feeling of an authentic horror experience. The unsettling audio effects, paired with an evocative soundtrack, heightened the sense of dread and suspense, immersing players in Caleb's quest for retribution. Gameplay mechanics were innovative for the time, emphasizing both combat and exploration. Blood offered a diverse arsenal of weapons, including the infamous voodoo doll, which allowed players to manipulate foes in delightfully gruesome ways. The level design achieved a delicate balance between linearity and open exploration, encouraging players to scour every corner for secrets and items. Coupled with intelligent enemy AI, which made enemy encounters unpredictable, the game maintained a freshness that kept players engaged throughout its campaigns. Notably, Blood's humor threaded through its violent encounters and witty one-liners from Caleb. The protagonist's sardonic quips during confrontations added a layer of charm, allowing the game to balance its darker themes with moments of levity. This juxtaposition made Blood not just a horror shooter but also an adventure filled with dark comedy, appealing to a wide range of gamers who appreciated a narrative that didn’t take itself too seriously. In the years following its release, Blood has developed a dedicated fanbase and left an indelible mark on the genre. Its legacy carries on through various ports, remasters, and spiritual successors. The cult classic has been influential in shaping subsequent horror-themed shooters, with developers often citing it as an inspiration. The combination of dark aesthetics, gripping gameplay, and a memorable protagonist solidified Blood’s place in the pantheon of classic video games, ensuring its status as a beloved entry in the genre for years to come.

Blood II: The Chosen

Windows 1998
Blood II: The Chosen, released in 1998, is a first-person shooter that serves as both a sequel and a continuation of the cult classic Blood. Developed by Monolith Productions, the game capitalizes on the original's dark humor and gothic atmosphere while introducing new gameplay mechanics and a more modern graphics engine for its time. The setting plunges players into a grim world filled with supernatural horrors, allowing them to traverse uniquely designed environments brimming with breakable objects and hidden secrets. Cultists, demons, and gory creatures populate this macabre universe, providing players with thrilling challenges and memorable encounters. One of the standout features of Blood II is its narrative, which follows Caleb, the same anti-hero from the original title, as he seeks vengeance against a treacherous cult led by the enigmatic Tchernobog. The storyline is rich with lore, intertwining elements of folklore and mythology with a contemporary twist. Players take on the role of Caleb as he battles through a dystopian landscape, following the dark and twisted threads of fate that bind him to his past. The game’s storyline is further enhanced by a variety of characters that players can control, each equipped with unique abilities and weapons that add depth and variety to the gameplay. The game's combat mechanics are intense and fluid, featuring a wide array of weaponry that ranges from traditional firearms to bizarre occult artifacts. Players can utilize chainsaws, flare guns, and even a mystical weapon known as the "Vampire's Kiss" to take down foes in creative ways. This expansive arsenal allows for varied approaches to combat and encourages players to experiment. Additionally, Blood II introduces a unique multiplayer mode, enabling users to engage in frenetic matches with friends or strangers, thus extending its lifespan beyond the single-player campaign. Visually, Blood II: The Chosen was groundbreaking for its era, offering richly detailed environments and dynamic effects that contributed to its haunting atmosphere. The game uses the Lithtech engine, which allowed for improved lighting and physics, rendering gruesome deaths and gory scenes with stunning realism. The art direction evokes a distinct blend of horror and dark humor, creating an engaging aesthetic that stands out even years after its release. While Blood II: The Chosen received a mixed critical reception upon release, it has since garnered a dedicated fan base. Players appreciate its nostalgic charm, innovative mechanics, and the well-crafted balance between humor and horror. Although it may not have achieved the commercial success of other first-person shooters of its time, the game remains a beloved entry in the genre. Its enduring legacy lies in its ability to captivate players with its eccentric style and relentless action, ensuring it is remembered fondly by a generation of gamers.

