Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 33 / 53

Emberwarden
A six-incident pixel rescue game. Tap a destination to move, touch survivors so they follow, guide them to the striped exit, and hold the hose to suppress the closest flame before fire and smoke overtake the floor.

Echowell Pilgrim — Every Sound Draws a Wall
A standalone portrait-first sensory stealth maze. Spend resonance to reveal walls through expanding echo rings, remember the corridor, collect wells, and leave each chamber before its sound-seeking moth reaches the pulse origin.

Last Route
A self-contained portrait pixel-art narrative inspection game. Conduct Route 77 through seven supernatural passengers, spend lantern oil to reveal shadow evidence, and balance fares, ward integrity, and mercy.

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.

TIDELUME — Every Current Leaves a Memory
A complete touch-first flow-field physics campaign built as a deep source remix of **Aurora Pearl Current**. Paint short currents behind a luminous Pearl, protect its nacre layers, wake three Lumen Seals and carry their light into the shell gate across six living tide charts.

RUEPATH · Every Road Returns With Teeth
A self-contained, portrait-first pixel strategy/rhythm game. Draw a non-crossing road through a crypt, take at least one Tooth, reach the altar, then seal the Bone, Blood, and Bell glyphs as the road walks home in reverse. Every Tooth makes its returning beat require two taps.

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.

LUXCALL · Every Cue Finds Its Star
A self-contained Three.js concert-lighting direction game. Read the next cue, choose its color, tap the named performer to focus, then press GO as the timing marker crosses center.

Loombeat — Every Perfect Note Mends the Dawn
A portrait-first four-thread rhythm game. Catch falling knots across three escalating movements, preserve the Dawn Thread, and complete the celestial fabric.

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.

Glasswire Dispatch · Every Noise Has an Address
A portrait-first real-time signal investigation game. Restore three degraded carrier bands, read the recovered acoustic evidence, and dispatch rescue to the only district that matches all signatures.

FOILBOUND · Every Feint Writes the Riposte
A standalone portrait-first vector fencing game. Serve this directory with any static HTTP server and open `index.html`; there is no build step and no external asset dependency.

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.

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.

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.

PHASEKEEP · Every Body Changes the Road
PHASEKEEP is a standalone portrait-first thermal sorting tower defense. Every invader has one stable identity and an integer heat from 0 to 8. Solid bodies use the riveted rail, liquid bodies use the glass gutter, and vapor bodies use the copper flue. An Ember Inductor or Rime Condenser transfers heat without causing damage; the body immediately takes its next road from the phase produced by that transfer.

RECOILLINE · Every Shot Moves the Battery
A standalone deterministic chain-push tower defense. Four stable cannons occupy