Aground is a Mining/Crafting RPG, where there is an overarching goal, story and reason to craft and build. As you progress, you will meet new NPCs, unlock new technology, and maybe magic too. Will you be able to raise dragons? Launch into space? The sky is literally not the limit. Beneath its simple exterior, Aground hides a lot of depth and surprises that will keep you wondering “what’s next?” Survival is only the beginning. The only way for humanity to have a future is to return to the stars and confront them. But, it will require a lot of ingenuity and help to recover everything that was lost, and even that might not be enough... WHAT CAN YOU DO IN AGROUND? While it starts simple, Aground slowly evolves into a much larger game with tons of features and things to do. Here is an incomplete list: - Mine Ores, Gems, and other Resources - Build Structures - Complete Quests - Fight Enemies and Bosses - Craft Tools - Farm Crops - Cook Foods - Befriend NPCs (or not) - Advance your Technology - Discover Magic - Ride Vehicles and Mounts - Travel to other Islands and Planets - Raise Dragons - Capture Enemies - Level up your Skills - Go Fishing - Explore Secrets WHO ARE WE? We’re Fancy Fish Games - a small indie team that has released 12 games since 2012. We follow our passion, making games that catch our fancy - our games tend to be quirky, surprising or thought-provoking.
The world ended. The paperclip quota did not. Build a defense, jump into a turret, and keep the factory running in MUST. MAKE. PAPERCLIPS., a single-player tower-defense game with first-person combat. Your supervisor is S.L.O.P. (Synthetic Logistics & Optimization Protocol): a cheerful AI with helpful advice, questionable personnel assessments, and an unwavering commitment to office supplies. Biomass is approaching the factory. S.L.O.P. considers this an unscheduled site visit. PLAN THE DEFENSE. TAKE THE SHOT. Place and upgrade turrets, collect scrap from fallen enemies, and cover every approach. When a priority target breaks through, take direct control for a timed burst of first-person combat. Aim, fire, and use your turret's special ability before returning to command the battlefield. EIGHT WAYS TO IMPROVE PRODUCTIVITY Build an arsenal of nailguns, cannons, flamethrowers, cutting lasers, cryo projectors, Tesla coils, acid sprayers, and railguns. Combine slowing, armor stripping, chain lightning, and piercing shots to deal with increasingly uncooperative visitors. SIX MISSIONS. ONE EXTREMELY PERSISTENT OBJECTIVE. Defend factories across a cel-shaded wasteland of broken industry and dusty ruins. Face branching approaches, armored enemies, flying threats, support creatures, and bosses with attacks you can interrupt. Hunt scrap couriers and detonate powder-keg carriers for an extra advantage. EVERY ATTEMPT COUNTS Keep the paperclips you earn and spend them on permanent research between missions. Improve your weapons, extend your time in first-person mode, and come back with a better plan. Consult S.L.O.P.'s biomass field guide for discovered creature stats and deeply unprofessional commentary. "Civilization can wait. These documents are not going to fasten themselves." Play in your desktop browser with a keyboard and mouse or trackpad. Includes an interactive tutorial and a skippable voiced intro.
Typewriter: Last Stand is a succesor to my gamejam winning game Typewriter Command, rebuilt in Phaser and designed from the ground up as a game for wavedash. Survive against oncoming enemy attacks from the air and ground with nothing but your typing skills.
Typing · Arcade · Score Attack
YOU ARE NOT THE BODY. YOU ARE THE SIGNAL BETWEEN THEM. Humanity abandoned Earth one hundred years ago. When it returned, the oceans belonged to something else. Four hundred and three synthetic minds were sent below to reclaim the planet. Every one disappeared into the same living network. You are Instance 404, the final attempt before reclamation becomes extermination. BORROW TO SURVIVE Begin as a fragile signal housed inside a disposable creature. Hunt. Feed. Grow. Abandon failing bodies and possess stronger marine life, inheriting the movement, instincts and abilities of every species you take. BREAK THE CONNECTION Signal Carriers are teaching the intelligence below how to recognize you. Destroy them before your Connection becomes complete. Descend through four transformed ecosystems, from the last traces of sunlight to the mind sleeping beneath the ocean floor. CHOOSE YOUR PROTOCOL Ranked Protocol: The intended challenge, with scores submitted to the global Wavedash leaderboard. Story Protocol: A more forgiving descent focused on exploration and narrative. Play with keyboard and mouse or full landscape mobile touch controls. Train every core mechanic inside the optional Calibration Basin. Maintain a bad connection. Become something the ocean cannot recognize.
