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Games developed by New World Computing, 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.

Arcomage

Windows 1999
Arcomage is a strategic card game released for Microsoft Windows in 1999 by 3DO Company. It is a spin-off of the popular role-playing game, Might and Magic, and was highly anticipated by fans of the franchise. The game is set in the world of Enroth and allows players to build and defend their own castle while competing against their opponent to be the first to reach a set number of points. The concept of Arcomage is simple yet addictive. Players take turns drawing cards from a deck and using these cards to play as resources, spells, or creatures. Each card has a specific function, and players must strategize and plan their moves carefully to gain an advantage over their opponent. The game can be played against the computer or against another player through a local or online multiplayer option. One of the most impressive aspects of Arcomage is its stunning graphics. The game features vibrant and detailed illustrations that bring the world of Enroth to life. The castles, creatures, and spells are all uniquely designed, adding to the overall immersive experience of the game. The soundtrack is equally enchanting, with a mix of upbeat and eerie tunes that perfectly capture the mood of the game. Arcomage also offers a variety of game modes to keep players engaged. The main mode, called Castle Race, requires players to reach a set number of points before their opponent by using their resources and playing their cards strategically. There is also a Duel mode, where players can battle against one another with preset decks. Additionally, there is a Challenge mode that presents players with unique scenarios and tasks to complete, providing a different kind of challenge. The game also offers a high level of customization. Players can choose from different decks, each with its own theme and specialty. There are also various special cards that can be unlocked by completing challenges, adding more depth and variety to the gameplay. Furthermore, Arcomage has a built-in deck editor, allowing players to create their own custom decks and share them with others. Despite being released over 20 years ago, Arcomage is still incredibly popular among gaming enthusiasts. Its addictive gameplay, stunning graphics, and customizable options have ensured that the game remains relevant and enjoyable even today. Fans of the Might and Magic franchise will also appreciate the references and connections to the larger gaming universe.

Heroes Chronicles: Clash of the Dragons

Windows 2000
Heroes Chronicles: Clash of the Dragons is the fourth installment in a series of shorter games, based on the engine of Heroes of Might and Magic III: The Restoration of Erathia. This installment follows the quest of Tarnum, the Immortal Hero, fighting against the Dragon Queen Mutare and her minion of 5 different species of dragons.... The standard Heroes gameplay is here. Fantastic creatures with special abilities in turn-based battles on special maps. Build structures to recruit better creatures, cast spells to help them in combat and much more.

Heroes Chronicles: Conquest of the Underworld

Windows 2000
Heroes Chronicles: Conquest of the Underworld is the second in a series of shorter games, based on the Heroes of Might and Magic III: The Restoration of Erathia engine. This installment follows the quest of Tarnum, the Immortal Hero, escorting the soul of a dead King through the Underworld, fighting all the way, in order to regain Paradise.... The standard Heroes gameplay is all here. Fantastic creatures with special abilities in turn-based battles on special maps. Build structures to recruit better creatures, cast spells to help them in combat and much more.

Heroes Chronicles: Masters of the Elements

Windows 2000
Heroes Chronicles: Masters of the Elements is an engaging turn-based strategy game developed by the renowned New World Computing and released in 2000. As part of the beloved Heroes of Might and Magic franchise, this title stands out for its captivating storyline and intricate gameplay mechanics. Set in the fantastical realm of Antagarich, players embark on a quest alongside the heroic figure of Tarnum, a powerful warrior with the ability to wield elemental magic. The game expertly combines strategy with role-playing elements, making it a unique and memorable entry in the series. One of the most compelling aspects of Masters of the Elements is its narrative depth and character development. Players follow Tarnum's journey as he confronts the nefarious forces threatening his world. The narrative unfolds through a series of scenarios, each presenting new challenges and unfolding layers of the overarching story. The well-crafted dialogue and immersive plot twists ensure that players remain engaged throughout the gameplay. The incorporation of rich lore from the wider Heroes of Might and Magic universe enhances the experience, drawing in both new and returning fans. The gameplay mechanics of Heroes Chronicles are designed to be accessible while still offering strategic depth. As players progress through the game, they must gather resources, build armies, and engage in tactical combat. The turn-based structure allows for careful planning and thoughtful decision-making, as players maneuver their units on the battlefield to outsmart opposing forces. Unique to Masters of the Elements is the emphasis on elemental magic, which provides players with powerful spells and abilities tied to the four elements: Earth, Air, Fire, and Water. This elemental system adds layers of strategy, as players must consider the strengths and weaknesses of each element in combat. Visually, the game showcases a vibrant aesthetic that brings the magical world of Antagarich to life. The graphics, although reflective of the era, deliver charming visuals that resonate with the game's fantasy theme. The varied landscapes and detailed unit designs contribute to an engaging atmosphere that keeps players immersed in their adventures. Coupled with an evocative musical score, the overall presentation enhances the experience, inviting players to lose themselves in the enchanting world. Furthermore, Masters of the Elements allows for a wealth of replayability. With multiple scenarios and branching paths, players can explore different strategies and outcomes, enriching their experience with each playthrough. The multiplayer mode also adds another layer of fun, enabling friends to engage in epic battles against one another.

