Last update: 05/04/2013

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QN2 @ Adventure Classic Gaming
QN2 @ Adventure Gamers
QN2 @ Idealsoft Blog
QN2 @ Adventurespel
Oz Orwell @ Leviathyn
Oz Orwell @ Adventure Classic Gaming
Oz Orwell @ Adventure Gamers
Oz Orwell @ Idealsoft Blog
Oz Orwell @ Adventurespel
Oz Orwell @ The Gamer Scene
Oz Orwell @ Gameboomers
Doc Apocalypse @ Idealsoft Blog

Doc Apocalypse @ Adventure Gamers
Doc Apocalypse @ Adventurespel
Doc Apocalypse @ PC Game Reviews
Doc Apocalypse @ Gameboomers
Odissea @ Adventurespel
Odissea @ Idealsoft Blog
Odissea @ Hardy Dev's Journal
Odissea @ Adventure Gamers
Quantumnauts @ Idealsoft Blog
Quantumnauts @ Adventurespel
Quantumnauts @ Adventure Island
Quantumnauts @ CaptainD


Oz Orwell @ PC Master
Doc Apocalypse @ X Times



Adventure Classic Gaming


Games by
Danilo Cagliari

English Translation
Paul Giaccone

Beta Testers
Arj0n
Paul Giaccone
Flavio Soldani
Pan



E Mail
 











 

Preview: The Apotheosis Project

 


Penelope Barker and Aaron S. Reid are agents of the extra-governmental Pandora Global Corp, which works in parallel with the CIA. Unbeknown to them, they are also guinea pigs in an ambitious and dangerous project.
In fact, the corporation is experimenting with a modification to DNA that is capable of altering the faculties of the guinea-pig subjects, thereby granting them powers beyond the ordinary. Powers that are suppressed by means of an antidote (administered without their knowledge while they are in the organisation's offices) and activated by voice command: from that moment on, the agents act like automata, under the total control of the corporation.
Penelope develops the ability to generate dangerous energy, sending out from her hands in a beam, while Aaron can bring about alterations to space-time and hence interact with other dimensions.

Unaware of their condition, they set off on one of the missions intended to realise "Project Apotheosis", the implications of which are unknown to all taking part in it save Pandora Parlow, the president of the organisation.
The two agents must simply recover ancient artefacts that have carvings that resemble maps...
When they meet their contact [...continue...]

 

QN2 - Black Hole Happens!

 

Adventure Classic Gaming: "Quantumnauts 2: Black Hole Happens! is a competent follow-up to the original Quantumnauts. The dialog is witty and humorous, and the popular culture parody is sure to provide a few chuckles." 4/5

Adventurespel:
"The whole atmosphere of the well told story is fascinating and yet held lightly. There are even some pretty hilarious parts in the game. Bob has not lost his naivety and has the necessary self-mockery."

Idealsoft Blog:
"Un storia avvincente che vi catturerà dall’inizio alla fine, ricca di scoperte e di dialoghi divertenti e un’avventura impreziosita da una veste grafica davvero molto ben realizzata e da un’interfaccia utente che definire comoda è davvero poco (se avete giocato ad Oz Orwell sapete di cosa sto parlando)."
 

Oz Orwell and the Crawling Chaos

 

Leviathyn: "...Oz and the three ghosts are realistic in a way that horror movie characters aren’t. The environments immerse you; even the black and white ones make you feel as if you’re really there..." 9/10

Adventure Classic Gaming:
"Oz Orwell and the Crawling Chaos is a surprisingly competent indie adventure." 4/5

The Gamer Scene: "Oz’s sense of humor, mixed with the creepy story this indie game gives, makes this title easy to recommend, especially for those with a love for adventure games." 3.5/5

Idealsoft Blog: "Oz Orwell and the Crawling Chaos, a parte alcune brevi sequenze ispirate all’immaginario horror, non sarà quindi un’avventura grafica che vi farà saltare sulla sedia ma saprà sicuramente condurvi dentro una storia fantastica piena di sorprese dove dovremo aiutare per essere aiutati scoprendo un po’ alla volta la vera natura del male."
 