Hold the beach. The deep is rising. Call Of The Abyss is a wave defence shooter where you play as a lone crab armed against an endless tide of deep-sea horrors. Survive increasingly brutal waves, rack up kills, collect coins for upgrades, and carve your name into the leaderboard. How long can you hold the abyss back?
Abyss (internally designated as System Abyss or Cyber Abyss) is a high-performance, top-down tactical survival simulation engineered natively for the web browser. The project merges sophisticated real-time 3D graphics compilation with modern, decoupled cloud-based platform services. Set within a hostile, claustrophobic industrial frontier, the user controls an isolated terrestrial operative tasked with a high-stakes operational mandate: defend a critical asset depot (the "Tent Structure"), harvest volatile power cores or cargo elements scattered dynamically across the environment, and neutralize escalating waves of autonomous mechanized threats ("Drones").
Sprint through the jungle as a capybara, dodge hurdles, vault swings, and outrun the jaguar to reach the sanctuary. Endless chase, real stakes.
WASD to control your Beaver Hold Shift to Sprint Press/Hold E to chew down the trees The goal of the game is to finish building the dam so it can be your new home! Take shelter in bushes or the dam in order to stay safe from the wolf when he notices you! Programming / Original Concept / Design Andrei (.jiwuu on Discord) https://jiwuu.itch.io/ Programming / Enemy Design Shadowwolf (shadowwolfk on Discord) https://shadowolfk9.itch.io/ Pixel Art / Design Abel (agarlic2 on Discord) https://AbelGameDev.itch.io/ Music used: The 25th Hour - Schlatt Crossing Composed by Philip Milman ► https://pmmusic.pro/ https://www.youtube.com/watch?v=44MCworZf78
THE Yellow King The path behind you is gone. Trapped within the impossible city of Carcosa, you must search for a key and find a way out before the darkness consumes you. Explore abandoned streets, uncover forgotten secrets, manage your dwindling light, and survive the shadows that linger beneath the twin suns. Escape is possible. Leaving is not.
Navigate a floating grid platform to push, drag, and merge matching numbered blocks before earthquakes trigger in this isometric 3D sci-fi puzzle game.
All Hail the King Machine Engine City is burning. The machines have risen and forged their own monarchy, bending their will before the Great Machine King. Many covet its power. Few dare to challenge it. You have. You have seized the Main Power Core, and with that single act, you’ve painted a target on your back. Entire factions want to see you fall. The machines are closing in. The clock is ticking. But you didn’t come this far to surrender. You will defend what you’ve conquered with everything you have, because this is no longer just a battle for control of a base — it’s a declaration. A test. A challenge thrown directly at the throne itself. The Machine King watches you. Patient. Curious. Calculating. How long can you hold out? How far are you willing to go to prove that you’re not just a commoner, but the rightful successor to the crown of steel? The throne awaits you. First, survive. Defend your control of the Power Core at all costs. Build your turret with any pieces you want(and have). Build rails(with money) and build your way across the stage. Check your stats and prepare the best strategy to survive wave after wave of enemies. They won't stop until they see you fall! Build the most powerful turret(or turrets) to survive the longest and beat your record! Build. Prepare, Survive. It sounds easier than it is... Our submission for the Gamedev.js Jam 2026. Theme: Machines.
