PowerHouse

Last updated: January 20, 2026

Overview

PowerHouse is a business simulation game released in May 1995, developed by Edward Grabowski Communications Ltd. and published by Impressions Games123. The game places players in the role of a CEO managing a mega-corporation competing to dominate the global energy market in a dystopian near-future setting4. Drawing inspiration from both cyberpunk fiction and films like RoboCop, PowerHouse represented Impressions Games’ first venture into Windows-based gaming, utilizing the WinG interface to overcome the graphics overhead challenges common to Windows 3.x applications5.

Following the success of Detroit, Impressions turned its attention to simulating the energy sector, creating what was described as their “most streamlined, attractive, and playable niche game” up to that point67. The game features Super VGA graphics and was distributed on CD-ROM, offering players the opportunity to research and exploit nine different forms of power generation while engaging in corporate espionage, sabotage, and cutthroat competition56. Despite its ambitious scope, the game received mixed reviews, with critics praising its depth while noting issues with the AI and economic modeling7.

Story Summary

PowerHouse is set in a dystopian future where a worldwide energy crisis has reached catastrophic proportions7. In response to the crisis, the United Nations creates a competition between four mega-corporations, tasking them with solving the world’s energy problems through any means necessary7. The player takes on the role of a CEO of one of these corporations, starting with nothing but capital and business acumen4.

The game’s narrative framework draws heavily from cyberpunk fiction and the RoboCop films, presenting a world where corporate power has superseded governmental authority5. Video sequences throughout the game provide glimpses into this cutthroat corporate future, establishing a vivid backdrop of ruthless competition and moral ambiguity5. The player must navigate this treacherous landscape while deciding how to meet the demands of an energy-hungry world.

As the game progresses, players face existential questions about their approach to the energy crisis: Which resources will they research and exploit? Will they build a sustainable empire or resort to underhanded tactics to crush the competition? The ultimate goal is clear—only one powerhouse can prevail in the end4.

Gameplay

Interface and Controls

PowerHouse features a Windows-based point-and-click interface with top-down perspective, utilizing mouse input for all interactions1. The game was specifically designed to take advantage of the WinG interface, which allowed Impressions to bypass the graphics overhead problems that plagued many early Windows games5. This technical decision enabled the game to run smoothly with Super VGA graphics while maintaining the complex simulation underneath5.

The interface presents players with a comprehensive array of charts, graphs, and data displays to help manage their energy empire5. The designers emphasized that they were making “games, not spreadsheets with graphics,” though the depth of economic data available meant players would need to study these displays carefully to make informed decisions5.

Structure and Progression

PowerHouse operates as a turn-based strategy game where players manage every aspect of their energy corporation1. The game offers nine distinct forms of power generation to research and develop6:

  • Coal: Traditional fossil fuel with established infrastructure
  • Oil: High-value but finite resource
  • Gas: Natural gas extraction and distribution
  • Solar: Renewable energy requiring significant research investment
  • Nuclear: Powerful but controversial power source
  • Wind: Environmentally friendly alternative energy
  • Wave: Ocean-based power generation
  • Tidal: Harnessing tidal forces for electricity
  • Geothermal: Underground heat-based energy production

Players begin with financial capital and must make strategic decisions about which energy sectors to invest in, balancing short-term profitability against long-term sustainability4. The game incorporates a wide variety of economic variables as players attempt to build their corporate empire7.

Puzzles and Mechanics

Beyond straightforward energy production and sales, PowerHouse includes what the developers called “unique operations” that allow players to engage in corporate warfare6. These mechanics include:

  • Sabotage: Directly interfering with competitors’ operations
  • Espionage: Gathering intelligence on rival corporations
  • Slander: Using media manipulation to damage competitors’ reputations

These features were notably similar to mechanics originally promised for but ultimately left out of Transport Tycoon, giving PowerHouse a distinctive edge in the business simulation genre6. The complexity of the economic simulation means players must carefully study the manual to understand all the elements of play, though this depth was viewed as appropriate given the multifaceted nature of the global energy market6.

Reception

Contemporary Reviews

PowerHouse received generally favorable reviews upon release in 1995, with critics appreciating its ambition while noting some shortcomings in execution.