Claw

Windows 1997
Released in 1997, Claw is a platform game that captivated audiences with its delightful mix of humor, intricate level design, and charming character animation. Developed by Monolith Productions and published by GT Interactive, the game invites players to step into the paws of a swashbuckling feline named Cat, a pirate inspired by the charm of classic adventure tales. Embracing the whims of an 18th-century aesthetic, Claw immerses gamers in a whimsical world where feline prowess meets nautical escapades. Cat’s journey revolves around his quest for fortune and fame, as he hunts for treasure and battles an array of whimsical adversaries. Players traverse through vibrant worlds brimming with peril, where each level challenges not only the reflexes but also strategic thinking. As Cat encounters various foes—from mischievous rats to mechanical crabs—his array of combat techniques, including a trusty sword and nimble acrobatics, adds layers of excitement. The gameplay is further enriched by cleverly designed puzzles and hidden areas, encouraging thorough exploration and rewarding those willing to seek hidden treasures. The visual presentation in Claw is truly noteworthy. The hand-drawn graphics evoke a sense of nostalgia for classic animation while providing lush, detailed environments that captivate players. Each level possesses its own distinct atmosphere, enhanced by charming backdrops filled with interactive elements. Colorful sprites breathe life into the world, creating a delightful playground where every corner reveals something new. The dynamic character designs contribute to the game's overall allure, making each encounter a memorable experience. Another significant aspect of Claw is its enchanting soundtrack, which complements the adventurous spirit of the game. The whimsical melodies, infused with an air of mystery and excitement, draw players deeper into the journey. As Cat navigates treacherous waters and hidden caves, the music punctuates the action, heightening tension during battles and underscoring moments of levity. This engaging auditory backdrop adds to the immersion, making each playthrough feel like a grand escapade brimming with possibility. Claw stands out as a beloved classic among platform games, not only for its engaging gameplay but also for the nostalgic joy it instills in those who played it during their formative years. Its unique blend of humor, vibrant visuals, and entertaining mechanics has allowed it to secure a special place in the hearts of gamers. Even years after its initial release, Claw remains a testament to the creativity and charm that defined the era of classic platformers, influencing future titles and evoking fond memories for countless players worldwide.

Contract J.A.C.K.

Windows 2003
Contract J.A.C.K. arrived in the fall of 2003 as a standalone companion to the No One Lives Forever saga, landing on Windows with a wink and swagger. The title evokes a dry comedic spy spoof while delivering fast paced action in bright midcentury colors. Players assume the role of Cate Archer once more, a glamorous operative navigating a world of eccentric villains and improvised gadgetry. What stands apart is not merely the mission log but the mood, a pastiche of sixties intrigue that marries pulp bravado with shooter discipline. Its scope feels modest, inviting fans to sample UNITY's playground today. Contract J.A.C.K. leans on a hybrid tempo that blends stealth infiltration with blunt force when required, a synthesis that rewards clever planning as much as quick reflexes. The levels shimmer with sleek set pieces, glossy textures, and retro props that evoke a spy radio drama stitched into a kinetic shooter. Gadgets and tricks extend the toolkit, letting players distract guards, slip through vents, or improvise escapes from tight corners. The AI keeps things lively without collapsing into chaos, and the soundtrack swaggers with brass and jazzy pulse, giving every corridor a hint of melodrama and mischief. Polish craftsmanship shines through. Armaments in Contract J.A.C.K. tread a fine line between practical pistols and flamboyant devices, each modeled with a comic designer flair. Silencers, laser sights, and quirky traps slide into combat as part of a larger theatricality that never forgets its spoof roots. The campaign unfurls across varied environments, from sunlit beaches to neon drenched clubs, each stage packed with patter and peril. Voice work and dialogue sparkle with sassy one liners that puncture pretension without breaking immersion. Boss encounters demand patience and improvisation, turning routine firefights into clever puzzles that reward observation and timing over raw numbers. This is play. Many players remember Contract J.A.C.K. for its gleeful disregard for grim realism, a trait that makes revisiting it feel like stepping into a stylish pulp novel. It may show its age in texture and pixel pop, yet the momentum never stalls, and the humor still lands with surprising precision. For modern PC enthusiasts, the experience reads as a compact tribute to a particular branding era where danger wore a smile and gadgets did the heavy lifting. In hindsight the release stands as a note within a canon, a reminder that attitude can outpace technical flaws when the tone is right.

