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PRESERVED SOFTWARE // 2017—2021

The archive continues.

Before the horror worlds, there were heroes and zombies. Each project marks a step in our growth.

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
RECRUITBring new volunteers into the organisation.
RESEARCHCombine materials and unlock hero recipes.
DEPLOYBuild teams around threats and specialist powers.
EXPANDMove through reception, quarters, training, armory, lab and command floors.
Heroes Inc 2 promotional artwork

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
50planned new heroes
20planned monsters
10planned bosses
08planned languages
Heroes Inc original concept artwork
The Chemist hero artwork
THE CHEMIST
Volts hero artwork
VOLTS
RECIPE DATABASECollect materials.
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
TURNZombies move when the player moves.
ROUTERead patrol paths before committing a step.
TOOLSKeys, valves, terminals and extinguishers reshape access.
RESCUEComplete the route and find the level's survivor dog.
Escape Z feature artwork

ADDITIONAL RECORDS // PRESERVED

The archive continues.

Each project marks a step in our growth: how to build systems, convey atmosphere, tell a story through what remains unwritten and subvert the familiar. The wider archive also includes Deliria, Guess My Pixels: Games Edition, Guess My Pixels: Anime Edition and the intern-made Sleigher.

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