Computer Game Review awarded the game 77/100 in their September 1995 issue, with reviewers Frank Snyder, Ted Chapman, and Tasos Kaiafas concluding that “Strategy gamers should get a charge from it, others might get shocked”5.

PC Gamer (US) gave PowerHouse an 80% score in September 1995, with reviewer T. Liam MacDonald providing a positive assessment of the business simulation5.

Hyper magazine’s Chris Wheeler rated the game 75/100 in September 19955.

The German publication PC Games was particularly enthusiastic, with Petra Maueröder awarding an 82% score in September 19955.

Next Generation gave the game 4 out of 5 stars in October 1995, noting that “Looking at the mind-boggling array of charts and graphs in the game will provide some answers, but when all is said and done, making those decisions is up to you, and that’s where the real fun in this economic simulation lies”5.

Modern Assessment

Later assessments of PowerHouse have been more critical. Home of the Underdogs described the game as having “an over-ambitious attempt to incorporate all manners of energy and a lot of economic variables” that “result in a confusing game with a weak AI, dubious economic model, and boring gameplay where random events hardly occur and nothing seems to be going on”74.

One retrospective noted that “PowerHouse comes close to being that game but for an inexplicable reason one of the most important and obvious ingredients is missing which knocks the game down a peg or two”7.

Aggregate Scores:

  • MobyGames Critics: 66% average (9 reviews)1
  • MobyGames Players: 3.6 out of 5 (2 ratings)1
  • MobyGames Moby Score: 6.81
  • GameFAQs: Fair (4 user ratings)8
  • My Abandonware: 4 out of 54

Development

Origins

PowerHouse emerged from Impressions Games’ desire to expand their business simulation portfolio beyond their successful Detroit automobile industry game47. The developers were inspired by oil tycoon games and real-world concerns about the energy crisis, envisioning a game that would let players experience the challenges of managing global energy production5.

The creative team, led by Edward Grabowski, drew inspiration from cyberpunk fiction and the RoboCop films to create a dystopian corporate future setting5. The designers planned for video sequences that would “provide glimpses into the cutthroat, corporate world of the future, providing a vivid backdrop for the game that takes its cues from both cyberpunk fiction and the RoboCop films”5.

Production

Development of PowerHouse was completed in May 199523. The game represented a significant technical milestone for Impressions Games, being their first product developed for Microsoft Windows rather than DOS5. This transition required the development team to solve the graphics performance issues that plagued early Windows gaming.

The team’s solution was to utilize the WinG interface, which allowed PowerHouse to bypass Windows’ graphics overhead problems while still taking advantage of the operating system’s features5. The developers emphasized their philosophy of creating engaging games rather than mere “spreadsheets with graphics,” striving to make the complex economic simulation accessible and entertaining5.

An Amiga version of PowerHouse was previewed during development but was ultimately never released, likely due to Commodore’s bankruptcy and the platform’s declining market share5.

Development Credits:1

  • Designers: Edward Grabowski, David Lester, Christopher J. Foster
  • Composers: Jeremy A. Bell, Jay Rinaldi
  • Additional Credits: 31 people total credited

Technical Achievements

PowerHouse’s most significant technical achievement was its successful implementation on Windows 3.x using the WinG graphics interface5. While many early Windows games suffered from poor performance due to the operating system’s graphics overhead, Impressions’ use of WinG allowed PowerHouse to render Super VGA graphics smoothly while maintaining the complex economic simulation running underneath5.

The game featured CD-ROM distribution, allowing for multimedia content including video sequences that enhanced the cyberpunk atmosphere5. This combination of high-resolution graphics, video content, and deep simulation was ambitious for Windows gaming in 1995.

Technical Specifications

CD-ROM Version:16

  • Resolution: Super VGA
  • Input: Mouse
  • Perspective: Top-down
  • Interface: Point and select
  • Media: CD-ROM
  • Minimum CPU: 80486/33 MHz6
  • RAM: 16 MB6
  • File Size: Approximately 8.82 MB (download)7 to 222 MB (full archive)4

Cut Content

An Amiga version of PowerHouse was previewed during the development period but was never released5. This cancellation likely resulted from Commodore International’s financial troubles and eventual bankruptcy, which severely impacted the Amiga platform’s commercial viability during this period.

