OhMyGame
OhMyGame is the open-source studio for making games with AI. Design, build, playtest, and publish games in one app, with your own model keys.
Browser games you can play free. Voxel Isle, Ashmarch, Age of War, Startup Tycoon, Hearthvale, Gutterlight, Crate Escape and Tetris. Eight games, with daily challenges and rival leaderboards. No insta
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Something cool
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Taken from the repository README
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Read the full README ↗A browser arcade of small, self-contained games. Zero dependencies — vanilla HTML, CSS, and JavaScript, no build step, no framework.
Open index.html and you land in a retro terminal-style hub (clock, system monitor, activity graph) that doubles as the arcade's front door. From there you can jump into a mix of in-page canvas games and standalone game pages.
The hub carries a shared meta-layer across the whole arcade: a daily challenge (seven quick games share one seed per day, so everyone races the same board), a flagship daily (one seeded sprint in Startup Tycoon, Beagle Sim, Hearthvale, Grow Op, or Night Clinic, with a goal, a clock, a local best and a streak), 21 achievements that mint coins for accent-color cosmetics, hub themes, zero-backend rival leaderboards via copy-paste share codes (covering the hub games and every flagship's headline record), a Hall of Fame with a downloadable PNG score card, one-click backup/restore of every save, a ? shortcuts cheat-sheet, gamepad support, and a service worker that makes the whole thing an installable, fully-offline PWA. Startup Tycoon, Beagle Sim, Hearthvale, Grow Op and Night Clinic share a game-feel kit (particles, shake, hit-stop, pop-ups, transitions, optional haptics) with a reduced-motion setting.
In the arcade hub (index.html, rendered on <canvas>, no page navigation required):
Standalone pages:
ageofwar/) — side-scrolling strategy: march your army through six eras (up to Singularity+) and crush the enemy base. Units earn veterancy, turrets have targeting modes, Walls hold the line, and Bastion Plating armors your base up to −30%. From Age II the 🎺 Warcry rallies every friendly to +50% attack speed on its own cooldown, beside each era's Special, 🪖 Mercenary Contracts (M) field two instant veterans of your best line at a premium, once per run the 🚩 Last Stand rallies the whole garrison at the brink, and the 🧲 Lodestone relic makes coins leap to your purse. From wave 14 the endless horde is led by named ⚔️ Warlords — five faces, five quirks, a lifetime roster to cross off — a 🚩 War Banner picked before the horns leans the whole run (faster lines, thicker shields, or a golden toll on every kill), and from Age II the ⛏️ Trenchworks dig a midfield trench that bogs the enemy line to half speed — those warlords answer a 🗡️ Champion's Duel (C): a 250-gold purse sends your foremost soldier out for single combat, odds riding raw dmg×hp — the 🛠️ Sappers (R) patch a quarter of the base back at a gold per point on a two-minute rearm, and from Age III the 🏹 Ballista (B) skewers the front of the enemy line for 40 × (era + 1) on a 45-second winch, while from Age II a ⛑️ Triage Tent (V) — 400 gold, once per run — heals every friendly within 220px of the base wall at 4 hp a second — and every non-boss wave posts a 🏷️ bounty: three of one enemy line for triple gold, re-posted with each new wave. From Age II a 🛡️ Armorer (N) — 300 gold, once per run — issues plate: every recruit trained after marches out at +15% hp. His opposite number, the 🪶 Fletcher (F) — 250 gold, once per run — works the towers instead: every turret reloads 15% faster. The 🥁 Drillmaster (D) — 275 gold — runs the parade ground: every recruit trains 20% faster, stacking with the March Drums. And the 💰 Paymaster (G) — 400 gold from Age III — seats the treasury, the every-second gold trickle running 25% richer. And the 🏰 Masons (K) — 350 gold from Age III — mortar the walls 25% thicker on the spot, the fresh stone landing already healed: a full workshop quintet. The 🧰 War Chest (J) locks 150-gold deposits that open at 150% when a boss falls — die first and every coin is gone. The 🛡️ Ironside Wager (U) puts 200 gold at the horn on the walls ending the wave no worse than they started — held ground pays double, and the Sappers' trowels count. Its mirror, the 🛟 (I) — 250 gold insures the walls for the wave: end below the signing mark and half the loss is rebuilt on the spot. The 🏦 (L) wires 400 gold now against 500 of the field's future coins — the lender takes every second coin off the pile, Lodestone included, until the ledger clears. The 🎖️ (E) — 500 gold raises it once, forever: the first three recruits of every muster march out already Veterans. The 📜 keeps the deepest wave any war has reached across every defeat — a new page pays a relic, once a session. Every fresh muster with a history gets a ✉️ citing the hall and the Chronicle, 25 gold enclosed, and the 📚 bind every