Menu

Browse games starting with H

You can browse games by name, filter by their first letter, or explore the complete list of games.

Habitactics 2: Urban Oasis

Windows 2003
Habitactics 2: Urban Oasis for Windows brings a lighthearted role-playing approach to everyday improvement, placing the player in a bright, bustling cityscape where routines become quests. The game assigns daily “habits” as actionable objectives that steer progression through the town. Each completed task advances the storyline, improves character capabilities, and unlocks new challenges, allowing play sessions to range from quick check-ins to longer stretches of exploration and development. The core gameplay blends navigation with turn-style encounters. As the player moves through neighborhoods, they encounter environmental obstacles, minor adversaries, and friendly non-player characters who provide guidance, contracts, or side objectives. Completing a scheduled habit triggers a reward sequence such as experience gains, currency drops, and temporary boosts. Accumulated progress builds character levels, while earned items can be equipped to enhance attributes like focus, energy, and resilience—features reflected in how often the player succeeds during encounters and how effectively they recover between conflicts. Mechanically, the game centers on consistent participation. Tasks can include practical goals like exercise, study time, or household organization, each treated as a quest objective with its own pacing and outcome. The “urban oasis” theme supports this structure: fountains, rooftops, transit hubs, and community gardens serve as hubs for training and preparation, while themed districts introduce different encounter patterns and reward types. The game’s progression encourages planning, since upcoming tasks shape what tools and upgrades are available for the next segment of travel. Visually, Habitactics 2: Urban Oasis uses colorful 2D artwork with readable character sprites and a tile-like city layout. Buildings, street elements, and landmark backdrops shift subtly across districts, keeping navigation and encounter positioning clear. Interface elements emphasize task status and character growth, with on-screen meters and icons that track streaks, completion outcomes, and equipped gear. Audio supports the upbeat tone through cheerful, loop-friendly music that mirrors the rhythm of city life. Short sound effects accompany confirmations, rewards, and combat turns, providing quick feedback for each successful objective. The overall player experience is structured and rewarding: by tying progression to routine behaviors, the game keeps goals visible and turns daily discipline into a steady stream of in-game advancement and momentum through the city’s interconnected zones.

Habitat

FM Towns 1989
The year was 1989, and the gaming industry was about to be revolutionized by the release of Habitat for the FM Towns platform. This groundbreaking game, developed by Lucasfilm Games, provided players with a truly unique experience that combined elements of simulation and social interaction. Habitat was ahead of its time, and its impact on the gaming world cannot be overstated. At its core, Habitat was a virtual world where players could create and customize their own avatars, interact with other players, and explore a vast and dynamic environment. The game was set in a futuristic habitat, designed by renowned science fiction author Bruce Sterling, where players could purchase land, build homes, and even start businesses. This open-ended gameplay allowed for endless possibilities and ensured that no two experiences were ever the same. What set Habitat apart from other games of its time was its sophisticated social system. Players were not just interacting with computer-controlled characters, but with real people from all over the world. They could chat, trade, and collaborate with each other in real-time, forming friendships and even rivalries. This immersive aspect of the game was a major draw for players and created a sense of community that was unheard of in the gaming world at the time. The game also had a strong focus on economy and resource management. Players had to earn and manage their in-game currency, Habitat Dollars, in order to purchase goods and services from other players. This created a dynamic and constantly shifting market, making the game feel like a living, breathing world. It also encouraged players to work together and create a thriving economy within the game. In addition to its innovative gameplay, Habitat also pushed the boundaries of technology. It was one of the first games to utilize a client-server architecture, which allowed for a large number of players to connect to the game simultaneously. This was a huge feat for the time, and it paved the way for future online multiplayer games. Habitat was met with critical acclaim and quickly gained a cult following. It was hailed as a groundbreaking achievement and a glimpse into the future of gaming. Unfortunately, the game's lifespan was cut short after only a year due to the discontinuation of the FM Towns platform. However, its impact and legacy can still be seen in today's massively multiplayer online games.

