Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 51 / 53

ECHOSHROUD · Every Sound Draws Teeth
An original portrait pixel-art sound-stealth game. The cathedral is mostly invisible: footsteps reveal a small radius, the funeral bell reveals the full architecture, and every propagated sound wave can wake enemies that hunt its source.

Kilnwing Courier · Every Gate Tempers the Sky
A portrait-first Three.js aerial courier game. Drag anywhere to steer the kilnwing through forge gates, collect temper embers to sustain heat, chain deliveries, and carry the crown cargo across three escalating sky districts.

DECALUME · Every Ten Turns the Next Path
DECALUME is a standalone portrait-first tactile number-path puzzle. Trace the published number of adjacent glass panes so their values total exactly ten. The complete direction word then rotates clockwise and becomes the only geometry the next Ten may follow.

Trailwatch: Every Track Changes the Habitat
A self-contained fine-pixel wildlife survey, habitat restoration and fictional

AXISOATH · Every Aim Moves All Three
AXISOATH is an original portrait-first real-time survival game about one rigid storm engine. Drag around its heart to rotate three modules that can never move independently:

Rackshift: Every Packet Has Heat
A self-contained fine-pixel data-center operations game. Walk Technician Vale

BRASSROOK COINWORKS
**Every Fallen Token Rewrites the Shelf.**

SPORECHOIR: Every Host Keeps the Last Thought
An original portrait-first possession-programming puzzle. The current host accepts one new cardinal thought; every abandoned host repeats its own last thought on that same beat. `INHABIT` advances through the stable host order without spending a beat. A shift signs only when all four bodies, all retained thoughts and the final living host match the municipal plate.

SILTLEDGER: Every Clear Becomes the Riverbed
An original portrait-first conserved-sediment falling-block puzzle. A completed six-cell row never disappears: every cell leaves the upper weir, keeps its stable kiln-batch identity and material, and enters one of three permanent lower basins according to its original column. The player must sign the exact remaining wall, ordered sediment ledger and clear count.

BONEBLOOM
**Every Fallen Beast Becomes the Next Battlefield.**

Mothlight Heist
A self-contained five-mission pixel stealth and extraction game. Read patrol routes and lantern cones, hide in deep shadow, steal every relic, and return to the gold door.

THREADWAKE: The Turning Jacquard
An original portrait-first Nonogram / Picross game in which a solved line does not leave the picture fixed. The player fills silk, marks every proven void, and touches a completed clue clasp to seal it. That seal rotates the occupants of one published open row or column; stable tile serials, hidden truth, and existing marks travel together.

SHROUDSHUTTLE
**Every Unwound Band Turns the Other Idol**

BACKHINGE: Every Exit Turns the Room Behind You
BACKHINGE is an original, portrait-first nine-room topology puzzle. Nell, a pine marten hinge surveyor, may cross only a pair of genuinely reciprocal doors. After she arrives, the room she departed turns one quarter: right/down turns it clockwise; left/up turns it counterclockwise. Movement therefore authors the return topology behind the player.

NIGHTROOT: Every Harvest Erases the Road
A standalone portrait moon-garden puzzle built in pure JavaScript. Walk only on crop-cast shadow. Harvesting moves that exact plant into the vampire's hands and removes only its owned shadow cells; a cell survives when another planted root still contributes it. The cutting must be replanted in a fresh bed before the open grave gate will accept the harvest.

TYPEWOUND: Every Letter You Remove Fights Back
TYPEWOUND is a five-folio word-ladder tactics game set inside a possessed letterpress. Change exactly one face of a four-letter forme. The inserted face resolves its Cut and Guard for the compositor; the removed face immediately returns for the ink beast as Bite or Plate. A folio signs only when the exact pull budget ends on the contracted word with the beast broken.

WICKWITNESS: Every Swab Cleans Twice
An original, portrait-first conservation puzzle in which every swab removes one coat from the selected island and one coat from the next island along gravity's open capillary channel.

YARDWATCH: Every Yard You Gain Advances Every Defender.
YARDWATCH is a standalone, offline, English-first, true fine-pixel **Yard-Clock Telegraph Football Drive Puzzle**. Choose Flat, Slant or Post. Each route owns a visible catch lane and gain of two, three or four yards. Before the catch, every stable defender advances by that exact gain around its own published coverage clock. A defender landing on the route's catch cell intercepts. A safe catch swaps the physical passer and receiver roles, so the next route buttons address the same route slots but different stable players.

SPARSHIFT · Every Leap Moves the Launch
SPARSHIFT is an original portrait-first recoil-platform precision puzzle. Pip Vane leaps forward across the broken High Aviary while the spar beneath her feet moves in the exact opposite direction. The body route and the abandoned world's route are one indivisible action.

BLACKMAP: Every Answer Opens the Monster's Road
An original portrait-first investigation tactics game. Each card asks whether the hidden refuge lies inside one visible ward. The truthful answer preserves matching candidate sites; every disproved site becomes traversable black ink, and the Hartless immediately walks the changed topology toward the camp. Solving the location and surviving the road are the same action economy.

PRESSDEBT: Every Buried Story Runs Tomorrow
An original portrait-first newspaper strategy puzzle. Build tonight's front

TAILTRACK: Every Passenger Repeats Your Lane
TAILTRACK combines a three-lane metro runner with delayed Snake followers. A BFS solver proves the thirteen-beat route; untouched Preview uses the same production actions, three pickups and per-member collisions.

BRIGADELINE: Every Road Must Carry Water
BRIGADELINE is an original deterministic fine-pixel road-and-fire response game. A 4×3 civic graph contains Brigade House, two hydrants, School House, Cloth Hall, Civic Archive and Grain Mill. Only built roads exist. Lark and Rook occupy physical nodes, reserve one real edge per beat, queue when they contest the same edge, re-path when a closure removes a live link, carry finite water and refill only while crossing an opened hydrant.

WHISPERWAKE · Every Rumor Must Make Landfall
WHISPERWAKE is a deterministic maritime party RPG where speech has mass. Every published claim binds to one unique carrier and one public beacon route. Each shared Low → Rising → High tide moves it one legal edge or records one public Anchor until its first market, household, fleet, court, or monster shoal changes course. The claim then remains in the Common Archive as testimony.