Get Medieval

Windows 1998
Get Medieval, released in 1998, is a captivating action-strategy game that invites players into a world of knightly endeavors and fierce battles. Developed by the underappreciated team at Aenigma Games, this title seamlessly blends real-time strategy elements with hack-and-slash mechanics, creating a unique gameplay experience that stands out in the gaming landscape of the time. Set against a backdrop of charming 2D graphics, the game employs a top-down perspective that allows players to command their knight while navigating through a whimsical medieval realm filled with dangers and challenges. At its core, Get Medieval revolves around the journey of a lone knight, tasked with defending a village from an onslaught of monstrous foes. Players take control of this valiant hero, maneuvering him through various levels populated by an array of adversaries, including skeletons, goblins, and other fantastical creatures. With a responsive control scheme, engaging combat system, and fluid animations, the game immerses players in a fast-paced, adrenaline-fueled atmosphere where quick reflexes and strategic thinking become vital for survival. The game also introduces a fascinating resource management component that elevates the gameplay beyond mere combat. Players can accumulate resources throughout their quests, which can be utilized to upgrade weapons, craft new items, or bolster defensive structures. This element enhances the strategic dimension, encouraging thoughtful planning and foresight. Every decision regarding resource allocation impacts the knight's ability to withstand increasingly formidable enemies, keeping players engaged as they adapt their strategies in response to evolving challenges. Visually, Get Medieval adopts a charming and colorful aesthetic, reminiscent of classic arcade titles but infused with a contemporary touch for its era. The art style combines playful character design with vibrant environments, engaging players' imaginations while maintaining an appeal that captures both nostalgia and innovation. Accompanied by an energetic soundtrack, the auditory experience complements the on-screen action, amplifying the thrilling sensation of confronting ever-present threats. Despite its relatively modest reception at launch, Get Medieval has garnered a cult following over the years. Players fondly remember its combination of humor, relentless action, and engaging strategy, often citing it as a hidden gem of the late 90s gaming era. The intricacies of its gameplay mechanics and the charm of its presentation continue to resonate with audiences, ensuring the legacy of this unassuming title remains alive within gaming discussions to this day.

Gotham City Impostors

Windows 2012
Gotham City Impostors is a Windows first-person shooter built around fast, team-based combat between two rival factions in the middle of Gotham. Players enter the roles of Impostors and Legends, each side fighting under the cover of disguise while blending into the city’s streets, rooftops, and industrial districts. Matches are centered on squad skirmishes with short respawn times, encouraging repeated engagements and aggressive pushes through multi-lane layouts designed for constant flanking. At the core of the gameplay is classic FPS gunplay paired with an ability to quickly switch tactics. Characters can carry loadouts built around a variety of ranged weapons, including pistols, shotguns, submachine guns, and heavier options for close-quarters or mid-range control. Progression and customization expand what can be equipped over time, ranging from weapon variants to character-specific gear. Combat is further shaped by the presence of hand-to-hand and gadget-style interactions, letting players mix quick attacks, utility plays, and decisive bursts of damage during firefights, rather than relying on a single fixed approach. The game’s mechanics emphasize mobility and positioning. During a match, players move through cover-heavy areas, exploit vertical sightlines from elevated structures, and use choke points to force enemies into predictable lines of fire. Objectives and scoring vary by mode, but the overall structure stays consistent: work with teammates, hold territory or push toward targets when the situation demands, and fight for control long enough to swing the match momentum. Gotham is rendered in a distinctly stylized comic-book look, using bold linework, high-contrast shading, and punchy color palettes that make every streetlight glare and graffiti mural feel like part of a panel. On-screen effects include stylized HUD elements and graphic feedback during hits, emphasizing the game’s exaggerated, prankster tone. Characters and weapons also carry a playful silhouette-driven design, turning even familiar FPS gear into something that looks like it belongs in a graphic novel. Audio reinforces that atmosphere with aggressive sound design for weapons, quick impact feedback, and energetic background music that fits the rhythm of firefights. Voice acting and in-match chatter add personality to encounters, with confrontational banter and taunting that stays aligned with the disguise-and-deception premise. The result is a player experience built for constant action—teams trading cover, improvising routes, and reacting quickly as combat unfolds across Gotham’s ever-changing lanes.