 





[December 2013]
 
Mild None Mild


Penelope Barker and Aaron S. Reid are agents of the extra-governmental Pandora Global Corp, which works in parallel with the CIA. Unbeknown to them, they are also guinea pigs in an ambitious and dangerous project.
In fact, the corporation is experimenting with a modification to DNA that is capable of altering the faculties of the guinea-pig subjects, thereby granting them powers beyond the ordinary. Powers that are suppressed by means of an antidote (administered without their knowledge while they are in the organisation's offices) and activated by voice command: from that moment on, the agents act like automata, under the total control of the corporation.
Penelope develops the ability to generate dangerous energy, sending out from her hands in a beam, while Aaron can bring about alterations to space-time and hence interact with other dimensions.
Unaware of their condition, they set off on one of the missions intended to realise "Project Apotheosis", the implications of which are unknown to all taking part in it save Pandora Parlow, the president of the organisation.
The two agents must simply recover ancient artefacts that have carvings that resemble maps...
When they meet their contact and his colleagues, things escalate: the money in their possession is found to be counterfeit and they end up being taken to a place that strongly resembles a prison and are jailed. During the course of events, Penelope and Aaron discover that the individuals unknown to them up until that time are in turn members of an organisation based on the same deserted island as the prison.
Now that they are locked up and no longer being administered the antidote, their powers will be reawoken and will enable them to escape, at least from the prison: escaping from the island will be much harder. A complete absence of equipment, the parallel dimensions that impinge on reality and a severe lack of help, given that the island is sparsely populated, will make the task impossible.


Features:


- Full voice acting
- 2 characters
- Simple, intuitive interface
- Many items to collect, not all of which can be used
- Help button
- Dark humour in a story unsuitable for younger players
 

OS
CPU
RAM
HD free space
Video card
Languages
Windows XP/Vista/7
2.0 GHZ processor
1 GB
1.5 GB
1 GB DirectX 9.0
English/Italiano

 






 
None None None


Three years have passed since Bob Marshall and Neena joined the Quantumnaut Fleet, the controllers of the space-time paradoxes of the Multiverse.
Thanks to a fortunate and rapid series of connected coincidences and his incredible capacity for adapting to the most desperate of situations, Bob managed to get himself promoted to the rank of Captain very quickly...
And obviously managed to get his very own Quantumship, the "Higgins One".
But not everything in the garden was rosy. Envy was present even on board the Quantumnaut Orbital Station.
Several months earlier, Neena had become Bob's wife, but Colonel Fen'Herh had not stopped pestering her with his insistent advances.
What better way to get rid of Bob than to send him on a mission with no possibility of return, to the edges of the "Immense Black", the largest supermassive black hole ever discovered?
Unbelievably, Bob found himself reliving the same situation from three years before. This time it wasn't the fault of Space Pirates, but the total lack of understanding on his part of things such as "event horizons" and "singularities".
The Quantumship managed to escape the grasp of the "Immense Black" just in time, but the reactors, now damaged, wouldn't allow a "jump" towards the Orbital Station.
The only hope of salvation was a small planet, the first one that could be reached from the place the accident had occurred to try to land gently on its surface, and to hope that there was a population there to interact with.
Perhaps a peaceful one.
The journey lasted around two months, but fortunately he managed to land there.
He discovered very quickly that not only was "Tir" inhabited, but that he found himself in a potentially privileged situation. The inhabitants, robots, worshipped him immediately, declaring him as "God returned to save them".
For some, however, Bob absolutely was not a divinity, but a normal being, as normal as their creators were, called the "Ancient Astronauts" by the atheists (yes, even among robots there can be atheists).
Being a god might be nice (enemies notwithstanding), but Neena was definitely more important, and Colonel Fen'Herh couldn't go unpunished.