Heroes Chronicles: The Fiery Moon

Windows 2000
Heroes Chronicles: The Fiery Moon is the sixth installment in a series of shorter games, based on the Heroes of Might and Magic III: The Restoration of Erathia engine. Each game consists of a single campaign that chronicles an important period in the life of Tarnum, the immortal hero. This chapter was released as a free download for those who already owned three other Heroes Chronicles games. This chapter is a direct sequel to Heroes Chronicles: The World Tree. After saving the World Tree, the demented ancestor Vorr managed to escape. Tarnum now has to track down Vorr and destroy him at any cost. Unlike the other entries in the series (with the exception of The World Tree), this chapter only has a five-scenario campaign and does not include a tutorial.

Heroes Chronicles: The Final Chapters

Windows 2001
The last part of the Heroes Chronicles games contains two campaigns. In Revolt of the Beavers, Tarnum frees the enslaved swamp dwellers and leads them to freedom. The swamp dwellers are a group of creatures that Tarnum has enslaved himself, in his old days, when he was one of the Warlords of the Wastelands. In The Sword of Frost the elven hero Gelu seeks the sword of frost, even he has been warned that this blade can destroy the world, like the Blade of Armageddon. Tarnum's task is to stop Gelu, but the only creatures willing to fight the elven hero are the evil dungeon dwellers of Nighon. The game uses the same graphics engine as the other games in the Heroes Chronicles series, the system was first introduced in the game Heroes of Might and Magic III: The Restoration of Erathia.

Heroes Chronicles: The World Tree

Windows 2000
Heroes Chronicles: The World Tree is the fifth in a series of shorter games, based on the Heroes of Might and Magic III: The Restoration of Erathia engine. Each game consists of a single campaign that chronicles an important period in the life of Tarnum, the immortal hero. This chapter was released as a free download for those who already owned two other Heroes Chronicles games. One of the ancestors, Vorr, has gone mad and seeks to destroy the World Tree, the essence of life. It is now up to Tarnum to gather forces and prevent Vorr from succeeding in his plan. Unlike the other entries in the series (with the exception of The Fiery Moon), this chapter only has a five-scenario campaign and does not include a tutorial.

Heroes Chronicles: Warlords of the Wastelands

Windows 2000
It is the first in a series of shorter games, based on the Heroes of Might and Magic III engine. Each game consists of a single campaign that chronicles an important period in the life of Tarnum, the immortal hero. Warlords is presented as a 'prequel', telling the story of Tarnum's quest to lead his barbarian peoples and rid themselves of the oppressive rule of Bracaduun and the wizards who dominate it. However, as the introduction gives away, although Tarnum will become king, in doing so he will commit crimes that will cause the ancestors to deny him admission to paradise, and he will be returned as the immortal hero of the next episode (Conquest of the Underworld). The campaign consists of eight scenarios, in which Tarnum takes his experience from one scenario to another. The game plays exactly like Heroes III: Shadow of Death (three scenarios include combination artifacts). The story progresses during each scenario through frequent text pop-ups. There are also movies for each scenario, rather than just one per campaign. In keeping with the storyline, the early scenarios only have Fortress and Stronghold cities, while Castle and Tower cities appear later. Difficulty is selectable for each scenario, and a tutorial is included so that both novice and expert heroes can play.

