Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 31 / 53

FOLDVIGIL — Every Prop Joins the Cast
A six-act paper-opera puzzle autobattler for touch, mouse, and keyboard. Read an exact three-prop stage cue, place the right paper actors into the marked 3×3 slots, complete a formation, then let the awakened cast defend the footlights. Each act ends with a named stage master, a relic draft, and a safe-or-dangerous route into the next scene.

CENSERWOUND — Every Circle Teaches the Smoke a Name
A touch-first Three.js ritual-action game. Drag around the Last-Breath Warden to swing an articulated thurible; the chain preserves momentum while the censer writes smoke across the nave. Release after drawing a substantial orbit to close the name and bind every vulnerable spirit inside it.

Belltrench
A premium stylized Three.js salvage flight through three submerged cathedral trenches. Steer the brass bathyscaphe in two axes, pulse sonar, recover three Memory Bells per dive, use Air Pearls, avoid three hazard families, and reach each echo gate before oxygen or hull integrity reaches zero.

Papercut Protocol
A portrait-first, plan-then-execute stealth puzzle. Write up to eleven movement/wait commands, then watch the paper thief, patrols, sight lines, collectibles, and exit resolve together. Five handcrafted galleries form a complete compact campaign.

LUXGRAVE — Every Light Gives the Dark a Door
A portrait-first, turn-based gothic pixel puzzle. The coffin lantern rewrites the dungeon: ivory bridges exist only in its beam, obsidian doors open only in darkness, and grave hunters cannot cross illuminated ground.

Lanternroot — Every Match Rewrites the Burrow
An original portrait-first pixel-art Match-3 RPG. Swap adjacent burrow sigils, build cascades, and guide an Underpost lantern keeper through five distinct enemies to free the buried archive.

GRAVESALT
**Every Footstep Draws the Tide**

KNELLFRACTURE · Every Bell You Break Joins the Choir
A self-contained portrait-first Three.js ritual breaker. Conduct a bone-and-bronze censer, return the living ember, break five authored bell choirs, and release Counter-Knell when the accumulated resonance reaches its crest. Every bell destroyed activates another voice in the procedural score.

Tidewright Borough · Every Bridge Moves the Water
A standalone, portrait-first Three.js connectivity puzzle. Place turnbridges, cross-ferries, and tide sluices to connect every household to the high beacon; each construction step advances a level-specific flood schedule.

CONTOURIUM · Every Line Raises the Land
A self-contained portrait-first topographic registration puzzle. Align three translucent survey films by translation and fifteen-degree rotation, register their benchmarks, then watch the completed plate rise into a relief map and survive its weather test.

Nightjar Typefoundry Remix
A portrait-first letterpress word-building roguelite. Draw through adjacent movable type, print dictionary-validated words, meet three edition targets, and choose foundry tools between editions.

Sumi Reef · Every Loop Saves a Species
A touch-first territory arcade game painted as a living ink reef. Leave safe coral, draw a vulnerable thread, and return to the reef to restore every region predators cannot reach.

Mothpost Midnight Kitchen · Every Order Lights the Road
A portrait-first pixel time-management game. Operate moon-tea, cloud-bun, and ember-skewer stations; pack the exact lantern order before patience fades; build service chains and carry the midnight post through three escalating market nights.

Memento Press
A layered mechanical screw-jam puzzle. Remove visible screws into a limited archive tray, clear matching heads in groups of three, drop overlapping plates, and release the memory sealed beneath each cabinet.

ECHOPOST · Every Route Hires Tomorrow
ECHOPOST is a portrait-first pixel logistics puzzler. Trace one closed delivery route from the post office, prove it in motion, and that exact route becomes a translucent worker on the next shift. Old daily orders return while the player handles only the new work, so three simple gestures grow into a visible automated exchange.

PRESSWAKE: Every Printed Line Typesets the Next
An original portrait-first 3D sliding-line puzzle. Move one rigid metal slug horizontally, let unsupported type settle, print every completely filled galley, then receive a new bottom forme. Every archived slug applies its visible clockwise or counter-clockwise transfer to that circular forme before it rises, so clearing the present physically typesets the future.

MARBLEMETRO: Every Arrival Turns the Line.
MARBLEMETRO is an original arrival-authored marble subway scheduler. Choose one waiting stable capsule. Its current rail is not a forecast or decorative animation: the production reducer reads the three physical junctions, routes the capsule to one of four stations, and accepts the arrival only when that station matches its printed ticket. A correct passenger then turns the exact Crown, West or East junction printed on that same ticket. Dispatch order is the timetable.

POLDERWATCH · Every Pump Moves the Tide
POLDERWATCH is a standalone portrait-first field tower defense. The attacking enemy is an integer sheet of living salt water, not a queue of walkers. Powered windpumps transfer real field volume into finite crystallizer pans; they never delete it. A wet copper cell cuts the physical route from the engine house, while a glass datum raises terrain and displaces—rather than erases—the trapped brine.

TRACEBLOOM: Every Path Plants the Next Three Seeds
TRACEBLOOM is a standalone portrait-first Color Lines puzzle set in a nocturnal botanical glasshouse. It preserves the evergreen empty-path movement and straight-line clearance contract, then adds one original causal law: when a move does not clear a line, the published next three stable seed bodies germinate along the vacated route before using the public nursery order.

SNAGWALL: Every Gate Keeps One Piece.
SNAGWALL is an original true fine-pixel equipment-shedding silhouette relay. A courier enters each gauntlet wearing four to eight stable fittings. Choose **Tower**, **Lean**, or **Duck**. The courier's complete core must fit the carved aperture, while exactly one worn fitting must remain outside it. That fitting transfers to the physical wall; the changed body faces the next gate.

HEXLESSON · Every Cast Finds a Living Pupil
A compact, original turn-tactics game about teaching the enemy your own moves. Every player cast resolves first; the nearest surviving pupil then learns that spell and returns it on its second Bell. Killing the intended pupil does not erase the lesson—it jumps to the nearest survivor.

GREENWAKE: Every Putt Writes the Next Break.
GREENWAKE is a deterministic fine-pixel mini-golf puzzle where the green is writable program memory. Choose `HOOK`, `TRUE`, or `SLICE` relative to the current bearing or the break beneath the ball. The published club rolls its exact Pace. Every departed turf identity records the outgoing absolute bearing and the stroke that wrote it. Later putts crossing that turf must obey the stored arrow.

Blotbound: The Reciprocal Darkroom
**EVERY ERASED LIE STAINS THE OTHER PRINT.**

REELFALL: Every Miss Joins the March
An original deterministic occult reel tactics game. Three fixed, fully public reels never spin by chance. Each turn the player nudges exactly one reel by one plate and settles the center line immediately.