Features:


- Simple, intuitive interface
- Scoring system where the maximum score can be obtained only by making the right choices
- Story inspired by the theories of Hawking, Kaku, Malanga, Sitchin and Bohm
- Conclusion to the "fil rouge" that links the first five Midian Design adventures.
 

OS
CPU
RAM
HD free space
Video card
Languages
Windows XP/Vista/7
2.0 GHZ processor
1 GB
1.5 GB
1 GB DirectX 9.0
English/Italiano

 






 
Strong Mild Strong


Hi, my name is Oz Orwell and I'm the founder, director, cameraman and ghost-investigator of "Ghosts & Mansions".
Yes, the very internet portal where every week you can see a new ghost case.
Sure, I have to do everything myself, but I've never felt the need for staff. Many people think I'm a fraud, that the presences in my film clips are computer graphics.
Well, that's right. I've visited 35 locations in Europe and 12 in America presumed to be haunted, and I've seen and heard absolutely nothing...
But things were about to change.
Computer graphics wouldn't be needed for "Angst Mansion".
And no one would ever see the new episode.


Features:


- Adventure partially coloured, partially black & white
- Simplified interaction system based on mouse only
(right click to examine, left click to interact, no visible icon)
- Ghosts, legends and Lovecraft in just one story
- Horror and suspence but no chance to die.
 
OS
CPU
RAM
HD free space
Video card
Languages
Windows XP/Vista/7
1.0 GHZ processor
1 GB
1.5 GB
128 MB DirectX 9.0
English/Italiano

 





 
Mild None None


Apocalypse, Aliens, New World Order, Illuminati...
Is it possible to control the weather? Is it possible to make it rain on demand or to chase the clouds from the sky? Controlling such things would mean saving the planet from drought, living in a world without hurricanes and storms, always having abundant crops and keeping the glaciers safe.
According to Lewis P. Higgins, this was not fantasy, but reality. He was aware of the fact that the technology he was in the process of completing would, in the wrong hands, be a weapon for the destruction of the human race, but, idealist that he was, he felt he was working for a good cause.
Lewis was a strange character with a troubled life but also many successes and achievements: an eight-year-old son of whom he was proud; a nearly completed device that would be able to stop earthquakes; a time machine that allowed one to travel into the future for twenty seconds; many objects of varying type and importance; and the Cloud Buster, which was practically complete.
Whom to present his inventions to, how to present them, how to be sure that no one would put these resources to terrible use? Those things mattered little right now. Before overcoming the moral difficulties, he had to deal with the practical ones, namely testing and improving, making reliable machines that were not dangerous to operate. It had been with one such prototype of a machine to control earthquakes that he had seen his wife die. During the testing process, Jenny, a scientist like him, had lost her life in an explosion. Lewis had not been able to come to terms with the event, and the pain grew when he saw in his son's eyes the look of his mother.

