Player ratings decide the order, real play activity breaks the ties, and nobody edits the result by hand. Rate one game you know and the list you are looking at changes.
Sorted by one score out of five, recomputed continuously from players' ratings and how much the games are played here.





























































The same ranking, one category at a time: a top 10 for every genre, decade, year, studio and series with enough games to rank.
Three measured signals and one rule that holds them in place. Nothing on the list is chosen by an editor, and no publisher can buy a position on it.
Every rating a title gets, the one-click stars on its page or the stars of a written review, is worth one to five, and they are averaged. Someone who did both counts once. This is the only signal that can move a title a long way up or down the list, and it is the only one a person can add to directly.
One five-star rating should not outrank a title with two hundred ratings averaging 4.6, so a young average is pulled toward the archive's own catalogue score until enough players have rated it. By about twenty ratings the players have effectively taken over.
How many members have booted a title, and how long they stayed, is worth at most half a star. Between two games the community rates alike, the one people keep coming back to wins — but no amount of play time buys a place at the top.
There is no editorial reordering, no featured slot and no paid placement. The list is recomputed from the database as ratings and sessions come in, so rating one game you know will change what everyone else sees.
Everything the community has documented so far, with publisher, developer, year and genre.
Boot straight from the catalog page. Nothing to install and nothing to configure.
Written by members who played the game first. Reviews are what move the ranking.
Almost every genre still selling today was sketched somewhere between a PC speaker beep in 1981 and the last DOS releases of 1999. Pick a lane and browse the full catalog.
Patient, literate and occasionally cruel, with puzzle design that assumed you had all week.
BrowseSide-scrollers, run-and-guns, and the first-person shooters that took over the decade.
BrowseFlight, space, cities and whole lives. Nobody could agree whether these counted as games.
BrowseFive-minute systems with twenty-year half-lives. Among the smallest games here, often the highest rated.
BrowseEighteen years from four-colour text adventures to the last masterpieces before Windows took the desktop — and the preservation work that followed.
Text adventures, CGA dungeons and a four-colour palette. Everything worked out from scratch.
Sixteen colours, AdLib synth, the first cinematic adventures and serious wargames.
256 colours, Sound Blaster, scrolling worlds. The point-and-click adventure peaks.
Doom arrives, mod scenes form around it, and everyone starts hauling PCs to each other's houses.
Full-motion video, orchestral scores and multi-disc epics. Budgets got out of hand and it showed.
Hardware acceleration arrives. Glide-only Quake ports and the first true 3D RPGs change the calculus.
3D cards take over, Windows wins the desktop, and DOS quietly produces its last masterpieces.
DOSBox lands, abandonware sites organise, and the long work of keeping the era playable begins.
The DOS years were the last time a great PC game could be made by two people in a bedroom, and the first time one of those games could end up on a million hard drives. Keeping that playable is the whole project.
Plenty of DOS games were brilliant and plenty were dreadful. Both get rated, and both stay visible. A low score tells you as much as a high one when you are deciding what to revisit.
Manuals, scans, save states, soundtracks and configs go up next to the executable. A game you can run but can't read the manual for is only half preserved.
Anyone can submit a missing title, request a playable build, or correct a review. The queue is public, and demand decides which game gets built next.
A slice of the archive's playable shelf, the titles members open most often first. Every one of these boots in this browser tab, with no install and no configuration.
Grand Theft AutoBMG Interactive Entertainment · 1997
Command & ConquerVirgin Interactive Entertainment, Inc. · 1995
Street Fighter IIU.S. Gold Ltd. · 1992
DOOM II: Hell on EarthGT Interactive Software Corp. · 1994
Warcraft II: Tides of DarknessBlizzard Entertainment · 1995
ZVirgin Interactive Entertainment, Inc. · 1996
Jazz JackrabbitEpic MegaGames, Inc. · 1994
Sid Meier's CivilizationMicroProse Software, Inc. · 1991
Command & Conquer: Red AlertVirgin Interactive Entertainment, Inc. · 1996
Theme HospitalElectronic Arts, Inc. · 1997
FalloutInterplay Productions · 1997
Duke Nukem 3DGT Interactive Software Corp. · 1996
Heroes of Might and Magic II (Deluxe Edition)The 3DO Company · 1998
DOOMid Software, Inc. · 1993
Mortal Kombat TrilogyGT Interactive Software Corp. · 1997
Owl Fly IIDenis Kirin · 2026
ConstructorAcclaim Entertainment, Inc. · 1997
Indiana Jones and the Fate of AtlantisLucasArts Entertainment Company, LLC · 1992
BloodGT Interactive Software Corp. · 1997
Dungeon KeeperElectronic Arts, Inc. · 1997
Tomb Raider GoldEidos, Inc. · 1998
The Incredible MachineSierra On-Line, Inc. · 1993
Strip Poker Professional rev. BArtworx Software Company, Inc. · 1995
Prince of PersiaBrøderbund Software, Inc. · 1990Rate the games you know, no account needed, and sign in to write reviews and build a library. Every rating moves the public ranking, and there is no editorial board sitting above it. Playing is free — an optional Supporter membership removes the ads and adds cloud saves.
Every game free · Community-ranked · No title is ever paywalled