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Games developed by Team Danchi Tsuma

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.

Chair-Chaser

Windows 2002
Chair-Chaser is a Windows-based action-puzzle released in 2002 by Arcology Interactive. The game places you in the role of a facilities handler within a sprawling corporate campus that has fallen into quiet, peculiar disarray. Your objective is to locate and shepherd wayward chairs back to their docking stations before the end of the shift. Set against a backdrop of late-modern office architecture, the title balances light stealth elements with spatial puzzles, inviting careful observation of the environment and the objects within it. The premise rests on convincing inanimate furniture to move as a coordinated group, using tools tracked through a simplified inventory. Controls: The player navigates with WASD, uses a mouse for camera. The "grip net" device allows grabbing a chair and pulling it along, but chairs resist if they hit obstacles or other chairs. Each chair type has different properties: swivel chairs roll with high inertia; executive chairs are heavy and require more force to reposition; task chairs are small and quick. Some chairs follow simple patrol routines, others wander unpredictably, reacting to sound and light. Puzzles are solved by arranging chairs to form a path, aligning them with docking lines, or triggering environmental levers that alter room layout. Time pressure ramps up through periodic "closing shifts" events that tighten the corridors. Setting and visuals: The game uses a muted palette—cream walls, gray carpets, and electric-blue highlights—that evokes an early-2000s office environment. Levels unfold in a network of cubicle mazes, maintenance tunnels, and atriums, all rendered with low-polygon geometry and soft, directional lighting. Textures are deliberately simple, with visible tiling on floors and walls, yet the sense of scale remains convincing thanks to careful perspective and parallax scrolling. Visual cues distinguish chair classes through silhouette and subtle color cues. The interface is minimal: a compact HUD shows objective progress, a small radar-like hint orb, and a timer. Environmental effects include flickering fluorescents and ambient air bubbles of dust. Audio and player experience: A restrained electronic score underpins exploration, shifting to a tense rhythm during pursuit sequences. Sound design emphasizes the tactile nature of the task: the soft whir of wheels, creaks of leather, the click of docking pins, and the rustle of fabric when a chair shifts position. The voices are absent, reinforcing the solo, methodical pacing. The challenge rewards patient planning over frantic action, with satisfaction growing from methodically corralling a group of chairs into a single docking queue. The game offers a short campaign of levels and a set of timed endurance scenarios, encouraging experimentation with different chair combinations and pathways. Overall, Chair-Chaser delivers a crisp, curious workout of spatial reasoning within a carefully restrained, officially documented office-world setting.
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