Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 40 / 53

Millrace: Every Drop Works Twice
A self-contained fine-pixel water automation and production puzzle. Program three

RELICSCAR · Every Gift Returns with a Hunter
RELICSCAR is an infinite survival Roguelike where an upgrade is also an enemy loadout decision. North, east, south and west relics auto-fire only into their exact quadrants. Closing a Warrant creates one new stable relic identity in a chosen slot and drops the replaced identity at the bearer’s last position. Unarmed hunters divert to the floor, claim that exact identity, inherit its real reach, cadence and trait, then return it at their death position.

MISTRUMENT: Every Command Moves the Liar
An original portrait-first tactile deduction game set inside a drowned glass-chapel bathyscaphe. One gauge always mirrors its true value. Every command moves the fault to a new circuit node, then reverses that newly faulted system's physical response.

Nautilus Orchard
A portrait-first Three.js deep-sea glider. Steer the Nursery Manta across three currents, gather orchard seeds and current glyphs, read three hazard families, and reach each restoration gate with the hull intact.

GLASSWRECK · Every Relic Makes the Storm Heavier
A portrait-first Three.js extraction voyage through a drowned glass city.

GRAVEATLAS: EVERY FALL FOUNDS THE NEXT REALM
A premium 3D succession SLG built around one irreversible geopolitical law: the first allied death on bare land permanently founds that House's realm, and only a later heir of the same bloodline awakens its native power there.

THREADFALL: Every Ricochet Stitches the World
An original portrait-first ricochet action game. Drag upward and release a silver shuttle through descending textile pests. Walls, the top rail and enemy bodies redirect it; every simulated path remains permanently visible as a gold seam in the cloth.

SHOCKRIG · Every Break Carries the Current
SHOCKRIG is an original portrait-first magnetic-impact puzzle. A copper automaton begins each chamber with four detachable conductors: left palm, right palm, left heel and right heel. Drag sideways to choose one of nine magnetic rails, then release. The complete rig follows the disclosed arc.

AFTERHANDS · Every Owner Leaves a Mark
AFTERHANDS is an original portrait-first fine-pixel exchange puzzle. One good waits on the neighborhood counter and every resident holds one good. Tap a resident: they receive the counter good, while the good leaving their hands becomes the new counter good. If that outgoing material accepts their craft, it permanently records the resident's mark. Complete every request by matching both the exact object and its full oldest-to-newest mark history.

Millrace: Every Drop Works Twice
A self-contained fine-pixel water automation and production puzzle. Program three

HUSHWORK: Every Repair Leaves an Echo
HUSHWORK is an original deterministic fine-pixel asymmetric chase-rescue game. Mara, Ivo and Senn occupy exact rooms, Breath, Active, Hidden, Thread-Bound or Escaped state. One Listener occupies a real room and follows the strongest newest physical echo through the same eleven-door graph used by the crew.

Rosewindow Rigger
A self-contained twelve-stage touch-physics puzzle. Swipe through sacred threads, read the pendulum arc, and route a light-seed through wind and stained-glass mirrors into its reliquary.

Emberwarden
A six-incident pixel rescue game. Tap a destination to move, touch survivors so they follow, guide them to the striped exit, and hold the hose to suppress the closest flame before fire and smoke overtake the floor.

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.

EIGHTEEN MINUTES · Every Answer Arrives Too Late
A standalone illustrated delayed-communication AVG. Serve this directory over any static HTTP server and open `index.html`; no build or network access is required.

RINGWAKE Remix
RINGWAKE — The Moving Sounding Archive is an original, no-guess Minesweeper commission about stable physical bodies moving through changing coordinates. Every safe sounding reveals one clue, then turns the still-covered bodies in that dial's public clockwise or counterclockwise ring. Revealed and moored bodies become anchors.

GLOAMGARDEN · Every Fallen Pest Plants the Defense
GLOAMGARDEN is a portrait-first fine-pixel action defense where kill position

WAXWATCH: Every Shift Writes the Night.
WAXWATCH is a compact fine-pixel sliding-hive / auto-battler puzzle. One vacancy moves through a 3 × 3 observation hive. Every adjacent bee shifted into that vacancy does two inseparable things:

COINHEIR · Every Shot Arms the Next Raider
COINHEIR is a standalone deterministic roguelite-economy tower defense. The

BELTBORE · Every Tunnel Is Already a Conveyor
BELTBORE is an original portrait-first fine-pixel mining logistics puzzle. Drag outward from a numbered foundry through breakable geology. Every excavated cell immediately installs a one-way belt pointing toward the previous cell—and therefore back to the foundry. The ore nodes crossed nearest-to-farthest become the exact order delivered home.

SEAMCROWN: Every Border Arms Both Neighbors
SEAMCROWN is an original indirect-combat map-construction roguelike. One charter pin claims every fine cadastral cell nearest to it. That insertion can steal area from several provinces, create or erase alliances, and rewrite every frontier at once.

CLOCKDEBT: Every Frozen Move Belongs to the Enemy
CLOCKDEBT is an original portrait-first time-stop arena tactic. Freeze the room, write exactly three cardinal moves, then Resume. The Timekeeper executes that word forward. Every surviving enemy immediately reads the same word from last letter to first and executes the opposite direction of each letter. Slash one enemy yourself, make the other repay into a rift, collect both Time Seals and occupy the exact exit before the signed rounds expire.

LIMBLEDGER: Every Wound Removes a Move
Five deterministic exchanges make body parts into action permissions. The Crown Preview uses two Arm Jabs, accepts two Sweeps, removes Player Sweep and Rival High, then closes exposed Core through three real Stumbles.

Bridgebell: Every Opening Moves Two Queues
A portrait-first fine-pixel bridge-operator strategy. One bascule span serves