PRESERVED SOFTWARE // 2017—2021
Three early worlds.
One studio history.
Heroes Inc, Heroes Inc 2 and Escape Z trace Nimbus Games' early experiments with character systems, mobile management, tactical puzzles and pixel-art production.
NG-A05 // MOBILE MANAGEMENT
Heroes Inc 2
Build an agency. Recruit impossible heroes. Manufacture the next one.
The second Heroes Inc project expanded the original management loop into a more ambitious headquarters simulation. Players recruited volunteers, trained hero statistics, equipped a growing roster and deployed teams from the command centre against escalating threats.
Its central research system turned recovered materials into new hero recipes, while timed recruitment, restoration and training gave the agency a constant operational rhythm.
- Released
- September 2018
- Platforms
- iOS · Android
- Format
- Superhero management simulation
- Status
- Delisted · Archived





NG-A06 // ORIGINAL RELEASE
Heroes Inc 1
The first agency—and the beginning of Nimbus Games' hero-building universe.
The original Heroes Inc centred on collecting strange materials, discovering recipes and creating a colourful roster of heroes. Each recruit carried their own statistics and traits, giving players a growing catalogue to manage as new monsters, bosses and portal events appeared.
Design records show a broad planned system: armour and attack upgrades, daily events, cloud saves, multilingual support and a multiverse where teams could face rival organisations.
- Released
- February 2017
- Platforms
- iOS · Android
- Format
- Superhero management simulation
- Status
- Delisted · Archived



Create heroes.
Build the roster.
NG-A07 // TURN-BASED PUZZLE HORROR
Escape Z
Every step advances the dead.
Escape Z explored compact, room-based zombie puzzles where movement itself created danger. The player navigated apartments and sewers, collected keys and tools, manipulated the environment and planned routes around patrolling zombies.
The design treated each level as a three-star challenge: escape, finish within a target number of steps and rescue the hidden dog. Crates could block zombies or steam, while valves, terminals, levers, ladders, keycards and limited-use extinguishers created layered spatial problems.
- Released
- March 2021
- Platforms
- iOS · Android
- Format
- Turn-based survival puzzle
- Status
- Delisted · Archived





ARCHIVE STATUS // PRESERVED
Before the horror worlds, there were systems.
These projects established Nimbus Games' early habits: deep content pipelines, expressive worlds, systemic design and the determination to make ambitious games with a growing Malaysian team.
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