Heroes of Might and Magic

DOS 1995
In 1995, Heroes of Might and Magic arrived on DOS and quickly proved that classic strategy could still feel crisp and imaginative. Players took command of armies, not just units, juggling scouting choices, resource management, and battlefield tactics in a single, cohesive loop. The presentation was bold for its era: cheerful portraits, readable map layouts, and an interface designed for fast decisions even when the screen felt crowded. Underneath the charm was a disciplined design, where every action either expanded your options for the next week on the campaign calendar or closed off paths you would regret. The structure was famously map-driven. Armies moved across a hex grid, collecting towns, clearing neutral threats, and negotiating the geography of terrain bonuses. Towns were more than hubs; they were engines that shaped what your faction could become. As you built dwellings, upgraded defenses, and recruited specialized troops, the character of your roster emerged gradually, turning early gambles into long-term advantages. The fantasy variety mattered: each faction blended distinct combat styles, creature statistics, and spell behavior, so experimentation was encouraged rather than punished. Combat itself delivered the strategic punch that made the series stick. Each battle unfolded in turn order, with initiative affecting tempo and morale-like momentum. Positioning on the battlefield mattered, because frontline durability, flank access, and distance to critical stacks could alter outcomes dramatically. Spells and hero abilities added tactical spice, especially when you planned for resistances, summoned units, and damage over multiple rounds. Even the randomness felt purposeful, since preparation and scouting often determined whether luck helped you or harmed you. What distinguished the DOS release was how it balanced accessibility with depth. Newcomers could learn the basics rapidly, yet veterans found room for refinement: optimal week-by-week expansion, careful economy planning, and the art of reading an opponent’s likely threat lines from their creature composition. Scenario variety also kept the experience from turning into a single recipe. Some maps rewarded aggression and rapid recruitment, while others favored patient positioning, scouting to locate treasure chains, and timing your offensives around key bottlenecks. Its legacy is clear even now. The game helped define a template for turn-based fantasy strategy on personal computers, influencing how later entries treated towns, heroes, and combat clarity. For many players, the DOS version became a gateway: a first taste of grand campaigns, memorable art direction, and the satisfying rhythm of planning, marching, and fighting. It remains a notable piece of mid-90s PC game culture, where imagination met disciplined systems and kept pulling players back for another campaign week.

Heroes of Might and Magic II: The Succession Wars

DOS 1996
Heroes of Might and Magic II: The Succession Wars arrived in 1996 for DOS, and it quickly turned strategy fans into lifelong believers. Built on the familiar fantasy comfort of heroes, castles, and turn-based battles, it still managed to feel fresh through sharper pacing and clearer decision pressure. The game invites you to plan like a commander and execute like a tactician, juggling economics, troop development, and battlefield positioning. Even on a modest computer, the moments between fights carried a distinct mood, as if every week of growth could tilt the entire map. What stands out is the tight rhythm of its campaign structure. You move through scenarios with objectives that reward careful scouting, clever route choices, and timing. The upgrade paths for commanders and their armies create satisfying long-term goals, yet the battles themselves demand constant attention. Terrain matters in a practical way: choke points, line of sight, and spacing can determine whether a small formation survives an entire engagement or collapses within two rounds. Losses hurt, but they teach, and that learning loop feels surprisingly humane for a two-dimensional relic of the mid 1990s. Faction variety adds extra texture. Each race approaches conflict with its own strengths, from aggressive early pressure to sturdier late-game compositions. Resource management, especially around production and recruitment, rewards players who keep an eye on future needs rather than chasing only immediate victories. Magic and special abilities also create different kinds of victories; sometimes the winning move is a well-timed spell, while other times it is a disciplined refusal to overcommit. The result is a strategy layer that feels thoughtful, not bloated. Compared with many contemporaries, the game’s balance has a crisp edge. Battles stay readable, but not simplistic, and the computer opponent often pushes you to adapt instead of repeating a single tactic. Maps encourage experimentation, and the heroes themselves become strategic instruments, not just roaming avatars. Campaign choices and outcomes can shift your sense of momentum, making each session feel like part of a longer struggle rather than an isolated puzzle. Its legacy also echoes far beyond DOS. The successor wars theme and the overall design philosophy helped define what many players later expected from the franchise: clear mechanics, memorable units, and battles that reward patience without demanding endless grinding. For anyone revisiting it today, the game still delivers a rare kind of satisfaction, where planning, risk, and timing fuse into something oddly satisfying. It remains a classic because it respects the player’s intellect while keeping the fantasy adventure front and center.
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