As a result of this tragic experience, during tests on the Cloud Buster, he decided to be alone in his bunker and to leave his son in the laboratory in Montauk (a small nearby town) with his new partner, who was also a scientist. Elzebeth Tesla was not happy having to give up attending the experiments, but she loved the little boy (Tobias Higgins on his birth certificate, but known to everyone as Tachy, a shortened form of "tachyon") very much and respected his father's wishes. Nevertheless, she was able to be attend the events via monitor. Nothing could happen to them ten metres underground in a bunker that was identical in every way to the one where the experiment would take place and that had every comfort; as well as the time machine, there was ample food, a CD player, all kinds of video games for Tachy...
In 1953? Yes, the time machine provided a few "out-of-place" possessions, but Lewis did not take things too far and went out of his way not to incur paradoxes, at least, not dangerous ones... some clothes from 1985 for Elzebeth, a few DVDs for Tachy and some electronic components with which to complete his machines. The important thing was to appear in the right place at the right time (who said "thief"?). Completing the time-travel project would not be easy. Unfortunately, the time jump worked one time in a thousand. Sometimes he was able to see his entire invention in the future, in 1974, to be precise.
Everything was ready for testing in the laboratory of Doc Apocalypse, as his college friends had renamed him (his ideas were often the grounds for scorn or great terror). He pressed the start button and the enormous propeller, set on top of the nearby mountain, hidden from view by ancient trees, was set in motion, projecting an energy flow towards the menacing clouds covering Serenity. After twenty minutes, a widening path was dissolving the impending storm and the camera pointed at the sky clearly demonstrated that the experiment had been a success.
Unfortunately, something went wrong.
Bolts of energy ripped through the sky and accumulated in the area torn apart by the rays from the propellor. The last thing Doc Apocalypse was able to observe before the monitor signal was lost was gigantic shadows and indistinct swarms.
Immediately he warned Elzebeth and Tachy to remain in their bunker until he arrived. Collecting the car keys, he suddenly halted. The speakers in the laboratory filled the room with the screams of terror of the inhabitants of Serenity. Horrendous roars alternated with screams of terror: ten metres above his head, something terrible was exterminating the populace.  He urged his family once more to remain where they were and ran to the control panel, rapidly pressing buttons and gathering reams of data understandable only to him.
After twenty hellish minutes, the speakers relayed what he feared: horrifying explosions silenced everything. The gauges in the laboratory indicated high levels of radioactivity, but from the speakers there was only silence. The experiment had gone decidedly wrong. Something awful had crossed over through a portal that had appeared with no logical explanation, and the army had responded with the only resource deemed appropriate, a hail of nuclear bombs. From the extent of the explosions, he realised that this was not a new Hiroshima but an onslaught of multiple bombs of smaller size than the one used in the 1945 event.
How widespread was the disaster? How many creatures had emerged from the portal and how far had the bombing extended? He had no way of knowing.
The auxiliary power system switched itself on, and he was still able to communicate with Elzebeth despite there being no electricity (or anything else) coming from outside. He could not leave or he would die. He could only wait, watching the radioactivity gauge. According to his calculations, he could not open that damned door for eight months, at which point he would suffer only minor damage (more or less). He explained the situation briefly to his beloved and they said goodbye to each other for the last time thirty days after the bombardment. After that, there was only an anxious silence, with none of his apparatus working and four blue light bulbs powered by small solar panels placed outside, which had fortunately remained intact.
Eight months passed.
He took the atomiser, the heart of the time machine (he had not been confident leaving the mechanism active while Tachy had been around), opened the door and took a deep breath. The air-regenerators of own his invention, which had been active in the bunker, had done their work, but breathing real air, albeit still contaminated, was satisfying in an entirely different way.
He had to find his family, force his way through the rubble and survive in the face of anything he might meet out there. Activating the time machine (fortunately it did not require electricity, only the atomiser) would have been easy, however it was a much more complex matter to program it for a jump into the past. He was not yet capable of doing that, although the idea of being able to save his wife, before he had met Elzebeth, would spur him to overcome the problem.
His mission was a simple concept, but confoundedly difficult to realise: to go and warn himself, eight months earlier, to prevent the Apocalypse.

Inspirations & Thanks: Pierluigi Ighina, Nikola Tesla, Wilhelm Reich, Zecharia Sitchin, Corrado Malanga, David Icke, X Times, The Secret & Adam Mack, The War of the Worlds, Fire in the Sky, 6 Days on Earth.


Features:


- In-game visual noise
- Many items to collect, not all of which can be used
- Dark humour in a story unsuitable for younger players
- Food for thought on delicate issues of counterculture and exopolitics
- Help button in every screen (directions, interactions, ...)
 
