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Fifteen games. What each one actually is, what it plays like, and who it is for. Everything here is free, runs in a browser tab, and needs no account.

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Shadowmon Hunters

SHADOWMON HUNTERS

Break the plating. Take the shadowmon.

A real-time monster hunt. Every shadowmon wears three armour plates and every hit shatters one — strip all three and it goes feral, twice as fast and twice as hard. A cube takes its shadow, and armour casts no shadow, so you have to break one open before you can ever take it.

200 SHADOWMON15 TYPES100 MOVES 9 ZONES8 CHAPTERSPLAYS ON A PHONE

Guides: type chart · all 15 starters · all 200 shadowmon · all 100 moves

Iron Circuit

IRON CIRCUIT

Fifteen towns, one road.

A handheld-green road you walk between towns, and an arcade cabinet the moment somebody squares up to you. You start with hands and nothing else — every sweep, throw, dash and counter is locked behind the fighter who uses it, so your moveset ends up being a list of people you have beaten. Fights go to the floor too: position, escapes, and submissions.

95 FIGHTERS15 TOWNSGROUND GAME KEYBOARD, PAD OR PHONESTILL IN PROGRESS

Guides: moves & unlock order · towns & fighters

Even Odds — a survivors-like with the swarm surrounding the player and the swarm's own upgrades listed in the corner

EVEN ODDS NEW

You take one. They take the other two.

A survivors-like where the swarm levels up alongside you. You walk and your weapons fire themselves — but every level-up shows you three upgrades, you take one, and the two you leave go to the thing chasing you and stay there. So the question stops being which card is best and becomes which two you can afford to hand over. Each card tells you how badly it would hurt in their hands. Ten minutes, one thumb, and by the end the swarm is a build too — the one you assembled by refusing things.

SURVIVORS-LIKE10 MINUTES A RUN6 WEAPONS ONE THUMBTHE SWARM DRAFTS TOO
Cold Start — the routing dials and the load dial of a power grid running over its rating

COLD START NEW

An idle game about a grid that is always too small.

One supply of power and three things that want it: the mine makes copper, the lab makes research, the battery raises what you are rated for. Every point you give one is a point the other two lose. You are allowed to draw more than your rating — everything above it is free output, and heat that climbs by the square of how far over you are. Let it reach the top and the grid trips and takes most of what you have. Trip it yourself instead and you keep the insight. It keeps running while the tab is shut.

IDLE & INCREMENTAL9 GENERATOR TIERSOFFLINE PROGRESS PRESTIGE LOOPGENERATIVE SCORE
Daily Five — a five-letter word puzzle grid part way through, with green and amber tiles

DAILY FIVE NEW

One word a day. Come back tomorrow.

A five-letter word, six guesses, and the same word for everybody in the world. Green is right letter right place, amber is right letter wrong place, grey is not in there. Keep a streak, share the grid without spoiling it — and unlike most daily puzzles, every day you missed is still there to play under PAST.

NEW WORD DAILY1,049 PUZZLESSTREAKS PLAYABLE ARCHIVECOLOUR-BLIND MODE
Gun Grade — a top-down shooter with each gun's grade shown in the corners of the screen

GUN GRADE NEW

Grade a gun by using it. The grade is damage.

Twelve guns, all of them yours from the first match, and every one carries its own grade. Ten kills makes it bronze, twenty gold, fifty diamond, a hundred master — emerald with a green aura you carry around the map. Each grade is real damage, up to thirty per cent, so the weapon you actually use becomes the weapon you're best with. Knife, grenades and smoke on top. Twenty-player battle royale with a closing ring, or a real online 1v1 over a five-character room code.

12 GUNS, ALL UNLOCKED5 GRADES PER GUN20-PLAYER BATTLE ROYALE ONLINE 1V1PLAYS ON A PHONE
Tight Spot — a car reversing into a bay between two parked cars

TIGHT SPOT NEW

Park it clean, or don't park it.

A car parking game where the car behaves like a car. The front wheels steer and the back end swings wide, reversing puts the nose the other way, and a three-point turn is three points because it has to be. Twenty-four lots across a hatchback, a saloon, a van and a minibus — and every scrape you make is counted and kept. Finish without a mark and it's logged forever.

24 LOTSREAL STEERING4 VEHICLES DAMAGE RECORDPLAYS ON A PHONE
Shadowmon Soldiers — creatures holding five lanes against an advancing wave

SHADOWMON SOLDIERS NEW

You place them. They fight without you.

