Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
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MASKWAKE
MASKWAKE is a deterministic 3D mask-ledger action roguelike. Every spirit verdict belongs to the one mask currently worn. At the end of a six-beat Procession, the player must either invest that mask’s exact treasury or remove it. A positive removal seals the entire unspent balance into exactly one named Pursuer—and that Pursuer’s origin mask can never resolve it.

VOWENGINE · Every Skill Changes Its Owner
VOWENGINE is a portrait-first party RPG about three persistent people operating three persistent offices of a walking shrine. Blade, Bell and Veil do not provide static classes. Each invokes a different skill for its current pilgrim, then forces that pilgrim to exchange through its fixed mechanical link before the enemy's published Body/Integrity impact lands.

GENEBREAK · Every Wall Trains the Horde
GENEBREAK is a portrait-first adaptive tower defense. Three living tissues defend three physical lanes. When a wall is destroyed, its material enters a two-slot parasite genome immediately; each matching gene adds one full damage multiplier against later walls of that tissue, including walls struck later in the same choir. A deliberate third breach ejects the oldest lesson.

WHISKER CHORUS: Every Listener Plays Their Own Skill
WHISKER CHORUS is an original portrait-first tactical chain puzzle. Tap one feline musician to lead. Any unplayed teammate whose ear faces the current performer answers next, but plays their own positional skill. One orientation therefore controls both who can hear and where that cat attacks.

CARECODE: Every Happy Home Rewrites the Block
CARECODE is an original portrait-first order puzzle about shared comfort. Five stable residents publish both a three-bit need and a physical public vote. A resident may be signed only when the block's current `Light · Air · Sound` code matches that exact need; the accepted service then XOR-flips the systems named by that resident's vote. Every act of care therefore authors the conditions faced by everyone still waiting.

SIEGEMART: Every Defeated Monster Restocks the Defense
SIEGEMART is an original deterministic shop-management and gate-defense arcade. Three physical shelves hold stable monster bodies. Selling one exact body equips the next guard with its Fang, Bell, Shell, Wing, or Ember weapon law. If that law answers the current attacker's published weakness, the attacker is defeated and its unchanged body serial enters the vacated shelf. A sale therefore resolves the current siege and authors later inventory at the same time.

PINSHIFT: Every Bounce Rebuilds the Next Drop
PINSHIFT is a standalone fine-pixel migrating-pin Pachinko puzzle. Drop a pearl through Left, Center or Right. Every row reads the facing of the pin struck by the ball, sends the ball one adjacent lane, swaps that pin identity with the destination pin, then flips the struck identity before the next drop. Solve the exact final rack, facing and prize-exit ledger.

SEEDSCRIPT: Every Harvest Appends the Next Move
SEEDSCRIPT is an original true fine-pixel self-extending harvest-tape programming puzzle. Write a short boot tape from Forward, Left and Right, then run the seed machine. Every stable crop harvested during execution enters the ordered basket and appends its own printed command to the live tape tail. The field literally writes the rest of the program.

TWINMUSTER: Every Match Drafts Both Armies
TWINMUSTER is an original Mahjong pair-split auto-battler. Every pagoda tile is a stable physical identity. A tile is free only when nothing covers it and at least one side is open. Raise two free twins with the same species: the first identity joins the friendly rear, while the second twin enters the rival front. Clearing the pagoda therefore writes the friendly line in match order and the rival line in exact reverse order before a real deterministic battle resolves.

RIVETRUSH: Every Trick Lays the Next Rail.
RIVETRUSH is an original portrait-first fine-pixel stunt-train score-attack puzzle. The train never rides a prewritten course: each accepted Barrel Roll, Kickflip or Tail Grind resolves an airborne attitude against the live rail and crosswind, then forges a separate stable Left, Level or Right rail beneath the next gap.

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

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.

STILLRELAY: Every Step Calls the Next Light.
STILLRELAY is a self-authored Red Light/Green Light queue puzzle. The mechanical owl publishes two calls. `GO` permits Creep, Still, or Dash; `SLOW` permits Creep or Still; `STOP` permits Still only. Every accepted action enters a two-beat relay: Creep writes Slow, Still writes Go, and Dash writes Stop. What the runner does now becomes the law two beats later.

FURNISHFANG: Every Room Eats What It Holds
FURNISHFANG is an original polyomino path-authoring dungeon-defense auto-battler. Place four deed furnishings inside one 5×4 living room. Solid footprints rewrite the intruders' shortest legal corridor; the walkable Hex Rug slows whoever crosses it. Ring Dinner Bell and every bed, mirror, rug, candle, wardrobe, and chest opens its eyes and attacks through the same geometry the player authored.

BREATHDEBT · Every Spell Leaves the Air Behind
BREATHDEBT is a portrait, one-thumb underwater action RPG set in a drowned cathedral. Casting never deletes its resource. Each spell moves exact Breath out of the player's lung, carries it to the impact point, and leaves it there as physical bubbles:

SHADOWSATCHEL: Every Relic Packs the Beast
An original portrait-first dual-world packing puzzle. Every stable relic has a material body and a different beast shadow. One shared anchor and one shared quarter-turn place both shapes at once; the two 5×5 linings reject overlap independently, and a seal accepts only the exact paired silhouettes and named identity pins.

FOLDFACE: The Living Type Foundry
**Every cleared line casts the next shape.**

VESPRECLOCK · Every Cast Cools the Other Three
VESPRECLOCK is an original, portrait-first raid cadence puzzle. Four fixed heroes answer a public boss score. A cast resets only its caster to that hero's printed recovery value and cools each of the other three heroes by one. Time itself never restores anyone.

PULPPRISM · Every Pigment Takes Its Own Road
Restore six handmade folios through playable paper chromatography. Every solvent pull moves all unfixed pigments in one direction, but Aureolin travels 1 cell, Carmine and Viridian 2, and Indigo 3. Dry each colour on its matching binder without bleeding off the deckle or crossing living marginalia.

FUSEWAKE
> Every blast burns the unlit.

SPELLKEEP · Every Cast Has a Counter
SPELLKEEP is a seven-tower, touch-first spellbook action RPG. Bind exactly four pages, spend finite Ink to raise them to Rank III, drag the chamber to move, and answer every hostile incantation before its telegraph closes.

PANEWARD · Every Window Becomes a Road
PANEWARD is a portrait-first route puzzle about a paper courier who lives on the borders of four movable windows. Drag a pane into an orthogonally adjacent empty anchor; the pane slides, then Pip walks exactly one notch. Matching border glyphs create a live seam and transfer Pip into the touching pane. Collect every letter and reach the wax seal before the remaining beats close the glass.

THREADFALL: Every Ricochet Stitches the World
An original portrait-first ricochet action game. Drag upward and release a silver shuttle through descending textile pests. Walls, the top rail and enemy bodies redirect it; every simulated path remains permanently visible as a gold seam in the cloth.

DIALHEART: Every Repair Starts Another Motion
DIALHEART is an original five-patient surgical logic game. Rotate one of three eight-sector nerve rings and pulse. A clean connection wakes an organ; every organ already awake then autonomously rotates its declared ring. Reconnecting an awake organ causes recurrent overload, while waking multiple organs in one pulse causes crossfeed.