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.

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

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.
Guides: moves & unlock order · towns & fighters
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.
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.
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.
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.
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.
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.
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.
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.

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.
Guides: all 44 cards · all 27 monsters

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.


