Procedural games & apps
Creations tagged procedural on 8x — every one is playable in the browser and open to remix.
158 creations · page 5 / 7

WILDREACH
An open voxel wilderness RPG where you're dropped at the gate of Hearthfield with nothing and must survive. Momentum-based combat with weapon-defining kits (sword, axe, hammer, bow, fire staff and more), dodge rolls, gliders and wall-climbing across fourteen biomes, procedurally generated towns with quests, and dungeons that end in a boss floor — all through a day/night cycle and six kinds of weather. Craft, level a skill tree, and share one seeded world with friends via Paean rooms.

Loomlight · Looping Generative Art
A generative art toy that weaves seamless motion loops. Four engines — Currents, Rings, Shards and Weave — recombine your seed, palette and six dials into endless abstract animation, then export a perfect looping video (WebM) straight from the canvas. Pure no-build canvas art, touch-first and playable in any orientation.

NIVEL 11 — La Ciudad Sin Fin
Un walking-simulator en primera persona ambientado en el Nivel 11 de los Backrooms: una ciudad infinita, vacía y de estética liminal y postapocalíptica. Explora avenidas interminables de hormigón entre niebla, coches abandonados y farolas encendidas, y recoge registros que cuentan la historia de quienes nunca estuvieron allí. Generación procedural por chunks para que la ciudad nunca termine.

Powderveil — Aurora Descent
An endless snow-carving game rendered entirely in code with hand-written WebGL2 GLSL. Ride a twilight valley, drag to carve persistent grooves that slowly heal, thread slalom gates, and build a sustained-carve flow combo from blue morning through alpenglow dusk into an aurora night. Zero image assets — every ridge, rider, pine and aurora ribbon is generated procedurally.

Farlight — Quiet Orbits
A meditative WebGL2 space-exploration game for phones: survey seven seeded worlds with shader-rendered surfaces, fold between them, and piece together a lullaby left for an empty crib. One-thumb controls, zero assets, no fail state.

Farlight — Quiet Orbits
A meditative one-thumb space exploration game in WebGL2 with zero assets. Fly a 2.5D ship across seven seeded worlds — each with a procedurally generated surface, rings and moons — and survey them all to find out who has been transmitting the same seven-note lullaby for forty years. No fail state, fully procedural, built for phones.

Loopbloom
Loopbloom grows glowing bloom orbits that form a mathematically seamless loop — every particle path is a closed curve, so the last frame is the first frame. Tune the seed, palette, density, trail, glow, and motion, then export a perfectly looping WebM or save a PNG frame.

حلقة · HALQA
استوديو فن توليدي ثلاثي الأبعاد يبني شخصيات رقصة محمولة من عناصر هندسية مضيئة داخل حلقة نيون، ويصدّر حلقة متحركة متكررة بلا لحام (WebM) وصورة لحظة (PNG). تفاعلي باللمس: اسمح للشخصيات بتغيير ألوانها وإطلاق نبضات، مع صوت إيقاعي متزامن وثيمات لونية متعددة.

Lumenreach
A peaceful open-world explorer where every sunrise reveals a freshly generated continent of lakes, forests and ridges. Wander freely, collect glowing lumessence, and chart hidden landmarks — Sunken Ruins, Elder Trees, Hearth Beacons — that light up your map as you discover them. A full day/night cycle, live circular minimap, and a real-time lighting engine make drifting through the wild feel alive. Works in portrait and landscape with touch-first controls and a persistent save that resumes your exact world.

Beastbrand — The Twelve Minutes Remix (Remix)
Beastbrand — The Twelve Minutes is a survival roguelike where you survive exactly twelve minutes to claim the crown. Equip six gear slots that visibly redraw your hero and decide your opening art, then weave six auto-cast arts, six charms and six sworn breakthroughs across six grounds crawling with elites, warlords and arena-ringing crowns. Built on a zero-asset Hundred Peaks vector-skeleton pipeline, so everything from the beasts to the bosses is rendered procedurally with no external files.

Ninja Arashi — Shadow Run
Ninja Arashi — Shadow Run: an endless moonlit side-scrolling runner. Dash, double-jump and wall-kick across procedurally generated rooftops, throw shuriken to cut down the village watch, chain kills for score multipliers, and grab chakra coins. One-thumb touch or keyboard, plays in portrait and landscape, with procedural WebAudio SFX.

Grandstone — Stone Mansion Architect
Grandstone is a touch-first stone mansion architect. Paint hard granite, marble, basalt and slate blocks to raise a grand manor, with mirrored symmetry, day/night lighting that makes the windows glow, instant sound feedback, auto-save, and a one-tap shareable image export.

