Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 3 / 53

Midway: Every Queue Has a Pulse
A self-contained fine-pixel theme-park operations game. Operate seven parks

VESPERBLOOM · Every Flower Changes the Hour
VESPERBLOOM is an original portrait-first deterministic florist puzzle set in an Art Nouveau midnight flower shop. Arrange supplied stems across brass dew cups, then run the clock. Every closed bud counts down each hour; when a flower opens, its printed law wakes or delays its still-closed neighbors. The client's bouquet is correct only when every named flower opens on the exact promised hour.

VESPERSHIELD
**Every Block Teaches the Bell Your Shape**

COUNTERCROWN · Every Blow Moves the Prize
COUNTERCROWN is a standalone portrait-first fine-pixel court brawler built around one conserved-impact law. A successful blow pushes its target with the attack while the one physical Crown moves exactly one square against it. Hostile blows use the same interpreter. Victory is not damage: dock the Crown on the moon dais before the public bell closes.

TAGTRAIL: Every Tag Rewrites the Next Chase Remix
TAGTRAIL is an original simultaneous tag-physics duel. Every departure repaints the street: the Hunter leaves **Bounce**, the Runner leaves **Slide**, and one physical contact swaps who is “IT.” The player is not merely choosing where to move. Each chase writes the movement law for the next chase.

AFTERTASTE
**Every Course Rewrites the Alibi.**

Sirocco Covenant
An original landscape-first 3D sand-sailing arcade expedition. Carve across dune faces, hold the Sunsail to gather lift, release at a crest, thread wind gates, and preserve three hull seals across three passages.

TURNWROUGHT
TURNWROUGHT is a deterministic 3D tactical clockwork roguelike. Every Chamber receives the sealed twelve-tooth cassette from the Chamber immediately before it. Advance becomes a Conveyor, Strike a Cutter, Brace a Shutter, Wind an Accelerator, Wait a Dead Tooth, and every untouched tooth after an efficient victory remains an explicit Blank. The next enemy chassis may connect those parts, but it cannot invent, delete, relabel, reorder, or retime them.

RAINWARD · Every Block Becomes a Watershed
A complete portrait-first falling-block hydraulic strategy game. Every committed polyomino becomes permanent civil engineering: runnels conduct, reedbeds filter, copper gates lift pressure, and loadstone supports without carrying water. Bind each source to every settlement, keep the salt fault dry, and finish inside the basin's pressure charter.

STEPWARRANT · Every Step Becomes an Order
STEPWARRANT is an original portrait-first deterministic tactics game. The Runner moves one cardinal square and leaves a one-use directional warrant on the square they vacated. Every surviving docket then performs its published march. A docket that enters a warrant must immediately follow the complete connected warrant chain; a compelled entry into a Null Seal removes it from the Chancery.

REFUGEFORGE: Every Disaster Remakes the Shelter Remix
REFUGEFORGE is a deterministic fine-pixel disaster relay. Approach the shelter material named by the next public disaster. A correct shelter survives, transforms into the next material, and carries both its stable identity and its rider along the event vector. When the destination is occupied, the displaced shelter takes the vacated cell. Nothing is copied or deleted.

MOLTLEDGE: Every Fall Keeps Its Final Pose Remix
MOLTLEDGE is an original successor-platform puzzle. A cicada climber cannot cross the foundry alone. Its final pose freezes into an articulated shell, and the next climber must physically inherit that pose as part of the route.

Switchlist: Every Wagon Has a Deadline
Switchlist is a standalone fine-pixel freight-yard strategy game. Build exact outbound consists across seven physical classification yards where every wagon has mass, length, brakes, cargo, inspection state, couplers, and a real place on continuous track.

BLACKMAP: Every Answer Opens the Monster's Road Remix
BLACKMAP is a portrait-first 3D investigation tactics roguelite. Every question is answered truthfully. Sites disproved by that answer collapse into wet ink, and the entity immediately uses the connected ink as road toward the last refuge lantern.

GRAFTAIL: Every Fusion Frees the Path
GRAFTAIL is an original true fine-pixel Snake–Suika body-stack pathfinding puzzle. Every eaten Apple Knot, Berry Bell or Pear Lantern keeps its stable identity and enters the serpent's physical rear cell. Whenever the final two graft segments share both kind and rank, they fuse into one higher-rank segment, retain every source serial in order and release the removed rear cell back into the orchard.

SCARWIND · Every Clean Pass Moves the Static
SCARWIND is an original portrait-first analog restoration puzzle. Three cassettes share one motor. Every pulse moves every unclamped magnetic scar one frame in the cassette's mounted direction; one physical clamp can hold one tape. Each cassette publishes a single safe waste-leader edge. A case succeeds only when every scar exits through its own leader before motor heat crosses the disclosed limit.

WINCHBLOOM: Every Anchor Can Become Cargo Remix
WINCHBLOOM is an original portrait-first tension puzzle set on a bright Mediterranean citrus railway. Choose a public tension value, hook one visible root and reel:

VESPRECLOCK · Every Cast Cools the Other Three
VESPRECLOCK is an original, portrait-first raid cadence puzzle. Four fixed heroes answer a public boss score. A cast resets only its caster to that hero's printed recovery value and cools each of the other three heroes by one. Time itself never restores anyone.

STARLATTICE · Every Constellation Needs a Path
A portrait-first constellation-routing puzzle inspired by the enduring starlight engineering space around Minecraft's Astral Sorcery. Build a physical observatory lattice, route timed packets through spectral lenses and Lightwells, split them through prisms, and deliver the altar's ordered signature before dawn.

FLAGBOUND: Every Carrier Moves the Front
An original deterministic fine-pixel capture-the-flag relay. Swift and Ward infiltrate a physical eleven-cell front against Raider and Sentry. Both flags retain home, carried or dropped state, an exact position and an optional carrier. Tags consume guard or reset the tagged runner while dropping any carried flag onto the real field. Stepping onto a dropped friendly standard returns it; stepping onto an enemy standard carries it. A capture is legal only when the enemy flag crosses home while the team's own flag is home.

VESPERDIAL · Every Turn Opens Another Grave
A self-contained portrait-first Three.js turn-defense game. Rotate one of three ossuary rings by 90° each turn. When all three apertures overlap on a cardinal grave lane, the aligned lane burns and its dead do not advance. Survive five processions, two bosses, and four relic drafts.

Kilnfall
A portrait physics merge game inside the Moon Kiln. Tap to drop one of ten hand-painted ceramic tiers. Matching vessels collide and fire into the next form; every new piece inherits a visible crack. Keep the stack below the kiln mouth and pursue the Full Moon Jar.

INKHERIT — The Causal Marbling Atelier
Play INKHERIT — The Causal Marbling Atelier — a browser mini-game.

BREATHDEBT · Every Spell Leaves the Air Behind
BREATHDEBT is a portrait, one-thumb underwater action RPG set in a drowned cathedral. Casting never deletes its resource. Each spell moves exact Breath out of the player's lung, carries it to the impact point, and leaves it there as physical bubbles: