Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
翻译准备中
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A collection of browser-based games built with HTML5, CSS3, and JavaScript. Play classic arcade games directly in your browser!
69 games, game-001 through game-069, each self-contained with its own index.html. Full metadata (title, description, tags, genre) lives in js/gamedata.js, which drives the launcher at index.html.查看完整 README ↗A collection of browser-based games built with HTML5, CSS3, and JavaScript. Play classic arcade games directly in your browser!
Andrew Wooldridge
108 games, game-001 through game-108, each self-contained with its own index.html. Full metadata (title, description, tags, genre) lives in js/gamedata.js, which drives the launcher at index.html.
index.html is a walkable three.js island in the spirit of Myst. You arrive on a wooden dock and climb to a hub where a holographic carousel cycles through every game, newest first, with brass arrow buttons that press in. One flagstone path per genre leads out from the hub, through a named gate, past a statue for every game and on to a pavilion. Each statue's bronze plaque shows the game's icon and title. Hover a statue for its description and click it to play (on a phone, tap for a card with a Play button). Everything is generated in code: the island and its granite cliffs, paths, gazebos (dome, onion, cone, pagoda and crystal roofs), statues sculpted per genre, pines, cypresses, hedges, grass, flowers, vines that grow as you approach, a day/night cycle with stars and an aurora, an ocean shader, and a generative ambient score with surf, birds and crickets. Set pieces sit between the paths: a great gear, an observatory (walk through its door into a five-floor tower of whimsical, interactive rooms, an infinite library and a great telescope that shows you a procedurally generated planet, star, nebula or black hole), a lighthouse, a moon fountain, standing stones and a clock tower on its own islet. There's a map, a searchable Library list, a time-of-day panel, and touch controls with a joystick. On about one visit in five, a fox spirit from Worldroot trots out of the undergrowth ahead of you, stops to look, and bolts.
The garden grows with the collection. A game's genre field picks its path (a game without one is placed by its tags), newer games stand nearer the hub, and paths lengthen and the island widens as games are added. The original card grid is still at classic.html. Out beyond the dock stands a volcano, Cinderpeak: the Standing Stones lead to its cove, where a mine cart rides through lava tunnels and a gem cavern to a cliff over the lava source. Code lives in garden/, and garden/dev/browsertest.mjs drives it in real Chromium on desktop and on touch-only phones.
| # | Game | Genre | Engine |
|---|---|---|---|
| 001 | Space Shooter | Arcade shooter | Canvas |
| 002 | Match-3 Puzzle | Puzzle | Kaplay |
| 003 | NetHack Roguelike | Roguelike dungeon crawler | Kaplay |
| 004 | Tower Defense | Strategy / tower defense | Kaplay |
| 005 | Bullet Heaven | Survivors-like action RPG | Kaplay |
| 006 | Dungeon Crawler FPS | Raycasting FPS | Kaplay |
| 007 | The Forgotten Temple | Interactive fiction | Vanilla JS |
| 008 | Centipede Tower Defense | Arcade / tower defense hybrid | Kaplay |
| 009 | Chronicles of the Ember Crown | Turn-based RPG | Kaplay |
| 010 | Tiny Town |
Space Shooter — Classic arcade space shooter, the repo's first game. Arrow keys or A/D to move and hold Space to fire, or drag to steer on a phone; progressive enemy waves and a saved best score.
NetHack Roguelike — Procedurally generated infinite-depth dungeons, full RPG systems (combat, leveling, inventory, magic), FOV/fog of war, NPCs, and save/load — all in modular ES6.
Tower Defense — 5 tower types (Archer, Cannon, Mage, Tesla, Sniper) with splash damage, slows, and chain lightning vs. 5 enemy types across 20 escalating waves, including boss waves every 5th wave. Full procedural sound system via Web Audio API.
Bullet Heaven — Survivors-style bullet heaven with 3 RPG classes, 8 enemy types with distinct AI (orbiting, teleporting, splitting), auto-shoot, XP, and level-up upgrades.
Chronicles of the Ember Crown — Final Fantasy-style turn-based RPG. Four-hero party through 12 battles, MP, status effects, leveling, and a Lich King boss fight.
Synthwave Breakout — Neon brick-breaker: escalating ball speed, 8×14 bricks with HP tiers, 4 powerups, Tron-style light trail, CRT scanline overlay. Built in Phaser 4.
The River — Narrative roguelite: a 10-stop seeded river journey gathering companions and ingredients for a feast, with tower hints, companion synergies/clashes, and procedural ambient music.
Neon Vanguard — Top-down shmup in three.js with custom shaders, real bloom post-processing, choreographed enemy movement patterns, and a glowing animated grid floor.
Grimhold Abyss — Retro first-person dungeon crawler in the style of early-90s DOS shareware, rendered by a from-scratch software 3D engine: a 320×200 palette-indexed framebuffer, perspective-correct textured walls, dithered EGA shading, and billboard sprites — no WebGL, no 3D library. Every floor is procedurally generated with zero asset files; all textures, sprites, and sounds are generated at runtime.
Ironhollow Depths — 80's-style top-down 8-bit dungeon crawler in the vein of classic CRT-era action-RPGs. Guide a pixel-art knight down ten procedurally generated floors (each checked by flood fill) past slimes, erratic bats and bone-throwing skeletons; clear a floor to open its stairs, and claim the Hollow Crown at the bottom. Touch controls on phones.
Hearthbound — Cozy fantasy visual novel built on a hand-crafted vanilla JS engine (no game library) — DOM for the story layer, canvas for battles. Inherit a rundown countryside apothecary and spend a season running it: brew remedies to order for your neighbours, forage, trade with a travelling peddler, and work out why the wood at the edge of the village has gone so quiet since your aunt died. About an hour of story across 195 branching nodes and 13 endings, with inventory, equippable trinkets and charms, leveling, a quest journal, and affinity-gated branches that decide who walks into the dark with you.
Idle Delve — Idle/incremental dungeon crawler, fully vanilla JS with zero image assets — a raw Canvas 2D renderer draws every room, hero, and monster as procedural shapes. A party auto-battles room by room through a procedurally generated dungeon, even while the tab is closed (offline catch-up simulation on reload); bank the gold to recruit heroes and buy permanent stat/gold-find/deeper-floor upgrades in the Town panel between runs.
Island Walker — First-person walking simulator on a wholly procedural island, rendered by a 3D engine written from scratch — no three.js, no WebGL: JavaScript transforms, culls, lights and depth-sorts every triangle into a 2D canvas. Terrain, trees, streams, a sea cave, clouds and buildings all generate from one seed, so every reload is a new island. Wander the forest, lighthouse point, cemetery, garden and ancient ruins to recover 10 lost books and 8 artifacts, then carry them home — the Library's shelves and the Museum's pedestals visibly fill with everything you return. No enemies, no fail state. Engine notes and gotchas in docs/software3d/.
Lanternwake — Turn-based roguelike / Zelda-like fusion about a lantern-keeper walking a country where the lights have been going out. Vanilla JS with no dependencies, no build step and no asset files whatsoever — every sprite is drawn in code from declarative recipes, every sound is synthesised, and the whole 1536×1536 world is a pure function of one seed string. The overworld persists and remembers what you did to it; the Hollows underneath re-knit themselves on every descent, generated mission-first (a graph of keys, locks, puzzles and a boss, embedded into one of five layout algorithms). People come before quests: needs are generated from who somebody is, and a quest whose object cannot be resolved to a real thing is discarded rather than faked. You cannot die — you wake, and lose the light you had and the hours you had left. Design decisions and deviations from the spec are in game-037/DECISIONS.md; the test harness runs with no tooling at game-037/test/harness.html.
Emberbrood — An 8-bit procedurally generated dragon battler: fight them, bind them, raise them, breed them. Battles are Final Fantasy-shaped (a party of three, turn order by speed, MP, eleven statuses, an eight-element chart with real ×4 and ×0.25 matchups, a shared Ember Surge meter), but every wild fight can also end in a capture, and the odds are shown before you commit. Every dragon in the game — including the ones you hatch — comes out of a genome that decides its stats, skills, temperament and its 32×32 sprite, so a dragon you bred visibly resembles its parents, and each generation is measurably better than the last. Grey, nameless "ashbound" dragons can be cleansed mid-battle and get their real names back. 87 items, a forge, roost dungeons, 18 main quests across five acts, generated notice-board work, and three endings gated on what your brood can actually prove. Vanilla HTML/CSS/JS, no libraries, no build step and no asset files at all — every sprite is drawn in code, every sound synthesised, and the whole country grows from one seed. Design doc in game-038/GDD.md; the test harness runs with no tooling at game-038/test/harness.html.
TALEWRIGHT — A game about making games. It is a working RPG maker in the RPG Maker 2000 mould: a layered tile map (pencil, rectangle, fill, eraser, eyedropper; ten generated tilesets), an event editor with pages, conditions, triggers, movement and a branching tree of 27 commands, a Database of heroes, items, skills, enemies, troops, switches and system settings, a Sprite Forge, playtest-from-anywhere, undo, autosave, download and import. And it is a story game around that editor: you are the apprentice at the Atelier of Unwritten Worlds, where a grey Blot has smudged the tools away, and Quillon the quill gives them back one chapter at a time as quests that check your real project and your real playtests. Ink, twenty Maker Ranks, forty trophies and Mott's Emporium (tilesets, monsters, songs, window skins, themes) make the learning a game. The Glyph of Binding exports your game as one HTML file that runs anywhere, with no server and no assets, because every tile, sprite, monster, window, song and sound is generated in code; the runtime player opens any .talewright.json. Ships with a sample game, The Lantern of Fernhollow. Design in game-076/game-plan.md, the player's handbook in game-076/MANUAL.md.
CUE VICE — Metal Gear played as pool. Miami, 1986, in the pastel neon of an 80s cop show: Rico Vega follows his dead partner's last cassette from a Coconut Grove marina to a kingpin called the Shark. Every member of the squad is a rolling ball with a face: pull back, let go, and they slide, bank off walls, kick off neon bumpers and clack into each other with real billiard physics, while the aim guide shows the ghost ball and where the struck ball will go. Time only moves while something rolls, so each shot is a turn against patrolling guards whose vision cones are ray-cast against the map every frame. Hit a guard from behind and he drops; bank first for a BANK SHOT, bowl one guard into another for a COMBO, and sink the body in the bay or a manhole before his friends find it and the base goes to CAUTION. Seven teammates join through the story, each a different billiard trick: Rico's second shot, Lola's darts that bank off walls, Doc's healing bumps, Dex's explosions, Jinx's ghost mode and hacking, Big Tito's three-times-the-mass wrecking ball, Roxy's boombox that sets guards dancing. Ten episodes include a witness you have to knock to the ambulance like an object ball, your own precinct where one alarm ends it, four lanes of live traffic, and the Shark sunk in his own tank in a hurricane. Every car, palm, face, portrait, neon sign and synthwave note is generated in code; design in game-077/game-plan.md, tests in game-077/dev/.
Sugarplum Drop — Suika Game in a jar of Christmas sweets. Drop candies under a candy-cane hook; when two of the same treat touch they merge into the next one up, and the new one is checked again, so a single peppermint can set off a cascade. Eleven treats climb from peppermint, gumdrop, lollipop and truffle through a gingerbread man, a holly wreath, an ornament, a present, a snow globe and a gingerbread house to the golden Jingle Bell, and two Jingle Bells make a Christmas Miracle. The treats are discs in a hand-written sequential-impulse solver with speculative contacts and friction, so they roll, tumble and settle into a pile that comes to rest; merges in quick succession make chains, and a pile that sits over the line for three seconds fills the jar. Snow falls, lights twinkle, a bot plays a demo behind the title and a music box plays two public-domain carols, all generated in code with no asset files; design in game-078/game-plan.md, tests in game-078/dev/.
VENDETTA OVERDRIVE — Duke Nukem 3D crossed with Borderlands, set in a 1987 action movie. The Xerxid Hegemony burned the Sunset Strip and Colonel Jack "Ironjaw" Kane died holding it; his daughter Roxy picks up his shotgun and fights through neon city streets, a dead shopping mall, hive sewers, the mothership and its brain core to find out who killed him. Every level is generated from the seed (rooms, streets, stairs, keycard doors, loot platforms you need the jetpack for, slime pits, ambushes) and proved walkable before you see it. Every gun is rolled too: seven archetypes, five makers, rarities from Common to Legendary, parts like twin barrels, homing and explosive rounds, and fire, shock, cryo and acid elements, all of which also build the 3D model in your hands. A kick, pipe bombs, combos and one-liners, and Overdrive, eight seconds of slow motion in which every kill heals you. Six enemies and three bosses, all modelled in code; fifteen VHS tapes tell the story. One GLSL shader paints every wall with procedural brick, neon, chrome and alien flesh over a baked lightmap, under bloom and a VHS filter, with gibs that bounce and a synthwave score; a pure, seeded simulation that a bot plays through the whole campaign in the tests. Design in game-079/game-plan.md, tests in game-079/dev/.
EMBERLEAF — A cozy Metroidvania about restoring a library. You arrive in Quillford as the kingdom's new magical librarian and find the Lantern Library empty: on the night it fell, its twelve grimoires fled across Vellumvale and ran wild, and only Wick, a fussy little fire sprite in the study hearth, was left behind. A librarian can use the magic of any book in their library, so every grimoire you bring home lends you a power that opens more of the world: the Lumen Primer lights pitch-black caves, Zephyr's Almanac blows away fog banks, the Hearth Lexicon shrivels brambles, the Lithic Grammar asks boulders to roll aside, the Frost Psalter freezes rivers, the Tidal Hymnal lets you swim, the Diminutive Grammar shrinks you through mouse doors, Herbarium Verdant grows vines up cliffs, the Echo Codex and the Locksmith's Lexicon talk ghost gates and rune seals open, the Featherfall Folio floats you over chasms and the Starlight Atlas opens the way down to the Undercroft. A planner proves every grimoire is needed exactly where it should be. Squabbles are turn-based and nobody is hurt: you Shush runaway paperbacks, page moths, quillbats, tome tortoises and snow sonnets until their mischief runs out and they settle back into books for your shelves; Wick joins in, warmer with every grimoire restored; lose, and Wick simply leads you home for tea. Sixty-three regions (farms, Whisperwood, Castle Aubade and its market town, Mistmoor, Frostmantle, the port of Saltmere, Mousehold, Lumen Lake and its sunken archive, the floating isles of Skyreach), twelve dungeons with keys, locks and a guardian each, shops, inns, gear and charms, eighty people, eleven side quests and eight overdue books, 48 books to return to genre shelves with a gift for each full one, day and night, and a library that wakes up lamp by lamp as Wick remembers she was once Marigold Ashby, the librarian before you. Every tile, sprite, building and note is made in code; a bot plays the whole game in the tests. Design in game-080/game-plan.md, tests in game-080/dev/.
Salve & Scale — A monster clinic in first person, where treatment is a puzzle. You are the healer of Gloamhollow, the kingdom under the hills. Walk the Lantern Clinic, greet patients on the waiting-room benches (a goblin with thorns in his foot, a slime who ate a suspicious "free sandwich", skeletons with hexes carved on their ribs), send them to the exam table and use the Lumen Lens: the view drops into an X-ray of the patient, whose silhouette is a grid of glowing afflictions. Treating them is Bumble Basket's word-ladder matching: drag a trail where every hop shares something you can sense — the same form (a thorn to a thorn), aura (two crimson motes), depth (two grave ones) or nature (venom, wound, hex or blight) — and release three or more to purge, mend, dispel or soothe them before your Focus runs out. You start sensing only form; each act's boss teaches the next sense. Trails of seven grow lifeblooms, treated motes fill reagent vials that become powers (the Purging Draught, Prism Salve, Lancet Burst and Phoenix Feather), scar tissue and hex-bound motes get in the way, and the last patient is three boards deep. Between clinic days you ride out on emergency calls to Bramblewood Hollow, the Drowned Crypt of Vell, Emberpeak Forge and Gloamspire Citadel, finding hurt monsters where they fell, disarming the Gilded Company's traps and gathering the evidence of what those "heroes" have done, until the Overlord himself, Grimwald the Gentle, needs healing from a cursed crown. Fifteen skills in the Grimoire of Mending, remedies, relics and clinic upgrades; Clasp the mimic receptionist, Ossa the skeleton nurse and Pip the wisp; fourteen species built in code with physical materials, shell fur, a ghost shader and an X-ray shader; a soundtrack sequenced in code per place. A bot plays the whole game in the tests. Design in game-081/game-plan.md, tests in game-081/dev/.
BUBBLE NEBULA — Bubble Bobble, in space. The Void Baron has bottled every star in the Bubble Nebula, and Pip, a baby star-dragon in a fishbowl helmet, climbs his station sector by sector to get them back. Every sector is one screen of neon hull plates over a painted nebula: blow bubbles to trap the crew (wind-up Blips, coil-spring Sparks, jellyfish Gloopers, Grunts that fire along your row, Comet Moths that drift through walls, Saucers that beam down at you), then touch the bubbles to pop them. Bubbles float up to each sector's air current and gather there; pop one and everything touching it goes too, and each enemy in a chain drops loot worth double the last, from Star Candy at 500 to a 64,000-point Singularity. Jump up through platforms, bounce off bubbles by holding jump, fall out of the floor gap and drop back in from the ceiling. Trapped enemies break out angry after nine seconds; dawdle and it's HURRY UP!, the music speeds up and the Void Wraith comes for you through the walls. Zap bubbles fire lightning along their row, nova bubbles set the floor alight, letter bubbles spell N-E-B-U-L-A for an extra life and a free sector, and six power-ups include Rocket Boots, candies for range and rate, a Stasis Clock, a Supernova and a Wormhole. Each cleared sector scrolls up into the next across five zones, until the Baron's Core, where zap bubbles rise from the floor and their bolts home in on him. The sectors are proved reachable by a planner that really jumps, and a bot plays the whole campaign in the tests and the demo behind the title. Design in game-082/game-plan.md, tests in game-082/dev/.
ROMANCER — A game about making games. Tycho Station, the Moon, 3126: nobody makes games any more, because the Stream generates them. A salvage crate from Old Earth holds the VESTA-8, an 8-bit console from 1983, and nine cartridges, eight of them corrupted toy versions of games that made history. You repair each one on the Workbench with the console's own tools — an 8×8 pixel editor with tile flags, a level maker with pan, pinch and up to four levels, an object inspector with a dozen movement presets (run & jump, maze runner, grid hopper, chase AI…), VESTA SCRIPT (a small Lua-like language of event handlers with live error checking and tap-to-insert snippets), a sound designer and a three-voice tracker — and play it on a curved, glowing CRT in a moonlit lab. VESTA's checklist ticks itself off as you fix things (or asks VESTA to patch them from memory); every restored cartridge brings back a memory from VESTA's players and a piece of its hardware: the colour DAC (the console starts in green phosphor), the sound chip, music, scrolling maps, more levels. RALLY, BRICKBREAK, INVASION, MAZE MUNCH, ROAD HOP, GIRDER CLIMB, SCROLL RUN, DUNGEON KEY, and a ninth cartridge with a handwritten label and nothing on it: the last game is yours. The Studio is the same toolkit with no checklist; save and load cart files, and export any game as a single HTML file with the console inside it that plays anywhere, offline. The same pure runtime runs the editor, the tests and the exported files; bots prove every cartridge repairable and winnable. Design in game-084/game-plan.md, tests in game-084/dev/.
WanderQuest — An idle caravan RPG for phones. Your grandmother's wagon carries the last lit lantern in a realm whose Waystones went dark, and it drives itself: along a pseudo-3D road drawn like a 1980s racer, curving and climbing to the horizon through six regions with their own weather and a day-night sky, from town to town, trading goods whose prices move with what you buy and sell, fighting in auto-battles staged on the verge beside the wagons (the camera swings out to watch), resting at inns and camping by the road, even while the game is closed. Name the wagon when you set out, then come back each day to a chronicle of what the road brought, open the morning post (more each day in a row) and three daily contracts, then spend: travellers who bring carts of their own (a Cook makes rations from meat, a Smith forges gear, an Alchemist brews potions, a Healer, a Trader, a Scout and a Bard), cart upgrades, the wagon's wheels, hold, larder, banner and the Great Lantern that sets how long it travels while you're away. Standing orders, a course set on the map, and six Wardens to beat for the Waystones, then the endless Night Roads. A scrapbook keeps everyone you've met, every monster (with drawn portraits, and ??? for the ones still out there), every piece of gear, every town, every road driven and Grandmother's letters. The same pure simulation runs live play, time away and a bot that plays the whole realm in the tests. Design in game-085/game-plan.md, tests in game-085/dev/.
Quillsworn — RPG Maker, for novels. A tool for writing a fantasy novel that is also a whole RPG. You climb the stair to the Guild of the Quillsworn in Vellmere, where every lamp is lit by a finished story and half of them have gone dark, and Thalion Silverquill, Master of the Guild (handsome, six hundred and twelve, and yes, the hair is natural), takes you on. Pick a pen name, a sigil and a calling, then walk his twelve-quest road from the Spark to the Last Page, which is a course in writing a novel: found the book in the Charter (title, logline, premise), write your first ink, flesh out a protagonist and an antagonist with wants, needs, flaws and wounds, choose a structure and fill its beats, set down places and a magic with a cost, win your first ink duels, bind the book, push through the Sagging Middle at ten thousand words, beat the Inner Critic at twenty-five thousand, revise, and finish. The tool is real: a Scriptorium with chapters, scenes, a parchment page with light markup, a reading view, word counts by scene, chapter, day and sitting, drafts you can compare and restore, a focus mode and find-and-replace; a Hall of Faces with fifteen fields per character, Thalion's hint for each, and a web of their bonds; a Plot Loom with six structures and subplot threads woven across chapters; a Cartographer's Loft with seven kinds of world entry and a parchment map drawn from a seed, pinned by tapping; and the Muse's Well for names, places, story seeds, twists, quirks, magic systems, prophecies and titles. Every new word is experience (deleted and retyped words never count twice, pasted ones earn nothing): nine guild ranks, five attributes, twenty talents that open tools such as the Scribe's Lens (adverbs, filter words, echoes, clichés, rhythm, the five senses, each with Thalion's verdict), fifteen relics, side quests, daily bounties, thirty-one laurels and thirty-nine lessons of craft in Thalion's voice. Ink duels are timed sprints where the foe's health is the words you owe: the Procrastination Imp, the Wraith of the Blank Page, the Doubt Goblin, the Writer's Block Golem, the Mire-Hydra of the Sagging Middle, the Infodump Wyrm and the Inner Critic, and every word you write lands in the book. The Bindery binds it as one self-contained web page, an EPUB 3 that passes EPUBCheck, a print proof for Save as PDF, a standard manuscript or Markdown, with drop caps, fleurons, a map plate, a Dramatis Personae and a glossary. Free Pen mode opens everything for writers who just want the tools. Thalion is an SVG portrait built in code with eight moods; a bot writes its way through the whole road in the tests. Design in game-087/game-plan.md, tests in game-087/dev/.
Curio Cove — A cozy match-3 that rebuilds a museum. Fresh from university, you inherit your great-aunt Marigold’s tumbledown seaside museum on Puffin Isle; she has sailed off round the world and left you her letter, the keys and a crab living in the ticket booth. Every level is a dig: swap amphorae, gold coins, leaf fossils, ammonites, amethysts and bones to dig away dirt, uncover fossils, crack boulders, break crusted sand and bring relics to the floor. Four in a row makes a Trowel, an L a Pickaxe, a square a Scarab that flies to where it is needed, five a Sunstone, and two specials swapped together make eight different combos, with beams, shockwaves, lightning, shards, bloom and a Treasure Rush when you win. Each first win turns up one of 60 finds or a dinosaur bone, and stars pay for 38 restoration tasks that change the museum you see, each with its own little scene: hire Moss the badger (and Duchess, his mop), Penny Quill the owl, Tobias Ledger the tortoise, Kit the fox and Rosa the raccoon, fill five halls, assemble a Triceratops, a Plesiosaur and a Tyrannosaurus, and welcome Aunt Marigold home for the Grand Reopening; then endless Night Digs by lantern light. Visitors stroll the open galleries and the till fills while you are away. Puffin Isle is a whole island to wander with a map camera: the museum above Curio Cove and its fishing village, Driftwood Dunes, Lighthouse Point, the Old Ruins, Whispering Woods, Mirror Lake and its waterfall, Windmill Meadow, Jungle Hill, Sunset Quarry and Mount Ember, a smoking volcano; each chapter digs at its own camp in its own region. Everything, from the 40 kinds of artifact to the music, is generated in code. The moves of all 60 levels are fitted to a bot that plays them. Design in game-088/game-plan.md, tests in game-088/dev/.
Dragonroll — Monopoly meets Final Fantasy, on a 3D island. Pyrrhax the Ember Wyrm sleeps in Mount Ember, and when the laps run out he wakes. Pick a Knight, a Ranger or a Mage and roll two toon dice round Emberwyld Isle, a cel-shaded board of forty tiles across sunny Meadowvale, mushroom-lit Whisperwood, the white sands of Glimmer Coast and snowy Frostfang Peaks, with every town, dungeon and deed its own little diorama and the volcano smoking in the middle. Encounters and roaming monsters swirl into turn-based battles in the Final Fantasy style: party on the right, monsters on the left, a turn-order bar, skills, items, statuses, elemental weaknesses and a Valor gauge for Bursts, on arenas themed by region. Towns sell gear, heal you, hire four companions (a halfling cleric, an elven archer, a pirate captain and a dwarf rune-smith) and forge 13 recipes from monster materials; four dungeon bosses guard the Dragonbane Shards that weaken the dragon and forge the Dragonbane blade. Deeds work like Monopoly: two AI rivals buy, upgrade and pay tolls, a whole region doubles them, and there are Fate cards, chests with mimics, a shrine, a fountain of lost gold and a portal. The finale is a two-phase fight with Pyrrhax in his crater. Seven original tunes, everything generated in code, and a bot that plays whole games for the balance table. Design in game-089/game-plan.md, tests in game-089/dev/.
Verdant Protocol — Shin Megami Tensei meets Persona in a world that is quietly healing. Meridian, the machine that ran the weather and the magic, went wrong two hundred years ago and everything it touched became a Hex. You are a Warden with a Grafter that can talk a Hex back into a loyal daemon. Explore generated zones in real time and strike a Hex first for an ambush, then fight Press Turn battles: hit a weakness and act again, knock every foe down for an All-Out Attack. Recode Hexes through eight personalities and four scripts, splice daemons across eight races with skill inheritance, follow the moon's tide, deepen Bonds with five friends, and choose what Meridian becomes. 56 daemons from 16 procedural rigs, 100 skills, 7 guardians, three endings, a PS2-style three.js look with its own dither-and-glitch post chain, twelve original tunes, touch controls, and a bot that plays whole games. Design in game-090/game-plan.md, tests in game-090/dev/.
STARSPIN — A slot machine is your starship's only weapon. The House stole the stars. Spin the Fortune Engine, spend Energy to nudge a reel up or down or respin it while watching the symbols just off the payline, then fire: matching symbols multiply each other, Wild Stars join the biggest group, and enemies answer with the intents they showed, or jam Static into your reels. Every win adds a symbol to every reel, so your reels are your deck, and lights a star on the Constellation, a skill tree laid out like a Slay the Spire map where each star must join the last. Three sectors, three bosses, an outrun shader sky, shader-drawn reels, hologram enemies, bloom, a CRT pass and synthwave music, all with no asset files. Design in game-091/game-plan.md, tests in game-091/dev/.
NEONFALL — Pitfall! as an 80s synthwave coin-op. Twenty minutes, three lives, 96 jungle screens in a ring and 24 treasures. Leap rolling logs, cobras and fire; swing over tar and quicksand on a vine; step across crocodiles while their jaws are shut; climb down into the tunnels, where one screen is three on the surface and brick walls block the way. A striped sun, wireframe mountains, a neon grid, a hand-written WebGL CRT, afterimages, hit-stop and a generated synthwave score that goes underground with you, all with no asset files. A bot that plans by running the real sim forward plays the title demo and proves every screen crossable both ways. Design in game-092/game-plan.md, tests in game-092/dev/.
Dawnshard Saga — An HD-2D JRPG in plain JavaScript and three.js. The Dawn Crystal has shattered and the sun has stopped rising. Pixel-art heroes and monsters stand in a real 3D diorama (tilt-shift depth of field, bloom, day and night, lamps, water and lava) as you cross a seamless overmap to five generated towns with notice-board quests and villagers who carry three-part storylines, and seven dungeons with visible monsters, locked chests and cracked walls. Eight heroes join. Battles are Octopath style: strike a foe's hidden weaknesses to chip its shield and Break it, bank Boost Points to hit harder, cancel a boss's charged move. A procedural score, a typewriter dialogue box, a touch deck, and a bot that plays the whole game headlessly to balance it, all with no asset files. Design in game-093/game-plan.md, tests in game-093/dev/.
The Long Helix — A text adventure for a monochrome card, in plain JavaScript. You are the only geneticist left at Halcyon Outpost on Vesper, and the sequencer has just said that every living thing on the planet shares one genome. Text types out to the clack of a keyboard, each scene loads from a floppy drive and draws a 1-bit dithered picture line by line, and you choose from numbered options with a character sheet (four attributes, health, clarity and a genome-decoded meter), a six-slot pack that can't hold everything the locker offers, a journal, 2d6 checks, and a clock that ends the story on day 60. Seven endings, from signing the Seed with your own hand to burning it. Amber, green or paper-white phosphor; scanlines optional. A bot proves there is never a dead end. Design in game-094/game-plan.md, tests in game-094/dev/.
Hauntly Manor — A lighthearted point-and-click Halloween mystery, drawn entirely in code with three.js. Four friends spend the night in a haunted house, search six cut-away dioramas (every model and texture procedural), solve a pantry lock, a bookshelf rhyme and a music box, bake a cake, and gather evidence until the case board says who is behind the giggling: a shy eleven-year-old ghost named Winnie whose birthday party nobody came to. Then they throw it. Spooky, silly, never scary; nothing can be lost or locked out, and the hint button gets clearer each time you press it. A seeded house changes the key's hiding place, the codes, the books and the melody; a procedural music-box waltz; tap, click, keyboard or gamepad; and a bot that plays every seed to the end. Design in game-095/game-plan.md, tests in game-095/dev/.
Homeward Hop — A whimsical 3D platformer about an inventor hermit crab, in three.js with no asset files. Pinch's Shell Swap Day gadget went bang and the tide carried him away from his family. Hop home through five worlds and fourteen levels (Crash Bandicoot's camera, Sly Cooper's cheek), swapping five shells: roll and roll-jump, block coconuts and send them back, ground-pound iron crates and big switches, glide over wide gaps and up bubble vents, squash down for a towering boing. Smash crates, collect pearls, hunt the three found-things hidden in every level, and build ten gadgets in the workshop to wear three at a time. Barrels, crumbling sand, a grumpy wave to run from, three bosses that each fall to the shell their world just taught, and a generative band in every world. A route-following bot plays every level and boss, over gaps the level builder proves crossable. Design in game-096/game-plan.md, tests in game-096/dev/.
Hollow Gambit — A gothic tactics RPG where chess meets Fire Emblem, in three.js with no asset files. Your party is a handful of strange pieces summoned from the Hollow, and each moves like a different chess piece: the Rook slides, the Knight leaps, the Grasshopper vaults a piece, the Cannon fires over a screen, the Nightrider rides a knight line, the Queen goes anywhere. Each has a special ability and an elemental affinity. Move onto an enemy and the view cuts to a candlelit duel arena under a rose window: strike, counter, a follow-up for the faster, hit and crit, after a forecast of exactly what you risk. Win and you take the square. Summon with soul shards (pity and Bond for duplicates), level your party and fight six chapters of chasms, altars and crypt lords, two of whom join you. A threat map, a movement diagram for every piece, and a bot that plays the whole campaign through the same brain the dead use. Design in game-097/game-plan.md, tests in game-097/dev/.
Fablecart — A pocket fantasy console that is itself a retro game, and an RPG maker where stickers are alive, in Canvas 2D with no asset files. Walk a workshop as the Tinker and bump into the Shelf, the Stage, the Press and the TV. Stick a Princess, a Dragon and a Castle into a scene and they play themselves: every sticker carries a few rules written in coloured blocks (events, movement, fighting, making things, doors between scenes, if/else, loops, variables), and the built-in stickers are made of the same blocks, so any of them can be opened and remixed. Draw new stickers on a 12×12 grid, watch them live on a test stage while you build, and share a cartridge as a text code (imports are rebuilt from the block catalogue, never run). Includes the two-scene Dragon's Hoard, a bot that plays it at three skill levels, and a sim with a Node test for every block. Design in game-099/game-plan.md, tests in game-099/dev/.
Wyrmbond — An Advance Wars-style dragon-taming tactics RPG with an idle hatchery, in three.js with no asset files. Kestrel, the last free roost's apprentice, raises a hatchling into a flock and fights the Obsidian Empress's Chain across twelve chapters. Battles have terrain stars (fliers get none), villages and roosts to claim for income and healing, reinforcements called from roosts, an enemy that musters at its keeps, commander powers, and a cut to a painted close-up arena on every attack. Wear down a collared dragon and sing it free to recruit it. At the roost, eggs hatch in real time even while you're away, dragons eat, train and gather gold, and adults breed: genes lean to the better parent, traits pass down, and five hybrids exist only through breeding. 22 procedural species, painted portraits for every speaker, generated Wild Hunts, generative music, and a bot that plays the whole campaign. Design in game-098/game-plan.md, tests in game-098/dev/.
Glitterball Groove — A 70s disco party match-3 on a glowing CRT, in three.js with no asset files. The game is a console: a power screen, a BIOS boot and an arcade attract loop (logo, demo play, the Hall of Fame, how to play) lead to Dance-Off and Slow Jam, and the board, the HUD and every menu are one low-res canvas drawn inside a WebGL tube with curvature, scanlines, bloom and tape glitches. The board is real time, so you can swap while tokens are still falling: four in a line makes a Funk Beam, an L or T a Boom Box, five a Glitterball, and swapping specials together makes crosses, blasts and a cleared floor. Combos build the groove meter into Disco Fever (double points, a rainbow room, the band up a tone), under a giant mirrorball, sweeping spotlights, a chasing dance floor and two dancers in bell-bottoms, with a procedural funk band whose kick the whole picture pulses to. Design in game-100/game-plan.md, tests in game-100/dev/.
PixelCrypt — A first-person dungeon crawler drawn in sixteen EGA colours, in three.js with no asset files. Lead up to six adventurers (Warrior, Rogue, Cleric, Mage, Ranger, Alchemist) square by square through a dungeon with no bottom. The 3D view is rendered at 320×200 and every pixel is snapped to the EGA palette with an ordered dither, so a torch-lit corridor fades out in checkerboards. Floors are generated from the world seed (a maze with rooms, doors, loops, secret doors you must search for, hidden traps, springs, shrines, gathering points and strangers), a named guardian holds the stairs every fifth floor, and monsters and loot scale without a ceiling: 20 monster families × 17 variants whose level leans on yours, and weapons, armour, charms, potions, scrolls, wands, tomes and collectibles in five rarities, a few of them cursed until the church lifts it. Battles are Etrian-style rounds; the automap fills in as you see; the journal counts everything you meet, beat, find, buy, sell and use. In town, eight places around a night-time fountain: shops, an Inn that rests and recruits, a Church for the fallen and the cursed, a Tavern, and the Guild, where you buy a stake in every business to earn gold each day (also while the tab is closed, up to twelve days) and a discount where it counts. Quests, an optional nine-chapter saga with lore tablets, 18 unique artifacts, 52 achievements, 34 monster families, 16 themes in four layouts, battles staged in a hall of the floor's own stone, a procedural chiptune score, touch and gamepad, and a bot that plays the whole game. Design in game-101/game-plan.md, tests in game-101/dev/.
STARSLING — A physics slingshot in a retro-futurist space sunset, in three.js with no asset files. Pull the sling back from anywhere and let go: asteroids hit floating space stations built from real rigid bodies (boxes and circles with friction, stacking, sleeping and a warm-started solver, written for the sim so a bot can play whole sectors in Node), and every robot aboard has to go. Rock burns forward, Iron dives, Ice splits in three and Nova detonates, each on a tap in flight; glass shatters, hull topples, fuel cells blow up in chains, and black holes bend the dotted path. Six sectors from a small station generator, stars and saved progress, a striped sun over a scrolling neon grid, wireframe rock and robots with pulsing visors, a camera that zooms and pans on narrow phones, a synthwave score in Web Audio, mouse, touch, keyboard and gamepad, and a perfect bot (it plays each shot out on a copy of the game first) that proves every sector can be cleared. Design in game-102/game-plan.md, tests in game-102/dev/.
Crown & Crumpet — A cosy Final Fantasy Tactics-style story about a clumsy princess, in vanilla Canvas 2D with no asset files. Princess Pip is training at Thistlewick Academy of Magic & Marching to become the next queen. She trips over her own cape (and sometimes stumbles into a lucky double hit), rescues a shy knight, a footnote-loving mage, a calm herbalist, a prickly rooftop archer and a hungry clay golem, and leads them through six isometric battles with height, bushes for cover, speed-based turns, a skill list that grows each chapter and a picnic basket of snacks. The enemy is a reluctant Dread Lord who, in the end, only wants to cook; Pip offers him a cooking school. A pure seeded simulation (a bot plays the whole story in Node and proves every chapter is winnable), a diorama drawn from ellipses and curves with every character made in code, a music-box score in Web Audio, mouse, touch (tap to preview, tap again to confirm), keyboard and gamepad. Design in game-103/game-plan.md, tests in game-103/dev/.
Burrowguard — An 8-bit arcade fusion of a digging game, a tower defence and a maze chase, where the three genres are one system rather than three modes. Monsters walk in off the surface and head for a crystal core at the bottom of the dig site, and they walk only through tunnels — tunnels you dig. The round starts with a pre-dug, pellet-filled maze (the maze chase), every cell of dirt you carve pays gold (the digging game), and gold buys towers you build into the dirt beside their route (the tower defence). The catch is that your tunnels are their maze: dig a shortcut between two corridors and the whole horde takes it. So good play is digging dead ends — to harvest ore, to reach the four power gems, and to get under the boulders — without ever connecting two parts of their route. Up close you fight it out by hand: a harpoon pumps monsters until they pop, boulders you undermine fall and crush whatever is beneath, and a power gem turns every monster blue so you can chase them down for 200-400-800-1600. Five enemy types each break a different rule — drakes breathe fire through dirt, stalkers hunt you and phase through solid ground as a pair of eyes, borers drill brand-new shortcuts to the core — plus a crowned king every sixth wave. Vanilla JS and a hand-written WebGL renderer: one sprite batcher, a sharp-bilinear filter so 16px pixel art stays crisp at any scale, neon vector-style tunnel edges, and a bloom + scanline post pass; every sprite, glyph and sound is generated in code. Built for a phone first (relative thumbstick, a PUMP button, a build tray, ≥44px targets, portrait and landscape layouts); the pure simulation and the phone layout are verified by the harnesses in game-041/dev/.