war’s memory onto one slate — raising the 🚩 once a session pays gold sized by that memory, and three musters open the hall’s 🍽️ (the first recruit arrives Elite; at six musters the 🏫 drills the second Elite too), and every muster after opens to a 🎺 (+50 gold, +25 xp), and three Chronicle pages earn the 🏵️ (+30 gold with every page beneath it), and once a session the 🎖️ any war with a story (+20 gold, +10 a laurel page — and after three reviews his 🔭 , +15 gold on every standard raised beside them — and when the whole story stands, a 🎗️ musters once a session, to +140 gold; three musters hang a 🖼️ in the hall, to +140 an unveiling; three unveilings fire a 🎇 , to +175 a round; three salutes hang a 📜 , to +210 a reading; three readings build a 🪑 , to +245 a sit; three sits teach a 🔥 , to +280 a hearing; three hearings march to a 🎺 , to +315 a singing; three sings seal a 🧱 , to +350 an opening; three openings paint a 🎨 down the inner wall, to +385 a walk; three walks put the oldest sergeant on a 🧭 down it every muster, to +420 a walk; three walks put the brush in that recruit's hand for their own ✍️ after the cornerstone seam, to +455 a painting; and three panels offer the 🏛️ — 900 gold once ever for a hall that fires no shot and raises no rampart, the first thing on the field that costs instead of pays, and the deepest hour in it at +490 gold; a 🧱 button beside Awards shows the whole chain in one place — what you have begun, what is yours to do next, and how far off the one after that is; and three sittings prime the 🖼️ at its far end — frames for the musters that have not marched yet, dated forward, and the first thing on the field that pays nothing: Veteran at 22s instead of 25 and Elite at 54 instead of 60, for every soldier in every war after). Four difficulties, , and an with boss waves and roguelite every 5 waves — all feeding a permanent 🏺 stocked by one-time . Endless bests ride the rival share codesThe hub also has a few non-game utilities: a productivity view (notes, todos, pomodoro, bookmarks), a "Studio Crew" org chart, and a Hall of Fame view for high scores.
vendor/ (no CDN, no npm) so they work fully offlinelocalStorage (per game — see the key registry below)css/arcade.css, css/arcade-chrome.css, and the data-view routing in index.html; each game otherwise owns its own CSS/JSindex.html links each stylesheet directly rather than through an @import chain, and every game script is deferred — the one inline block runs inside DOMContentLoadedEvery game owns its own keys. Add a new game's key here when you add the game,
and namespace it — two builds sharing one key is what caused the Startup
Tycoon / Beagle Sim save collision (ROADMAP.md, TYC-3).
| Key(s) | Owner |
|---|---|
snake-high, tetris-high, breakout-high, asteroids-high, g2048-best | arcade canvas games |
snake-pace | Snake pace setting (Chill/Classic/Blitz; daily runs always play Classic) |
maze-best, maze-golds | Gem Labyrinth (score best + lifetime par-beating gold medals) |
mines-best-beginner / -intermediate / -expert, mines-diff | Minefield |
connect4-streak, c4-diff | Drop Four |
word5-streak | Word Five |
cycles-streak | Light Cycles |
matrix-best | Memory Matrix |
pong-streak | Pong++ |
stacker-best | Stacker |
vector-best | Vector Defense |
cascade-best | Word Cascade |
crate-best, crate-level, crate-moves | Crate Escape (ladder progress, current level, per-level best moves) |
arcade-daily-<game>-<date> | Daily challenge bests (today's only — stale dates are swept on boot) |
eureka-feel-v1 | Shared game-feel setting: motion (auto / full / reduced) and haptics. Owned by js/feel.js |
eureka-moments-v1 | Shared photo mode and highlight replay switch (enabled). Owned by js/moments.js. Voxel Isle, Hearthvale, Age of War, Grow Op, and Homeless Village opt in. Clips stay out of this key; IndexedDB (eureka-moments-clips) holds them when the browser allows |
eureka-flag-daily-v1 | Flagship daily bests, seven-day history and streak. Owned by js/flag-daily.js |
arcade-rivals, |
No build step, no install:
python3 -m http.server 8000
# then open http://localhost:8000/
Opening index.html directly as a file:// URL also mostly works, but some games/assets prefer being served over HTTP.
The repo carries a headless QA battery in tests/headless/ — Playwright + Chromium scripts that drive the real pages (clicks, seeded saves, exact payout math) and fail on any console error. Alongside the per-feature suites there are cross-game guards that no single game's tests would catch: leaked debug hooks, panel geometry, storage-key collisions, memory-chain integrity and pacing, and saves.js, which boots every flagship from a deliberately damaged save — a save is untrusted input, it is read before any UI exists to report a problem, and a throw there takes the game away for good. With a static server on port 8099:
npm i -g playwright && npx playwright install chromium # once
python3 -m http.server 8099 --bind 127.0.0.1 &
./tests/headless/run.sh
See tests/README.md for coverage and conventions.
Deployed as a static site on Vercel. vercel.json sets cleanUrls (so /tycoon serves tycoon/index.html), a couple of legacy redirects, and long-lived cache headers for vendor/, css/, js/, and assets/. There's a custom 404.html, plus robots.txt and sitemap.xml for crawlers.
tycoon/) — idle/story tycoon with a 3D office (play.html; the 🐶 Beagle Sim reskin is the same build at play.html?theme=beagle). Engineers level up with every ship (+4%/level), bugs hit production until you hotfix the desk, the board convenes, an R&D lab hums, and a named rival races you to the goal. Post-IPO the season rolls a market climate, struggling startups come up for acqui-hire, enterprise clients buy the team on-site, launch windows open (ship hot and risk bugging every desk, or let QA polish), rivals try to poach your most senior engineer — counter-offer or lose the seniority — HR pitches the ⛺ Retreat: empty the office for a minute and everyone returns +3 XP with the bug board wiped, mid-race an 📑 RFP hits the street — bid head-to-head against the rival for an enterprise account (win and they lose the client; pass and they book the revenue) — a ⚡ Hackathon flyer sometimes goes up (pizza money buys 48 seconds at double speed before the demo ships for cash — sleep-deprived code ships bugs), and 📨 patent trolls send demand letters you can fight in court, where the R&D lab's patent wall is prior art. Once the roster runs three deep with a Senior aboard, a 🧑🏫 Mentor stipend puts your most-shipped engineer on office hours — they slow to 90% while every other desk logs double XP per ship. post-IPO 🔥 outages melt the servers — the floor drops to ×0.25 until you 📟 page the on-call (a page inside 15s is a heroic save) — when the rival crosses three quarters ahead of you, the 🚨 War Room buys one 90-second ×1.5 sprint per race (the crash costs −8 morale after), the 🏆 Trophy Shelf pays +2% deal value per season won (to +20%), the 🎓 Alumni Network makes even lost poaches vouch for future hires, when the cash runs under $500 the board slides a 💸 Bridge Round term sheet — instant runway, every deal 5% lighter until the next IPO washes it out — once a season DevWorld books the founder for a 🎤 Keynote (20 seconds on stage at 85% office speed, then a 90-second glow closing every deal 20% richer), at every bell an 📊 analyst updates coverage — a clean win over the rival rates BUY (+5% deal value next season), a lost race rates SELL (−5% until you prove them wrong) — once the pager has bitten, a 🧑🚒 SRE retainer (max($1,500, a minute of revenue), once a season) loads a runbook that eats the next SEV-1 before it ever fires, the shield keeping across seasons until it's spent — every bell banks 📋 retro learnings (two on a BUY-rated season), each a permanent +1% on every desk to +12% — from three patents the 💼 licensing desk clears $6-a-patent royalty checks every 45 seconds, the wall finally paying its own rent — once the pager has bitten twice, a platform architect pitches ☁️ THE migration ($8,000, once ever: every pager window runs 25% longer, for good — fewer fires, not faster work) — while two straight BUY ratings declare a 💵 dividend: a check every minute at 10% of a minute of revenue, dead the moment the streak breaks — a mid-race 🚀 Moonshot stakes half a minute of revenue on beating the rival to the bell, paying 2.2× when the race is yours — its mirror, the 🛟 Hedge, insures the race for 15 seconds of revenue: a rival win pays 3×, your own bell burns the premium — the 🏦 Factoring Desk sells the next 60 seconds of receivables for cash now at 0.9× the run rate, the books still booking while the cash rides the desk — the 🎓 Endowment ($25,000, once ever) puts a floor under every hard day: no blow lands morale below 50 again — the 📈 House Record keeps the all-time cash high-water mark across every prestige, and beating the standing mark rings the record bell for +5 floor morale once a session — every newly prestiged company finds a ✉️ Founder's Letter citing the record and the scholarship by their real numbers (+3 morale on the read), the 📜 Company History binds every cross-run number into one read, the 💍 Founder’s Ring rallies the floor once a session with a boost the memory itself sizes, five steadied days endow a 🪑 second chair (the floor rises to 55, and ten endow a 🏢 corner office that lifts it to 60), and every prestige under it opens to 🎉 Founders’ Day (+$500 seed, +5 morale), and three record bells hang a 🍾 brass plaque (champagne, +$250, on every bell rung under it), and once a session 🪪 Employee #1 badges back into any office with a story (+$150, +$50 a champagne bell; after three visits her 🪪 first badge stays in the desk drawer, +$100 on every ring rally beside it — and when the whole story stands, a 🥂 Company Reunion fills the floor once a session, to $400; three reunions hang a 📸 reunion photo by the plaque, to $175 a straighten; three straightenings raise a 🥂 founding toast, to $210 a round; three toasts leave a 📔 guest book open in the lobby, to $245 a leaf; three leafs seat a 🪑 lobby bench, to $280 a sit; three sits teach a 🎙️ all-hands story, to $315 a telling; three tellings raise a 🎺 company anthem, to $350 a sing; three