OS
CPU
RAM
HD free space
Video card
Languages
Windows XP/Vista/7
2.0 GHZ processor
1 GB
1.5 GB
1 GB DirectX 9.0
English/Italiano

 





 
None None None

Who has not heard of Homer's 'Odyssey'?
"Odissea - An Almost True Story" is an adventure that "almost" recounts the deeds of Ulysses, taking him to legendary places, such as the cave of the Cyclops, Calypso's island, the Sirens' tavern...
A long journey in search of his homeland, Ithaca, where his beloved Penelope has been awaiting his return for many years.
Troy has fallen by his ingenuity, but mocking a god is unwise (and the euphoria of the victory is no excuse): Ulysses will pay dearly for this error.
There will be many tests that he must undergo in order to appease Poseidon, but fortunately not all of the gods want to see him suffer.
Indeed, Athena is on his side, and, thanks to her advice, our hero will once again be able to see the coasts of Ithaca, where other troubles await him...
Twenty years is a long time, and the Proci have been courting Penelope with a view to marriage in order to rob Ulysses of his throne and his island dominion.

Who among the pretenders will successfully draw back the King's magic bow and demonstrate his supremacy in the archery contest for the Queen's hand? One of the princes?
Ulysses' son, Telemachus? Or Ulysses himself, who has returned just in time thanks to his tenacity (of course, he could have returned earlier - twenty years is a long time...)?


Features:


- An old fashion point&click adventure game
- "Almost" recounts the deeds of Ulysses in this Omero's classic re-take
- Many locations, such as the cave of the Cyclops, Calypso's island,
the Sirens' tavern and many others!
 
OS
CPU
RAM
HD free space
Video card
Languages
Windows XP/Vista/7
1.0 GHZ processor
1 GB
1.5 GB
128 MB DirectX 9.0
English/Italiano

 

 




 
None None None

The Quantumnaut's task was simple: teleport his captain back on board the spaceship within the required time for this mission: 3 hours on planet Earth in 2010, 1st Universe. But by getting a coordinate wrong, the Quantumnaut accidentally teleported the wrong person: an unlucky person called Bob. Before being teleported, he had just left his favorite pub where he had been playing all night with his band, ending up pretty drunk as usual. After being teleported, Bob thought that everything he was witnessing was just a drunken dream. But it seemed to be as real as the immense shadow that was approaching the spaceship he found himself on at that very moment: space pirates!
Panic...
The Quantumnaut now had to make a difficult decision: whether to bring his captain back aboard the spaceship with the risk of having to deal with the space pirates. These pirates hunted between dimensions for systems owned and used by elite soldiers from various empires in order to become the new rulers of the multiverses, and they had already managed to steal one system from an unlucky ship in the Utharium fleet in the 5th Universe. The second and only other option: to flee...

Escape...
The Quantumnaut activated the automatic escape system to warp the Quantumship to a safe place, far away from the space pirates. The tractor beam of the pirates' immense Mothership was certainly hard to evade, but they managed to escape from the pirates and ended up in the 13th Universe in the year 3042...
...But during the escape, the ship's motors and control system were completely destroyed. The only option left now was to crash-land on the first available planet they encountered...
Alone...
They eventually crashed on a red, hot planet with a desert littered with strange trunk-shaped rocks. The last things that went through the mind of the Quantumnaut: a Captain lost in space and time; his spaceship of incalculable value crashed on a weird and possibly hostile planet; and a drunk guy called Bob who wasn’t worried about anything, convinced that he was just having a drunken dream caused by a huge amount of beer...
This was all too much for the Quantumnaut's heart. He died, leaving Bob alone on a wrecked spaceship on a strange planet, far away from home... When Bob managed to leave the spaceship, he began to realize that everything that had happened up until then wasn't just a drunken dream. On the contrary, it was very much hard reality...
The road back home? Probably not easy, and definitely long.


Features:


- A fascinating point&click sci-fi adventure!
- Fun, well-rounded characters
- Many puzzles to solve
 
OS
CPU
RAM
HD free space
Video card
Languages
Windows XP/Vista/7
1.0 GHZ processor
1 GB
1.5 GB
128 MB DirectX 9.0
English/Italiano