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Games developed by Psycho World

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.

Cranebit

Mophun 2003
Released in 2003 for the Mophun mobile game platform, Cranebit places players in command of a compact, autonomous crane unit tasked with servicing a sprawling industrial facility. The setting is a labyrinth of catwalks, conveyor belts, and shadowed service shafts, where flickering lamps cast a cold glow across riveted girders and rusted panels. Your mission is to recover scattered components and restore power to critical subsystems. The game delivers a compact, self-contained challenge designed for early mobile hardware while offering a steady cadence of logic-based action. At the heart of Cranebit lies the extendable crane arm and a precise grip mechanism. Players rotate the crane base, extend and retract the arm, and latch onto objects to lift and maneuver them through tight confines. Each level presents a set of objectives: retrieve specified parts, transport crates to a designated terminal, or trigger switches by placing items on pressure pads. Objects vary in weight and size, and the physics system emphasizes balance and positioning rather than speed. A simple control scheme supports one-handed play on keypad or D-pad, with separate actions for gripping, releasing, and reorienting loads. Energy consumption limits operation, and scattered batteries replenish power. Cranebit's visuals are crisp and legible, employing pixel sprites with a restrained industrial palette of steel blues, yellow-warning accents, and rust tones. The environments read as a believable factory floor: beams, ducts, and catwalks, all rendered with clean outlines and subtle shading. Backgrounds glide by with light parallax to convey depth while foreground objects keep their silhouette so crates, gears, and control blocks read clearly at mobile distances. Heads-up display information sits unobtrusively at the screen edge, supplying level number, objective progress, a timer, and an energy gauge. The overall look communicates a lived-in mechanical world appropriate to portable gaming in 2003. Audio reinforces the industrial atmosphere with metallic clanks, hydraulic sighs, and the low whirr of a working crane. The soundtrack leans on compact, chiptune-inspired motifs that echo through factory corridors, intensifying as tasks near completion. Sound effects for gripping, lifting, and dropping objects are crisp and responsive, providing immediate feedback on successful or failed placements. The audio mix stays clear on monaural and early stereo devices, preserving the game's brisk tempo without overpowering the player's attention to controls and objectives. Cranebit delivers a focused mobile puzzle-platform experience that rewards careful planning and steady hands. Levels are compact yet carefully crafted, balancing puzzle elements with gentle action to sustain a steady learning curve. The control scheme accommodates casual play while enabling precise manipulation for seasoned players, and level progression introduces new mechanics gradually to maintain engagement. Completing objectives yields a sense of satisfaction as you align the crane, secure loads, and unlock subsequent stages. For players seeking a portable, tactile challenge with a strong industrial vibe, Cranebit stands as a representative title from Mophun’s early catalog.

Pet Fight

Mophun 2003
Pet Fight for Mophun brings quick, arcade-style creature combat to the mobile screen in a bright, toy-box arena setting. Players choose from a roster of battling pets—each presented with its own look and fighting temperament—and then square them off in close-range bouts staged across cheerful challenge grounds. The world is intentionally playful: fenced rings, simple platforms, and distinctive backdrops frame every match, while the combat remains fast and readable for on-the-go play. Gameplay centers on controlling a single active pet during each fight while using timing and spacing to gain the upper hand. Each battle is built around offensive attacks, short defensive maneuvers, and reactive movement to avoid incoming blows. Pets use a mix of basic strikes and special moves, signaled by distinct animations, with energy or cooldown resources that encourage players to choose when to press the advantage. Successful hits push opponents back and reduce their stamina, while well-timed dodges and counters can swing a match in a single exchange. Between fights, Pet Fight emphasizes growth and repeat play. Players work through a sequence of opponents, building familiarity with each pet’s rhythm—how quickly attacks land, how far they reach, and how defenses respond under pressure. Progression relies on improved performance during real matches: learning enemy patterns, selecting the right moment for a special technique, and adapting to varying arena layouts that affect movement and positioning. Visually, the game presents bold, high-contrast sprites with expressive faces and exaggerated attack motions. Character designs remain cartoonish and compact, making impacts easy to track through screen shake, crisp hit flashes, and small bursts of impact effects. Arenas are kept simple and readable, with clear silhouettes and minimal clutter, so players can judge distance and direction even during rapid exchanges. Audio in Pet Fight supports the battle tempo with punchy sound effects for hits, dodges, and special techniques, paired with upbeat chiptune-like music tracks that shift to match the intensity of the fight. During combat, audio cues for strikes and stamina pressure help the player react quickly, reinforcing a consistently arcade-feeling experience built around short, repeatable rounds and satisfying momentum swings.