sings seal a 📦 time capsule, to $385 a visit; three visits paint a 🎨 lobby mural, to $420 a sitting; three sittings post a 🧭 lobby docent who walks every new hire down it, to $455 a tour; three tours put a brush in that hire's hand for their own ✍️ panel after the capsule seam, to $490 a painting; and three panels offer the 🗄️ Archive Wing — $25,000 once ever, the first thing on the wall that costs instead of pays, and the deepest visit on it at $525 — and three visits fill its blank end with the 🗓️ Next Five Years, the first thing on the whole wall that pays nothing and changes the office instead: every hire from then on starts +3 XP in) — and a 🧱 Wall button beside Achievements finally shows the whole chain in one place: what you have begun, what is yours to do next, and how far off the one after that is — and IPO prestiges into the Founder Shopdrug-lab.html) — 3D room-builder with risk/heat mechanics, grown into a full crime economy: street demand drifts, surges and crashes, big-buyer contracts bet on your pipeline, ~1 in 8 buyers past the garage is an undercover cop (Lookouts make the wire), Cooks roll ✨ pure batches worth 1.6×, a rival crew posts up and poaches buyers until you pay them off, the 🌙 night-shifts lever trades 30% more output for 1.5× heat, the 💈 Laundry Front finally earns its rent — heat lands a quarter lighter and drains faster with the spin cycle running — the 👑 Penthouse brand pays 10% more on every sale, the city runs periodic 🚔 crackdown sweeps — every sale 2× hotter, buyers thinned, and a clean ride-out pays −10 heat — a 🎒 Getaway Bag by the back door ($2,500) turns a bust into a clean exit: half the cash walks and the run survives — a 📦 Storage Unit across town lifts the stash cap 15 → 45 and rides out any skip with up to 15 bags (the unit was never on the warrant) — the block throws 🎉 parties: 60 seconds of +25% prices and doubled buyers against 1.5× heat and badges hiding in the crowd — a 📱 burner phone ($800) halves undercover odds for its first ten street sales, then burns out — every 12th clean street sale primes the 🐋 Whale: 3 bags at triple list and never a badge, but he won't show through a sweep or a party and walks if the shelf can't stock him — $1,500 of 🌱 prize genetics roots a Mother Plant whose cutting rides every trimmed batch: one extra bag, forever — every 25th clean sale locks a 🤝 regular (to five), each bringing the whole street back 5% sooner — $12,000 buys a 🏛️ zoning variance from a friend at City Hall: the block reads mixed-use commercial and the empire's ambient heat radiates 40% lighter, forever — and the 📓 Chemist's Notebook writes a page per batch — 10/30/75/150 lifetime batches step four tiers of permanent price edge, each new tier tearing out a guaranteed-pure eureka page, the 👁️ Security Post makes every Lookout count half again, past the garage an ℹ️ Informant sells 90 seconds of wire at 3× list — every undercover buyer made on sight, no Lookout required — 🔨 bidding wars break out over 5-bag lots (hammer at the standing bid or let two buyers climb to 2× list, if nobody spooks), and Act III opens a 📦 wholesale route — a van, 3 bags every 45 seconds at 0.85× list, and a route that can get burned. A 🔒 Floor Safe banks $1,000 chunks bust-proof under the laundry floor (10% fee) and pays them into the next run's starting pocket. A 🎲 Hot Hand wager puts $600 on three clean street sales inside 45 seconds, paying double — the burner and the regulars are the edge, and a sting kills the streak. A ⚖️ Lawyer on retainer ($1,500, one case) argues the next sting down — the bags' list value back as damages, the spike cut to 8. A 📤 Pre-Sale has the van pay now for the next five bags off the line at 0.85× today's list — the van feeds first, before the shelf. The 🏀 Youth Center ($20,000) lives outside the run like the floor safe — busts can't touch it, and every fresh start begins with one regular already locked. The 📈 High-Water Mark keeps the biggest single hand ever sold across every bust — smash it once a session and the story cools heat by 5. Every fresh start with a history gets a ✉️ Kite from Upstate citing the center and the best hand (heat −3 on the read), and the 📒 Corner Ledger keeps the block’s whole memory in one set of books, while the 🔥 Zippo from the Block burns off heat once a session — deeper memory, cooler corner — and at three fresh starts the center opens a 🏀 gym annex that locks two regulars — three once the rec league fields at six starts — and throws a 🍖 block cookout for every fresh start (+$300, heat −5), while three smashed marks hang a 💿 gold record over the stash (+$200 with every mark after), and once a session the 🧢 OG from the block walks any corner with a story — a regular locked on the spot, heat cooled deeper for every gold-record mark — after three visits his 🫙 tin of lighter fluid stays behind the counter, every Zippo flick burning heat −3 extra — and when the whole story stands, the 🎪 Block Reunion goes off once a session, to +$400 — three of them taping a 📸 cookout polaroid behind the counter, to +$175 a look — and three looks toasting a 🎂 corner anniversary, to +$210 a round — and three toasts filling a 