Popgun Pip — A light-hearted 8-bit platformer that crosses Mario-shaped worlds with Metroid-style unlocks, and the collection's first proper platformer. Pip hops, stomps and pops (a cork popgun, aimable up and diagonally) across five islands of four levels and a castle each, all procedurally generated from one save seed: ? blocks and bricks, pipes with chompers, springs, lifts over pits, firebars, crushers and lava, twelve enemy types (shell-kicking snails, swooping bats, slimes that split, clouds that rain on you) and five multi-phase bosses. Each boss hands back one of Grandma's stolen gadgets — Spring Boots, a Frost Ray that turns enemies and bubble blocks into ice you can stand on, Sticky Mitts for wall-jumping, a Rocket Popper that blasts red rock — and every level is generated with pockets you can see but can't reach yet (high shelves, bubble stairs, tall shafts, sealed vaults, basements under cracked floors) holding Sun Shards, heart containers, a Spread Shot and power chips, so each new gadget reopens the map. The generator's promise is checked, not assumed: js/validate.js runs the real player physics from every standable cell with a set of input programs and a BFS, proving each level's route is beatable with the moves that world assumes and that every gate needs exactly its gadget (verified over 250 generated levels). Graphics are NES-palette pixel art — hand-drawn character strings plus procedurally generated tiles and parallax backdrops — rendered into a canvas whose backing store is the game's own pixel buffer, scaled by a whole number of device pixels. Music comes from a small chiptune composer (pulse channels via PeriodicWave, triangle bass, noise drums) that writes every level its own AABA song. Plays on a phone as a handheld in portrait or with floating controls in landscape, and on keyboard or gamepad; see game-042/GDD.md and game-042/dev/.
The Story Thief of Greymantle — A point-and-click fairy-tale adventure in the King's Quest mould, with the mountain, the warlock and the second-person voice of The Warlock of Firetop Mountain. On the longest night of the year the stories of a village are vanishing, and the thief turns out to be a father looking for the ending of a bedtime story. Ten scenes painted in code and reduced to a 37-colour palette through an ordered dither; a Walk/Look/Use/Talk verb bar, a satchel of fifteen items to combine and use, a riddling stone door, eight Sierra-style deaths undone by turning back a page, a Book of Tales that writes your adventure as you play, a 200-point score and three endings. Vanilla JS, no libraries, no asset files; dev/walkthrough.mjs plays every ending through the real UI.
Glimmerglen — A cozy village builder crossed with a Zelda-style adventure: Stardew Valley's days, seasons, crops, animals, foraging, mining, cooking and shipping bin, wrapped around an overworld of five regions whose dungeons each hold a Heart Shard and the relic that opens the next region's gate. You inherit an overgrown glen, a split and leafless Heartwood tree and a Mayor with a village of one. Rebuild the Job Board and travellers of twelve trades apply to live there; each needs a home-and-shop that fits their job (a Forge, a Café, a Watchtower…) on a lot you clear yourself, and every villager contributes — daily goods in the Storehouse, a shop or refining station, a passive boost, a three-chapter personal story, a companion who fights beside you, and hands for job-board postings you can assign to them instead of doing yourself. Coziness levels the village, which breaks the dungeon seals; returning shards grows the Heartwood and wakes the land's faded magic — shrines, fairy rings, moonwells, heart acorns and caches that are invisible (just a shimmer) until then. Turn-based battles show every monster's next move (guard the 💢 wind-ups) with elements, skills, items and companions. Everything is generated from one seed chosen in the character creator: the land and its regions and names, roads and secret pockets, dungeon and cave floors, monster species, villagers' faces, personalities and stories, the job board, the weather, every pixel-art sprite and a seeded AABA composer's music for each place. Three save slots plus autosave and save-file export/import. Phone-first (floating joystick, smart A button, pixel-perfect scaling); Node harnesses play the whole main quest with a bot and prove every region opens exactly when it should across 80 seeds. See game-043/GDD.md and game-043/dev/.
Starcadet — A vertical bullet-hell shmup in three.js built around a rescue mechanic, with a story attached to the scoreboard. The Chorus takes Halcyon Flight Academy mid-examination, the instructors die in the first ninety seconds, and the only thing left flying is a trainer: practice cannons and a tow hook rated for towing target drones. Two hundred and eleven of your classmates are in escape pods. Shooting is how you survive, hooking pods is how you win — pods drift down, enemies shoot them, and one that falls past you is gone for the rest of the run, so the safe lane at the bottom of the screen is exactly where the cadets aren't. Six levels, each with its own animated shader backdrop and palette; 14 enemy archetypes that each own a shooting pattern from a 12-pattern emitter library (aimed, fan, ring, spiral, whip, wall-with-a-gap, rain, homing, telegraphed laser, hanging nova, flower, cluster); four weapons at five power levels; flares with a death-bomb window; graze-fed Overdrive; and six multi-phase bosses — a battleship whose four destructible turrets each remove an attack from its cycle, your own flight instructor using the drills he taught you, and a finale that literally opens one safe lane per named classmate you brought back. Five rescued cadets each give a permanent ship ability, so the story and the build progression are the same system, and the headcount at the end decides which of four endings you get. Built for a phone as much as a desktop: relative touch dragging (the ship moves by your thumb's travel instead of teleporting to it, so your hand never covers what you are dodging), a two-corner control layout, forced auto-fire on touch, and quality tiers that step down automatically if the frame rate will not hold. Real bloom, instanced bullet rendering (200+ live bullets in one draw call), and no asset files at all — every ship, bullet, starfield, explosion, comms portrait and sound is generated in code. The simulation is a pure module that imports neither three.js nor the DOM, which is what let the Node harnesses in game-040/dev/ play whole levels, whole boss fights and a full six-level campaign with no browser.
Wakeform — An Atari-2600-shaped arcade game built on one original mechanic, and the whole game is in that mechanic: you have no weapon. Your probe can do exactly one thing — invert its own polarity — and as you fly it continuously sheds echoes, frozen copies of itself holding whatever polarity you had at that instant. The echoes are not a trail and not a wall; each one exerts the same force you do, so like-polarity motes are shoved away and opposite ones are drawn in and absorbed. You defend the reactor core by drawing a working machine out of your own movement history — lay a stroke to steer motes, funnel them into a knot of opposite echoes that holds them orbiting, then fly in and harvest the cluster in one enormous chain. Every echo and every flip costs flux, and flying back through your own past reclaims it, so good play is a loop: build, harvest, reclaim, rebuild. Five mote classes each attack a different weakness in a lattice (the leech eats echoes you abandoned; the anchor ignores force entirely and has to be fetched by hand). Vanilla HTML/CSS/JS, no libraries and no asset files — a 160×192 internal buffer scaled nearest-neighbour, an 8-colour palette sampled from the real 2600 NTSC ramp, sprites and playfield generated per run seed, all audio synthesised. Difficulty was tuned against scripted bots rather than guesswork; the Node harnesses that verified it without a browser are in game-039/dev/.
PINBREAK '86 — A flashy synthwave pinball table whose upper half is a breakout brick wall. It plays like pinball — hold-and-release plunger, flippers, pop bumpers, slingshots, nudging and TILT — but you win like breakout: clear every brick to finish the wave. The genres meet in the middle: bricks drop power-ups that fall down the table and are caught with the flippers, which double as the breakout paddle (multiball, a fireball that ploughs through the wall, lasers fired from the flipper tips, a drain shield, wide flippers, double score), and explosive bricks detonate in cascading chains. Five layouts that loop tougher, a combo multiplier whose brick sounds climb a pentatonic scale, ball save, extra balls. Built to be juicy: real bloom plus a CRT pass (chromatic aberration that spikes on impacts, scanlines, vignette, colour flashes), chrome balls reflecting a neon environment, ribbon trails, pooled sparks, tumbling instanced shards, shockwave rings, a table-surface shader lit by every explosion, screen shake, FOV punches, hit-stop and slow-motion, all under a striped retro sun, wireframe mountains and a scrolling grid floor that pulse with a sequenced synthwave soundtrack (it grows layers as the combo climbs). The physics is a pure 480 Hz simulation with no three.js or DOM in it, so game-045/dev/ has a bot play thousands of balls headlessly and fail on any ball that leaves the table; an attract-mode demo of that same bot plays behind the title screen.
Quiverspire — An Archero-style roguelite archer in three.js. Your archer fires automatically at the nearest enemy, but only while standing still — moving stops the bow — so every room is a rhythm of dodge, plant your feet, loose arrows, dodge again. Climb ten chapters of twelve rooms (120 procedurally generated rooms, plus an Endless mode whose difficulty curve steepens as it climbs): mirrored layouts of rock, water, lava, acid, chasms and spike traps, validated so every room's door and every spawn is reachable on foot. Twelve enemy types that all telegraph their attacks (laser sights, charge lanes, marked landing circles, lobbed bombs you can watch arc in), elite champions, angels, devil's bargains that cost a slice of max HP forever, and five multi-phase bosses who return Ascended in the later chapters. Level-ups offer three of 29 stacking abilities — Multishot, Front/Diagonal/Side/Rear arrows, Ricochet, Piercing, Bouncy Wall, fire/frost/poison/lightning arrows, orbiting flame and frost circles, spirit wisps, Aegis, an Extra Life — and coins buy six permanent talents between runs. Everything is generated in code: floor textures painted per biome from a recipe, a seven-look liquid/chasm shader, obstacles, props, the hero, every enemy and boss modelled from primitives and hue-shifted per chapter, and a music sequencer that composes each chapter its own loop. Keyboard, gamepad, or a one-thumb floating joystick on a phone. The simulation is pure and seeded, so game-046/dev/ has a bot play every chapter headlessly (checking every tick that nothing leaves the room or stands in a wall) and a Playwright harness walk the real game on desktop and touch-only phones.
Ashes & Aces — Slay the Spire meets poker solitaire in a dark high-fantasy three.js roguelite. Every fight is played on a 5×5 table: place cards from your hand (three Deals a turn), and whenever a row, column or diagonal fills it fires as a poker hand — the hand sets the multiplier, and each card's chips flow into its suit: ♠ Blades damage your target, ♣ Staves hit every enemy, ♦ Coins raise Ward, ♥ Hearts heal. One card that finishes two lines is a Cross (×1.5 each). Monsters telegraph their intents and fight the table itself — sealing cells, stealing your best card, frosting cells so they score nothing, scrambling rows, shuffling dead Ash into your deck — and ten scripted Crowned Wardens add rising tides, erased columns, mirages and phase changes. Build a deck from ten enchantments, 22 Arcana spells, 52 relics and 8 elixirs across 10 realms × 10 levels = 100 levels of branching Slay-the-Spire maps (battles, elites, mysteries, merchants, campfires, treasure). An authored epic, The Last Hand, with a chapter, interlude and Warden scene per realm and three endings, plus a Chronicle the run writes about you. Everything is generated in code: card faces painted at 512×720 with normal and foil maps (J/Q/K get generated portraits), eleven monster body plans grown from genomes with shader veins, rim light and dissolve deaths, ten realm backdrops (sky shaders, parallax ridges, props, GPU weather, god rays), heroes with generated names and looks, and a generative soundtrack (Karplus–Strong harp, FM bells, taiko, formant choir, convolution reverb) that composes each realm its own map, battle and Warden themes. The simulation is pure and seeded: game-047/dev/ has a bot play whole 100-level runs headlessly to balance the curve, and a Playwright harness walk the real game on desktop and touch-only phones.
SPINFRAME — A turn-based sci-fi mech RPG whose combat is a slot machine. You are a cadet at the Halcyon Flight Academy, flying a training frame powered by a Probability Engine: every turn you spin its reels and every symbol that lands fires — Blades and Cannons at your target, Missiles at every enemy, Arcs that chain lightning between them, Shields, Repairs, Energy and Scrap. Three or more of a kind from the left on a payline hit far harder, every extra line in the same spin is a link in a multiplying chain, Overclock wilds stand in for anything, three Cores start an Overdrive (bonus spins at ×2 while the enemy is frozen) and five hit the Jackpot. After the reels land you can spend energy to nudge, respin, hold or purge a reel, with the lines you are about to hit previewed as dashed traces — because the enemy, the Determinant, a machine mind that cannot bear an outcome it did not predict, jams your reels and writes dead Glitch symbols into your strips. Upgrading the mech rewrites the machine: the Reel Array goes from 3 to 5 reels, the Targeting Matrix from 3 to 16 paylines and a fourth row, new hardpoints add Missile and Arc symbols to every strip, the reactor, servos and Probability Core change how much you can cheat fate, and the frame visibly changes with each install (a mini-slot window on its chest shows one reel per reel). 18 modules bend the rules (cascades, expanding and sticky wilds, mirror lines, clusters, echo lines, overheat vents…), three skill trees shape the pilot, and boosters drop mid-fight. Seven procedurally generated sectors (skirmishes, elites with affixes, Signals, salvage, depots, repair bays, a boss each), an authored story — The Graduating Class — told in comm scenes with a wry mech AI, a rival cadet and an instructor the enemy takes and rewrites, a contract board, and incremental systems: a Refinery that earns while you are away, drone bays, an archive and a core forge, exponential upgrade curves, an endless Sim Ladder and Threat levels after graduation. Built for juice: staggered reel stops with anticipation, chasing marquee bulbs, line traces, chain counters, cascades, orbs flying from the reels into the mech, lightning chains, missiles, hit-stop, slow-mo, shake, coin showers and BIG / MEGA / EPIC WIN banners. Vanilla HTML/CSS/JS, no libraries and no asset files — every symbol, mech, enemy, portrait and backdrop is drawn in code and every sound synthesised. The simulation is pure and seeded: game-048/dev/ has a bot play the whole campaign headlessly to balance it, and a Playwright harness walk the real game on desktop and touch-only phones.