Beastbrand — The Twelve Minutes
Beastbrand — The Twelve Minutes is a survival roguelike where you fuse a beast-skeleton hero from six auto-casting arts across five star tiers. Equip six worn gear slots that literally redraw your warrior and set your opening art, then fight through six grounds of elites, warlords and arena-ringing crowns — surviving a dizzying twelve-minute ring. Hand-built Hundred Peaks vector-skeleton pipeline, zero external assets.

SUBLEVEL 0 — Backrooms Survival
A first-person, landscape-mode Backrooms survival horror. Every floor is procedurally generated: mono-yellow wallpaper, damp mustard carpet and hundreds of flickering fluorescent tubes — with only a pool of nine real lights and zero image or sound files (every texture and sound is generated at runtime). Nerve drains as you wander; almond water restores it; an entity that only tracks your last known position hears your footsteps before it sees you. Follow the signal meter to the stairwell and climb out — into a bigger, darker floor.

Lumen OS — Mobile OS Simulator
Lumen OS is a playable mobile operating-system simulator: a swipe-to-unlock lock screen, a widget home screen, Control Center, notifications, and twelve working apps. Every "photograph" is painted procedurally from a seed and every music track is synthesised live with Web Audio — no assets, no frameworks, no build step.

Aetherwild — Terres d'Aether
Aetherwild est un monde ouvert procédural à explorer librement, dans l'esprit des grandes aventures libre. Escaladez les montagnes d'endurance, planez au-dessus des océans, récoltez les Éclats d'Aether, affrontez des Faucheurs et des Golems, puis réveillez les sanctuaires pour reformer le monde. Cycle jour/nuit et météo (tempêtes et éclairs) dynamiques, minimap et boussole, contrôles clavier et tactiles.

Marmoria
Marmoria is a generative art toy that weaves a living marble-light field from a seeded palette, animates a mathematically seamless loop (every motion is periodic in phase, so the last frame meets the first), and exports it as a WebM clip or a crisp PNG still. Tune seed, palette, motion, glow and weave density, then hit Loop to record one perfect cycle.

Ironoath — Three Kingdoms of Steel
Ironoath is a survival-roguelike auto-battler set in a steel-and-ember fantasy. Forge a hero from a Hundred Peaks vector-skeleton pipeline, slot six auto-cast arts and six sworn breakthroughs, kit six gear slots that redraw your hero, then push deeper through shifting grounds against elites, warlords and arena-ringing crowns. No external assets — every sprite, effect and sound is generated in code, with zero downloads, built for both portrait and landscape touch play.

Emberrogue
A dark 3D action roguelike built on Three.js: descend a procedurally generated dungeon layer by layer, pick run-changing Boons, and push deeper with permanent ember-talent progression. Touch + keyboard controls, bilingual EN/中文, runs straight from the browser with no build step.

MineBlock
A fully playable first-person Minecraft-inspired sandbox built with Three.js. Explore infinite procedurally generated terrain with mountains, caves, trees, and water. Mine various ores (coal, iron, gold, diamond), break and place 20+ block types, craft items, and build anything you can imagine. Features day/night cycle, first-person controls with physics, inventory system with crafting, and a hotbar for quick block selection.

Avalanche Alley
Avalanche Alley is a one-thumb launch-and-shred arcade game: fire a cartoon snowboarder from a powder cannon, then carve down an endless procedurally generated alpine mountain. Chain air spins to fill the trick meter, smash through ice blocks, spring off snow ramps, grab crystals and power-ups, and outrun the thundering avalanche chasing you down the slope. Earn crystals to unlock riders, boards, trails and upgrades. Runs fully offline in the browser with synthesized audio.

Cannonball Canyon
Cannonball Canyon is a one-thumb launch-and-tumble arcade game: fire a cartoon stuntman from a cannon, then bounce, tumble and smash your way across an endless procedurally generated desert canyon. Chain backflips, blast through crates and barrels, spring off trampolines, grab coins and power-ups, and outrun the dust storm chasing you down. Earn coins to unlock stuntmen, cannons, trails and upgrades. Runs fully offline in the browser with synthesized audio.

WILDREACH
An open voxel wilderness RPG for the browser, built on Three.js. Momentum combat with weapon-defining kits (sword, axe, hammer, dagger, bow, fire staff) plus dodge rolls, directional blocking, a glider and wall-climbing. Roam fourteen procedural biomes full of creatures, towns with merchants and quests, and dungeons that end in a boss floor — then share one seeded world with friends.

بذرة — استوديو التوليد الإبداعي
استوديو توليدي إجرائي يعمل بالكامل داخل المتصفّح: ازرع نصًّا واحدًا واحصد ثلاث مخرجات — لوحة فنية فريدة، أو لعبة مصغّرة قابلة للعب بإصبع واحد، أو حلقة فيديو متكرّرة يمكن تسجيلها وتحميلها. كل شيء يُشتقّ من البذرة نفسها، بلا خوادم وبلا حساب.