🖊️ wall of names, to +$245 a read — and three reads building a 🪑 stoop bench, to +$280 a sit — and three sits teaching a 🎙️ stoop story, to +$315 a telling, and three tellings cutting a 🎧 block track, to +$350 a play, and three plays burying a 📦 shoebox under the stoop, to +$385 a dig, and three digs painting a 🎨 alley mural down the block, to +$420 a stand, and three stands putting the oldest head on the block on a 🧭 walk-down with every new kid, to +$455 a walk, and three walk-downs bringing that kid back with their own can for their ✍️ tag after the shoebox seam, to +$490 a piece, and three tags putting the 🛋️ Back Room on offer — $20,000 cash, the first thing on the block that costs instead of pays, and the deepest sit on it at +$490 — and three sits hang the 🖼️ Empty Frame past the new kid's panel, still empty, still for whoever's next: the block watches the corner for you now, and undercover buyers come at 0.7× on every run from here. A 🧱 Corner button in the tray shows the whole chain in one place: what you have begun, what is yours to do next, and how far off the one after that is. Bribe windows, offline catch-up, two difficulties, and a "New Identity" prestigehomeless-village.html) — 3D survival/village-building with real weather (and a forecast via the Lookout or a crafted 📻 radio), police sweeps you can pack up camp to dodge, 🐕 Biscuit the stray dog, three named regulars whose friendship earns standing favors, a daily bulletin-board odd job, a 💬 neighborhood reputation that lifts panhandling and thins sweeps, soup nights at the kitchen, a 🎨 four-panel community mural the neighborhood helps paint (sweeps can't touch paint), a 🕳️ Hidden Stash that halves what thieves and sweeps take, a 🔥 fire that pays +2 morale when it holds all night, a 🎸 Scrap Guitar built at the workbench earning one busked set a day (the take rides morale, doubled on a scorcher), ❄️ cold snaps that grip winter for two brutal days (the block checks in with goodwill; weathering one pays morale), a 🚌 bus ticket a Respected camp can buy a resident with family two towns over — a smaller camp, a prouder one, and letters with a little something inside come back every few days — a 🗣️ camp meeting every few days once the fire draws neighbors (morale a head, a pot everyone feeds), 📋 city petitions once the camp is Respected (goodwill buys sanitation, a street light, a grant: civic wins no sweep can take), 🤝 regulars' favors — friends ask for small things at dawn and pay goodwill back with interest — a 🛒 Shopping Cart built at the workbench opening a once-a-day deposit run (every can hauled: 1 goodwill per 2, +1 rep per 10 — the block notices industry), a 🫂 newcomer at the edge of the firelight every nine days once the camp is Respected — six food and four wood make a bed, and the camp grows — a 🥣 free pantry on a post that neighbors fill half of dawns (+2 food, every fifth fill remembered at +1 rep) — a 🧥 Coat Rack by the fire (scraps and donated goodwill) that halves the cold weather's bite and the snap's extra on bitter dawns — a 🧰 Tool Box that keeps the workbench from ever falling apart again and tips the daily odd job +2 goodwill — a ♻️ Compost Bin feeding the garden +1 every giving day and keeping one bed alive through frost — a ⛱️ salvaged Awning rigged over the corner so rain-day panhandling runs at clear-day odds — a 🛢️ Rain Barrel storing every rainy dawn (up to 3) to water the beds +1 on dry garden days — a 🎲 Rain Bet with Dee: 5 goodwill against your 2 that tomorrow stays dry, you always holding the rain side (the crafted radio is the whole read) — a 🚙 Garage Favor: 2 goodwill stows the loose goods in Marisol's garage, and the next sweep's confiscation finds nothing — a 🤲 Borrowed Favor: Ray fronts 4 goodwill and his ledger takes one back each dawn until 5 clears, never pressing a broke morning — a 🧊 Corner Fridge: 15 goodwill sets it humming outside the save, Start Over can't unplug it, and every fresh camp starts 3 goodwill known — the 📈 Long Memory: the most dawns any camp has held, kept across Start Over, +3 morale the morning a camp outlasts the old mark — a 📝 Note in the Fridge Door every fresh camp with a history finds, citing the fridge's camps and the longest hold (+2 morale), the 🧱 Writing on the Wall chalks the bridge’s numbers where anyone can read them out, the 🫖 Old Thermos goes around once a session (the deeper the memory, the further the coffee goes), three camps earn the fridge its 📌 bulletin board (fresh camps start 5 goodwill known — 7 once the 🧺 community shelf stocks at six camps and open with a 🍲 potluck: +4 food, +5 morale — and three beaten holds chalk a ⭐ star on the wall, +3 food with every hold after) — once a session 🚗 Marisol drops by any bridge with a story, leaving a casserole (+2 food, +1 a chalk-star hold; after three visits her ☕ spare mugs stay on the shelf, +2 food with every thermos round — and when the whole story stands, a 🎂 Bridge Reunion fills the pot once a session, to +8 food; three reunions tuck a 📷 snapshot in the fridge door, to +7 a look; three looks light a 🕯️ bridge anniversary candle, to +8 a marking; three candles leave a 📓 spiral notebook by the fridge, to +9 a leaf; three leafs build a 🪑 bench by the fridge, to +10 a sit; three sits teach a 🔥 fire story, to +11 a telling; three tellings tune a 🎸 bridge ballad, to +12 a playing; three playings bury a 📦 coffee can, to +13 a dig; three digs prime a 🎨 fifth panel beside the finished mural, to +14 a stand; three stands start a 🧭 walk down the underpass for every newcomer, to +15 a walk; three walks put the chalk in that newcomer's hand for their own ✍️ name on the wall, to +16 a name; a 🧱 The Bridge button in the top bar shows the whole chain in one place — what you have begun, what is yours to do next, and how far off the one after that is; and three names in three different hands put the ⛱️ Dry Corner on offer — 12🧱 and 8📦 to roof the corner so the rain stops taking the story, the first thing under the bridge that costs instead of pays, and the deepest sit under it at +17 food; and three sits hang the 🧣 Empty Hook by its door — a spare blanket, no name on it, for whoever comes in next: every season's base warmth drain comes down 2, for good) — and a resolvable Case Worker archearthvale.html) — cozy top-down town builder with procedural pixel-art, seasons that matter, and teeth: wolf packs test your watchtower in the cold months (repelled raids bank pelts for the 🧥 Furrier). Villagers carry natural talents and earn mastery ranks at their trade, roads on the 🛤️ Cobbled Way trade +10% with the Market, the 🫙 Root Cellar pickles autumn surplus for winter, town decrees and festivals shape the mood, the 🔔 Chapel bell rings the alarm on raid nights (losses halved) and peals over festivals, the Market sends 🐴 caravans to the far towns (three days out, gold coming back — the watch lends outriders), the 📚 Schoolhouse runs night classes (+1 mastery XP per worked cycle), the trader posts 📜 standing orders — a fixed load due in six days at a fat premium — every dawn the most seasoned hands are named 🪶 Town Elder (their whole trade works +15%), a 🕯️ Beacon Tower halves caravan waylayings and spots wolf packs a day out, a 🗿 Stonemason dresses quarry stone into coin while ninety worked cycles raise a four-stage Monument (+8 cheer, permanently), the town keeps 🌞 Twin Festivals on its own calendar — Midsummer's long tables and Frostfire Night, whose bonfires keep the wolves to the treeline — a built 💧 well takes one 🪙 wish a day — seeded fate paying bread, timber, stone, interest, or a rare Golden Day running every workshop at ×1.5 till dawn — from year two autumn carries the 🤒 sick season — a seeded fever can slow every workshop to ×0.75 for three days, unless a 🌿 Physic Garden's feverfew breaks it in one at half the sting — the reeve 📯 reckons every year on its first dawn: a 2-gold dividend per finished roof and the year's headline written into the annals — every eighth day a 🎻 wandering minstrel plays the tavern floor: +6 cheer and a Chronicle verse about this town's own deeds — the first morning of every summer a 🐝 wild swarm rolls the valley: each apiary draws 8 gold of comb (capped at 24, +6 when an orchard or garden holds the bees) — every third day of winter a 🏹 Hunter's Lodge brings the party in off the snow: +5 food, and every second hunt hangs a pelt by the Furrier's gate — every third day of autumn the 🍎 cider press runs: 4 gold a finished orchard, capped at 16, so every season now keeps its own appointment — a 🪵 Palisade rings the heart of town, counting as one steady guard that is always awake and never staffed — a 🧊 Icehouse packing a block every winter dawn (cap 4) and selling them back all summer at 6 gold apiece — a 🎲 side bet from the teamster's box seat: 20 gold says the road runs clean, 28 back beside the cargo when the watch and the beacon have done their work — the clerk beside him selling the other side of the ledger: a 🛡️ Guild Surety, 10 gold paying the 45-gold gap on a waylaying so an insured caravan comes home whole either way — a 📜 Merchant's Advance at the Market stall: 30 gold now against 12 food due in four days, honoured for +2 cheer or paid off short at 3 gold a measure — a 🌳 Founders' Oak on the green (40 gold, once): every town founded in its shade starts 8 happiness glad — a 📖 Valley Ledger of the richest coffer ever counted at dawn, kept across every founding, a new page glowing the town +3 happiness — a ✉️ Letter under the Oak every founding with a history digs up, citing the oak's towns and the richest dawn (+2 happiness), the 📔 Elder’s Recital speaks the valley’s whole memory into the chronicle, the 🪨 Hearthstone warms the green once a session by everything the valley keeps, three towns hang a 🪢 rope swing from the oak (foundings start 12 glad, 15 under the 🛖 treehouse at six towns and open to the 🎪 Green Fair: +20 gold, +5 happy — and three ledger pages ✨ gild the ledger, +15 gold with every page under the gilt) — once a session the 🧓 First Reeve walks the green of any valley with a story (+10 gold, +5 a gilded page; after three greetings his 📯 brass seal stamps the mantel, +5 gold with every hearthstone warming — and when the whole story stands, a 🍻 Founders' Reunion fills the green once a session, to +50 gold and +5 happy; three reunions hang a 🖼️ green portrait in the hall, to +40 a viewing; three viewings keep a 🎊 founding day, to +45 a keeping; three keepings open a 📖 hall register, to +50 a leaf; three leafs seat a 🪑 green bench, to +55 a sit; three sits teach a 🔥 hearth tale, to +60 a hearing; three hearings raise a 🪕 minstrel's ballad, to +65; three hearings seal a 🗝️ founders' casket, to +70 an opening; three openings paint a 🎨 hall fresco down the great hall, to +75 a walk; three walks post a 🧭 hall warden who takes every newcomer down it, to +80 a walk; three walks put the brush in that newcomer's hand for their own ✍️ panel after the casket, to +85 a painting; a 🧱 The Hall row on the pause menu shows the whole chain in one place; and three panels offer the 🏛️ Long Gallery — 400 gold once ever for a run off the hall that houses nobody, the first thing in the valley that costs instead of pays, and the deepest sitting in it at +95 gold; and three sittings float the 🧱 Fresh Plaster at its bare end, primed and dated forward for winters nobody has survived yet: every villager born in the valley now starts +4 mastery XP) — and the 📖 Town Chronicle writes the whole story down as it happensvoxel-garden.html) — a cozy voxel farm-and-town builder on a floating sky island (three.js). A named deckhand walks with you from the first morning: follow, gather nearby crops and goods, finish a line or floor you started, and call out crows and the cliff, all from a state machine that needs no network (double-tap the name and the isle booth can recolor one line; the rule line shows first). Till soil, plant seeds (premium crops yield more), water and harvest for coins, and level up to unlock new crops, decorations, and extra floating islets. Each crop has a favoured season where it grows faster and sells for more, so planting becomes a seasonal strategy. It grows into a whole settlement: raise-and-sell livestock (buy a baby, raise it, cash it in or keep it for goods), a crew of pathfinding villagers who do every chore — till, plant, water, harvest, collect, tend, take breaks at the tavern (assign them roles once you build one) and duck inside to shelter when it rains, and a town economy where a Trader's Market stockpiles the goods you gather and a Trader wagon buys them in bulk, a Tavern serves them for steady income, a Bakery + Windmill turn crops into bread, an Apiary's bees make honey and pollinate nearby fields, a Brewery ferments that honey into mead, a Greenhouse keeps crops growing through winter, a Well auto-waters nearby soil, and a Compost Heap turns 5 surplus goods into a growth surge for every growing crop (chimney smoke drifts from the working buildings). A rotating daily market demand makes one good sell for +50% each day, and seasonal festivals open a +35% sell window — the Town Almanac previews both, along with a roster of your named townsfolk. Buy land expansions, grow your population with settlers, and climb town ranks (Homestead → Sky City) with your own procedurally-named town. Crows raid growing crops — tap to shoo them or post a scarecrow to stand guard — and flotsam crates bob up in the pond (tap to crack them open before they sink; a ⚓ Pier doubles the traffic and the haul; a 🗼 Lighthouse brings freighters that heave 📦 cargo crates overboard — triple coin, always a good; a 🔭 Observatory makes stardust fall twice as often and every wish land twice as hard; a 🌦️ Weather Vane calls every shower half a minute early and makes rain linger 25% longer; 🎈 Balloon Tours lift sightseers over the isle every few minutes, tipping 10 coins +3 per building standing; a 🕊️ Dovecote receives mainland letters — small goods orders at a 75% premium on a 90s window; a 🏮 Winter Market only opens in the snow, skaters paying 12 🪙 +3 per villager through the dead season; a 🛖 Ice Hut opens the frozen pond for ice fishing — Arctic Char, Burbot and the pale 🌙 Moon Koi, all weighing into the Angler's Log; a ⛴️ Ferry Landing brings day-trippers in the green seasons, tipping 8 🪙 +2 per decor piece capped at 40 — the prettier the isle, the fatter the tips; a 🍁 Sugar Shack taps the maples — spring boils pay 12 🪙 and run double in the rain — so every season has its own earner; a 🏛️ Isle Museum mounts the first of every species landed for a 30 🪙 finder's bounty — eight mounts, ice catches included, fill the curator's cabinet; an 🦉 Owl Roost works the night shift — 9 🪙 a hunt after dark, double on a wet night — so the balloon has the day and the owl has the dark; a 🐖 Truffle Pig roots a 20 🪙 truffle out of every shower that passes — the weather itself pays out; a 🌽 Corn Crib buys peace with the crows — a raider that fills up first pecks less than half as hard, isle-wide; a 🫙 Preserve Shed jars one quiet day at a time — four on the shelf, sold to every festival crowd at 12 🪙 a jar; a ☁️ Cloud Wager — the chip only appears once the vane is up — stakes 30 🪙 that rain falls inside 90 seconds, paying 60 on the vane's early call; a 🛟 Assessor's Policy — 25 🪙 covers the fields till dawn, a landed crow peck paying 50 in damages: the scarecrow and crib prevent, the policy is for the day they miss; a 📝 Trader's Note — 60 🪙 now against 75 of future trade, half of every Market sale and