Ngozi

MOOT · The Moot That Plays Itself
The collection's first **AI social-deduction game** (狼人杀 family) and the

High Noon Horde
A 3D cowboy survivor-roguelike across an **infinite dusk badlands**. The gun

SMALLFOLK · The Village That Lives Without You
The collection's first **agentic-fishtank life-sim** (DESIGN-STANDARDS §23) and

IMPERIUM · The Empire the AI Rules
A living **pixel empire simulator** where the AI is the government. You hold the

Sketch Party
A skribbl-family **draw-and-guess party room that never sleeps**, and the

WINCHBLOOM: Every Anchor Can Become Cargo
WINCHBLOOM is an original portrait-first tension puzzle set on a bright Mediterranean citrus railway. Choose a public tension value, hook one visible root and reel:

QUARRYHOOK: Every Catch Arms the Next Ricochet Remix
Quarryhook is a portrait-first one-button arcade defense built from one physical

SHIFTTRACE: Every Alibi Leaves a Footprint
An original deterministic fine-pixel single-player social-deduction simulation. Every worker owns one real room schedule for every shift beat. Door logs derive from actual room changes, cameras derive from actual occupancy, interviews derive from actual locations and visible companions, and tool traces derive from ordered physical use history. The culprit must enter the incident room and use the accused tool before a supported case can exist.

Sundial Zero: The Third Move Returns
An original portrait-first stained-glass tactics campaign. Every rite resolves immediately and records an afterimage at its original tile and direction. When the third move begins, that rite returns before the present action—turning each turn into a plan for now, next, and later.

Sundial Zero: The Third Move Returns
An original portrait-first stained-glass tactics campaign. Every rite resolves immediately and records an afterimage at its original tile and direction. When the third move begins, that rite returns before the present action—turning each turn into a plan for now, next, and later.

Nocturne Line: Carriage Thirteen
An original portrait-first supernatural seating logic game. Conduct an impossible midnight train, read each traveler's wishes, and arrange passengers whose warmth, fog, music, reflection, scent, clockwork, sleep, and stability change the seats around them.

GLASSFIELD: The Colony Lives Under the Lens
An original portrait-first real-time observation strategy game. A 2×2 microscope lens moves across a 4×4 living culture with two complete focal depths. Only the four visible cells at the selected depth act on the next pulse, while invaders continue advancing everywhere.

GLASSFIELD: The Colony Lives Under the Lens
An original portrait-first real-time observation strategy game. A 2×2 microscope lens moves across a 4×4 living culture with two complete focal depths. Only the four visible cells at the selected depth act on the next pulse, while invaders continue advancing everywhere.

SOLEKEEP: Every Pattern Holds the Walk
An original deterministic fine-pixel pattern-nesting and shoemaking custody game. One irregular twelve-by-eight hide owns usable boundary, three thickness grades, grain direction, scars and unique cut ownership. Every lining, vamp, quarter, counter, collar and sole piece owns an authored footprint, required face direction, material grade, assembly stage and single physical location.

SOLEKEEP: Every Pattern Holds the Walk
An original deterministic fine-pixel pattern-nesting and shoemaking custody game. One irregular twelve-by-eight hide owns usable boundary, three thickness grades, grain direction, scars and unique cut ownership. Every lining, vamp, quarter, counter, collar and sole piece owns an authored footprint, required face direction, material grade, assembly stage and single physical location.

Copperleaf Press: Every Pull Rewrites the Garden
An original portrait-first deterministic botanical engine-builder. Graft a living specimen into a 4×3 copperplate, optionally swap one neighbouring pair, inspect the exact proof, and pull the roller. The plate resolves top-to-bottom and left-to-right; early specimens physically rewrite the value of cells the roller has not reached.

Rootbound Ascension Remix
A mobile-first 3D idle cultivation game built around one procedurally generated ancient tree. The tree is the progression surface: realms expand visible branch geometry, canopy density, roots, heartwood light, weather and palette rather than swapping a flat backdrop.

Mournwheel: Iron Vow
An original portrait-first 3D action roguelite built around a physical-feeling chain weapon. Move the Vowbearer to create angular momentum, cast the chain for reach, recall it for control and pressure damage, collect Rite fragments, choose relic verses, and defeat the Ninth Bell.

Dead Air: Glasshouse Protocol
An original portrait-first espionage deduction game. Operate a stormbound late-1970s listening station, align three drifting signal bands, cross-check every intercept against the contact dossier, lock two facts into a proof statement, and issue a disposition: Relay, Quarantine, or Burn.

Underreach: Every Echo Changes the Cave
A self-contained fine-pixel cave survey and rescue game. Cross seven continuous

Pitwall: Every Lap Changes the Plan
A self-contained fine-pixel two-car motorsport strategy game. Run seven races

Midway: Every Queue Has a Pulse
A self-contained fine-pixel theme-park operations game. Operate seven parks

Flashover: Every Door Feeds the Fire
A self-contained fine-pixel structural-fire tactics game. Command a nozzle

Prism Canyon Drift
A 3D drift-racing remix based on the strongest Alex racing template. It keeps