Campaign games & apps
Creations tagged campaign on 8x — every one is playable in the browser and open to remix.
52 creations · page 1 / 3

Shiba Muster — Merge & March
A pixel-art merge auto-battler. Each breed wears its own colour on the 2048 muster board (border + tint + corner lv chip) so fusing reads at a glance, and fallen fighters rejoin the muster next wave instead of vanishing for the run. Forge permanent gear on a second board and march four biomes of boss-capped campaign.

Blacksite: Nightfall
A 30-level mobile-first Three.js tactical survival shooter with MP4 combat, five command-class bosses, persistent checkpoints, infinite outdoor terrain, and a final extraction.

Jurassic Titan Duo
A one-or-two-player Three.js dinosaur survival remix with automatic melee, sonic and fire attacks across a 30-level Jurassic campaign.

Jurassic Clash — Titan Hunt
Caza de supervivencia jurásica en 3D optimizada para Android y PC: controla a tu T-Rex en tercera persona, devora presas y supera 30 niveles contra 5 jefes. Carga instantánea (el motor 3D solo se descarga al tocar), calidad gráfica auto-detectada según el dispositivo y panel de configuración con volumen, gráficos (bajo/medio/alto) y pantalla completa.

Blacksite: Nightfall
A mobile-first Three.js tactical survival shooter. Fight through 30 levels across five hostile sectors, neutralize five command-class bosses, build your operator with tactical draft pickups, and reach the final extraction once K-12 Omega falls. One-thumb touch controls, persistent local checkpoints, and an infinite outdoor battlefield.

The Journey to Presidency 2031
Official campaign hub for the 2031 presidential bid — full manifesto, pledge counter, corruption exposé interactive, donation page, media kit, and a supporter HQ dashboard. A self-contained no-build site that now runs 100% offline in WebViews, with no external API dependencies.

Shiba Muster — Merge & March
Shiba Muster — a pixel-art merge auto-battler. Before every wave a 2048-style 4x4 board drops onto the battlefield: swipe to fuse same-breed, same-rank animal knights, each breed colour-coded (border + tint + corner lv chip) so fusing reads at a glance. Then the warband fights on its own — fallen shibas rejoin the muster next wave, permanent gear is forged on a second board at camp, and a four-biome, boss-capped campaign marches on.

Embersky
The night the sky went out, only the old forge remembered the stars. A hand-drawn merge-drop roguelite where the map IS your progress: catch falling star-spirits, fuse them from Mote to Sovereign, and relight six constellations guarded by illustrated bosses. Charm drafts with pity, stardust banked forever, chaos windows, a weekly rift, daily omens — every sprite, icon and frame painted in code.

STARLANE
An open-galaxy space sandbox built for touch. Start deep in debt with one small ship, then fly with real inertia between fifty-plus star systems: trade cargo, take jobs, hunt bounties, board and capture disabled ships, refit at outfitters, hire escorts and grow a fleet. A three-act campaign pulls you into a frontier war and out toward the Veil, and an endless procedural Outer Dark waits beyond the charted lanes. Everything is drawn in code: vector hulls, procedural planets, synthesized sound.

SKYFALL FRONTIER
Parachute into eight vast 5v5 battlefields, loot specialist weapons, survive biome hazards, and unlock the next operation with every victory.

STOMPOPOLIS — Rampage of the Reef Titan
Something two centuries asleep comes up the dredged channel and walks into the city. A pixel kaiju rampage across six districts — dawn harbour, brick market row, a skyline of mirrors, burning refineries, a storm over the arcologies, and the citadel they built for exactly this. Buildings are not backdrops: every wall is a cell grid that carves, loses its supports and pancakes floor by floor onto the street. Grab a tank and throw it. Melt a block with atomic breath. Three multi-phase war machines, an evolution tree with traversal gates, and a four-theme original score.

HELIOGRAPH — Signals Across the Iron Valleys
The line went dead at Cold Hollow and you are the new signal-keeper. Turn brass mirrors to walk a beam of sunlight across a hand-drawn valley and into the receiving station — then learn to split white light through a prism into three colours for three valleys, to husband a beam through fog that drains it, and to arrive on the beat while army shutters open and close. Twenty-four stations across five chapters, every one machine-proved solvable, with an honest par and a quiet score of plucked strings and glass bells.

