In the early 1980s, a computer game emerged that changed the world of fantasy gaming forever. Randomly generated rooms meant that each journey into the infamous Dungeons of Doom was unique. The potent combination of random generation with perma-death proved to be intoxicating, and the game was so influential it spawned an entire genre: "Rogue-likes". Now you too can experience the thrill of dungeon crawling for the fabled Amulet of Yendor in this pioneering game. The original Rogue had many different versions and variations, and was ported to a wide variety of computer platforms. This particular version is Epyx Rogue, one of the earliest versions designed for commercial distribution, ported to MSDOS on the IBM PC, and is v1.49 of that port. Battle dozens of unique and powerful enemies. Gather armor, weapons, food and other items to help you on your quest. Scour rooms for secret hidden doors and traps. Discover strange magical spells and potions, which have different wonderous effects every time you play the game. Survive through 26 randomly generated levels, each more tricky and dangerous than the last, to find the Amulet, then escape... if you can!
The classic brain-twisting grid-based puzzle game returns in this collection, including the original 1989 Atari Lynx version, three classic ports, and two brand new Sega Mega Drive and SNES ports. Help Chip impress Melinda the Mental Marvel by beating her 140+ tough challenges.
Vextorial is a mind-bending puzzle-platformer where you swap between 2D and 3D perspectives and twist gravity itself to solve impossible puzzles, explore a surreal, ancient ruin suspended in shifting dimensions, and uncover a mystery only you can piece together. If you enjoyed this demo, try the full game on steam! https://store.steampowered.com/app/3068710/Vextorial/
Tawla is Egyptian backgammon at a lantern-lit cafe table in Cairo's Khan el-Khalili. Play the three classic cafe games (3ada, Ma7boussa and 31) against a CPU opponent with a new Egyptian name every match, or invite a friend through Wavedash lobbies. Shake and throw physically simulated dice, drag hand-crafted walnut, mother-of-pearl and turquoise checkers, and hear every roll called in Egyptian Arabic over the murmur of the cafe. Plays in English, Egyptian Arabic and French. NEW: in the Arabic version, 3al Qahwa Radio plays beside your table - an hour of original golden-era-style songs from six singers, each introduced by announcer Farag El Zahr, plus comic cafe news bulletins.
A Dark Room is a text-based RPG released in 2013 by Canadian indie studio Doublespeak Games. You start in a cold shack. There's a fireplace. There's a button that says "stoke the fire." You click it. Your wood counter ticks down. A short cooldown passes. You click it again. And then, the world expands. Every time you think you've found the edges, A Dark Room reveals that what you've been playing is actually nested inside something bigger and stranger than you expected. We won't spoil where it ends up, but the distance between "click to stoke the fire" and the final reveal is vast.
Build a squad of pixel-art beasts and battle your way through the warp in this deck-building auto-battler roguelike. Draft beasts, equip abilities and items, collect relics, and destroy other players with broken builds.
G&G is a dark fantasy Tower Defense game where you must draw the enemy's path, collect wood and stone, build and upgrade towers, workers and guardians throughout increasingly difficult levels. Wishlist the full game on Steam: https://store.steampowered.com/app/3533690/Ghouls__Guardians/
Roll five dice and chase the classic scores: full houses, straights, and the 50-point Yacht, with bonuses for extra Yachts. Play solo for a personal best, pass one device around for local multiplayer, or open an online table for friends and fill empty seats with computer captains.
Dice · Tabletop · Multiplayer
Navigate a shifting ring of danger where every move matters. Choose your path, dodge incoming threats, and adapt to survive. No attacks—just movement, strategy, and relentless pressure in a circular arena. Circle of Destiny is a turn-based, roguelike card crawler that throws you into a twisted loop of choices, danger, and discovery. Each run presents a circular dungeon of mysterious cards—creatures, loot, traps, and exits—where every move is a decision with consequences. Choose your path carefully. Do you sneak past a lurking threat to grab a powerful item, or face it head-on to level up? Cards reveal themselves one step at a time, but danger is always present—even from what you can’t yet see. Positioning, planning, and adapting to chaos are your greatest weapons. With procedurally generated runs, tactical depth, and a hauntingly surreal atmosphere, Circle of Destiny challenges you to master its rhythm and uncover the truths hidden in its loop. Collect powerful gear, build your stats, and survive long enough to shape your destiny—or become lost in the circle forever.