Lanterndeep — A turn-based 3D roguelike in three.js, in the Pixel Dungeon / DCSS line. The lamps of Lastlight are going out; your teacher Maren went down to tend the First Lantern a year ago and never came back. Take her spare lantern and descend the Hundred Stairs: 100 procedurally generated floors in ten worlds (rootcellars, a bioluminescent grotto, a drowned library, a dwarven forge split by lava, crystal hollows, an ossuary, a clockwork machine, a frozen abyss, a vault among the stars, the Heart of Night), each built by one of four generators (rooms, caves, halls, mixed) with liquids, pillars, props, traps, braziers and sealed vaults, and validated so the stairs are always reachable. Every 10th floor is a Warden: ten multi-phase bosses whose area attacks are telegraphed on the grid and land after your next move. Your lantern is your light radius and your clock — it burns oil every turn, braziers and torches light rooms you can see from across the dark, and when the oil runs out the Hush gathers. Three heroes (Warden, Ranger, Emberwitch) with four skills each and a perk choice every level; procedural loot (Common/Magic/Rare with 25 affixes, plus nine Warden relics), chests, mimics, shrines, fountains and merchants; procedural quests from Wayfarers — bounties, culls, lost heirlooms, rescues whose freed captive fights beside you, nests to purge, braziers to relight; 70 monster species on eleven behaviour archetypes with elite affixes and generated names; and an authored story told through chapter cards, Warden scenes and Maren's ten journal pages, which unlock the best of three endings. Everything is generated in code: painted floor and wall textures per world, a fog-of-war texture every level material samples (the dark peels back smoothly, remembered rooms fall to a cold grey), walls cut away in the vertex shader so the hero is never hidden, animated water, lava and void, procedural props, monsters and Wardens, bloom and a graded post pass, and a generative score per world that swells for fights and Wardens. Tap-to-move with auto-explore and big buttons on phones (portrait or landscape), keyboard on desktop. The simulation is pure and seeded: game-049/dev/ has a bot play all 100 floors with each hero to balance the curve, and a Playwright harness walk the real game on desktop and touch-only phones.
Sigilborn — A fantasy gacha auto-battler in the Summoners War / AFK Arena line, in three.js with toon shading and inverted-hull outlines. You are the Overlord who claims the shattered Sigil Throne — built in a deep character creator (10 races, 10 eye styles, 16 hairstyles, horns, tails, wings, 10 outfits, 13 headwear, 14 weapons, auras, free colours, per-group randomize locks) that doubles as every hero's Wardrobe. Every hero is procedurally generated: race, class (12), element (5), natural rarity from Common to Mythic, stat rolls with an S–C grade, 0–3 traits, a skill kit drawn from class pools with generated names, leader skills, a painted anime face and a chibi 3D body — and a one-in-fifty Radiant. Summoning has pity (soft from 60, hard at 90), a guaranteed 4★ per ten-pull and a weekly featured element+class, revealed by a 3D portal that charges blue → purple → gold. Battles use Summoners War's attack-bar turns (speed is a stat you build), element advantage and glancing hits, 20 statuses, a live turn-order bar, auto play at 1×–3× or manual skill-and-target play, and Overlord spells cast from mana. Content: 8 campaign regions × 8 stages with bosses (a treant, a cinder wyrm, a kraken queen, a sun colossus, a lich king, a winter alpha, a crystal spider matriarch and the Usurper), elemental Rifts, the Endless Spire with pick-1-of-3 roguelite blessings, and an Arena of generated rival Overlords. Sigilstones (6 slots, 12 sets, random substats, +0 → +15 with falling odds, reforging, ore-and-jewel crafting), evolution with fodder, awakening with essences, skill-ups and release for Soul Dust. Between fights the floating citadel — day and night follow your clock, your heroes wander it — keeps working: the Treasury fills while you're away, the Training Grounds level heroes, a diggable 3D mine (ore veins, jewels, geodes, chests, fossils, sigil caches, deeper layers) with idle miners, a real-time farm with watering and golden mutations feeding a Kitchen of XP elixirs and timed feasts, a Forge, an expedition board with stories, dailies/weeklies/feats and a 31-step main questline, a rotating Market and a Fortune Wheel. Everything — models, faces, icons, music and sound — is generated in code. game-051/dev/ has a progression bot that plays three weeks to tune the curve, and a Playwright harness that plays the real game on desktop and touch-only phones.
Nightline — A lo-fi synthwave night drive through an endless, rain-soaked, Blade Runner-style city. No goals and no crashes: you set a cruise speed, ask for a lane (the blinker waits for a gap that grows with the closing speed, so nothing can ever hit anything), and pull over when something looks good. The city is built in 96 m chunks as you drive — five districts with their own palettes (neon downtown with cross streets and animated billboards, a paper-lantern night market, a skyway viaduct above the lit grid, a harbour of cranes, piers and ships, residential heights), and every kilometre or so a stop with a pull-in bay: noodle bar, diner, charging station, overlook, konbini, record shop, arcade, motel, laundromat, pier. Parked, the camera frames the place and lines of description drift past while the rain falls; each stop has one small thing to do, and visits go in a night log. Every sign, lamp and tail light shows up in the wet road through a mirrored reflection pass, the street-lamp pools and your headlights are painted analytically in the road shader, and the frame is rendered at 240 lines with bloom, dithering and scanlines. Three generative radio stations (synthwave, lo-fi hip-hop, slow analogue ambient) invent their own tracks, under rain, tyre hiss, thunder, spinner fly-bys and a distant siren. Drift mode lets the car drive itself, with cinema cameras. game-052/dev/ fast-forwards a 40 km drive checking every step that nobody overlaps anybody.
Legend of the Jade Wyrm — A Legend of the Green Dragon-style browser RPG that recreates the whole online experience with no server. Each day you get a handful of forest fights in the Gloamwood (about a hundred creatures, 24 forest events), beat your master at the Proving Yard to level up, and at level 15 face the Jade Wyrm — slay it and you start over at level 1 with a permanent gift and a new title. The village has everything the original did: shops whose stock is renamed as you earn respect, a bank, a healer, an inn with drinks, a bard, flirting and marriage, a safe room and a bounty broker, stables, a fortune teller, gardens, the Wyrmslayers' stone, guilds, a lodge of deeds, the Herald, the Hall of Heroes and raven mail; die and you torment souls on the Pale Shore for the Ferryman's favour. The other players are simulated: 60 of them with personalities and real-clock schedules log in and out, chat in the square and answer you, level up, die, slay the Wyrm, marry and form guilds, and attack you if you sleep in the fields. The text-first pages (LoGD colour codes, a hotkey on every action) sit in a three.js frame: an oak beam with crossed swords and a painted shield, a timber window onto a low-poly village the camera flies around, torches, a sky that follows the game clock, and 3D foes that lunge and fall. Three save slots with export/import, two day-pacing modes, phone layout with drawers. game-053/dev/ plays the whole game in Playwright and balances the curve with a headless bot.
Pale Engine — A DOOM-style first-person shooter on Io, 2291: the station's Pale Engine drilled through the bottom of everything, and you are the last Warden, with the station AI VESPER in your ear and its own reasons for wanting you at the bottom. Ten levels in three episodes are generated from a seed — rooms, stairs, lava pits, crates and open-air courtyards from per-cell heights, keycard doors, secret walls, barrels, ambushes and data logs — and every level is played by a validator (and, in the tests, walked by a bot through the real collision code) before you see it. Each run rolls its own monster species across ten archetypes (hitscan thralls, fireball imps, lunging hounds, flying skulls and eyes, spider turrets, brutes, missile revenants, a necromancer that calls down fire, a rocket juggernaut) that see and hear you, follow a flow field, infight, stagger and can be executed with the blade for health, plus three guardians ending with the Archon and its pylon shields. Nine weapons modelled in code up to a Rail Driver and a Singularity Cannon, six powerups including DOOM's inverted-colour invulnerability, baked lightmaps lit live by every muzzle flash, procedural bump-mapped textures, four skies, a post pass per powerup, a generative industrial-metal score, an automap, intermission tallies with par times, Endless Descent, and full touch controls. game-054/dev/ has a headless generator/bot test and a Playwright run on desktop and phones.
Rotorstorm — A top-down helicopter bullet-hell shooter in vanilla JavaScript and hand-written WebGL2, with no libraries or asset files. On the Shattered Coast in 2061 a storm-steering AI, MERIDIAN, has turned on the cities it protected, and you fly the AH-77 Kestrel through six operations over procedural terrain: archipelago, jungle river, desert highway, ice shelf, neon city and volcano. The CPU and the GPU share one noise function, so gunboats spawn on the water the shader paints. A director places the waves where the ground suits them (tanks on land, boats on water, convoys on the highway), with elite waves, a mid-boss, salvage caches and civilians to winch up. Six multi-phase bosses fight with named spell cards: rings, curving and accelerating bullets, bullets that stop and re-aim, splitting orbs, telegraphed lightning and sweeping lasers. Graze to charge Overdrive, wipe the screen with an EMP, chain kills, and spend salvage on a 28-node skill tree between operations. Terrain baked by shaders with animated water and lava, craters and treads stamped into the ground, falling wrecks, layered explosions, shockwaves, HDR bloom, weather, a generative soundtrack, radio portraits, an ending shaped by the survivors you saved, the endless Stormfront mode, and relative-drag touch controls. game-055/dev/ plays every operation headlessly with a god bot and a dodging bot, and drives the whole game in Chromium on desktop and phones.
Keepfire — A castle-defence take on Plants vs. Zombies with an incremental heart, in three.js. The last keep in Aldmere starts as one tower with one archer; procedurally generated monsters march down five lanes and every kill pays gold, spent mid-wave on party members placed on stepped tower platforms (safe from melee) or out in the bailey: archers, gold-brewing alchemists, knights, palisades, pyromancers, a frost witch, dwarf bombardiers with exploding barrels, clerics, a ballista, a thorn-rooting druid and a storm caller, each levelling to 10 with perks. The castle model is rebuilt from its upgrades, so you watch it grow: towers rise tier by tier, walls go from logs to banded stone, the keep sprouts turrets and the Keepfire beacon, which burns a whole lane when you call it. Ember motes and powerup orbs to tap, a relic choice after every wave (procedural names, affixes and canvas-drawn icons, eight slots), six biomes with day-to-night progression across each region's ten waves, six multi-phase bosses (Bramblejaw the Warg King, the Mire Mother, Warlord Skarn, the Rime Colossus, Morvane the Lich, Vael the Black Sun) and the endless Long Night. Every species is rolled per run from body plans (bipeds, quadrupeds, flyers, slimes, wraiths, siege engines) with names, palettes, features and elite affixes. Failing a wave keeps its gold for a retry, and Rekindling trades the run for Embers on a permanent Ember Tree. Generative medieval music; portrait phones get a camera behind the castle with the lanes running up the screen. game-056/dev/ balances the 60-wave campaign with a bot headlessly and drives every flow in Chromium on desktop and touch-only phones.
Hivebreaker — A twin-stick shooter in the spirit of Enter the Gungeon and Alien Breed, in three.js with no asset files. A black-site base under the ice of Erebus has gone silent with the President's daughter inside, and one Colonial Marine goes down through five procedurally generated sectors to get her out. Rooms seal behind you while the bug-like Brood pours out of the vents in waves and swarms of hundreds (ten bug types, glowing alphas, one instanced draw call per type with legs and wings animated in the vertex shader). Dodge-roll through bullet patterns, grenade the crowds, erase bullets with the Shock Pulse, and carry four of nine guns upgraded to Mk III. Five multi-phase bosses, a field upgrade after each, a supply depot, data logs and radio chatter tell the story, and the campaign ends in a timed escape with Ellie at your side. A procedural deck-plate and hive-creep floor shader, a baked lightmap, a shadowed flashlight, GPU particles, noise fireballs, bloom and chromatic aberration; a generative synth score; Horde Mode; keyboard and mouse, gamepad, or touch twin-sticks in portrait and landscape. game-057/dev/ plays the whole campaign headlessly with a perfect bot and a fallible one, and drives every flow in Chromium on desktop and touch-only phones.