Habitat II

Habitat II, a strikingly innovative title released for the SEGA Saturn in 1996, stands as a testament to the potential of video games as an engaging platform for simulation and strategy. Developed by the creative minds at Looking Glass Technologies, the game broke away from traditional genres by offering players an immersive experience that combined elements of construction, resource management, and community building. Drawing players into a vibrant digital landscape, Habitat II challenged them to cultivate their virtual habitats while navigating the complexities of social interaction and environmental sustainability. In Habitat II, players were thrust into the unique role of a digitized being known as a "Habitat," tasked with the responsibility of creating and maintaining their own virtual world. This innovative premise allowed users to build custom environments from scratch, selecting everything from terrain features to various flora and fauna. Every decision impacted not only the inhabitants of the player’s ecosystem but also the intricate web of relationships and interactions within the game. Gamers were encouraged to think critically about their choices, making Habitat II a standout for those seeking more than just mindless entertainment. One of the most captivating aspects of Habitat II was its use of real-time simulation. This meant that actions had immediate consequences, giving players a truly dynamic experience. As the game progressed, the virtual communities evolved based on players' decisions, leading to an organic development that was as unpredictable as it was engaging. Players quickly learned that forging alliances and managing social hierarchies was as crucial as resource allocation. This intricate focus on social dynamics set Habitat II apart from its peers during an era dominated by action-driven gameplay. Graphically, the game utilized a unique visual style that was both whimsical and substantial, presenting enchanting environments filled with colorful details. The 2D sprites combined with pseudo-3D perspectives created a captivating atmosphere that drew players in. Each element of the game was thoughtfully designed, contributing to an overall aesthetic that was both charming and functional. The soundtrack, complementing the vibrant visuals, further enriched the gaming experience, immersing players in a world that felt alive and brimming with possibilities. Habitat II’s legacy is evident in the lasting impression it left on the niche genre of life simulation games. Although it may not have achieved commercial success, its innovative gameplay mechanics and creative approach have inspired an array of subsequent titles focused on ecology and social systems. Players looking for a game that blends creativity, strategy, and genuine resource management will find Habitat II to be a compelling, if underappreciated, gem within the annals of gaming history.

Hacha Mecha Fighter

Arcade 1991
Hacha Mecha Fighter is a classic arcade game that was released in 1991 by the famous game developer, Capcom. This game quickly gained popularity and became a must-play for arcade enthusiasts due to its unique gameplay and captivating visuals. Hacha Mecha Fighter is a side-scrolling shoot 'em up game that features mecha robots battling against alien invaders. The game is set in the distant future where humanity has been forced to create giant robots to defend themselves against an alien invasion. One of the most striking features of Hacha Mecha Fighter is its graphics. The game boasts vibrant and detailed graphics that were ahead of its time. The mecha robots are intricately designed and the alien invaders are creatively imagined, making the whole gaming experience visually appealing. The game's background and environment also add to the overall aesthetic, with its unique blend of futuristic and alien-inspired elements. Hacha Mecha Fighter's gameplay is simple yet addictive. Players control their mecha robot and navigate through various levels, destroying enemy ships and bosses along the way. The game offers multiple weapons and power-ups that can be collected, adding a layer of strategy to the gameplay. As players progress through the game, the enemy's difficulty level increases, making the game more challenging and engaging. The game also features a competitive multiplayer mode, allowing players to compete against each other and test their skills. In terms of sound, Hacha Mecha Fighter does not disappoint. The game's soundtrack perfectly complements the intense action, adding to the immersion of the gaming experience. The sound effects are also well-designed, making the battles feel more realistic. The combination of visual and audio elements makes Hacha Mecha Fighter a truly immersive arcade game. One of the reasons why Hacha Mecha Fighter stands out among other classic arcade games is its replay value. The game offers multiple paths and endings, depending on the player's performance. This adds a sense of accomplishment and encourages players to keep coming back for more. Moreover, Hacha Mecha Fighter's fast-paced and action-packed gameplay ensures that players will never get bored. Despite being released nearly three decades ago, Hacha Mecha Fighter continues to be a fan favorite among arcade enthusiasts. Its classic gameplay and compelling storyline have stood the test of time and have cemented its place in the gaming hall of fame. The game has also been adapted for various gaming consoles and continues to be re-released, proving its timelessness.