Stonker

Mophun 2003
Stonker puts players into a bustling underground mine where stone-laden hazards have spilled into passageways and ruined chambers. The objective is to clear each area by using boulders and debris strategically, opening routes through tight corridors while dealing with moving obstacles that block progress. As levels advance, the mine expands into wider caverns, collapsing tunnels, and guarded platforms, each demanding quick decisions about where to move, when to reposition stones, and how to control crowded spaces. Gameplay centers on tight, grid-like movement combined with physics-inspired stone interactions. Players guide a compact character through the mine using the phone’s directional controls, then act on the environment by pushing and maneuvering rocks into useful positions. Stonks and larger boulders can be redirected into choke points, used to knock out or deter hazards, and stacked to access areas that would otherwise remain unreachable. Timing plays a major role: pushing a stone too far can trap the player, while stopping short may leave enemies or blockages intact. Many challenges are designed around chain reactions, where one shift in debris causes successive blockages to clear or new dangers to appear. Each mission is presented in short bursts of action and problem-solving. Levels introduce new patterns—alternating open lanes and narrow gaps, rotating pressure zones, and moving obstructions that force continuous repositioning. A scoring system rewards efficient clearing, with higher points for completing objectives quickly and with fewer missteps. Between attempts, the game encourages repeated refinement, as learned routes and familiar stone placements reduce the trial-and-error common to tight mine layouts. The visual style emphasizes bold, readable 2D sprites and brightly lit environments. Cavern walls are rendered in layered rock textures, while stones show consistent shapes and shading that make edges and collision points easy to judge. Motion is conveyed through quick, snappy animations and dust or rubble effects whenever debris shifts. Lighting cues—glints from crystal seams, flickers from warning panels, and darker tunnels for contrast—help players track the most important targets during rapid play. Audio in Stonker relies on energetic synthesized music suited to short play sessions, with percussion accents that underscore movement and puzzle momentum. Sound effects are closely tied to stone impacts and environmental contact: heavy thuds for large rocks, sharper clacks for smaller debris, and brief scrapes when blocks slide into place. Together, the soundtrack and impacts create a responsive feel where each successful shove, collision, or cleared passage registers immediately, keeping the mine’s pressure high and the pace consistent throughout every run.

Stonker Xmas

Mophun 2003
Stonker Xmas for Mophun brings a holiday-themed arcade challenge to the small-screen format, setting the action inside a frosty toyland of chimneys, snowdrifts, and workshop corridors. Players guide a determined “stonker” through festive stages where each route is blocked by bouncing hazards, sliding blocks, and seasonal obstacles. The overall objective is to complete runs through the levels as quickly as possible while collecting party items scattered across platforms and passages, building a score that reflects both speed and accuracy. Movement and control are designed for quick reactions using the phone’s keypad. The stonker can move in the usual four-direction pattern, perform short hops over gaps or hazards, and use timing to land cleanly on moving ledges. Many challenges revolve around predictable motion—swinging arms, rotating platforms, and drifting snowballs that sweep lanes. Players must avoid taking hits that interrupt momentum, then regain their rhythm to keep the run going. Stage layouts encourage chaining actions: jump, steer onto a narrow ledge, and carry momentum into the next section before the moving elements change position. Several gameplay mechanics work together to define each level’s pacing. Blocks and props can be struck or nudged to open pathways, forcing players to plan how far a knock will travel. Some areas contain locked routes that require collecting keys or bringing gifts to specific targets, creating short “micro-goals” amid the primary run objective. Checkpoints allow continued progress within a stage, while later levels introduce tighter timing windows and denser obstacle patterns, raising the skill ceiling without changing the core controls. Visually, Stonker Xmas uses bright, rounded sprite graphics with a holiday palette of reds, greens, and crisp whites. Backgrounds display layered scenery—snowy textures, hanging decorations, and simple silhouettes of buildings—to keep depth readable during fast movement. Character and object animations are expressive, with visible squash-and-stretch on jumps and bounces. On-screen effects emphasize interaction: sparkling particles for collected items, debris-like fragments when objects react, and clean motion cues for moving platforms. Audio centers on cheerful, looped chiptune-style music accented by seasonal tones, with short sound effects that match each action. Jumping, collisions, and item pickup all register with immediate feedback, helping players keep timing during moving-hazard sequences. The result is a compact, arcade-style experience where short bursts of play are rewarded with clean control, deliberate jumps, and efficient routing through each festive stage.
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