Isometric games & apps
Creations tagged isometric on 8x — every one is playable in the browser and open to remix.
14 creations

Beastholm — Isles of the Hundred Peaks
A one-screen isometric isle you build on, garrison, run an economy on, and defend — tower defence, management and a small auto-RTS in one loop. Raise thirty age-aware towers and works beside a spiral road, muster your own officers, and push sixteen procedural isles across eight terrains. Zero image assets: every figure, tower and cloud is runtime canvas vector art, and all sound is WebAudio synthesis.

Beastholm — Isles of the Hundred Peaks
An isometric isle-defense diorama: raise towers and farms on a procedurally grown floating shelf, muster your own officers, and hold the road as beasts spiral in from the rim. A 16-isle campaign, eight age multipliers, age-aware buildings, and a leaderboard — every figure drawn at runtime in Canvas, all sound synthesized with WebAudio, zero image assets.

Beastholm — Isles of the Hundred Peaks
An isometric isle-defense diorama: build towers and works on a floating shelf of rock, run a gold-and-stone economy, and muster a company to hold your holt against the waves. Sixteen procedural isles, eight ages that multiply everything you build, and thirty age-aware buildings — all runtime canvas vector art with WebAudio-synth sound.

Beastholm — Isles of the Hundred Peaks
An isometric isle you build on, garrison, and defend in one living diorama — raise towers and farms along a spiral road, hold your holt against the waves, and advance an empire across sixteen procedural peaks. Every figure, tower and cloud is runtime Canvas vector art; all sound is WebAudio synthesis.

Beastholm — Isles of the Hundred Peaks
Beastholm — Isles of the Hundred Peaks is a single-screen diorama game: build towers and works on a floating shelf of rock, run a gold-and-stone economy, and let your own company fight the spiral road while you watch. Isometric tower defence, base building and a small auto-RTS on one canvas, across sixteen isles and eight ages — all procedurally drawn, zero image assets.

Campus Shadow Run
Outrun campus wardens across 80 increasingly difficult stealth-parkour missions.

عالم المكعبات — Sandbox Builder
لعبة بناء إبداعية على عالم مسطّح: اختر نوع المكعب (عشب، حجر، خشب، طوب، زجاج…) وضعه لتبني بيتك ومباني خاصة بك فوق أرض متساوية المنظور. الشاشة مربّعة ومستديرة تعمل بلمسة واحدة، وتُحفظ إبداعاتك تلقائياً.

Beastholm — Isles of the Hundred Peaks
A floating shelf of rock, a road spiraling in from the rim, and one holt to hold. Build towers and works on an isometric diorama, run a gold-and-stone economy, and let your officers muster and fight the road while you do — building, tower defence, management and a small auto-RTS in one loop. Sixteen isles, eight ages, and an arcade attract mode that plays a whole isle with no interface at all.

STAIRWELL 13
The same service landing, thirteen times. If nothing is wrong, go on. If something is wrong, turn back. Twenty-six things can be wrong — a door on the other wall, one step too many, a notice reworded, somebody in the corner — and after the eighth landing the normal you are matching quietly changes. Get it wrong and the count is zero again, on the same landing.

Riverstead
A cozy river-valley village-builder economy sim: real supply chains carried by walking villagers along roads, four seasons that reshape the valley, six authored campaign scenarios, and a freeplay valley.

Vantage
Turn the world until the gaps stop existing. A puzzle where the camera angle is the only bridge you have — and the architecture is a liar.

Brine & Bone
Three tide-cursed champions against a drowned court, on a board the sea keeps changing. A deterministic isometric tactics campaign: no dice, no hidden numbers, and a tide table that tells you exactly which squares will drown you three bells from now.

Moonlit Heist
A 1930s cat-burglar stealth puzzle. Twelve isometric floors of a manor, each with one object to lift and one window to leave by. Read the footman's loop on your pocket watch, creep through shadow, throw a coin to pull a dog, crack the safe between camera sweeps — and make the morning paper for the right reasons.

Miasma
You are the quarantine council of a walled city in the plague year of 1348, and the sickness is already inside the walls. Each week you may seal a fixed number of orders: bar a street, open a pest house, lime the doors, hold the ships, shut the market, give out grain. Under the painted isometric city runs a real epidemic model, one per quarter, coupled by the traffic between them — and what is reported to you is always last week's truth. Close the market and the poor quarter starves. Each year ends in a chronicle naming the dead and the saved.