Hachoo!

Arcade 1989
Hachoo! - the name may not ring a bell for many people, but for those who were avid video game enthusiasts in the late 1980s, this arcade game was a true gem. Released in 1989 by Jaleco, Hachoo! may not have gained the same level of popularity as some of its counterparts, but it certainly left a lasting impression on those who played it. The premise of Hachoo! is refreshingly simple - players take on the role of a young boy or girl armed with nothing but a handkerchief. The goal? To save the world from an onslaught of cute, but deadly viruses. In a time before the concept of "online multiplayer", Hachoo!'s main appeal lies in its two-player co-operative gameplay. Working together, players must navigate through various levels, using their handkerchief to defeat viruses and other obstacles. What sets Hachoo! apart from other arcade games of its time is its unique and whimsical art style. The game takes place in a colorful, cartoonish world, with bright and eye-catching graphics that are still just as charming today. The characters are quirky and lovable, and the viruses are surprisingly cute despite being the enemy. In fact, Hachoo! was one of the first games to show viruses as something more than just faceless enemies, adding a clever and humorous touch to the gameplay. Another standout feature of Hachoo! is its soundtrack. Composed by renowned video game composer Manami Matsumae, the music perfectly encapsulates the game's lighthearted and playful tone. From the upbeat and catchy main theme to the infectious jingles that play during boss battles, the music adds a layer of enjoyment to the gameplay experience. One of the more challenging aspects of Hachoo! is its level design. While the first few stages are relatively easy, the game quickly ramps up the difficulty as players progress. This, coupled with the fact that there are no continues or save points, makes for a truly challenging experience. But don't let that discourage you - the satisfaction of finally beating a difficult level is well worth the effort. Sadly, despite all its positive qualities, Hachoo! did not achieve the same level of success as some of its arcade counterparts, and remains somewhat of a hidden gem in gaming history. However, for those who have had the pleasure of playing it, Hachoo! holds a special place in their hearts and memories. With its unique art style, catchy soundtrack, and challenging gameplay, this little-known game is a testament to the creativity and innovation of the 1980s arcade game scene. So next time you're looking for a fun and nostalgic gaming experience, don't hesitate to give Hachoo! a try - you won't be disappointed!

Hack

DOS, Atari ST 1984
Released in 1984, Hack stands as a seminal title within the landscape of classic DOS games, renowned for its depth and complexity amid the early era of computer entertainment. Drawing its inspiration from Rogue, Hack embraced the roguelike tradition, immersing players in procedurally generated dungeons teeming with peril and mystery. Its ASCII graphics may seem austere to modern eyes, yet they nurtured vivid imagination in players tasked with delving into twisting labyrinths, battling monstrous adversaries, and seeking the legendary Amulet of Yendor. At the heart of Hack’s enduring charm lies its unforgiving gameplay. There were no second chances—failure meant starting anew. Each session unfolded differently, with unique floor layouts, unpredictable treasures, and assorted enemies lurking around every bend. This element of randomness demanded adaptability and strategic forethought, making each expedition a fresh challenge. Permadeath was brutally enforced, yet those who triumphed bore the reward of genuine accomplishment, having navigated a gauntlet that tested both patience and ingenuity. Notably, Hack offered an intricate array of mechanics that invited experimentation. Players could discover scrolls, potions, rings, and enchanted objects, each with mysterious properties only revealed through trial and error or the risk of use. Even mundane items held potential, rewarding curiosity and resourcefulness. Variation extended to character classes and races, allowing diverse approaches to dungeon diving and combat. The world felt reactive and alive despite the humble text-based visuals, echoing the unpredictability and excitement of tabletop adventures. The interface, reliant on keyboard commands, fostered a unique relationship between player and game. Mastery of movement, item management, and special actions required both precision and memorization, deepening the immersive experience. Resource scarcity heightened the sense of tension, with hunger mechanics demanding prudent consumption and strategic foraging. The atmosphere was thick with suspense; a simple misstep could result in a swift demise at the hands of a hidden trap or a cunning opponent, lending each action considerable weight. Hack’s legacy is vast, paving the way for future roguelikes and influencing modern game design with its blend of procedural generation and unforgiving challenge. Its spiritual descendants, including NetHack and even mainstream titles, owe a debt to its pioneering wisdom. For those seeking a raw, cerebral adventure that rewards boldness and wit, Hack remains a compelling artifact—a testament to the ingenuity that flourished during the formative years of PC gaming.