Gruntz

Windows 1999
Gruntz, released in 1999, is a delightful puzzle-based strategy game developed by Monolith Productions and published by GT Interactive. Set in a vibrant and whimsical world, Gruntz immerses players in a colorful realm inhabited by adorable, quirky creatures known as Gruntz. Each Gruntz possesses unique abilities and characteristics, encouraging players to use strategy and creativity to navigate through a series of challenging levels that demand both problem-solving skills and dexterity. The premise of the game revolves around the evil antagonist, the Great Wizard, who has captured Gruntz and scattered them across varied landscapes. Players control a group of Gruntz as they embark on a mission to rescue their captured companions. The gameplay is primarily focused on puzzle-solving and exploring enchanting environments filled with obstacles. Each level is meticulously designed, presenting new challenges that necessitate clever use of each Grunt’s skills, such as building bridges, activating switches, and defeating enemies. One of the standout features of Gruntz is its charming, cartoonish graphics that bring the game to life. The vivid colors and whimsical character designs appeal to a wide audience, creating an engaging atmosphere that is both delightful and inviting. The humor embedded within the game, including funny character dialogues and amusing animations, adds an extra layer of enjoyment, making it a memorable experience for players of all ages. Beyond its captivating aesthetics, the richness of strategy found within Gruntz elevates it beyond a simple puzzle game. Players must carefully plan each move, considering the unique abilities of the Gruntz in their squad. The combination of different puzzle types, from logic challenges to action-oriented tasks, ensures that players remain engaged and invested as they progress through increasingly complex levels. Furthermore, the incorporation of items and power-ups adds diversity to gameplay, further enriching the overall experience. Multiplayer modes introduce an additional dynamic, allowing friends to join in the fun. Competing or cooperating in Gruntz allows for lighter, yet strategic gameplay, which transforms the experience from a solo adventure into a shared journey. Even years after its initial release, Gruntz still holds a sentimental place in the hearts of those who enjoyed its quirky charm and challenging gameplay.

No One Lives Forever 2: A Spy in H.A.R.M.'s Way

Windows, Mac 2002
No One Lives Forever 2: A Spy in H.A.R.M.'s Way debuted to the gaming world in 2002, bringing to life the adventures of the unforgettable Cate Archer as a secret agent. The single-player, first-person shooter game casts players into a world full of espionage, as Archer battles the criminal and terrorist organization, H.A.R.M. The game takes place in a rooftop-spanning 1960s world. Despite being drowned in stylized mid-century cool, the game is full of peril and mystery. As Cate Archer, the player takes on the challenge of thwarting the evil plots of H.A.R.M, all while completing tasks and missions doled out by the Controller. Players traverse different parts of the world, from London to Shanghai, Cambodia to the Caribbean, in their quest to bring down H.A.R.M. The mission-based, yet story-driven gameplay in No One Lives Forever 2 mixes action and comedy in a way that few other games at the time could deliver. The game features a large variety of stealth manoeuvres, gadgets and weapons, ranging from spike shoes to tasers and dart guns to Cate's trusty crowbar. Vehicles such as hovercrafts and planes give the player a chance to escape the madness. No One Lives Forever 2: A Spy in H.A.R.M.'s Way features a multiplayer mode as well where players can join forces with up to eight others and compete in objective-based missions or deathmatch arenas. Additionally, the game was lauded for its extensive A.I., making the non-player enemies and allies quite realistic in their reactions to the player's actions. The game was highly regarded upon its release and has since become a classic in the gaming world. No One Lives Forever 2: A Spy in H.A.R.M.'s Way has set the bar of expectations for its successors, and its impact can still be felt in the modern FPS genre to this day.

Sanity: Aiken's Artifact

Windows 2000
Dr. Joan Aiken had discovered a way to inject a special serum into the human brain that would give the brain powerful psychic abilities, known as 'talents'. Since only babies could absorb the serum properly, she injected it into twin brothers, Cain and Abel, in a scientific project called 'Tomorrow's Children'. When they grew up, the boys took different paths. Cain joined a special group of law enforcement officers, while Abel wandered off into the world of crime. Years later, a radical organization known as the Eye of Ra emerges, with the sole purpose of sabotaging the Children of Tomorrow project, according to them for ethical reasons. Cain's first mission is to infiltrate their headquarters and confront their leader. Sanity is an action game with puzzle-solving elements. There is also a role-playing element present in card collecting and talent upgrading. The game focuses on combat, which is mostly ranged, with Cain being able to shoot or use his psychic powers. Talents are categorized into groups, such as Fire, Sun, Illusion, Science, Demonology, etc. In each group, there are many talents that Cain can learn, ranging from offensive and support combat spells to skills needed to solve puzzles (such as levitate, push heavy objects, etc. ). The game has fully 3D graphics with top-down perspective, similar to Metal Gear Solid.
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