MawLight is a bullet heaven game set in a procedural city. Play solo or in multiplayer to defend colored beacons, stack orbs and bolts, melt enemies, and hunt down bosses. The further you go, the harder it gets, but the better the rewards become. Created for the JS13kGames 2026 Competition by Justinas Gibas.
Bullet Hell · 3D · Multiplayer
⚖️ Roguelike deck-building card game about facilitating a Citizens' Assembly. How To Play Drag the card to the citizen. Hover over the citizen name to see his or her next move. Press End Turn when out of Moves. Reach the Consensus goal (on the bottom-left). Features Turn-based assemblies against citizens with deterministic action loops. Hover over a name to see the next move. Card play: build consensus, ration citizen energy, draw cards, gain extra moves/turns, or stun citizens. Roguelike run across 10 levels. Earn money and rewards. Shop between battles to buy, upgrade, or remove cards. Tight resources: reach the consensus goal before you run out of turns. Earn bonus cash for exceeding it. Tutorial with good and bad endings. Credits Art Sraye Tainara-P smashingstocks sutemo Audio Hizumi Tail Kenney Interface Sounds Sound effects from Pixabay
🎴 Awestruck is a deckbuilding card game that synergizes words. How to Play Cards The top-left number on the card is the cost, which decreases your energy A modifier card enhances the payload card (and modifiers can be stacked) The last card in the chain must be a payload for "Execute" to work Stats Player stats can be found at the top-left of the screen Enemy stats can be found at the top-right of the screen Defeat the enemy and don't let your health go below 0 Select rewards to upgrade your cards/stats Credits AstreFone (Music): https://soundcloud.com/astrefone Blue_Fox (Art): https://ko-fi.com/bluefox77551 Mark (Programming): https://github.com/remarkablemark Heal Up: https://pixabay.com/sound-effects/film-special-effects-heal-up-39285/ Health Pickup: https://pixabay.com/sound-effects/film-special-effects-health-pickup-6860/ Kenney Interface Sounds: https://kenney.nl/assets/interface-sounds Punch Sound Effects: https://pixabay.com/sound-effects/film-special-effects-punch-sound-effects-28649/
Thousands of goblins are pouring down the roads toward your castle, and your hero is the one standing in the way. Walk onto build pads to raise archer towers, cannons, ballistas, catapults and fire towers, then upgrade them as the squads grow. Fight on the front line yourself: call down meteors, freeze whole crowds in ice, rain down arrow volleys, and when the moment comes, take to the sky on a war dragon. 17 battles across three chapters: the Kingdom, the Greenwood and the Underdeep A three-part training campaign: the basics, then upgrades and specialists, then soldiers and pets 17 bosses, from the Bandit King to a wyrm that bursts out of the ground Hero classes, gear, pets and permanent upgrades between battles Heroic and Endless modes once you've beaten a map Free to play, in your browser, with keyboard, mouse, trackpad, touch or a controller (aim powers with the right stick) Every key and button can be changed in Options
Debris is a turn-based tactical fleet combat game played on a deep-space hexagonal sector. Command an armada of 16 warships across nine specialized hull classes, balancing long-range standoff bombardment against simultaneous close-quarters broadsides. Screen your capital fleet with shield-projecting Escorts, authorize desperate terminal rams with light strike craft, and navigate dynamically changing chokepoints created by impassable debris fields left in the wake of fallen ships. Master coordinated fleet maneuvers in Duel Mode or contest orbital supremacy in Siege Mode—against tiered AI commanders, local opponents, or online rivals. Fairly comprehensive interactive tutorial Play against friends online, in hotseat mode or the play against computer Custom battle editor with cloudsaves Achievements and Leaderboards Mini-campaign coming soon
Step into the ultimate digital arena in a cyberpunk card-battling RPG featuring deep deckbuilding and procedural challenges. Broadcast to billions, the Global VR Challenge has selected you to enter its lethal digital grid. Facing adaptive opponents in strategic, collectible card duels, you must construct powerful decks, navigate shifting combat zones, and climb the global leaderboards for a 25 million credit prize while unraveling the dark truth behind the Black Signal. Features: Tactical Card Battles: Deep, turn-based card combat with complex resource management, monster summoning, and spell interactions. Deckbuilding & Strategy: Collect cards, synergize abilities, and build specialized decks to outsmart adaptive AI opponents. Procedural Arenas: Navigate ever-shifting digital zones with randomized encounters, rewards, and hazards. Global Leaderboards: Perfect your deck strategy and compete for top ranks on the global stage. Cyberpunk RPG Narrative: Explore the corporate-run VR tournament and uncover what the Global AI Entertainment Consortium is truly testing.