Tavern meal riding the note till it clears; a 🏮 Stone Lantern — 150 🪙 once, outside the save itself: every new isle rises with its first three plots already grown; a 🔔 Harvest Bell — the richest single day this shore has earned, weighed dawn to dawn, +25 xp the session it rings; a 🍾 Message in a Bottle every fresh isle with a history finds, citing the lantern's isles and the best day, +15 xp on the read), the 📊 Town Almanac ends on the Tide Tablet — the shore’s cross-isle memory carved by number — the 🐚 Keeper’s Conch sounds once a session for xp sized by that memory — three greetings fit the lantern’s second wick (new isles rise with a 40 🪙 kindling purse — 60 once the 🔥 beacon flame braids at six isles and a 🏮 Lantern Festival: +30 xp — and three bell rings hang a 🐚 shell wreath, +10 🪙 with every ring beneath it — and once a session the 🛶 old keeper rows past any shore with a story: +10 xp, +5 a wreath ring — and after three greetings his 🛶 spare oar hangs above the tide line, +5 🪙 with every conch sounded beneath it — and when the whole story stands, a 🎏 Shore Reunion rows in once a session, to +50 🪙; three reunions hang a 🖼️ driftwood frame by the bell, to +40 a look; three looks ring in ⚓ the first mooring, to +45 a ringing; three ringings open a 📒 harbor log, to +50 a leaf; three leafs build a 🪑 harbor bench, to +55 a sit; three sits spin a 🧶 harbor yarn, to +60 a telling; three tellings rouse a 🪗 sea shanty, to +65 a singing; three sings sink a 🗝️ chest off the pier, to +70 a haul; three hauls paint a 🎨 harbor mural along the boarding, to +75 a walk; three walks put the oldest 🧭 pilot on the boarding with every green hand, to +80 a walk; three walks put a length of line in that green hand for their own ✍️ knot at the end of the marked line, to +85 a tying; a 🧱 the shore chip in the tray shows the whole chain in one place; and three knots offer the 🛖 Long Shed — 350 🪙 once ever to roof the ways so the boarding can keep going, the first thing on the shore that costs instead of pays, and the deepest hour in it at +95 🪙; and three hours hang the 🪢 Bare Line on the far boarding — a fresh coil, unknotted, for whoever ships out next season: every hand on the isle walks quicker, forever), and at night stardust shards fall from shooting stars — collect three before dawn and the whole garden makes a wish. Plus first-person mode, fishing in the pond with an Angler's Log (per-species records and a rare Golden Koi), festivals with confetti and lanterns, rainbows after showers (everything sells +25% while one arcs), shooting stars at night, four seasons, rain/snow/falling leaves, a resident sparrow, butterflies, a town cat that brings you gifts once it trusts you, a coin-digging farm dog, a pond duck that surfaces pond finds every few minutes, ~48 achievements, photo mode, generative music, day/night, fireflies, and autosaveagentic-os.html) — the dev office, live: each agent has a desk assigned to one of the games, and their status is driven by real GitHub data. When an open pull request touches a game's files, that game's agent is at the keyboard (animated typing, glowing monitor, a PR badge); when there's no open work, they nap. Clicking a desk lists the actual PRs with links; open issues are pinned to a corkboard as sticky notes and the latest commits on main fill the wall. Fetches straight from the public GitHub API in the visitor's browser (ETag-cached, polled every 60s) — no backend, no keys (an optional personal token, stored only in the browser, raises the rate limit)rival-name| Shared-leaderboard rivals + your share-code name |
arcade-achievements | Unlocked achievements with timestamps (never re-lock) |
arcade-coins | Coin balance + owned/equipped accent palettes (achievements mint 10 each) |
eureka-stats | Local-only play insights (launches/minutes per hub game — never sent anywhere) |
eureka-primer-seen | The hub's ✨ START HERE primer has been read (first-time visitors only) |
arcade-muted | js/sfx.js (arcade hub) |
aow-achievements, aow-difficulty, aow-muted, aow-welcome-seen, aow-mode, aow-best-run, aow-relics, aow-trials, aow-warlords | Age of War |
startup-tycoon-v7, tycoon:* | Startup Tycoon |
beagle-sim-v1, beagle:* | Beagle Sim (the ?theme=beagle variant of Startup Tycoon) |
startup_tycoon_theme, startup_tycoon_panels_collapsed, startup_tycoon_feed_open | shared by both tycoon variants (cosmetic only) |
drug-lab-v1, growop-achievements, growop-legacy | Grow Op (achievements + legacy survive busts by design) |
homeless_village_v1 | Homeless Village |
hearthvale-v1 | Hearthvale |
hearthvale-expedition-v1 | Hearthvale Wilds Expedition (best depth, best score, seed) |
voxel-garden-v1 | Voxel Isle |
studio-token, studio-chat-v1 | Eureka Studio (token stays in the browser, sent only to api.github.com) |
eureka-notes, eureka-todos, eureka-bookmarks, eureka-pomo-sessions, eureka-calendar-config, eureka-gt-clientid, eureka-gt-lists | productivity view |
eureka-weather-optin | dashboard weather consent (geolocation is asked only after a click) |
eureka-personal-pin, eureka-personal-* | personal view — stored unencrypted; the PIN is a casual screen lock, not security, and the UI says so |