Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 26 / 53

Emberservice — Every Dish Borrows the Flame
A compact portrait cooking game about running one hearth across three impatient tables. Follow each ticket's three-ingredient sequence, shape the shared heat with every ingredient, and serve inside that dish's heat band.

BRUSHBACK: The Canvas Fights Every Stroke
An original portrait-first reciprocal-canvas precision painting arcade. Touch either gilt endpoint of the highlighted contour, then trace the moving line to the other. Every fixed paint substep pushes the complete physical frame; accurate painting still fails if the frame touches an alarm rail or misses the final conservation seal.

DUSKMILE
**Every Passenger Changes the Road.** A complete portrait-first journey RPG. Every mile combines one lane decision with an optional passenger intervention. Mara rewrites debris, Sol rewrites flood, Ivo rewrites fog and traffic, and June doubles supplies in the lane the car actually enters.

TURTLESTACK · Every Command Has a Cost
A portrait-first programming and logistics puzzle inspired by the enduring ComputerCraft / CC:Tweaked Turtle design space. Write finite command tapes for one to three autonomous machines, then watch every Turtle execute one opcode on the same concurrent tick.

BLACKMAP: Every Answer Opens the Monster's Road Remix
BLACKMAP is a portrait-first 3D investigation tactics roguelite. Every question is answered truthfully. Sites disproved by that answer collapse into wet ink, and the entity immediately uses the connected ink as road toward the last refuge lantern.

TRAILBORN
**Every defender is somebody else’s supply line.**

OBOLWAKE · Every Coin Becomes the Next Crossing
OBOLWAKE is an original portrait-first Three.js skill-and-path-building game. Cast finite iron obols into the mourning river. Every landing becomes a physical node in a directed crossing graph; when the chain reaches the dawn gate, call a waiting shade across. Current bends the forecast, hungry river forms can consume a throw, and later passages require the first coin to sink after each soul—forcing the player to rebuild the beginning without losing the far shore.

Glasswing Conductor
A portrait-first four-lane rhythm recital set in a midnight conservatory. Guide luminous glasswing fireflies into matching instrument flowers across three increasingly intricate movements.

Eidolon Museum
An original, touch-first interactive restoration mystery. Remove the painted varnish, recover evidence, and decide which version of a life the museum is allowed to preserve.

BELLSPINE
**Every Handhold Wakes the Tower**

WINTERLEDGER · Every Mile Is Paid by Someone
A deterministic 3D arctic caravan RPG about physical logistics and social memory. Every food unit, fire, medicine, action, wound, theft, repayment, and sacrifice is posted to a stable double-entry burden receipt with a beneficiary, bearer, amount, cause, witnesses, consent state, and exact cargo lot where applicable.

LANTERNSLING: Every Customer Raises the Next Hook
LANTERNSLING is a true fine-pixel service-grown grapple route puzzle. Moth Courier starts beneath one awning with an ordered basket. A left or right release lands at the exact coordinate published by the current lantern. Landing on a waiting customer transfers the next stable parcel and raises that customer's lantern as the sole live hook; leaving it spends the old hook permanently. Reach the closing bell only after every customer owns one parcel.

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.

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.

NETSCAR: Every Catch Tears the Next Cast
NETSCAR is a standalone fine-pixel selective-net puzzle. Every caught fish tears its exact body shape into the 9×6 net. Future fish escape only if their whole silhouette fits through existing holes, so every successful catch rewrites the tool used by the next cast.

MORTARVEIL: Every Shot Becomes Shelter
MORTARVEIL is an original portrait ballistic-fortification roguelite. Every selected mortar follows one public ricochet trace, cuts bodies it crosses, then hardens at its final mark into physical shelter. Sealed Rams and Crown Engines cannot be damaged until they strike a shelter and tear their own armor open.

QUADWAKE: Every Bounce Moves the Court.
QUADWAKE is a deterministic Four Square puzzle about a ball that keeps moving while the physical court beneath it is rewritten and rearranged.

UNDERTWIST
**Every Pull Turns What Sleeps Beneath.**

ROOTMARCH: Every Survivor Becomes the Next Tower.
ROOTMARCH is a survivor-rooted line-wars tower puzzle. Recruit Blade, Bow, or Pike, then watch both stable units march and resolve automatically. Blade beats Bow, Bow beats Pike, and Pike beats Blade. Every winning unit remains physically present: it roots beside the lane as a permanent tower whose matchup can add Support or Pressure to every later clash.

REELFALL: Every Miss Joins the March
An original deterministic occult reel tactics game. Three fixed, fully public reels never spin by chance. Each turn the player nudges exactly one reel by one plate and settles the center line immediately.

UMBRAIL: Every Shot Moves the Shade
UMBRAIL is a five-court, eight-bearing solar tactics game. A shot resolves damage, turns the public Sun, recomputes three obelisk shadows, and then advances only the surviving bodies left in light. The attack and the next defensive board state are therefore one decision.

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

MORTSEED · Every Fallen Beast Wants Back
MORTSEED is a complete portrait-first action survival game about closing hostile lineages. The moon sickle attacks automatically, but every slain beast becomes one physical seed with a visible hatch clock. Reach the seed to harvest its name; miss it and that same lineage returns at a stronger tier.

ANVILSTAR · Every Bounce Changes the Workpiece
ANVILSTAR is an original portrait-first forge pinball campaign. One workpiece must physically visit the correct machines in the correct order. Its material state changes the same ball's authoritative mass, drag, rebound and magnetic response: