Every games & apps
Creations tagged every on 8x — every one is playable in the browser and open to remix.
1,253 creations · page 49 / 53

BELLWARD · Every Step Winds the Night
A self-contained portrait-first pixel survivor. Drag to move and wind the step bell; release to cast a radial warding ring. Movement and attack share one touch gesture, turning every dodge into a commitment about when to stop.

Lantern Thief
A self-contained, portrait-first pixel stealth puzzle. Cross three museum floors, read deterministic patrols and their visible lantern lanes, steal each relic, and reach the exit without being named by the light.

LITHOMARCH · Every Recruit Leaves a Load-Bearing Hole
LITHOMARCH is an original portrait-first structural-muster tactics game. The fortress is not a health-bar illustration or a shop: every selectable body is one stable physical piece of the live wall. Muster removes that exact body, settles everything it supported, and turns its material, road and released load into an autonomous recruit.

SIEGEMART: Every Defeated Monster Restocks the Defense Remix
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.

CROSSPEAL · Every Strike Schedules the Other Bell
CROSSPEAL is an original portrait-first rhythm-action game built around one causal law: accurately striking a note schedules its next descendant on the opposite bell after the printed number of beats. Each note carries the remaining delay seals in its finite lineage. Miss an ancestor and its uncreated descendants remain counted as **Unborn** evidence at the final judgment.

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.

THREEWATCH · Every Handoff Advances the Storm
THREEWATCH is an original portrait-first information-scheduling puzzle set inside a brass storm-signal tower. Three operator stations hold different truths about the same approaching airships. The Dome sees crest, altitude and ETA. The Wire sees crest and requested signal. The Lamp can transmit a lane/signal pair but sees no arrivals. Every station handoff moves every unresolved craft one beat closer.

BRIGADELINE: Every Road Must Carry Water
BRIGADELINE is an original deterministic fine-pixel road-and-fire response game. A 4×3 civic graph contains Brigade House, two hydrants, School House, Cloth Hall, Civic Archive and Grain Mill. Only built roads exist. Lark and Rook occupy physical nodes, reserve one real edge per beat, queue when they contest the same edge, re-path when a closure removes a live link, carry finite water and refill only while crossing an opened hydrant.

FALLING STAR
**Every degree burns a different future.** A complete touch-first, portrait reentry survival game built with dependency-free HTML, CSS and Canvas JavaScript.

Blackstart: Every Island Needs a Frequency
Blackstart is a standalone fine-pixel power-system restoration strategy game. Form dead-grid islands from self-starting resources, carry power down cranking paths, repair field faults, manage cold-load pickup, and synchronize seven systems without repeating the blackout.

Forme: Every Letter Faces Backward
A self-contained fine-pixel letterpress word and production puzzle. Walk

FEVERFIELD: Every Swab Moves the Outbreak
FEVERFIELD is an original true fine-pixel dynamic Minesweeper tactics puzzle. Read the live eight-neighbor clue field, select one of three physical culture cloches, then commit a swab. A clean sample fills one stable vial and moves Midge, Curl, Thorn and Bell exactly one notch clockwise around the 24-cell outer culture ring. A contaminated swab moves nothing and retains the complete contradiction.

Asterlume Orrery
A touch-first Three.js spatial puzzle about restoring three coupled celestial charts.

LOSTWEFT: Every Return Leaves the Next Memory
An original portrait-first narrative deduction game set in a rainlit Belle Époque railway lost-property office.

SILTLEDGER: Every Clear Becomes the Riverbed
An original portrait-first conserved-sediment falling-block puzzle. A completed six-cell row never disappears: every cell leaves the upper weir, keeps its stable kiln-batch identity and material, and enters one of three permanent lower basins according to its original column. The player must sign the exact remaining wall, ordered sediment ledger and clear count.

Vitracord: The Sixfold Lensworks
A self-contained, portrait-first adjacent-plate / match-six sector-sorting game staged on a nocturnal brass optical bench. Choose a stable plate from the lower tray and place it only into one of its published keyed sockets. Every matching sector on a directly adjacent plate—or a plate connected through a finished chord lens—transfers into the newly placed active plate. Six equal stable sectors archive as one rosette.

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.

FALLING STAR
**Every degree burns a different future.** A complete touch-first, portrait reentry survival game built with dependency-free HTML, CSS and Canvas JavaScript.

PALIMOTH · Every Shelf Rewrites What Remains
PALIMOTH is a standalone portrait-first logic game set inside a living miniature archive. Each of four law-shelves accepts books bearing its current house mark. Sealing that shelf removes the matching books, then applies its published permutation to every book still loose on the cart.

TURTLESTACK · Every Command Has a Cost
A portrait-first programming and logistics puzzle inspired by the enduring ComputerCraft / CC:Tweaked Turtle design space. Write finite command tapes for one to three autonomous machines, then watch every Turtle execute one opcode on the same concurrent tick.

KNOCKCROWN
**Every Collision Hands Over the Move**

GATEVOW · Every Opening Serves Both Sides
GATEVOW is an original portrait-first fine-pixel strategy puzzle about operating the last portcullis of Veyra. Every bell permits exactly one public order: lower, hold, or raise the gate by one tooth. A civilian crosses when the opening reaches their shoulder mark. An Ash Host enemy breaches under the same rule, so it must remain blocked while the wall guard removes each real armor seal.

Mothlight Heist
A self-contained five-mission pixel stealth and extraction game. Read patrol routes and lantern cones, hide in deep shadow, steal every relic, and return to the gold door.

ECHOSHROUD · Every Sound Draws Teeth
An original portrait pixel-art sound-stealth game. The cathedral is mostly invisible: footsteps reveal a small radius, the funeral bell reveals the full architecture, and every propagated sound wave can wake enemies that hunt its source.