Bumble Basket — A cosy fruit-picking puzzle with a matching rule of its own, in three.js with no asset files. Drag a bumblebee along a trail across a picnic blanket. Each fruit you hop to only has to share one trait with the last (kind, colour, size or family), so trails wander like a word ladder instead of needing identical pieces. The bee learns those traits as senses, one per garden: a Set level at the end of each garden teaches the next, as more kinds, colours and sizes of fruit arrive. Matching fruit pours into a jar for each sense, and a full set earns a power-up (Honey Dipper, Paint Pollen, Buzz Bomb, Rainbow Wings). Trails of seven grow golden fruit that links to anything, and leaf piles and frost get in the way. Thirty levels in four gardens, an endless Picnic mode and an 81-stamp Fruit Album. Sixteen kinds of fruit with faces that blink and beam, all modelled in code, plus generative ukulele-style music. Touch or mouse, portrait or landscape. game-058/dev/ checks the rules headlessly, gates every level on bot win rates, and drives the game in Chromium on desktop and touch-only phones.
Sister Circuit — A neon beat-'em-up in the spirit of Double Dragon, Streets of Rage and Turtles in Time, in three.js with no asset files. Juno Vega steals the VANTA-7 combat suit to get her little sister Mika back from Aurex Dynamics, with the suit's sarcastic AI, ECHO, in her ear (and a secret about where ECHO came from). Every fighter is pixel art generated from a 2D skeleton rig and a palette-index rasterizer, baked into atlases and palette-swapped on the GPU; the streets are real three.js sets drawn into a 240-pixel render target with bloom and scanlines, over a separate parallax skyline scene. Four-hit chains, launchers and juggles, grabs, throws, suplexes and vaults, pickup weapons, suit specials and an Overdrive meter; eleven enemy types with crowd AI that takes turns and flanks; seven stages (rainy Neon Row, the Line 9 maglev and its roof, the Lantern Market, the Ironwharf docks, the Biolabs, the Spire's express elevator, the Zenith penthouse at dawn) with gantries, forklifts, steam vents and laser gates; seven bosses with second phases, ending with Mika under neural control and CEO Magnus Hale in his Ascendant exo-frame, with Mika fighting beside you. Story with portraits, a safehouse shop, ranks, continues, three difficulties, Arcade, Boss Rush, Survival and playable Mika, generative synthwave, and touch controls. game-059/dev/ has the bot clear every stage headlessly and drives the whole game in Chromium on desktop and touch-only phones.
BRICKVADERS — Breakout meets Space Invaders in a 1983 arcade cabinet, in three.js with no asset files. The Brick Armada, aliens built out of living bricks, marches down in formation, and the STRIKER is half paddle, half laser base: bounce the plasma ball into the formation, shoot between bounces, chain hits for up to ×5 and catch Arkanoid-style capsules (laser, expand, catch, multi-ball, fireball, slow, barrier, Nova bomb, 1UP). Every sprite, brick and letter is a voxel pixel in a 240×320 vertical monitor with bloom, phosphor trails and a curved CRT, so invaders shed pixels when hit, kills burst into cubes that fly at the glass, and each wave assembles itself from flying bricks. The four-note march is the bassline and speeds up as the formation thins. Nine invader types (tanks, splitters, laser-reflecting mirrors, brick-laying builders, Galaga divers, ball-stealing captors), five brick types, erodible shields, drifting asteroids, the mystery ship; five sectors with their own 3D backdrops and five giant brick bosses to dig through to their cores; Galaga-style challenging stages; an attract mode with a demo, high scores with initials, CADET and ARCADE modes, continues, endless loops, and a phone control deck with a spinner pad. game-060/dev/ has a bot clear every stage of two loops headlessly and drives every flow in Chromium on desktop and touch-only phones.
Rotten to the Core — A light, silly Diablo with fruit, in three.js with no asset files. Grow a fruit hero (sixteen fruits, colours, eyes, mouths, twelve hats) as a Melon Knight, Seed Ranger or Citromancer and squash your way down from the town of Tristrawberry through twelve procedurally generated levels in three acts: the Root Cellar, the sticky Jam Catacombs and the Rotten Core with its rivers of boiling fruit punch. Click to walk and whack; eighteen skills (Big Slice, Blender, Pip Spray, Peel Trap, Raisin Rain, Brain Freeze, Chain Lime-ning, Melon Meteor…); fourteen kinds of rotten fruit and pests with their own brains plus champion and named elites; and three bosses with telegraphed attacks and phases: The Juicer ("Ahh… FRESH FRUIT!"), Mangophisto the Chutney Lord and Durian the Diabolical. Everything bursts into juice that stays on the floor. Kitchenware loot in four rarities up to Golden uniques, a paper doll and stash, shops, gambling, six quests, waypoints, three difficulties, fog of war, an automap, generative music and gibberish-talking townsfolk led by Deckard Cane, a candy cane who asks you to stay a while and glisten. Mouse and keyboard or touch. game-062/dev/ checks 480 generated levels, has a bot play each class to the ending headlessly, and drives the whole game in Chromium on desktop and touch-only phones.
STARWRIGHT — A procedurally generated space sim in three.js with no asset files: everything (230 star systems, planets, asteroid belts, eight alien species with their own faces, languages and tastes, stations, ships, missions) grows from one seed you can type in and share. You start with a tiny skiff and a derelict outpost called Hearth. Fly in third person, mine asteroids with a cutting beam, scoop fuel from stars and gas from giants, scan planets, salvage wrecks and trade at alien stations whose prices react to what you sell. Bring it all home to build Hearth module by module (refinery, shipyard, research lab, drones, hydroponics, trade depot, defences) and watch the station grow; upgrade the ship through five hull classes and eleven components, including the warp drive that opens the galaxy. Procedural missions, light combat with Reaver raiders and a hostile alien swarm, cruise autopilot, an Elite-style 3D scanner, and an eleven-chapter story about the Lattice Signal at the galactic core. Keyboard and mouse, gamepad or touch.
Tee & Sorcery — A fantasy golf RPG in three.js with no asset files. Lord Bogey, a sorcerer who never made par, shatters the Golden Tee; Pip, a caddie who pulled a talking sand wedge called Wedgewick out of a stone, sets off across five storybook realms to win it back. Real 3D golf (a three-press swing meter, four clubs, wind, backspin, bounces, rolls, PERFECT strikes, hooks and slices) on twenty holes that each play differently: windmills and spring mushrooms, quicksand and island greens, sheet ice and a frozen lake, lava rivers and geysers, and floating islands over the void. Every realm ends in a boss hole where the cup stays sealed until you beat the boss with your ball, from Grubbins the Gopher King to Lord Bogey's three-headed final form. Bonk monsters for XP, level up Power, Control, Luck and Magic, buy club sets, balls and charms, and cast Mulligan, Gust Ward, Fireball, Frost Step and Seeker. Chibi characters with painted faces and ink outlines, a storybook terrain shader, a floating-island world map with tilt-shift, typed dialogue with rendered portraits, procedural music per realm, and touch controls. game-062/dev/ proves every hole can be played at par with a search bot and drives the whole game in Chromium on desktop and touch-only phones.
Kraken's Gambit — Chess on the high seas, in three.js with no asset files, where the sea plays too. The Royal Navy and the Pirates field procedurally modelled, cel-shaded fleets (Dinghies, seahorse-prowed Longships, Schooners, Lighthouses on rocky islets, a Man-o'-War and a crowned Flagship) on a chequered patch of toon sea framed by a rope-and-piling dock. The chess is exact, against five AI captains or a friend on the same screen, but after any move the sea may act: the Kraken drags a ship under, a mermaid lures one away, a storm drives every ship a square downwind, a whirlpool spins a ring of them, dolphins push a pawn (sometimes to promotion), a ghost ship scatters a rank, salvage divers raise a sunk piece and a sea serpent swaps two ships. Choose the sea state from Mirror Calm to Tempest. The sea is wild but fair: it never takes a Flagship, never leaves a side illegally in check and never ends the game by itself. Cannon fire, sinking ships, a squeezebox shanty, undo, hints, autosave, and mouse, touch or keyboard. game-064/dev/ checks the rules with perft, soaks the events through 35 000 chaotic plies, and plays every event in Chromium on desktop and phones.
Worldroot — An idle clicker in a magical forest, in three.js with no asset files. A seed of light lies in a sleeping clearing: touch it to gather motes and grow it, level by level, from a sprout into the World Tree. The tree is one procedural model that really grows (every branch, root and leaf cluster appears on its own schedule in the vertex shader, the bark is veined with pulsing light, and the camera pulls back as it towers over the forest). Twelve kinds of spirit gather motes for you and each lives in the clearing as you buy it: fireflies, glowcap rings, dew sprites, lantern moths, fox spirits, moonwells, a rune henge, walking treants, white stags, the aurora, a dancing dryad court and orbiting star seeds. It borrows the best ideas of the genre (Cookie Clicker's tiered upgrades, golden cookies and kittens, AdVenture Capitalist's milestones and managers, Antimatter Dimensions' challenges and second prestige layer, Realm Grinder's spells, Kittens Game's seasons): 143 upgrades, golden wisps, five sap spells, four seasons that recolour the whole grove, 138 achievements, a heartwood rebirth with automation, six trials and the nine Norse realms bound to the tree as floating islands. Around the core loop, the Wilds add slower, collectable goals: spirit kinship, expeditions into the Deepwood, 24 relics in four sets, a moonpetal garden, rotating whispers, an amber peddler with spark colours, fourteen tiered badges, 28 titles, 97 feats and a codex of spirit lore. Offline progress keeps automation, expeditions and the garden going while you sleep. game-065/dev/ has a bot play 48 hours of every system headlessly to check the pacing, and drives the game in Chromium on desktop, after a two-hour absence, and on touch-only phones.
Scrapwright — A steampunk COM-bot adventure in three.js with no asset files. On Midden, the junk planet where the galaxy dumps its dead starships, a scrap kid from Cinderwick sets out to win the Grand Gearworks Circuit and its prize: the Starward Ticket off-world. 250 COM-bots (Companion Mechanoids) in 126 lines and 16 types are each built from procedural parts in seven slots, and the same parts drive their stats, their techniques and their 3D models; evolving installs new parts, a new trait and the techniques those parts bring, by level, by an upgrade kit from the workbench, or by sync. Catch wild bots with Reboot Spikes, weld dormant wrecks back to life in a timing minigame, or build bots from blueprints. Turn-based battles (170 techniques, five statuses, five atmospheres, 55 traits) against 79 trainers, eight Forgemasters, the Rust Syndicate, the Furnace Four and your rival, Champion Vex, across 64 maps: scrap drifts, crashed starships, a refinery, frozen wrecks, a dark sky station and the Syndicate's airship. Tools (Steam Boots, Cutter Torch, Lift Coil, Hover Skiff, Arc Lantern) open the map as you go. Noise-weathered brass and rust shaders, swaying wire-weed, oil-film sludge, bloom and a sepia grade, a gear-iris wipe, synthesised music and sound, autosave, keyboard or touch. game-066/dev/ has an autoplayer that finishes the story in about a second and a browser test for desktop and phones.
Tootle Isles — A cozy toy-train sandbox in the spirit of LEGO Loco, in three.js with no asset files, and everything is unlocked. Choose one of eight islands (Sunny Cove, Pine Peaks, Twin Isles, Coral Ring, Blossom Bay, Maple Hollow, Snowdrop Isle or a Big Baseplate), each reshaped by a seed you can reroll, and start blank or with a little town and a train already running. Drag to lay track: curves, crossings and switches come from the shape you draw, track over water becomes a bridge and track through a hill becomes a tunnel with a stone arch. Add station platforms and the residents of every home stroll over, wait and climb aboard. Design trains in the Workshop (steam engine, little tank engine with an optional friendly face, diesel, bullet train or tram, with up to ten coaches, boxcars, tankers, log cars, coal hoppers, mail vans, sheep wagons, ice cream cars, circus cars and toy car carriers, in sixteen toy colours) and keep them in a Train Shed shared by every island. Build from 80 pieces: homes, shops, a town hall, a fire station, a school, a castle, a Ferris wheel, a carousel, a windmill, a lighthouse, farms and animals, trees, boats and a friendly whale. Trains never crash: they look ahead and brake for each other, stop at stations and shunt out of dead ends. Tap anything: trains toot, people wave and say hello, sheep baa, windmills whirl, points switch. Ride along in the driver's view, change the time of day, collect twenty stickers, undo anything, and save as many islands as you like with thumbnails, copies and share codes. A studded baseplate, chunky bricks with studs, minifig people, cotton-wool steam, a shore-foam sea, snow, blossom and falling leaves, lamp glows and fireflies at night, a tilt-shift diorama blur, synthesised music and sound, and touch controls built for phones. game-067/dev/ tests the track, trains and people headlessly (two trains never share a tile in ten simulated minutes on every island) and drives the whole game with a real mouse and real touches on desktop and phones.
