Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 2 / 53

PALLBEARER
**Every Step Moves the Weight**

SOLEKEEP: Every Pattern Holds the Walk
An original deterministic fine-pixel pattern-nesting and shoemaking custody game. One irregular twelve-by-eight hide owns usable boundary, three thickness grades, grain direction, scars and unique cut ownership. Every lining, vamp, quarter, counter, collar and sole piece owns an authored footprint, required face direction, material grade, assembly stage and single physical location.

Orbitward: Every Parry Becomes a Moon Remix
Orbitward is a portrait-first parry survivor built around one readable eight-way

OVERBALANCE: Every Hit Moves Both Fighters
An original deterministic fine-pixel physics brawler. Read the public rival intent, close footing, strike, kick, clinch, heave, brace or spend a loaded rope rebound. Every impact moves its target and applies real attacker recoil; edge ropes store impulse until they rebound a fighter or break beneath a final throw.

Clockglass Marble
A touch-first Three.js tilt maze about carrying a living glass hour through

Tidemark Harbor · Every Departure Moves Dawn
A self-contained portrait sliding-block puzzle rendered as an illustrated harbor chart. Drag each vessel only along its keel, untangle the fleet, and release the gold Dawn Ferry through the eastern gate across eight solver-verified charts. Shortest solutions rise deliberately from 2 moves to 12 across the campaign.

Flockline: Every Sheep Reads the Dog
An original deterministic fine-pixel sheepdog simulation. The player never drags or commands a sheep. Every dog step advances one flock beat; each ewe independently responds to dog distance and stance, neighbor cohesion, close separation, retained velocity, fear, energy, physical fence collision, gate history and pen entry.

Velvet Auction · Every Bid Reveals a Mask
A self-contained Art Deco auction game. Manage a twenty-coin purse across nine lots, read imperfect appraisal clues, compete against three valuation personalities, collect authentic masks, and score category sets plus unspent cash.

Orbitwright Salvage · Every Wreck Changes the Turn
A touch-first Three.js orbital salvage game where every recovered object becomes visible tow mass and reduces acceleration and turning speed.

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

QUARRYHOOK: Every Catch Arms the Next Ricochet Remix
Quarryhook is a portrait-first one-button arcade defense built from one physical

HUEDEBT: Every Color You Wear Is Missing Somewhere Else
A standalone portrait route puzzle in pure JavaScript. Borrow an exact pigment from a framed mural into the Primerling's Chest or Tail band. The donor visibly turns white. Chromatic gates read Chest before Tail; Lens marks wait beyond them. Return every physical pigment to its immutable donor and reach the archive with a clean body.

GULLETWORK: Every Bite Becomes the Next Bridge
GULLETWORK is an original five-chamber autonomous-crowd terrain puzzle. Pip, Ori and Vela march on their own whenever the bell rings. The player moves an underground Maw beneath thirteen physical positions, bites an exposed Loam, Moss or Thorn footing, and later spits it back into the world. Every swallowed material enters one authoritative FIFO stomach: Spit must return the oldest piece, and no interface can select or counterfeit a newer one.

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

ORBITSCAR: Every Blast Becomes the Next Impact Remix
ORBITSCAR is an original five-world delayed-debris demolition campaign. Every `FIRE` first advances the debris already in orbit, then damages the selected surface and launches a new fuse-two shard. Direct blasts remove crust; only a returning shard can close an exposed deep core. A protected Ark fails on either a direct blast or delayed impact.

KEYWARD: Every Cut Moves the Pins
An original deterministic fine-pixel locksmith work simulation. A key blank starts at depth zero across four to seven teeth. Filing permanently increases one selected depth. Brushing clears physical burrs. Torque inserts the current profile into standard, spool, shielded and master-wafer pin stacks and records shear, binding, void and scratch evidence.

LOOPLARCENY: Every Failed Run Joins the Crew
LOOPLARCENY is a dependency-free, English-only, fine-pixel recorded-self stealth heist. A player authors a complete A1 route, commits that exact route as a physical replay, then moves A2 beside it. Gates open only when A1 occupies the required plate on the public contract beat. A2 must cross, take the Moon Reliquary, and exit without colliding with A1 or entering a deterministic watcher ray.

AURELIAN DIAL: Every Chamber Turns the Sun
A complete portrait-first 3D mechanical strategy puzzle. Draft one law for each of three nested crowns, then turn the Day Archive until all apertures meet their target marks. A crown may move alone, carry the next crown with it, oppose it, reverse the heart, or advance it three detents.

HUEDEBT: Every Color You Wear Is Missing Somewhere Else
A standalone portrait route puzzle in pure JavaScript. Borrow an exact pigment from a framed mural into the Primerling's Chest or Tail band. The donor visibly turns white. Chromatic gates read Chest before Tail; Lens marks wait beyond them. Return every physical pigment to its immutable donor and reach the archive with a clean body.

Silk Lantern Bastion
A complete portrait tower-defense campaign. Build bell, prism and incense wards on brass plinths, manage lantern sap, exploit enemy resistances, survive three processions and defeat an eclipse beast that adapts to the player's dominant tower.

Wakepost
A self-contained portrait Three.js flight game. Steer a porcelain courier kite through ten gates per route; clean passes store tailwind and physically lift the next gate. Collect letters, survive three impacts, and complete five increasingly fast weather routes.

SHEARBOUND · Every Kill Takes Two Blades
A premium offline-first 3D kinetic-geometry survivor roguelite. One foreblade may make contact but can never deal damage. Two distinct named foreblades must follow public signed trajectories, intersect each other on the selected enemy wound seam, arrive while that seam is open, and remain inside the technique's timing tolerance. Only that legal Shear can create wounds, effects, kills, Shards, evolutions, or endings.

THRESHOLD ONE
**Every New Door Seals the Last.**

LINEBOUND: Every Bubble Follows Its Speaker
LINEBOUND is a six-act, portrait-first comic continuity puzzle. Three actors share three reusable action lines. A line may enter a panel only while its last speaker is visible; after it is reassigned, its printed action executes and the bubble follows the new speaker. Sign the exact final cast order, Moon Key holder, and ownership of every line.