Card Battler · RPG · Sci-fi
Drive a lone steam tank at the head of an army of thousands. Halt, shell the towers that slaughter your troops, then send waves of fusiliers, sappers and shieldwalls to suppress the armoured towers and storm the castle. Neither tank nor troops can win alone. PC controls: Hold W / S (or Up / Down): drive forward / reverse. Let go to halt Left-click and drag the view: aim the cannon Space (or Enter, or click the FIRE lever): fire A / D, R / F: aim with the keyboard 1 / 2 / 3: pick troop type (or click the medallions) E: blow the whistle to send a wave Esc / P: pause Mobile controls Left lever: push up to advance, pull down to reverse, middle notch to halt Right stick: aim the turret and barrel Fire lever (centre): pull down or tap to fire Medallions: pick troop type. Whistle: send a wave The cannon only fires while the tank is halted.
Version 0.90 (Open Beta) BETA-Test is live for Reiver! Please give me feedback, report bugs, and let me know how we can improve this game! Reiver is a grim dark-fantasy horror hex crawl about desperate people crossing a dying land beneath the shadow of the Pale Spire. Gather a company of thieves, deserters, pilgrims, hedge-wizards, mercenaries, vagabonds and other doomed souls, then push into the wilderness in search of relics, coin, answers—and a way to survive what waits at the center of the Marches. Every journey costs time and supplies. Every road can turn bad. Every night spent in the wild gives the dark another chance to find you. The world is full of ash wastes, drowned bogs, dead forests, forgotten barrows, ruined temples and isolated hamlets struggling to endure. Hunt and forage when you can. Pray at strange shrines. Recruit henchmen. Scavenge equipment. Take dangerous jobs. Decide when to fight, when to flee, and when whatever you found is valuable enough to risk bringing home. Combat is fast, brutal and unforgiving. Wolves, brigands and restless dead are only the beginning. The farther you travel, the stranger the world becomes: faceless pilgrims, impossible geometry, things beneath black water, and creatures that seem less like animals than mistakes in reality. Above it all stands the Pale Spire. And sooner or later, your company will have to climb. Reiver features: Old-school, rules-light party-based RPG gameplay Open-ended hex-crawl exploration Dangerous wilderness travel and resource management Hirelings, henchmen and expendable adventurers Dark fantasy equipment, relics and trophies Barrows, ruins, shrines, settlements and hidden sites Brutal turn-based combat where retreat is often the smart choice A rising sense of Doom as the world grows increasingly unnatural Lovecraftian horror without abandoning its filthy medieval fantasy roots A seven-floor final descent into madness through the Pale Spire You are not heroes. You are Reivers. Take what you can. Learn what you shouldn't. Survive long enough to regret it. Like the art? Every hex tile, enemy, portrait and illustration in Reiver is available as an asset pack for your own games: https://simianspark.itch.io/hex-crawl-dark-fantasy Rules: Reiver is built on Knave (first edition) by Ben Milton, used under the Creative Commons Attribution 4.0 license (https://creativecommons.org/licenses/by/4.0/). We adapted the rules for a video game and added systems of our own, including the hex map, Renown, the events and the Pale Spire. Reiver is not affiliated with or endorsed by Ben Milton or Questing Beast. Get Knave from Ben Milton: https://questingbeast.itch.io/knave Generative AI was used in the creation of some of these graphics. For better or worse, they will be replaced before commercial launch.