SIGNAL & NOISE
A cryptanalysis campaign on a bakelite desk of working instruments. Twenty-four intercepted messages, six families of cipher, and a frequency counter, substitution board, Vigenere slide with a Kasiski drum, transposition grid, three-rotor KESTREL machine and crib bench to break them with. Every slip is a real, solvable puzzle with one deterministic answer: read the day's brief, take the promised crib, form a hypothesis and watch the clarity meter rise as the plaintext comes out of the noise. No trivia, no luck, no hidden information — only deduction, and a green lamp over the work.

Crumble Kingdom
A 3D artillery duel on a giant dessert table: catapult jawbreakers, gumball scatters, pop-rock bombs, frost mints and dough rollers at rival candy castles built from cookie, wafer, chocolate, jelly and sugar glass until their king hits the tablecloth. Twelve campaign battles across four tables with fans, turntables and caramel shields, five rival bakers, hot-seat versus, real online duels through Paean rooms, and a Smash Lab with infinite ammo.

SIGILBOUND — Four Bindings
Four titanic ink spirits rise, and you hold the only pen that answers them. Draw warding sigils with your finger — a ring, a bolt, a coiling spiral — and your stroke ignites and slams into the thing in front of you. Twelve phases teach five rules one at a time: trace what you are shown, answer a blow with the right kind of mark, chain two or three sigils before it lands, mirror a glyph shown backwards, and refuse the corrupted marks that must never be drawn. The last phase asks for all of it at once.

荒野进化
选择动物狩猎进化,在老巢孵化三种小兵,挑战十八片领地并把每个 Boss 收为可选动物。

THE WOODEN TROUPE
Work real strings with both thumbs so a carved marionette walks, bows, dances and duels — earning a puppet troupe's way home, square by square.

Hexfield Tactics
A kitchen-table hex-and-counter wargame on green felt. Slide printed cardboard units, pay forest and river costs, stop in zones of control, and settle assaults with tumbling dice. Ten authored scenarios teach movement, flanks, artillery, fog, engineers, supply and a river-crossing finale. After-action cards and commendations persist. Optional winter snow and hobby-shop counter sets.

Hogline
Skip a curling rink through the Norrland Bonspiel, one stone at a time. Every shot is three decisions: call line and weight with a single drag off the hack, release, then sweep live as the stone travels — because sweeping really does cut friction, stretching the stone further while straightening the curl out of it. Guards, draws, takeouts, freezes, the free guard zone, and whether to blank an end to keep the hammer. Six rinks, each with its own idea of the game, on ice that is keen, heavy, swingy or frosted.

The Thorn Court
A mortal bard walks into a fae court with a lute and no invitation. A trick-taking card RPG played on a living illuminated manuscript: gold-leaf miniatures land on vellum with an ink bleed, a marginal beast uncurls to name the trump, and a won trick spirals into the gutter. Nine courtiers duel you, each with a custom that rewrites the hand — sworn ranks, cursed suits, a misere where the lowest leaf wins, a turning trump. Draft a sheaf from sixty leaves, spend three mortal favours, and choose the boons that decide which of three endings closes the book.

Majolica Wheel
Deruta, 1520. You are the apprentice in a majolica bottega. Patrons' letters arrive with commissions: throw each vessel on the kick-wheel against an inked profile, paint its pounced Deruta pattern in cobalt and copper while the wheel idles, then hold the kiln door and pull the pot the moment the glaze turns to glass. Thin walls fire fast and crack sooner. Sixteen letters from four patrons, six vessel families, ten patterns, handles, deadlines and a matched pair to finish; your shelf fills as they write back.

Dustbot
You are a robot vacuum nine centimetres tall, woken on your dock in a house you have never mapped, with exactly one charge to spend. Played at ankle height through a tilt-shift lens, where a living room is a continent, a phone charger is a mountain range, and under the sofa is where the real dust lives. Drive blind and the coverage map draws itself behind you — that map is the real progress bar. Twelve days, deep pile that drinks your charge, doors to shove open, and Mabel the cat, who sheds and swats.

Glyph Guardians: Adou
A vertical mobile glyph tower-defense game where Chinese character soldiers merge, awaken legendary heroes, and protect Adou across 30 campaign stages and 10 rotating maps.

PORCHLIGHT — Nine Nights on Marigold Court
A top-down survival of nine authored nights on one suburban cul-de-sac, where light and noise are the two currencies. By day you scavenge your neighbors' houses — every forced door and siphoned tank rings a noise the dead can hear. By night you barricade the court and hold the porch, seeing only what your flashlight carves out of a genuinely dark street: real shadows behind every fence and car, silhouettes at the edge of the beam. Rescue four named neighbors, each with an ability and a story; face the Screamer, the Stalker and the big one; make it to the buses at the ninth dawn.