Hacker

Released in 1986 for DOS, Hacker arrived at a moment when most computer games still felt grounded in arcades of reflexes, not in the patient choreography of code and terminals. This title leaned hard into a cyberpunk mood, inviting players to slip into rival systems, study strange network behavior, and treat each screenful like a digital crime scene. Even without flashy animation, its atmosphere was tense: the interface suggested action was possible, yet every move carried consequences, as if the machine itself were breathing down your neck. What made it compelling was the way play unfolded through commands, constraints, and careful decision making. Instead of guiding you with glowing objectives, the game offered a terse, text-forward environment where you had to interpret status readouts, manage limited resources, and choose when to probe or retreat. Progress depended on learning patterns: how defenses reacted, how access paths could shift, and which routines were worth the risk. Success felt earned, because mistakes did not just fail a level, they nudged the scenario toward lockdown and escalation. The challenge came from balancing persistence with survival. You could gather clues, experiment with tools, and attempt unauthorized entry, but the system did not sit quietly while you figured things out. Detection pressure increased when you moved too confidently or too quickly, turning exploration into a kind of stealth puzzle. Resource management mattered too, since attempts to break in often consumed time, codes, or computational effort. Every mission became a small study in restraint, where patience was a weapon as real as any exploit. Visually, the game’s presentation leaned on monochrome clarity rather than spectacle. The menus and prompts were stark, yet that austerity sharpened the role of reading and thinking. The soundscape, typical of mid 1980s DOS titles, was likely modest, but the rhythm of keystrokes and the snap of responses did much of the emotional work. In practice, Hacker rewarded players who enjoyed wrangling logic under pressure, the same sort of mindset used in strategy board games, only translated into a screen that never stopped watching. Long after dedicated hacking fantasies faded from mainstream trends, Hacker left a durable impression on players who chased clever simulations. It belongs to an early wave of computer games that tried to emulate real processes, trading cinematic spectacle for procedural realism. If you approach it as a terminal exercise in caution and reasoning rather than a shoot-em-up, the experience still clicks. It captures that particular thrill of pressing onward through uncertainty, listening for the moment the system finally yields.

Hacker II: The Doomsday Papers

Hacker II: The Doomsday Papers is a classic DOS game released in 1986 that set the stage for the hacker genre in the world of video games. Developed by Activision, this game is the sequel to the original Hacker game and was one of the first computer games to incorporate the concept of hacking and computer viruses into its gameplay. In Hacker II, players take on the role of a notorious hacker who has been hired by the government to retrieve a top-secret file known as the "Doomsday Papers." The game is set in the year 1992 and is divided into different levels that represent different locations in the game, ranging from the US to the Soviet Union. The ultimate goal is to use your hacking skills to successfully break into the highly secure government computer system and retrieve the Doomsday Papers. One of the most intriguing aspects of Hacker II is its use of real-life hacking methods and techniques. Players must use a combination of social engineering, password cracking, and code-breaking skills to navigate through the game. As you progress through the levels, the difficulty increases, making it a challenging yet exciting experience that keeps players on their toes. Moreover, the game's graphics may seem primitive compared to modern games, but at the time, they were revolutionary. The game is entirely text-based, with players typing in commands and receiving responses from the computer. This immersive gameplay style adds to the player's experience as they feel like they are actually hacking into a computer system. In addition to its gameplay mechanics, Hacker II also gained attention for its innovative use of computer viruses in the game. Players must use viruses to disable security systems and unlock doors as they navigate through the game, further adding to the game's realistic feel. However, players must also keep their own computer's virus levels in check, as being infected with too many viruses can lead to game over. The success of Hacker II: The Doomsday Papers launched the hacker genre in video games, paving the way for games like System Shock and Deus Ex. It also inspired the creation of other hacking-related games, including the famous Hacker Evolution series. Even today, the game is considered a cult classic and remains a popular choice for DOS game enthusiasts.

