Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 45 / 53

Midnight Galley
An original portrait-first dining-car cooking and time-management game. Drag two ingredients to the cast-iron range, plate within the gold doneness window, and deliver the dish before its passenger train departs.

SHEARLOOM — The Jacquard Night Works
SHEARLOOM is an original portrait-first drag-place block elimination game. Three silk cuttings share one tray. Drag each fixed shape into open cells of the 8×8 loom; every complete row or column clears, preserving the familiar Block Blast hand verb.

PATHWROUGHT · Every Skill Chooses Your Next Body
PATHWROUGHT is an original deterministic vocation duel for portrait touch screens. Every enemy threat has two true responses among four disciplines: EDGE, SHADE, ROOT, and HYMN. A response also lays one vocation thread. After three true responses, the dominant two disciplines become the player's next body in an ordered 2:1 form.

STILLCHOIR · Every Step Leaves a Singer
STILLCHOIR is a portrait-first tactical pixel roguelite built with plain JavaScript and Canvas 2D. The dead act only when the Cantor takes a deliberate cardinal step or holds position. Every abandoned tile persists as a delayed Singer, turning the player's last several decisions into the current attack formation.

IRISLOOM: Every Gap Weaves the Next Gate
IRISLOOM is a deterministic five-lane precision-flight puzzle. Every safe opening taken now seals that lane two gates ahead and opens its reflected mate. The player is therefore flying through the course and weaving its future at the same time.

MENISCUS · Every Drop Narrows Its Road
MENISCUS is an original portrait-first living-glass route puzzle. Every source flask owns a visible pigment queue. A released drop always follows the widest open throat; equal bores use the engraved priority notch. Every tube it traverses permanently loses one bore, so a correct release changes the destination of every future drop.

ASHINDEX: Every Search Burns Its Word
ASHINDEX is an original, portrait-first causal search game. Read a pulled record, query one of its live words, choose exactly one result, and accept that the query word is now gone everywhere. The unchosen records vanish with it. Reconstruct the exact causal docket before the finite pull stock reaches zero.

SECONDTHIEF: Every Enemy Carries a Dying Clock
A standalone portrait clock-hunt puzzle in pure JavaScript. Every accepted step spends one second from Vesper Quill and simultaneously burns one second from every living clockbeast. Step onto a beast before zero to transfer only its exact post-burn remainder. Arrive on the final chime and the beast becomes a permanent solid Time Husk before you enter its cell. Claim both Chrono Anchors and escape with time still alive.

TIDEHAND: Every Catch Plays the Current
TIDEHAND is a standalone fine-pixel fishing handbuilder. Catch visible fish through a simulated current, retain their exact identities in the livewell, recognize a service hand, and clear the Tide's normal Flavor × Reputation target.

GILTSTEP · Every Treasure Becomes the Way Up
GILTSTEP is a standalone portrait-first throw-and-jump action puzzle. Gilt, a masked attic spirit, steals upward through seven impossible mansion rooms. Every ordinary treasure thrown into a wall becomes a permanent physical platform. The named contract relic must instead remain in the satchel when Gilt reaches the Moon Exit.

PILLARWAKE · Every Dodge Builds the Cathedral
PILLARWAKE is an original portrait-first Three.js action ritual. A Veilrunner baits a Ram Penitent toward one of the nave's gold load sockets. The Ram locks a final red trajectory, charges without steering, and becomes a permanent stone support only when the player crosses that line with a timed Veil dodge. Every success changes collision, sightlines, navigation, score, and the visible architecture.

BELLWARD · Every Step Winds the Night
A self-contained portrait-first pixel survivor. Drag to move and wind the step bell; release to cast a radial warding ring. Movement and attack share one touch gesture, turning every dodge into a commitment about when to stop.

Tidewright Borough · Every Bridge Moves the Water
A standalone, portrait-first Three.js connectivity puzzle. Place turnbridges, cross-ferries, and tide sluices to connect every household to the high beacon; each construction step advances a level-specific flood schedule.

Hedgewitch Pack · Every Pocket Brews a Fate
A portrait-first spatial inventory auto battler. Arrange twelve botanical remedies inside a 6×7 satchel; adjacency alters damage, poison, healing, guard, and cooldowns when the recipe fights four forest creatures.

AEROWHALE · Every Echo Rebuilds the Sky
A self-contained portrait-first Three.js arcade voyage. Steer a sonar skiff through three storm currents, charge resonant pings, recover three migrating whale notes, and reach the closing wind eye.

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.

Reliquary Bastion · Every Tower Borrows a Saint
A portrait-first stained-glass tower defense. Consecrate nine fixed altars with Bell, Censer, or Lance saints, invest gold leaf between vigils, and defend a winding nave through six waves and the Hollow Bishop.

Ember Throne · Every Decree Moves Four Houses
An original, touch-first court governance game. Swipe each decree left or right while keeping People, Grain, Ember, and the Great Houses away from ruin or excess. Conditional decrees remember earlier rulings; eight failure endings and one survival ending complete the loop.

ECHOPOST · Every Route Hires Tomorrow
ECHOPOST is a portrait-first pixel logistics puzzler. Trace one closed delivery route from the post office, prove it in motion, and that exact route becomes a translucent worker on the next shift. Old daily orders return while the player handles only the new work, so three simple gestures grow into a visible automated exchange.

KEYCAST: Every Key Becomes the Next Lock
KEYCAST is an original portrait-first tactile locksmith puzzle. Choose **Face** or **Reverse**, then drag the file from left to right through five engraved tooth heights. The key opens the current chamber, but its removed brass is rotated through that chamber's published rotor and spacers to become the five pins of the next lock. A locally valid key can therefore leave the final commission globally miskeyed.

FEVERFIELD: Every Swab Moves the Outbreak Remix
FEVERFIELD is an original true fine-pixel dynamic Minesweeper tactics puzzle. Read the live eight-neighbor clue field, select one of three physical culture cloches, then commit a swab. A clean sample fills one stable vial and moves Midge, Curl, Thorn and Bell exactly one notch clockwise around the 24-cell outer culture ring. A contaminated swab moves nothing and retains the complete contradiction.

ROOMBRAKE: Every Object Stops the Next Remix
ROOMBRAKE is an original true fine-pixel contact-braked unpacking floorplan puzzle. Every stable furniture body owns a fixed footprint plus one published north/south rail and one published east/west rail. Choose North, East, South or West. The complete object enters through that door, slides until its next physical step would touch a wall or settled footprint, then stops permanently. Every placement therefore becomes braking geometry for every later delivery.

Verdant Relay: Every Bloom Is a Circuit
Verdant Relay is a seven-moon living-network strategy game. Root one permanent flora each moon, bind it to one of three visible Mana Pools, choose a Flow, Ward, or Rite lens, then watch mana pulses travel through the world before the same garden automatically defends Groveheart at dusk.

WARD DESK 04 — Every Relic Keeps the Last Voice
WARD DESK 04 is a complete portrait-first civic-noir deduction game set inside a 1987 municipal occult emergency service. Six calls arrive before dawn. For each one, the operator must secure a physical record, name the narrow contradiction it proves, and dispatch a relic whose current counterword is lawful.