
Little World: The Ember March
Build a tiny civilization, unearth mineral seams, and lead a masked army to reclaim four beacons. A hand-crafted side-view strategy adventure with three expeditions, touch controls, and local progression.
Creations tagged strategy on 8x — every one is playable in the browser and open to remix.
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Build a tiny civilization, unearth mineral seams, and lead a masked army to reclaim four beacons. A hand-crafted side-view strategy adventure with three expeditions, touch controls, and local progression.

Merge arcane turrets, shatter the falling sky, and defend the last ward across 96 escalating contracts. Master five weapon families, ten fracture formations, sixteen sovereign battles, Daily Fracture, and Endless Vigil.

Hold a newly cooled world in your palm. Raise mountains, call the rain, seed life, and watch peoples grow from river camps to an observatory that maps the world you shaped. Twelve worlds with their own physics — rain shadows, twin-moon tides, a snowball world, a ring of volcanoes, a tidelocked planet, a moon of a gas giant — rendered as a photoreal planet you can zoom down to a tilt-shift miniature.

A hardcore low-voxel empire simulation, all in English and all in pixels — every icon is hand-placed pixel art or rendered from the game's own voxel sprites, no emoji anywhere. Seven refugees land on a procedural continent: weave a 30-resource supply chain where one broken link cascades, govern citizens with real hunger, moods, classes and a live Gini index, and fight soldier-level wars where spears counter cavalry, archers own the high ground and catapults crack rival capitals into vassalage. English-edition remix of 灰烬王朝 Ashfall Dynasty (foundation).

A tile-laying duel on a survey sheet. Two surveyors chart an island tile by tile, matching towns, roads and open land. Whoever lays the tile that finishes a town scores it and puts their name on it, no matter who built it. Leave nothing your rival can close. Eight islands, eight rivals.

Defend the frontier in a tactical fantasy campaign. Train soldiers, counter varied monster factions, and survive increasingly dangerous battles.

A push-your-luck climbing dice game. Roll four dice, pair them, climb eleven mountain trails and stop before you bust; three summits wins. The twist: flags only hold on solid ledges, so a climber stopped on loose scree slides back down. Twelve mountain rivals.

A quick duel of masters and pupils on a five-by-five patio. Move by the patterns on your lotería cards, and the card you use passes to your rival. Encore: capture a piece and you move again at once with the card you were just dealt. Ten rivals in Mexican folk-art style.

A meditative grid puzzle of carved seals and rice paper. The board is an incomplete seal-script character — push each seal into the strokes that are missing and make it land upright.

زَحْف — لعبة حرب قرى في الزمن الحقيقي. تقود الجيش الأزرق ليزحف ويحرّر القرى الخمس التي يحميها الجيش الأحمر: أنتج المشاة والرماة والمدرعات والمدفعية بالذهب، حطّم أسوار القرية لتحتلّها قرية بعد قرية، واحمِ معسكرك من زحف الأحمر. عرض تلقائي، تحكم بلمسة واحدة، ذكاء صوتي وبصري، وأفضل نتيجة محفوظة.

An African-pixel kingdom conquest: seize 42 territories across six golden realms with an eight-card warband. Three-flank sieges, relics, a forge and a long campaign — built for portrait play.

Lead a neighbourhood three-a-side football club through a season by reading opponents and changing tactics.

ASHFRONT — قِد البطّارية الأخيرة في الجبهة. اضغط في أي مكان لاستدعاء قذيفة مدفعية، وسبق هدفك لأن العدو يتحرّك أثناء طيران القذيفة. صُدّ موجات المشاة والدبّابات والطائرات المتصاعدة، واختر ترقيات بين الموجات، واثبت في الخط بأقصى نتيجة ممكنة.

Command a little company. Reclaim a vast woodland. An illustrated, offline fantasy strategy game: rally your troops, hold the treeline and break the enemy castle across eighteen encounters.

Jungle, the animal chess game, with pack hunting. Elephant beats lion beats tiger down to the mouse, and the mouse beats the elephant. The twist: every friend standing next to the prey adds its rank, so a cat, a fox and a wolf together can take a lion. Walk into the rival's den to win. Twelve forest rivals.

Build a modular battleship, fuse matching weapons, and balance power, ammunition and defense. Cross six frontiers in an 18-engagement solo expedition with distinct flagships, four commanders, touch-friendly construction and cinematic automatic combat.

Ride west with Tang Sanzang through forty Journey to the West trials. Lead Wukong, Bajie and Wujing, build sanctuaries, repel demon hordes and grow your party in a jade-and-ink 3D strategy adventure with touch controls and local saves.

A miniature armored-defense campaign in 3D: hold the glowing relay across twelve handcrafted operations, with destructible brick walls, EMP bursts, field refits and an endless defense mode.

Steer a tiny tug through a sunny toy harbor. Collect with the bow, deliver only the glowing tail, and plan your pickup order for a 90-second shift. Play in English or Chinese.

A five-letter word duel. You and a rival take turns guessing on one shared board, and both of you see every row's colours. Whoever guesses the word takes it; first to three words wins. Every guess helps your rival too, so never hand over a sure thing. Twelve rivals.

Scopa, the Italian fishing card game, at a round café table. Take cards that add up to yours, but only a run of cards sitting side by side around the table. When you can't take, choose the empty place for your card: link two runs, split one, or set up your next take. Ten Riviera rivals.

Crazy Eights at the yacht club. Every card is a two-colour signal flag: follow the flying colour with its left half, then choose which of its colours flies next. Fly a colour your rival is out of and they draw. Twelve rival skippers, first to three rounds, stars.

The Durak card duel on a Khokhloma lacquer table. Attack, beat, throw in, or take the table, and whoever takes names the new trump as the brass samovar slides to it. Ten players, from the Hedgehog to Koschei, with a guided first hand.

Dice Wars on a paper-craft archipelago. Attack from your territories and the higher roll wins. The twist: beaten defenders fall back into a neighbouring territory instead of dying, so only a surrounded army is wiped out. Close the pincer, then strike. Twelve maps, up to three rivals.