Haven Road — A tower defense of healing, in three.js with no asset files. The dead have taken the valley and the living are walking out of it down a winding road to the Haven, everyone hurt somehow: bleeding, feverish with the blight, starving, frozen, limping on a broken leg or frozen with fear. You can't stop the dead; you can keep the living walking. Build aid stations beside the road: a Medic Tent bandages wounds and revives the collapsed, a Remedy Lab lobs cure vials, a Field Kitchen hands out soup and temporary health, a Warming Fire drives out the cold, a Splint Post sets bones, a Song Circle calms fear and builds courage, a Stretcher Crew carries the fallen, Lantern Posts slow the dead and a Signal Bell lures them off the road; each has three visible levels. Twelve procedurally generated roads in three acts (autumn Maple Hollow, snowy Frostford, Lantern City at night in the rain), some with a second road merging in, five kinds of dead (shamblers, spitters, runners, brutes, howlers) and families, elders, children and handcarts on the road. The dead only catch those they can keep up with, so care is the defence. Everyone who arrives thriving joins the volunteers, and in three boss levels (the Hollow Giant, the Winter Wailer, the Blight Heart) they walk back out to fight with the cure: firefighters' hoses, nurses' darts, gardeners' herb bombs, mechanics' floodlights, musicians' lullabies and storytellers' rallies turn the dead back into people, who walk home and join them. Letters from the people you saved are written about the care they actually got; the Journal keeps them, the roster and the names of anyone whose lantern rose; finishing the story opens an endless Open Road. The Haven grows a tent at a time as people arrive, kind words float over everyone you help, and the music stays hopeful even at the gates. game-068/dev/ has a balance bot win all twelve levels in a row headlessly (and an idle player lose every one) and drives the game with a real mouse and real touches on desktop and phones.
Dirt Crown — A dirt-track racing RPG in three.js with no asset files, raced in third person. Grandpa Gus pulls a tarp off his first racer, the Bucket: tiny, primer-grey and without a single feature. Win races for coins and spend them in Halloway's Garage on six upgrade lines (engine, drivetrain, tyres, suspension, body and armour, nitro) whose every level shows on the car: exhausts, a hood scoop, a supercharger and a chrome blower, mud flaps and wings, bigger tyres on better rims, coil springs and long-travel arms, a bull bar, a roll cage, nerf bars, a light bar, riveted armour and nitro bottles. A paint shop adds 15 colours, liveries (stripes, flames, checkers, a lightning bolt, mud splatter) and your race number, painted so it reads the right way round on both doors. Twenty tracks in seven places, all generated from centrelines, features and surface patches: banked ovals and cornfields on Dustwater Flats, misty logging roads in Pinecrest Woods, tabletops and kickers in Redrock Canyon at sunset, lantern-lit mud, water and boardwalks in Gatorback Bayou (with gators), snow and sheet ice on Frostbite Pass, stadium supercross in front of twenty thousand fans in the Thunderdome, and the Crown Run on Ravenwood Mesa. Two are figure eights that cross on bridges. Arcade dirt physics: the body turns and the tyres catch the slide as their grip allows, so dirt, mud and ice each drive differently; holding drift through a bend fills the nitro, so do clean landings; slipstreams, car-to-car shoves, perfect-start launches, resets. Computer drivers plan their speed from the curvature and grip ahead, commit to passes and use nitro. 26 events in seven cups (races, eliminations, time trials, duels), six champions with their own cars (a pickup, a rally hatch, a dune buggy, a swamp buggy with an airboat fan, an ice racer, a neon trophy truck), and a story told in 19 short scenes with painted portraits: Ravenwood Motors has bought every track in the county, and whoever wins the Dirt Crown sets the rules. It ends with your rival, Colt Ravenwood, in a one-on-one for the Crown on a track his father has had oiled. A painted county map, event cards with track previews, a HUD with a minimap and a speedometer ringed by the nitro gauge, bloom and a grade per time of day, wheel dust, spray, sparks, tyre marks and weather, a five-gear synthesised engine, a score with a style per place, autosave, keyboard, gamepad, or touch with auto-accelerate. game-069/dev/ races every track headlessly, has a bot play the whole career (it wins the Crown in about 45–60 races at three skill levels), and drives the real game on desktop and touch-only phones.
PHOSPHOR PATROL — A 1982 vector-monitor planet-defence shooter, in three.js with no asset files: Defender's rescue loop with Asteroids meteor storms and Galaga dart squadrons. The Reapers are harvesting the colony world Lumen. Snatchers warp in, drift down, grab a colonist and slowly lift them toward the top of the sky; one that makes it becomes a ravager. Fly the SENTRY around a planet eight screens wide that wraps at its ends, with inertia, an instant turnaround, a long-range scanner, multicolour lasers, smart bombs and hyperspace. Shoot a snatcher and its colonist falls: catch them (500) and fly them down to the ground (500 more), or watch a low fall land safely. Lose every colonist and the planet explodes; the waves go on in open space until it is rebuilt after the next boss. Minelayers sow mines, wireframe hives burst into stinger swarms, hunters come for you if you dawdle, dart squadrons loop in and dive, and meteors split big → medium → small and crush colonists where they land. Fifteen waves per loop and three bosses: the Harvester (a rotating ring saucer with armour pods, a tractor beam and shot rings), the Leviathan (a segmented serpent whose head is shielded until its body is short) and the Overseer (an eye in a cage of shield plates that opens to sweep a telegraphed beam). Everything is drawn as glowing beams by one instanced shader (white-hot cores, coloured halos, additive like a real vector CRT) with phosphor persistence, bloom and curved glass; explosions fling the destroyed shape's own lines at the screen. A thump-thump heartbeat that speeds up as the wave goes on, attract mode with a bot demo, high scores with initials, CADET and ARCADE modes, continues, endless loops, gamepads and a touch deck with a floating flight stick. game-070/dev/ has the bot play every wave of two loops headlessly and drives the real game on desktop and touch-only phones.
See each game's own README/folder for full details, or browse the descriptions live in the launcher.
Simply open the index.html file in any modern web browser:
# Using Python's built-in server (Python 3)
python -m http.server 8000
# Or using Python 2
python -m SimpleHTTPServer 8000
# Then open http://localhost:8000 in your browser
You can also play any game directly by opening its own index.html file, e.g. game-001/index.html for Space Shooter. See the table above for the full list of 58 games and their folders.
This project includes GemCore/GemShell configuration files for building standalone desktop applications.
Each game includes a gemcore.config.json file for customizing the build:
Refer to the GemCore documentation for build instructions.
The docs/ directory contains reference material for AI-assisted development:
docs/kaplay/ — Kaplay v4000 API reference and patterns
docs/phaser/ — Phaser 4.0.0 full API reference
docs/threejs/ — three.js r165 patterns (import map, render loop, bloom, gotchas)
docs/generic/ — Cross-game learnings, sound design patterns, and game ideas
.claude/commands/scaffold-game.md — the /scaffold-game skill. Its default template is the sim/view layout games 057–076 share (a pure, seeded simulation a bot can play in Node, a view that only reads it, and dev/ harnesses for Node, desktop Chromium and touch-only phones), with three.js or Canvas 2D, plus a checklist of the bugs those games fixed after release
docs/refresh-plan.md — the conventions the later games share, an audit of games 001–036 against them, what was fixed, and a ranked backlog
dev/ — dev/smoketest.mjs loads every game in Chromium on desktop and on a touch-only phone and fails on console errors, failed requests, a broken back link, or a layout that doesn't fit; NOSTORAGE=1 also checks that games survive blocked localStorage. Many games also have their own game-NNN/dev/ harness.
When building or modifying games, consult these docs for framework APIs, confirmed working patterns, and architectural guidance. When you learn something reusable, fold it back into the matching doc — see docs/README.md for the full index and the "Maintaining these docs" guide on what to write and where.
web-games-andrew/
├── index.html # 3D garden launcher (three.js)
├── classic.html # The original card-grid launcher
├── garden/ # Garden launcher code (js/, css/, dev/browsertest.mjs)
├── css/ # Shared stylesheets
├── js/ # Shared JavaScript modules
│ ├── main.js
│ └── gamedata.js # Metadata for every game (drives both launchers)
├── lib/
│ ├── kaplay/ # Shared Kaplay engine (kaplay.mjs / kaplay.js)
│ ├── phaser/phaser-4.0.0/ # Shared Phaser 4 engine (ESM build)
│ ├── a11y.js # Baseline accessibility for every game: focus ring, live region, labels, reduced motion
│ └── page-audio.js # Silences a game's audio while its tab is hidden (games 001–036)
├── dev/ # Repo-wide smoke test (dev/smoketest.mjs)
├── docs/ # Framework API references and cross-game learnings
├── reference/ # Standalone reference snippets (e.g. rpg.js)
├── dist/ # Packaged build output (e.g. game-019 desktop build)
├── game-001/ … game-070/ # One self-contained folder per game
│ ├── index.html
│ ├── js/ (or similarly organized modular game code)
│ └── gemcore.config.json # Optional desktop-build config
├── CHANGELOG.md # Version history
├── status.md # Snapshot of current project status
├── LICENSE # MIT License
└── README.md # This file
Note: three.js is not vendored — three.js-based games (e.g. game-014, game-018, game-024, game-025, game-026, game-029, game-040, game-045, game-046, game-047, game-049, game-050, game-051) load it from a CDN via an import map in their index.html.
These games work best on modern browsers:
Feel free to fork this project and add your own games! Follow the existing structure:
game-### folderindex.html file with your gamemanifest.json with game metadatagenre) to js/gamedata.js; both launchers pick it up, and the garden gives it a statueSee CHANGELOG.md for a detailed version history.
This project is licensed under the MIT License - see the LICENSE file for details.
See CHANGELOG.md for the current version — 70 games are included as of the latest entries (game-065 Worldroot, game-066 Scrapwright, game-067 Tootle Isles, game-068 Haven Road, game-069 Dirt Crown, game-070 PHOSPHOR PATROL).