Version History

VersionDatePlatformNotes
1.0May 1995Windows 3.x/16-bitInitial release23

A PowerHouse Update patch was made available through Sierra Help, though specific details about what the update addressed are not documented9.

Technical Issues

Critics and players identified several issues with PowerHouse’s gameplay systems74:

  • Weak AI: Computer-controlled competitors were not sufficiently challenging
  • Dubious economic model: The game’s simulation of energy markets was questioned for accuracy
  • Lack of in-game support: Players needed to rely heavily on the printed manual
  • Random events: Critics noted that random events hardly occurred, making gameplay feel static
  • Manual inadequacy: The printed documentation provided insufficient details for understanding the complex systems

Easter Eggs and Trivia

  • PowerHouse was Impressions Games’ first Windows product, marking their transition from DOS-based development5
  • The game incorporated features (sabotage, espionage, slander) that were originally promised for but left out of Transport Tycoon6
  • The cyberpunk aesthetic and corporate warfare themes were directly influenced by the RoboCop film series5
  • The game was included in the “Game Addict’s Massive Pack” compilation released in 19971

Legacy

Sales and Commercial Impact

While specific sales figures for PowerHouse are not documented, the game achieved enough commercial success to be included in compilation packages. It was bundled in the “Game Addict’s Massive Pack” in 1997, giving it continued distribution beyond its initial retail release1.

The game ranked #17,663 of approximately 27,600 games on MobyGames’ overall database and #108 among Windows 16-bit titles, indicating modest but not exceptional long-term recognition1. The game has been collected by only 4 players on MobyGames, suggesting a small but dedicated fan base1.

Collections

PowerHouse appeared in the following compilation:

  • Game Addict’s Massive Pack (1997)1
  • PowerHouse Manual and Tutorial Guide: Included with the game, available through Internet Archive10
  • Quick Reference Card: Supplementary documentation for quick access to game controls11

Critical Perspective

PowerHouse represents an ambitious but flawed attempt to simulate the complexities of the global energy industry during the mid-1990s business simulation boom. While games like SimCity and Transport Tycoon achieved mainstream success by making complex systems accessible, PowerHouse struggled to balance its depth with playability.

The game’s significance lies partly in its timing—released during a period when concerns about energy sustainability were gaining public attention, and when business simulations were a popular genre. Its cyberpunk framing, drawing from RoboCop’s satirical corporate dystopia, gave the energy simulation an edge that distinguished it from more straightforward competitors.

However, PowerHouse also demonstrates the challenges of early Windows game development. As Impressions’ first Windows title, it served as a learning experience for the company’s transition away from DOS. The decision to use WinG showed technical innovation, even if the underlying game design received mixed reception. The cancelled Amiga version reflects the broader industry shifts occurring during this period, as established platforms gave way to Windows-based PC gaming.

Downloads

Purchase / Digital Stores

  • Not available for purchase; 1995 release is abandonware4

Download / Preservation

Manuals & Extras

Information

References

Footnotes

  1. MobyGames – PowerHouse – developer, publisher, designers, composers, platform, ratings, technical specs, compilations, credits count 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

  2. Edward Grabowski’s Website – release date (May 1995), developer, publisher 2 3

  3. Internet Archive – Edward Grabowski’s Website – release date (May 1995), developer, publisher 2 3

  4. MyAbandonware – PowerHouse – platform (Windows 3.x), user rating, file size, game description 2 3 4 5 6 7 8 9 10 11

  5. Wikipedia – Powerhouse (video game) – designers, contemporary reviews with scores, technical specs, development notes, WinG interface, cyberpunk influences, Amiga cancellation, developer quotes 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

  6. Old PC Gaming – PowerHouse – technical requirements, nine power types, gameplay features, Transport Tycoon comparison 2 3 4 5 6 7 8 9 10

  7. Old-Games.com – PowerHouse – criticism (weak AI, economic model), Detroit predecessor, file size 2 3 4 5 6 7 8 9 10

  8. GameFAQs – PowerHouse – developer, publisher, platform, user ratings 2

  9. Sierra Help – Patches & Updates – PowerHouse Update existence

  10. Internet Archive – PowerHouse Manual – manual and tutorial guide availability, 1995 publication 2

  11. ReplacementDocs – PowerHouse – Quick Reference Card documentation 2

  12. Sierra Chest – Games List – game listed in Sierra catalog