Star Journey Tactics is a space combat, turn-based-tactics game. This is a game I've been developing as a prototype. It's nowhere near finished, but I've gotten it to a point where I actually have fun playing it, so I'm posting it for anyone else who wants to play and give feedback. A lot more to come.
Can you power a tiny town... sustainably? Eco Power Towns is a thoughtful strategy puzzle where every placement matters. Generate clean energy with solar panels, windmills, biomass plants and tidal generators, all while managing your limited resources. Research upgrades, read the weather and optimize your layout to reach the energy goal and light up every cozy home. 50 handcrafted levels of increasing challenge No text at all: the whole game is icon-driven and intuitive Forests, swamps, hills, mountains, rocky ground and coastlines, each with their own rules Sunny, windy and rainy days that change what each building produces Research upgrades: windmills on mountains, solar roofs and floating solar Hints when you're stuck, plus one-step undo so you can experiment freely Achievements, a leaderboard and cloud saves, so your progress follows you Peaceful lo-fi music and a clean, minimalist art style No ads, no tracking Made by a solo developer with a lot of care and love. I hope Eco Power Towns brings you a little joy, a little challenge, and a lot of cozy energy.
Tiny World. Big Consequences. Tiny Consequences is a living-world god simulation where one small intervention can ripple through an entire planet. The world does not wait for you. Villagers live their own lives. They form families, raise children, farm, fish, herd animals, build homes, trade, travel, migrate, found new settlements, help their relatives and sometimes fight. Around them, forests grow and burn, rivers flood, animals move, fish respond to the oceans, weather changes harvests, winters become harsh, volcanoes erupt and earthquakes shake the land. Then you interfere. ⚡ Change the world, not the outcome You are not directly commanding villagers or triggering scripted disasters. Your powers alter the physical world. Use: ⚡ Lightning 🌧 Rain ☀️ Drought 🌡 Heat ❄️ Cold 🌋 Volcanic pressure ⛏ Fault stress ☠️ Cull animals 🐾 Introduce animals 🌡 Warm / cool the ocean 🦠 Disease and blight 🛢 Oil spills ☄️ Meteor strikes Rain doesn't magically increase food. It adds water. Lightning doesn't tell a family to migrate. It strikes something. A meteor doesn't launch a scripted catastrophe. It physically hits the world. What happens next comes from the simulation. 🔗 Chain Reaction One lightning strike might become: Lightning ↓ Tree catches fire ↓ Forest burns ↓ Grazing land disappears ↓ Livestock scatter ↓ A household loses food ↓ Relatives send help ↓ Trade changes ↓ A family decides to leave Or the fire might be extinguished before anything serious happens. The game does not know the final outcome beforehand. That's the point. 📰 Watch stories emerge Tiny Consequences gives you three ways to understand the simulation. World News — What is happening? Major events appear as they happen around the planet. Click one and travel directly to where the story is unfolding. Why? — Why did this happen? Inspect people and events to trace their causes backward through the simulation. Ultimately, causes lead back to: NATURE · PEOPLE · YOU Your Actions — What did I cause? Every god intervention becomes the beginning of its own consequence tree. Come back days or seasons later and your original action may have produced entirely new branches. One action can keep creating consequences long after you made it. 🌍 A world that lives without you The planet contains interconnected simulations for: 🌦 Weather & climate Rain, temperature, snow, drought, storms and seasonal change. 🌊 Water & oceans Rivers, floods, ocean temperature, currents and coastal ecosystems. 🌲 Ecology Forests, vegetation, wildfire, grazers, predators, fish and birds. 🐑 Animals Individual livestock and visible wild animals that graze, move, flee danger and interact with people. 👨👩👧 People & families Persistent individuals with parents, children, partners, homes, needs, skills, memories and knowledge. 🌾 Economy Farming, fishing, forestry, livestock, salt, stone, iron, tools, trade, credit and seasonal fairs. 🏘 Civilisation Villages grow naturally. Families migrate. New settlements can be physically founded from nothing. ⚔️ Conflict Theft, remembered wrongs, raids, injuries, defence and reconciliation emerge from the same people and relationships. 🌋 Natural disasters Wildfire, floods, earthquakes, eruptions, ash, tsunami and meteors interact with the same world everyone lives in. 🎮 How to play Watch the world Zoom from the whole planet down into individual villages. Inspect Click people, animals and settlements to understand what they are doing. Intervene Choose a god power and change part of the physical world. Watch See how people, animals and the environment react. Speed up time Let days or seasons pass. Check Your Actions Find out what your small intervention eventually became. There is no single correct way to play. Help the world. Experiment with it. Or make one terrible decision and see how far the consequences travel. 🎯 Made for Defold Game Jam 2026 Theme: CHAIN REACTION Our interpretation of the theme is the game's entire simulation architecture: One change enters a living system, then consequences propagate through everything connected to it. There are no predefined chains such as: Lightning → Famine Instead: Lightning → physical change → agents react → ecology/economy changes → new decisions → new consequences The chain can stop immediately — or continue for years. Built with Defold. 🤖 AI Usage AI tools were used during development, primarily for implementation. I created and directed the game concept, core gameplay, simulation philosophy, system design, mechanics, world rules, god powers, chain-reaction structure, UX, visual direction, feature priorities, balancing goals and overall creative direction. I also continuously playtested the game, identified problems, decided how systems should behave, and directed each iteration. Claude Code handled most of the programming and technical implementation under my direction.