Made with ❤️ by Andrew Wooldridge
| City builder / sandbox |
| Kaplay |
| 011 | Nonogram Fleet | Puzzle | Kaplay |
| 012 | Arcana Pull | Gacha auto battler | Kaplay |
| 013 | Petal & Purse | Cozy idle sim | Kaplay |
| 014 | Trackrunner | Endless runner | three.js |
| 015 | Tamagoji | Virtual pet | Kaplay |
| 016 | Crate Pusher | Sokoban puzzle | Kaplay |
| 017 | Pixel Picross | Nonogram puzzle | Kaplay |
| 018 | Village of the Wandering Blade | Action RPG / village builder | three.js |
| 019 | Synthwave Breakout | Arcade breakout | Phaser 4 |
| 020 | The River | Narrative RPG / roguelite | Phaser 4 |
| 021 | Dungeon Blobber | First-person dungeon crawler | Kaplay |
| 022 | Depths Unknown | Motherload-style mining | Phaser 4 |
| 023 | Synthwave Invaders | Space Invaders clone | Kaplay |
| 024 | Neon Vanguard | Top-down shmup | three.js |
| 025 | Crypt Crawler | Gauntlet-style dungeon crawler | three.js |
| 026 | Crypt of the Forgotten | First-person blobber | three.js |
| 027 | Alchemist's Lattice | Block-placement puzzle (1010!-style) | Phaser 4 |
| 028 | Echoes of Aethermoor | Visual novel fantasy RPG | Phaser 4 |
| 029 | Wayfarer's Path | Procedural road RPG | three.js |
| 030 | Coppergate Lane | Cozy-fantasy RPG-Maker-style adventure | Kaplay |
| 031 | Grimhold Abyss | Retro DOS-style dungeon crawler | Custom software renderer |
| 032 | Ironhollow Depths | 8-bit top-down dungeon crawler | Kaplay |
| 033 | Hearthbound | Cozy fantasy visual novel | Vanilla JS (DOM + Canvas) |
| 034 | Idle Delve | Idle / incremental dungeon crawler | Vanilla JS (Canvas 2D) |
| 035 | N2 Overdrive | Neon tube shooter | Phaser 4 |
| 036 | Island Walker | First-person procedural walking simulator | Custom software 3D rasterizer |
| 037 | Lanternwake | Turn-based roguelike / Zelda-like fusion | Vanilla JS, no dependencies |
| 038 | Emberbrood | Procedural dragon battler / turn-based RPG | Vanilla JS, no dependencies |
| 039 | Wakeform | Atari-2600-style arcade / field-drawing | Vanilla JS, no dependencies |
| 040 | Starcadet | Vertical bullet-hell shmup | three.js |
| 041 | Burrowguard | Dig / tower defence / maze-chase arcade fusion | Vanilla JS + hand-written WebGL |
| 042 | Popgun Pip | 8-bit platformer with Metroid-style unlocks | Vanilla JS (Canvas 2D), no dependencies |
| 043 | Glimmerglen | Cozy village builder / farming sim / Zelda-like adventure with turn-based battles | Vanilla JS (Canvas 2D + DOM), no dependencies |
| 044 | The Story Thief of Greymantle | Point-and-click fairy-tale adventure (King's Quest / Warlock of Firetop Mountain) | Vanilla JS (Canvas 2D + DOM), no dependencies |
| 045 | PINBREAK '86 | Synthwave pinball × breakout synthesis | three.js |
| 046 | Quiverspire | Archero-style roguelite archer | three.js |
| 047 | Ashes & Aces | Deck-building roguelite × poker solitaire | three.js |
| 048 | SPINFRAME | Slot-machine mech RPG with incremental systems | Vanilla JS (Canvas 2D + DOM), no dependencies |
| 049 | Lanterndeep | Turn-based 3D roguelike, 100 floors | three.js |
| 050 | Tomebound | Match-3 fantasy RPG with an idle village | three.js |
| 051 | Sigilborn | Gacha auto-battler with idle citadel | three.js |
| 052 | Nightline | Lo-fi synthwave night-drive simulator | three.js |
| 053 | Legend of the Jade Wyrm | Legend of the Green Dragon-style RPG with a simulated online realm | three.js |
| 054 | Pale Engine | DOOM-style FPS with procedural levels and monsters | three.js |
| 055 | Rotorstorm | Top-down helicopter bullet-hell shooter with a skill tree | Vanilla JS + hand-written WebGL2 |
| 056 | Keepfire | Castle defence × Plants vs. Zombies lanes × incremental | three.js |
| 057 | Hivebreaker | Twin-stick bug-swarm shooter with a five-sector campaign | three.js |
| 058 | Bumble Basket | Casual fruit puzzle: trails where each hop shares a kind, colour, size or family | three.js |
| 059 | Sister Circuit | Neon beat-'em-up: a stolen combat suit, seven stages and bosses, a sister to rescue | three.js |
| 060 | BRICKVADERS | Breakout × Space Invaders in a 1983 arcade cabinet: bounce, shoot, smash the Brick Armada | three.js |
| 061 | STARWRIGHT | Procedural space sim: mine, trade with aliens, rebuild your base, upgrade your ship, warp across a seeded galaxy | three.js |
| 062 | Rotten to the Core | A light, silly fruit Diablo: build a fruit hero, squash rotten fruit through procedural cellars, jam catacombs and the Rotten Core, loot kitchenware | three.js |
| 063 | Tee & Sorcery | Fantasy golf RPG: twenty holes in five storybook realms, boss holes, levels, gear and spells | three.js |
| 064 | Kraken's Gambit | Sea-themed chess (ships and lighthouses) where krakens, mermaids, storms and more strike between moves; 1 or 2 players | three.js |
| 065 | Worldroot | Idle clicker in a magical forest: grow a seed of light into the World Tree, with spirits, upgrades, wisps, spells, seasons, rebirth, trials, realms, expeditions, relics, a garden, badges and offline progress | three.js |
| 066 | Scrapwright | Steampunk COM-bot RPG on a junk planet: find, repair, build and evolve 250 scrap robots, turn-based battles, eight Forgemasters and a championship | three.js |
| 067 | Tootle Isles | Cozy toy-train sandbox in the spirit of LEGO Loco: pick an island, lay track, build a town, design trains and save many islands; everything unlocked | three.js |
| 068 | Haven Road | Tower defense of healing: aid stations heal the wounded and sick fleeing a zombie-held valley; in boss levels the people you saved fight back with the cure | three.js |
| 069 | Dirt Crown | Dirt-track racing RPG: start in a tiny featureless buggy, win races for coins, upgrade it part by part across seven circuits, beat six champions and your rival for the Dirt Crown | three.js |
| 070 | PHOSPHOR PATROL | 1982 vector-monitor planet defence: rescue colonists from abductors on a wrapping world, with meteor storms, dart squadrons and three bosses | three.js |
| 071 | FROSTMARCH | Open-world fantasy RPG: a frozen province to explore, Storm Sigils, dragons, eleven main quests, guilds, crafting, alchemy, runes, generated dungeons, saves and touch controls | three.js |
| 072 | Frosty Fling | Christmas launch arcade: fling a procedural snowman through a toy-box winter village, slam mid-air, collect gifts, buy upgrades and play Snowball Bonanza bonus rounds | three.js |
| 073 | RUNEBORE | Fantasy Motherload-style digging: drill six strata with your grandmother's brass automaton, upgrade it at the Forge, recover seven relics that power its heartcore, an eleven-chapter story, a wyrm to free and touch controls | three.js |
| 074 | CINDERWING | R-Type / Gradius-style side-scrolling shooter: a young angel born in Hell fights up seven circles to his true home, with a detachable Halo, a charge beam, relics, seven bosses, a staged story and touch controls | three.js |
| 075 | CHROME CHALICE | Atari's Adventure remade as a 1988 synthwave coin-op: carry the chalice home through six realms of keys, castles, dragons, mazes, data rivers and a chrome boss, in a lit arcade cabinet with a WebGL CRT, a generated soundtrack and touch controls | Vanilla (Canvas 2D + WebGL) |
| 076 | TALEWRIGHT | An RPG maker that is also a game: restore the Atelier's tools chapter by chapter while you build a real RPG (maps, events, dialogue, items, battles, shops, cutscenes), earn Ink, ranks and trophies, and export your game as one standalone HTML file | Vanilla (DOM + Canvas 2D) |
| 077 | CUE VICE | Metal Gear on a pool table in 1986 Miami: pull back and release a squad of round undercover cops, bank them off walls past vision cones, knock guards out from behind and sink them in the bay; seven teammates with billiard abilities (darts, explosions, healing, ghosting, a wrecking ball, a boombox), ten story episodes and touch controls | three.js |
| 078 | Sugarplum Drop | A cozy Christmas merge puzzle in the Suika mould: drop candies into a glass jar, two of a kind merge and cascade up from peppermints through gingerbread men, ornaments and presents to the golden Jingle Bell, with real rolling disc physics, chains and a music box playing carols | Canvas 2D |
| 079 | VENDETTA OVERDRIVE | An 80s revenge FPS in the spirit of Duke Nukem 3D: Roxy Kane tears through five generated levels of alien invasion with procedurally rolled guns (makers, rarities, parts, elements), a kick, pipe bombs, a jetpack and slow-motion Overdrive, hunting her father's killer through fifteen VHS tapes and three bosses | three.js |
| 080 | EMBERLEAF | A cozy Metroid-style adventure: the kingdom's new magical librarian and Wick the fire sprite recover twelve runaway grimoires whose powers open the world, calm escaped books in gentle turn-based squabbles, reshelve 48 books and free the old librarian from a curse | Canvas 2D |
| 081 | Salve & Scale | A first-person monster-healer adventure: run the Lantern Clinic, look inside goblins, slimes, dragons and an Overlord through the Lumen Lens and treat them with Bumble Basket's trail-linking puzzle, ride out on emergency calls to four dungeons, and expose the adventurers who drove the Overlord mad | three.js |
| 082 | BUBBLE NEBULA | Bubble Bobble in space: blow bubbles to trap the Void Baron's crew, pop them in chains for doubling loot, bounce on bubbles, dodge the Void Wraith when it's HURRY UP!, collect N-E-B-U-L-A, and climb 24 sectors to the Baron's Core | three.js |
| 083 | WYRMZONE | A wingless dragon walks home through a kingdom at war with dragons: Battlezone on foot in green vectors, then its wings return and it's Star Wars in the sky, down to a trench run at the Gorge of Chains | three.js |
| 084 | ROMANCER | A game about making games: revive the VESTA-8, a 1983 console, by repairing tiny toy versions of Pong, Breakout, Space Invaders, Pac-Man, Frogger, Donkey Kong, Super Mario Bros. and Zelda with its own pixel editor, level maker, scripting language, sound and music tools, then make anything in the Studio and export it as one HTML file | three.js |
| 085 | WanderQuest | An idle caravan RPG for phones: grandmother's self-driving wagon trades, fights and takes quests along a pseudo-3D road while you're away; travellers bring carts that cook, forge, brew and heal; check in daily, then light six Waystones | Canvas 2D |
| 086 | Colorverse | Cozy sci-fi/fantasy coloring book: fill line drawings, collect completed art, save progress and share PNG creations | Canvas 2D |
| 087 | Quillsworn | A storytellers’ guild RPG that is a real novel-writing tool: write a fantasy novel with Thalion Silverquill, Master of the Guild, level up on every word, duel the Inner Critic, and bind the book as HTML, EPUB or PDF | Vanilla JS |
| 088 | Curio Cove | A cozy match-3 museum: dig up artifacts, fossils and dinosaur bones on Puffin Isle to restore your great-aunt’s seaside museum, hire a badger caretaker, an owl administrator and a tortoise accountant, and stand up a Triceratops, a Plesiosaur and a T. rex | three.js |
| 089 | Dragonroll | A 3D board-game RPG: roll round a cel-shaded island board, buy deeds that rival adventurers pay tolls on, swirl into Final Fantasy style battles, raid four dungeons for the Dragonbane Shards, forge gear, hire companions, then face Pyrrhax the Ember Wyrm | three.js |
| 090 | Verdant Protocol | A press-turn RPG of recoding corrupted daemons in a healing post-apocalypse: Persona and SMT staging, splicing, bonds, three endings | three.js |
| 091 | STARSPIN | A space fantasy slot machine roguelike: nudge and respin the reels, build them like a deck, climb a Slay the Spire style skill constellation | three.js |
| 092 | NEONFALL | A synthwave remake of Pitfall!: swing, leap and tunnel through a neon jungle for 24 treasures in 20 minutes | Canvas 2D |
| 093 | Dawnshard Saga | An HD-2D fantasy JRPG: pixel heroes in a three.js diorama, an overmap, generated towns and quests, eight recruitable heroes and Octopath-style Break and Boost battles | three.js |
| 094 | The Long Helix | A Hercules-monochrome text adventure: a geneticist alone on a distant planet learns what its life is for. Typewriter text, floppy sounds, 1-bit pictures, a character sheet, a six-slot pack, seven endings | DOM & Canvas 2D |
| 095 | Hauntly Manor | A lighthearted point-and-click Halloween mystery in six procedural cut-away dioramas: four friends, one haunted house, and a shy ghost who just wants friends. Puzzles, a case board, a party finale | three.js |
| 096 | Homeward Hop | A whimsical 3D platformer: Pinch the inventor hermit crab hops home across five worlds, swapping five shells (roll, block, pound, glide, boing) and building gadgets from found things; three bosses, a chase, barrels | three.js |
| 097 | Hollow Gambit | A gothic chess-tactics RPG: summon a party of fairy-chess pieces (rook, knight, grasshopper, cannon, nightrider…), each with its own ability and element, and settle every capture in a Fire Emblem duel across six crypts | three.js |
| 098 | Wyrmbond | Advance Wars meets dragon raising: hatch eggs in real time, breed for genes and hybrids, free collared dragons, and fight a twelve-chapter story with a close-up cut-in for every battle | three.js |
| 099 | Fablecart | A fantasy console that is itself a game, and an RPG maker with living stickers scripted by drag-and-drop blocks | Canvas 2D |
| 100 | Glitterball Groove | A 70s disco match-3 on a glowing CRT: real-time swaps, beams, Boom Boxes and Glitterballs, Disco Fever, a power screen, boot and arcade attract loop with a Hall of Fame | three.js |
| 101 | PixelCrypt | A first-person dungeon crawler in 16 EGA colours: six classes, an endless procedural dungeon with secret doors, guardians, caverns and warrens, cursed loot and unique artifacts, achievements, an optional saga, an automap, a journal, a town with eight places and idle investments that pay daily | three.js |
| 102 | STARSLING | A physics slingshot in space: fling Rock, Iron, Ice and Nova asteroids at floating stations to scrap the robots, in a synthwave sunset with black holes, fuel chain reactions and six sectors | three.js |
| 103 | Crown & Crumpet | A cosy isometric tactics story: a clumsy princess at a school of magic and marching rescues a party of friends, and the Dread Lord turns out to be a chef | Canvas 2D |
| 104 | Hemlock Hollow | A gothic black-and-white Sierra-style text adventure: a witch's apprentice, herbs, hedge-magic and a Governor who kidnaps healers to sell cures | Canvas 2D |
| 105 | Solder & Rain | A repair-bench sim with a mystery: open blasters, cyborg arms and a shop-bot, fix them by hand and find your missing father in a rain-soaked neon station | three.js |
| 106 | INTRUDER ALERT '84 | Berzerk as a bullet heaven: an auto-firing laser, robot hordes pouring into an electrified neon maze, data chips, upgrades, sector purges and an unkillable bouncing Grinner, in 16-bit pixels with bloom and synthwave | Canvas 2D |
| 107 | Kaiju Roll | Katamari meets Breakout meets Rampage: a kaiju curled into a never-stopping ball bounces through five procedural toy cities, shedding skyscraper floors, swallowing cars and people to grow, and pouncing on tanks, helicopters and bombers, with procedural models and per-city music | three.js |
| 108 | Oathstones | A fantasy match-3 RPG where every token keeps its own oath (match by colour, by shape, every colour at once, only in a cascade, only where lines cross…), and summoned heroes appear on the board, bind the stones around them to their rule, and join you when you fulfil it | three.js |