Games published by Microforum International
Select a publisher to browse its games.
We provide a complete list of games published by this publisher.
Plague
Plague is a DOS-era strategic simulation released in 1996. Players assume the role of a city administrator tasked with containing a spreading illness that darkens the streets of a once-thriving metropolis. The game presents a grounded, policy-driven challenge in which every decision echoes across neighborhoods. An outbreak begins in a crowded district and radiates outward as people travel for work, trade, and shelter. The objective is to halt transmission, maintain essential services, and preserve the city’s civic stability while research progresses toward a cure.
Core mechanics revolve around a tile-based map representing districts, infrastructure, and points of interest. Time advances in days, with real-time progression and an option to pause for careful planning. The player allocates scarce resources: medical staff, ambulances, quarantine zones, and hospital capacity, while directing sanitation crews and public-health campaigns. Research points accumulate as teams study the disease, unlocking new treatments and containment protocols. Quarantines, curfews, and movement restrictions slow spread but strain commerce and morale, forcing trade-offs between immediate safety and long-term economic vitality.
Visual presentation emphasizes a gritty, yet legible 256-color VGA aesthetic. Buildings line narrow streets in an isometric or grid-based layout, with inhabitants depicted as small animated sprites. Heat maps and status banners highlight infection density, hospital load, and resource levels. The interface groups city-wide statistics, district details, and ongoing missions into panels that respond to mouse input and keyboard shortcuts. Atmospheric elements include drab palettes of browns and sickly greens, occasional fog, and drawn indicators for outbreaks, patient load, and protective measures.
Audio design leans on a restrained MIDI score that shifts tempo with the severity of the outbreak. Subtle sound effects mimic the bustle of a market, the clatter of carts, distant bells, and the muffled coughs of hospital wards. When outbreaks intensify, the soundtrack grows more insistent and industrial, while alerts punctuate critical moments—an overwhelmed clinic, a surge in cases, or the brief appearance of a new infection wave. Together with the visuals, the audio creates a tense but readable portrayal of public-health crisis management.
The player experience centers on strategic timing and resource stewardship. Early decisions shape the city’s resilience, while late-game events demand rapid, coordinated responses to suppress spikes and prevent collapse of public services. Plague rewards thoughtful planning, careful budgeting, and decisive action, offering multiple scenarios and city layouts that reward replayability. The depth of systems—disease mechanics, containment options, and civic response—gives a sober portrait of outbreak management within a compact, demanding DOS presentation.