Ten creatures, ten jobs, drawn by the same sprite code as the RPG. They walk in down five lanes and you decide what stands where — and you only defend three lanes to start with. Pick a commander that bends the whole campaign, plant growers early or spend it poor, hang items on the line. No type chart, no hidden multipliers: if you lose a lane you can point at why.

10 CREATURES6 COMMANDERSLANE DEFENCE NO TYPE CHARTPLAYS ON A PHONE
Clean Run — a runner mid-dash over spikes in a speedrun platformer

CLEAN RUN NEW

Keep your speed.

A platformer that never takes your momentum off you. Dash, wall-jump, slide under a low ceiling and land on things to get thrown higher — every trick leaves you faster than it found you. Twenty-four short timed levels, gold silver and bronze on each one, and a ghost of your best run racing the line beside you. Then build your own and hand somebody the code.

24 LEVELSRACE YOUR GHOSTLEVEL EDITOR SHARE CODESPLAYS ON A PHONE
Open Mat — a Muay Thai fighter and a taekwondo fighter mid-exchange

OPEN MAT NEW

Pick a martial art. It changes every move you have.

Seven real arts — boxing, kung fu, karate, taekwondo, Muay Thai, judo and BJJ — and picking one rewrites your whole moveset. No hard counters: none of them is built to beat another, so pick the one you like fighting as. Takedowns land about half the time; a well-timed sprawl stops them cold. Then there is the floor game underneath all of it.

7 ARTSBUILD YOUR OWNNO HARD COUNTERS ONLINE ROOM CODESPLAYS ON A PHONE
Last Page — a roguelike deckbuilder where your deck is your health bar

LAST PAGE NEW

Your deck is your health.

A card game with no health bar. Every point of damage that gets past your block burns a card out of your deck — for the rest of the run, not just the fight. Which makes picking up a new card healing, and cutting a weak one a gamble: a lean deck draws beautifully and dies to one bad turn.

2 MODES44 CARDS27 MONSTERS DAILY CHALLENGEBUILT FOR A PHONE

Guides: all 44 cards · all 27 monsters

Swish — a basketball arcing toward the hoop in a 3D court

SWISH NEW

How far away is that hoop?

Basketball, in three dimensions, about one judgement: how far away the rim looks and how hard you therefore have to throw. Pull back from anywhere, let go, and watch it. Real rim, real glass, real gravity — nothing is nudged toward the hoop and no make is decided by a dice roll. Every shot you sink puts seconds back on the clock, and once you string five together the rim starts drifting side to side, so you have to throw it where the hoop is going to be.

3D ONLYREAL PHYSICSONE GESTURE 60 SECONDSBUILT FOR A PHONE
Four Forms — two fighters either side of the line on an arena floor of stone, water and burning ground

GEARBREAK

Four elements, four real martial arts, one floor to spend.

The floor is your ammunition. Earth throws the stone under your feet and leaves rubble; water comes out of the channels and lands as ice; fire is made from breath and sets light to the ground. There is no health bar — a line runs down the middle of the arena, neither of you may cross it, and driving somebody back moves it for good. Push it off the end of the floor and the round is yours. Two players on one keyboard, or one against the computer.

Sendoff — two fighters mid-clash on a platform stage

SENDOFF

Thirteen games. Thirteen fighters. One stage.

Every game on this site sends one fighter, and each one plays like the game it came from — the runner dashes once per jump and gets it back off a wall, the drafter takes an upgrade and hands two to you, the card player spends a deck that never refills. Knock the other one off the stage. Three lives each.

Spellwright — a glyph drawn in a pane, about to become a spell

SPELLWRIGHT

Nobody hands you a fireball. You draw one.

A keep of six rooms in software 3D, and an empty book. Hold a button, draw a shape, and the shape becomes a spell — measured, not guessed at, so the same shape drawn again is the same spell however shaky the second one is. Something nobody has drawn before stops the game and asks what you want to call it. Nothing anywhere tells you what any of them do; the room in front of you is the only place the answer is written. Story mode follows Vess, who went down the keep before you: the things in it are the glyphs she drew that did not work, the ones that did are still standing there holding out a page, and her last page is a choice you make with your own hand. Two control schemes: draw the mark yourself, or type a word and let the word draw it.

DRAW OR TYPE YOUR SPELLSSTORY MODENAME WHAT YOU FIND NOTHING IS RANDOMPLAYS ON A PHONE