HacX

DOS 1997
HacX is a commercial add-on to Doom II. Although it largely follows the gameplay formula of the original, HacX's storyline bears no relation to the Doom franchise. The protagonist of HacX is a well-known hacker named Danny Evanger. The backstory describes how he hacked into the confidential database of Genemp, a biotech development company, called GENIE, which was able to thwart the hacking attempt, resulting in Danny Evanger's arrest and life sentence. With no hope of hacking again, Danny works hard on his weight training to survive the rigors of prison life. One day, however, he receives a call from a government agent. A nationwide uprising is brewing, and he suspects an international coalition of high-tech companies is behind it. To check it out, Danny's skills as a more powerful hacker are needed, and his enhanced physical strength should also help. The player's goal is to infiltrate the corporate database and obtain evidence of involvement in the crisis. The gameplay is almost identical to that of 'Doom', traversing levels, defeating monsters and occasionally searching for key cards. However, the levels are more detailed and realistic, similar to Duke Nukem 3D. The Doom II engine has also been slightly modified to allow for enhancements such as destructible objects. HacX features a 'cyberspace' level. According to the storyline, the government implanted Danny with a device called Genemp Microtel, which allows him to physically move through cyberspace. This facilitates movement between different locations and even countries. Cyberspace levels have unique elements, such as invisible floors with elevation differences and additional enemies that do not appear in other games. HacX has its own textures, sprites, sound effects and music, and no content from the original Doom II is used. Weapons and power-ups have different names and appearances, and most are the same as in Doom or only slightly different. However, the behavior and strength of many monsters have been significantly modified and are very different from Doom.

Hades 2

Windows 2001
Hades 2, released in 2001, stands as an intriguing entry in the gaming landscape, primarily noted for its unique narrative-driven gameplay and artistic design. This sequel continues to delve into the rich tapestry of Greek mythology, taking players on a journey through the underworld as they engage with various mythological figures. Developed by Supergiant Games, known for their acclaimed original, Hades 2 builds on the foundation established by its predecessor, intertwining the gameplay mechanics with an immersive storytelling approach. In this iteration, players explore the depths of the underworld while assuming the role of Melinoë, the sister of Zagreus. The game's narrative unfolds as players traverse various biomes, each meticulously designed to reflect different aspects of the Greek mythos. The vibrant art style, coupled with dynamic animations, breathes life into the characters and environments, creating a captivating visual experience. Players encounter numerous deities, heroes, and monsters, each bringing unique abilities and challenges that enhance the overall engagement within the game. One of the remarkable aspects of Hades 2 is its rogue-like gameplay structure, which encourages replayability through randomly generated elements. Each run offers new opportunities and obstacles, ensuring that no two experiences are identical. The player’s choices significantly impact the story’s progression, allowing for diverse narrative paths. This feature not only keeps the gameplay fresh but also encourages players to experiment with different strategies and character builds, enhancing the competitive spirit inherent in rogue-like titles. The game's soundtrack contributes significantly to the atmosphere, featuring an eclectic mix of orchestral and electronic elements that complement the intense gameplay. Each track elevates pivotal moments, immersing players deeper into the emotional core of the story. The harmony between the visuals and audio design is a testament to Supergiant Games' commitment to creating a holistic gaming experience. Critical reception of Hades 2 has been overwhelmingly positive, with players praising its storytelling depth and intricate design. The seamless integration of various gameplay mechanics, coupled with an engaging plot, ensures that it resonates with both fans of the genre and newcomers. As a follow-up to a beloved title, Hades 2 manages to carve its own identity while honoring the legacy of its predecessor, cementing its place in the pantheon of notable games within this mythologically rich universe. Hades 2 represents a masterful blend of innovative design, rich storytelling, and engaging gameplay mechanics. As players venture through the underworld, they encounter both the familiar and the new, creating an experience that is as thought-provoking as it is exhilarating. This sequel not only stands on its own merits but also enriches the overall narrative arc established by its predecessor, ensuring that players remain captivated by the world crafted by Supergiant Games.
× ❮ ❯