Simulation · Sandbox · Casual
Click the tiles to reveal a number. This number indicates how many mines are in that tiles 8 neighbours. Right click to flag a tile you think is a mine and avoid all mines at all cost. Good luck!
Drop carved pumpkins into a haunted rack and beat Hazel the witch to four in a row. That's all you do: pick a column, let go, and line up four jack-o'-lanterns before Hazel lines up four gourds. Every pumpkin thunks, bounces and settles, and every four bursts into a spray of pumpkin seeds. Hazel stirs her cauldron while she thinks, peers at the porthole you're about to win through, and shrieks, hat jumping, when you block her. Win a night and the next one bends the rules: tombstones fill portholes, a padlocked column stays shut for four drops, and the rack grows to eight columns by seven rows. Land a pumpkin on a lit candle and that drop scores double. If Hazel lands on it first, she snuffs it out. Once a night she brews two gourds in a single turn, and her bubbling cauldron warns you a move ahead. The seeds you earn buy new carvings, glows, skins and rack finishes, from a Black Cat face to Gold Leaf. There are 28 things to discover in the Pumpkin Patch Journal, each with a clue until you find it, plus 15 achievements and a leaderboard for each difficulty. It's a calm game at heart. There's no move clock on Easy or Normal, so take as long as you like over every drop. A short tutorial teaches it by doing, and you can skip it. On Hard, Hazel thinks deep from the first night, gives you twelve seconds a move and triples your points. Pumpkin Row is free to play. Every night, every twist, all three difficulties and all 16 cosmetics are in the free game. Cosmetics are earned with seeds from play, never bought with money. There is no paid content and there are no ads. Plays on desktop and phones, with mouse, keyboard or touch, in landscape or portrait. Your progress is saved to your Wavedash account.
Puzzle · Board Game · Strategy
Catgammon is a cozy take on classic backgammon where you play with a giant cat paw that reaches in to drag your checkers, flick the dice, and press every button. Pick your cat and challenge a friend on the same screen, or take on an AI rival at three skill levels, from a forgiving Kitten to a sharp Alley Cat. It plays by the full rules, including the doubling cube, gammons and backgammons, and wraps it all in warm hand-painted art and soft purring sound.
Board Game · Cats · Turn-Based
WIP: feel free to send me feedback The gods are watching how you fight, and they pay for what they like. Godsworn is a turn-based tactics game on an elevated grid. Two rival bands hunt the same quarry through the trials of the Calydonian boar hunt. Height decides your arrows, facing decides your back, and a body standing in a doorway decides the battle. Pick a patron and they keep score. Artemis pays for the shot that lands first and from furthest off. Ares pays for close work against the odds. Athena pays for the ground you take before the man you take. Hermes pays for movement and for theft, and considers them the same act. Fight the way your god admires and they interrupt the battle to offer you something. Take it and the other two offers are gone. Six jobs, a shop between battles, and a campaign that ends at a gate somebody has to hold.