Documenting unreleased, cancelled and prototype video games.
Covering unreleased and cancelled video games, plus prototypes and early versions of games on a variety of consoles and computers. We are a large archive dedicated to preserving games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late.
We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.
Yet another title caught up in the collapse of Mirrorsoft in late 1991. A title created by Realtime Software, known for both Carrier and Battle Command.
Duster was set in a place called Heaven in 3800 AD, where the world has become a breeding ground for vicious crop-eating pests with a high mutation rate. You are a crop duster, who not only has to save the world, but also make sure you keep your business going. This is done by earning cash with your crops, but also acting as a bounty hunter, taking on various contracts and missions.
Visually the game was quite similar to Realtime’s previous games, with the main action rendered in 3D as you fly around the landscape, and with strategic sections handled via static images and menus. This was their next big game after Carrier Command (though were reportedly working on Battle Command for Ocean around the same time). Continue reading →
From magazine screenshots, details and various promotional art recovered, Werta and his team have been painstakingly trying to make a complete recreation of the title, which you can see some progress of further below. Continue reading →
Geometry was a working title for a new puzzler game that was due for release from Thalamus back in late 1992 on the Commodore Amiga.
What was perhaps surprising was just how simple looking the game was for Thalamus to consider it for release. It didn’t look too different to something that you might find within a PD library. However, there must have been something with the game for David Birch to have taken a shine to it at the time. Continue reading →
For May 2022 we have the following 6 new additions and updates for the site, including a number of new entries and preservations over the past month. Also details of another Shadow of the Beast conversion that was under way and various tidy ups and additions for 33 pre-existing entries. Enjoy!
A very impressive first person development for the Amiga 1200 from 1998, which was heavily inspired by titles such as Quake.
The game was being developed by Czech developers Insanity, and wasn’t to be your usual FPS, but had an extra element where you had to gain experience to be better in combat. You had to earn and save money to buy weapons and build yourself up.
Within the game, you would have to complete a set of different missions as you progressed through the levels. Continue reading →
A sequel to Mega lo Mania was on the cards as early as when the first game was still being written according to Jon Hare in Amiga Power magazine. When the release of the first game was such a huge success, the publishers were keen to see a sequel.
Developed by David (Ubik) Korn, originally the sequel was to be released under Mirrorsoft’s Imageworks label, but was reported to be looking for a new home by Amiga Power issue 10’s news page after the collapse of the company. David would write a diary for Amiga Power about the game’s progress. Continue reading →
DISCLAIMER: We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.