Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 10 / 53

FALSESAINT · Every Relic Lies in One Material Remix
A portrait-first, no-build Three.js inspection horror game. Rotate each relic, compare three material observations against its family Canon, then **Enshrine** the authentic or **Burn** the false.

ROOMRELAY: Every Visit Leaves the House Changed
ROOMRELAY is an original portrait-first household scheduling puzzle. A resident may enter only the room named by the current Moment while carrying the requested mood. A valid visit swaps the resident's mood with the room's mood, records that resident as the room's latest memory, and stitches a bond with the Moment's recipient. The day succeeds only when the complete final House Signature matches.

REFRACTURE: Every Relic Rewrites the Ray
REFRACTURE is an original real-time 3D roguelike shooter built around a physical, ordered firing line. Every drafted relic occupies one of six visible sockets. A trigger pull is compiled from left to right, so the same collection produces materially different weapons when reordered.

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

GLASSDEBT: Every Blow Comes Back Down
An original portrait-first three-lane destruction tactics game. Every pane Mica

Rootscript: The Heirloom Garden
**EVERY MERGED TRIAD LEAVES ONE HEIR.**

PARALLACQUER · Every Angle Paints Another Truth
PARALLACQUER is an original portrait-first optical lacquer puzzle. A faceted porcelain moth stands in front of a projection screen. Dragging across a visible facet samples the actual pattern directly behind that facet. The paint remains attached when the moth turns, while two to four critics judge the same persistent coat from different bearings. No perfect skin exists; the craft is composing one defensible compromise across several truths.

MARCHWORKS: Every Part Becomes a Soldier
MARCHWORKS is a real-time conveyor-routing autobattler built around one causal

STONECAST: Every Fallen Beast Bends the Next Bolt
STONECAST is an original portrait-first ricochet hunt built as local HTML, CSS and classic JavaScript. Choose one of seven vertical shafts and loose a Sunspike into a moon crypt. An Ember Ram turns the bolt right, a Veil Moth turns it left, and a Crown Hydra forks it both ways. The first hit petrifies that exact beast in that exact cell; every later bolt collides with the retained body.

Changeover: Every Cut Rewrites the Show
An original deterministic fine-pixel projection-booth game. Seven film programs arrive as labeled physical segments. The player permanently splices those segments across Projector A and Projector B, configures focus, carbon-lamp density and sound-drum offset, threads the exact film path, starts both motors and blowers, then advances the live screening frame by frame. Reel A ends on a first cue; advancing again without a valid changeover sends white leader to the audience. Wrong order, a decoy segment, bad focus, bad density, broken lip sync or closed airflow remains causal when that state reac

LASTMART: Every Shelf Holds Back the Tide
LASTMART is a deterministic market-management and flood-evacuation puzzle. Sell physical cargo to fund a shutter and shelf reinforcement, then convert the same store into a shelter. Guide Ivo and Senn through adjacent dry zones, secure relief cargo in the Loft, absorb real barrier impacts and pump the live flood graph.

RAINSHIFT: Every Push Changes the Forecast
RAINSHIFT is an original deterministic fine-pixel forecast tactics game. Every Warden, Wisp, garden and Cottage occupies one exact coordinate on a 5×5 canal court. Every Wisp publishes one of four rain directions before the crew acts.

Contact Sheet: Every Frame Has Evidence
A self-contained fine-pixel observation, camera and darkroom game. Each assignment

Petalwheel Archive
A six-folio radial match puzzle. Drag any of five concentric botanical rings and align three or more matching specimens along a golden spoke. Five-ring matches charge a season-clearing Sunburst.

DOWNSIGN · Every Match Chooses Down.
DOWNSIGN is an original portrait-first deterministic matching puzzle. Swap two adjacent glass signs to make a line of at least three. The matched material is removed and immediately becomes the new gravity: Gilt Sun pulls down, Pearl Moon pulls up, Jade Fin pulls left and Rose Wing pulls right. Every surviving sign—and one unmatchable Courier Moth—then falls inside its Brass-Nail compartment.

RIVETRUSH: Every Trick Lays the Next Rail.
RIVETRUSH is an original portrait-first fine-pixel stunt-train score-attack puzzle. The train never rides a prewritten course: each accepted Barrel Roll, Kickflip or Tail Grind resolves an airborne attitude against the live rail and crosswind, then forges a separate stable Left, Level or Right rail beneath the next gap.

CANTORFALL — Every Broken Chime Turns the Unseen Spire
CANTORFALL is a portrait-first 3D helix-smash puzzle built as a self-contained HTML game. The public arcade grammar is immediate: rotate a tower by one detent, plunge through open air or smash a physical platform, build Overtone through consecutive gaps, and never hit a black Silence plate before the fall is charged.

SHAFTDEBT: Every Ore Opens the Siege
SHAFTDEBT is an original true fine-pixel mine-to-magazine pathfinding defense puzzle. Every accepted cardinal dig performs two inseparable operations: it transfers one stable ore body into the dome's FIFO magazine, and it opens one exact rail edge for the Deep Maw. After the published dig budget, the Maw climbs that authored rail in reverse while the dome fires the ore bodies in their original mining order.

TILLWHEEL: Every Sale Turns Every Shelf
TILLWHEEL is an original coupled-carousel shopkeeping puzzle. Three physical six-hook racks share one sales shaft. The facing product on the selected rack must match the front customer's order. A correct sale removes that exact product and publishes its printed three-rack rotation code, changing every shelf before the next customer reaches the till.

SPRINGTRACE: Every Landing Teaches the Lab
SPRINGTRACE is a portrait fine-pixel kinetic platform puzzle. A slime can choose its lean only when departing a clean surface. That first departure writes a directional film into the platform; every later departure from the same surface must repeat the stored direction until a finite **Wash** removes it or **Invert** flips it. Early jumps literally program the return route.

SIMMERKIN: Every Recipe Evolves the Crew
SIMMERKIN is a deterministic creature-kitchen automation game. Assign Pip, Nori and Mallow to Board, Pot and Pass, load finite ingredients, respect simultaneous one-beat buffer travel and sacrifice a cooked dish to permanently evolve station throughput before public order Patience expires.

Rootscript: The Heirloom Garden
**EVERY MERGED TRIAD LEAVES ONE HEIR.**

AFTERLIGHT · The World Built Behind Us Remix
A premium, self-contained 3D simultaneous-world puzzle pilgrimage. Every tile one

Keelbreak: Every Cut Changes the Balance
A self-contained fine-pixel structural salvage game. Walk Breaker Mara through