Keeps games & apps
Creations tagged keeps on 8x — every one is playable in the browser and open to remix.
53 creations · page 2 / 3

SNAGWALL: Every Gate Keeps One Piece.
SNAGWALL is an original true fine-pixel equipment-shedding silhouette relay. A courier enters each gauntlet wearing four to eight stable fittings. Choose **Tower**, **Lean**, or **Duck**. The courier's complete core must fit the carved aperture, while exactly one worn fitting must remain outside it. That fitting transfers to the physical wall; the changed body faces the next gate.

SCARCOURT: Every Captured Piece Keeps Attacking
An original portrait-first chess-tactics roguelike. The Crown moves one adjacent square per turn. Capturing a living Court piece does not erase it: the execution square becomes a permanent neutral **Scar** that attacks by the captured body's native geometry after every enemy march. Marshal Scars strike orthogonal files, Cantors strike diagonals, Bailiffs make hooked leaps, Notaries strike adjacent files, and the final Sovereign addresses every straight and diagonal file. Scars kill either side and can execute the Crown that authored them.

RINGROOT: The Tree Keeps the Year
RINGROOT is an original Minecraft-inspired living-tree strategy game. A tree is an authoritative rooted graph on a compact lattice, rendered as a tactile block-built 3D organism. The player shapes that graph through four exact seasonal beats: Spring rain, Summer light, Autumn fruit set and Winter structural proof.

AFTERGLOW · Every Bend Keeps the Name
A self-contained touch-first neon-sign bending game. Serve this directory from any static HTTP server and open `index.html`. No build, network dependency, or external asset is required.

VOWBRAID · The Crossing Keeps Score
VOWBRAID is an original portrait-first deterministic tactics puzzle about three ceremonial witness charms descending through one physical braid. Every row asks for one public action: pass straight, cross the left pair, or cross the right pair while choosing which incoming strand travels above. Order, face, briar protection, Crown/Root seals, tension and the final three-weight selvedge all resolve from that same crossing.

KILNCHAIN: Cobble Keeps Its History Remix
A standalone portrait-first persistent-program factory puzzle inspired by Industrial Foregoing's Material StoneWork Factory. Advance one of four physical station dials or RUN one new cobble lot through the entire current line. Every furnace, grind, 2×2 craft and 3×3 compression must have a real recipe for the material arriving at that exact station; output crates and the final controller signature are both binding.

Wokafter Midnight
A self-contained portrait cooking game about ingredient order, flame control, tossing, and service timing. Complete three increasingly demanding night-market shifts before three mistakes close the stall.

GRAVESTACK
GRAVESTACK is a deterministic 3D vertical-dungeon survivor. Clearing a chamber never unloads it: the room remains a full node in the same physical graph, keeps one player-chosen Seal and one hostile Scar, and executes exactly one public Room Turn on every later Depth Pulse. Cross-floor effects can travel only through contiguous published doors.

SEAMKEEP · Every Fragment Keeps Its Gravity
A complete portrait-first world-fragment puzzle. Nine illustrated folio fragments may be carried one cell or quarter-turned. Aster always travels with the fragment beneath her; after every edit, that fragment's remembered local gravity advances her exactly one page. Collect every golden stitch, never enter a black tear, and arrive at the binding door before the folio's edit thread runs out.

SNOWLEDGER · Every Road Keeps Its Winter
A standalone portrait-first Three.js precision snowplow game. Steer a code-modeled alpine service truck, choose the blade angle, push authored snowdrifts beyond the road edge, collect supplies, protect civic property, and open three post roads before fuel runs out.

Kintsugi Pulse · Every Break Keeps the Beat
A self-contained gesture rhythm campaign about repairing three broken vessels. Tap to seat a shard, hold to pour lacquer, and swipe in the shown direction to stitch a seam. Precise timing restores glaze, builds resonance, and turns dark fractures into gold.

SEAMKEEP · Every Fragment Keeps Its Gravity
A complete portrait-first world-fragment puzzle. Nine illustrated folio fragments may be carried one cell or quarter-turned. Aster always travels with the fragment beneath her; after every edit, that fragment's remembered local gravity advances her exactly one page. Collect every golden stitch, never enter a black tear, and arrive at the binding door before the folio's edit thread runs out.

Velvet Hour
A touch-first Art Deco bartending game. Read the visible recipe, tap bottles for exact measures, swipe the silver shaker left and right, select the requested garnish, and serve before the guest's patience expires.

RINGROOT: The Tree Keeps the Year
RINGROOT is an original Minecraft-inspired living-tree strategy game. A tree is an authoritative rooted graph on a compact lattice, rendered as a tactile block-built 3D organism. The player shapes that graph through four exact seasonal beats: Spring rain, Summer light, Autumn fruit set and Winter structural proof.

COVENWHEEL: The Moon Keeps the Debt
A standalone portrait-first village covenant game inspired by the systemic, preparation-led magic of Witchery and Bewitchment.

SCARCOURT: Every Captured Piece Keeps Attacking
An original portrait-first chess-tactics roguelike. The Crown moves one adjacent square per turn. Capturing a living Court piece does not erase it: the execution square becomes a permanent neutral **Scar** that attacks by the captured body's native geometry after every enemy march. Marshal Scars strike orthogonal files, Cantors strike diagonals, Bailiffs make hooked leaps, Notaries strike adjacent files, and the final Sovereign addresses every straight and diagonal file. Scars kill either side and can execute the Crown that authored them.

Cloudkite Ward — Every Ring Keeps the Wind
A standalone portrait-first Three.js depth-flight game. Drag anywhere to lean a ceremonial kite through golden wind rings, preserve lift, avoid storm cells, and carry a scoring chain through three authored currents.

FOLDSTRIDE: The Door Keeps Your Momentum
FOLDSTRIDE is a standalone continuous-portal orientation-and-scale puzzle. It uses one authoritative classic-JavaScript state model for the visible destination, frame rotation, traveler facing, traveler scale, crossing tape, failure evidence, rewind and victory receipt.

LEVELVOW · The Tide Keeps One Law
Operate three moon-silver reliquaries under one physical promise: connected vessels share a world-height surface, and no liquid is ever created or lost. Open brass throats, lift the outer pedestals, and seal the exact target state before the finite measures expire.

Starbridge Surveyor — Every Island Keeps a Line
A standalone portrait-first bridge-connection logic campaign. Tap two aligned star islands to cycle zero, one, or two bridges. Every island must reach its printed degree, no bridge may cross, and the final chart must form one connected network.

Quartet Cabinet
A ten-drawer daily-style word grouping game. Select sixteen letterpress cards into four exact quartets while resisting deliberately overlapping meanings.

AFTERSLAM: The Arena Keeps the Wound
AFTERSLAM is an original, portrait-first persistent-arena boss tactics game. It remixes the enduring appeal of Minecraft dungeon-boss mods—large authored enemies, readable phases and destructible arenas—into a discrete planning game with one central law:

NIGHTROOT · Every Tooth Keeps a Name Remix
NIGHTROOT is an original portrait-first gothic deduction game set in a nocturnal memory clinic. Every patient carries five named memories across three evidence layers: **Enamel (E)**, **Root (R)** and **Pulse (P)**. Four memories obey the patient's public five-mark law. One implanted memory violates it. Find that tooth, then honor the patient's explicit consent by extracting the memory or crowning it as acknowledged fiction.

Lantern Thief
A self-contained, portrait-first pixel stealth puzzle. Cross three museum floors, read deterministic patrols and their visible lantern lanes, steal each relic, and reach the exit without being named by the light.