Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 15 / 53

AFTERLIGHT
**Every Step Builds the Other World.** A complete portrait-first simultaneous spatial puzzle. Choose one intention for Lumen and one for Cinder, then resolve both in a single authoritative heartbeat. Every tile a pilgrim leaves becomes temporary floor at the mirrored coordinate in the other world.

SHIFTTRACE: Every Alibi Leaves a Footprint
An original deterministic fine-pixel single-player social-deduction simulation. Every worker owns one real room schedule for every shift beat. Door logs derive from actual room changes, cameras derive from actual occupancy, interviews derive from actual locations and visible companions, and tool traces derive from ordered physical use history. The culprit must enter the incident room and use the accused tool before a supported case can exist.

Tidelock Manifest
A self-contained portrait Three.js harbor-loading puzzle. Serve this directory with any static HTTP server and open `index.html`. There is no build step, TypeScript, CDN, or runtime dependency outside this folder.

VEILWEIGHT: Every Object Adds to the Shadow
**Every Object Adds to the Shadow.**

FORGEBOUND · Every Part Remembers
An original, touch-first modular-tool action campaign inspired by the durable design fantasy of Minecraft tool-crafting mods.

Moonrail Signal House
A portrait-first route-dispatch arcade game. Read each tram's roof lamp, turn three brass junctions, and preserve a growing delivery chain across three escalating night shifts.

DEPTHPRINT: Every Flat Step Builds the Next Bridge
**Every flat step builds the next bridge.**

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.

RUNGREFUGE: Every Rescue Takes the Way Out
RUNGREFUGE is an original true fine-pixel route-consuming storm evacuation puzzle. Choose the next stable animal to evacuate. A deterministic route finder assigns the shortest safe path above the current flood line. Every exact stair crossed is then removed from the tower and installed, in traversal order, as the rooftop windbreak. The next survivor must navigate the genuinely reduced graph.

CROWNBURDEN: Every Shove Transfers the Weight
CROWNBURDEN is an original true fine-pixel stable-burden party-arena tactics puzzle. Every adjacent shove first transfers the defender's front stable burden to the attacker. Only then does the attacker's updated burden count set real push power from one to three cells. Brace reduces incoming displacement by one, but the stolen burden never returns. Chain displacement moves additional bodies without creating additional transfers.

GREENWAKE: Every Putt Writes the Next Break.
GREENWAKE is a deterministic fine-pixel mini-golf puzzle where the green is writable program memory. Choose `HOOK`, `TRUE`, or `SLICE` relative to the current bearing or the break beneath the ball. The published club rolls its exact Pace. Every departed turf identity records the outgoing absolute bearing and the stroke that wrote it. Later putts crossing that turf must obey the stored arrow.

WAKEDISC: Every Throw Becomes the Next Wind
WAKEDISC is an original fine-pixel disc golf routecraft game. Each throw contains up to three integer flight segments. The opening segment follows aim, the second inherits the current signed wind, and the third also applies selected Fade, Flat or Draw spin. The completed bend publishes the wind inherited by the next lie.

Studline: Every Wall Hides a System
A self-contained fine-pixel renovation operations game. Route Builder Rowan and

AXISOATH · Every Aim Moves All Three
AXISOATH is an original portrait-first real-time survival game about one rigid storm engine. Drag around its heart to rotate three modules that can never move independently:

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.

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

SEALBOUND — Every Victory Rewrites the Deck
SEALBOUND is a touch-first, six-seal roguelite deckbuilder set inside a dying ritual archive. Every foe publishes its next action. The player spends three Ink to answer, carries Life across encounters, adds one card after each victory, and chooses between a restorative Moon Stair or a card-upgrading elite Red Stair.

Lacquerwake
An original portrait-first museum conservation game. Brush dust, dissolve oil varnish without lifting exposed pigment, and press gilt wax into clean cracks across three interlocking artifacts.

Gilded Verdict
A four-round courtroom contradiction game. Select a testimony sentence, press the memory to expose what the witness avoids, then present the one exhibit that makes the claim impossible.

Foxglove Crossing
A portrait-first pixel crossing game. Deliver five parcels through roads, canals, and rail lines while preserving parcel freshness.

Aureline Drift
A fixed-course Three.js magnet-convoy racer. Drift the Mk VI locomotive across the Aureline, magnetize mail pods and ore hoppers, avoid three mechanical hazard families, and deliver at least twelve cars through three foundry stations.

Letterharbor — Every Word Raises the Tide
A portrait pixel-art word game in which every accepted word becomes architecture, windows, boats, reflections, and weather across five tides.

DREGWITNESS — Every Haul Brings the Deep Closer
A portrait-first Three.js tension-management game about recovering forbidden relics from a drowned cathedral.

CASKETWORK — Every Empty Slot Has Teeth
A portrait-first dark pixel inventory autobattler. Seat oddly shaped relics in a 5×5 living casket, deliberately preserve empty compartments, then watch every gap grow teeth against the approaching dead.