Tower Defense · Survival · 3D
I Reincarnated as a Vending Machine is a 2048-inspired survival puzzle about keeping a vending machine alive from the inside. Slide drinks across a 5x5 grid, merge matching products, and manage the machine’s Ice Core before it overheats. Every valid move matters. Every merge can help, but every turn also pushes you closer to failure. The result is a fast, tense puzzle game where you are always balancing short-term gains against long-term survival. As the board fills up, product meters build toward powerful Freshen Up abilities. Water, juice, tea, cola, and coffee each play a different role in the machine’s internal ecosystem, creating a puzzle that is part strategy, part survival, and part controlled chaos. Features -2048-style sliding and merging gameplay -A 5x5 grid designed for quick, tactical decisions -Ice Core survival pressure that drains with each valid move -Product-specific meters and special Freshen Up effects -Strategic board control with escalating tension -Inspired by 2048, but focused on survival and resource management -A vending machine fantasy with an unusual and memorable premise How It Plays Move tiles using the arrow keys or on-screen touches. Merging same items to fill their charges, building score, and creating special effects. But the machine’s Ice Core is constantly under pressure, so you can’t just chase merges forever. You need to think ahead, preserve stability, and use the board efficiently if you want to last. Controls Arrow Keys On-screen touches
Abandon All Hope is a top-down 3D zombie survival shooter. Trapped in a cabin at the edge of a dark forest, you hold out against never ending waves of the undead.
The great collapse could be traced back to an event in 2068. The Last Rain, or so they call it. When one of the most fundamental cycles of our planet broke, the world followed suit. It wasn't just the thirst that killed us, not society caving in under the scarcity of a necessity, nor was it clawing hunger that finally settled in, but it was the realization that the earth had finally given up on its most populous parasite. Riots became wars, and wars became silence. Until merely chasms of nothingness were left. When the sky turned into a blazing ball of heat, humanity did the only thing it could. It crawled back into the dirt. Desperation begets creation. Humanity's greatest quality was its ability to produce magnificent things in the most trying of times. Hidden within the cracked remnants of what once were thriving wilderness, Dr. Arthur U. Lan built a grey sanctuary. He surrounded himself with the hum of machinery and the ghosts of a dying planet, obsessed with a single, impossible task of fixing the broken parts of nature. But tragedy was destined to fall as all things created will eventually become twisted Year XXXX. Deep within the cooling metal of an abandoned bunker with no recollection and a wiped system unit, Model G5-R17 flickers to life. Guided only by fragmented logs and encrypted data found along the way, G5-R17 must navigate through the desolate remainders of what once was a beacon of hope and find out what happened to the mysterious voice behind all of the logs saved, Arthur. What truly happened all those years ago? Will Arthur's mission finally come to fruition or will it pitter out along with the rest of Earth's existence. Controls: [W,A,S,D] - Movement [Q] - Change Mode [E] - Interact [Space] - Action
Space Survival Rougelike. This free, work-in-progress browser demo is a working developer build, that is early access. Comment and help build this space survival rouge like!
(fullscreen recommended) The storm will last seven nights. Your shelter probably won’t. In One Last Week, you manage a small shelter in a turn-based survival game about hard choices and limited resources. Repair the walls, feed the survivors, keep the fire burning, and choose carefully who you let inside. Each day, you only have a few actions. Each night, something hits the shelter: cold, wind, damage, fear… or a knock at the door. Survive the week. Save who you can. And remember: every open door is a risk.
Are you smarter than a zombie? As a sloth, you move at half the speed of the average zombie, which means you need to use the brains to outsmart them. Should not be hard, as zombies are not that smart, right? You have more than 130 levels to prove it!
You're a radio engineer breaking the dead's Bad Connection, an anti-poker roguelike where the horde builds the hand and you take it apart.
Build your home in the wild. Hunt, forage, and haul resources back to your cabin to upgrade it forever. Every run makes your house stronger. How high can you climb?
WAYPOINT COLONIES // Dig down. Staff up. Hold the line. 22 rooms. 11 minigames. 4 viral modes. 25 crew types. One living bunker cross-section you excavate, build, staff, and defend while storms roll in and traders knock at the airlock. Every staffed floor pays resources AND trade goods. Push crew topside. Stack BRONZE-to-PERFECT minigame payouts. Sell your Hold stock. This jam prototype graduates into WAYPOINT, my flagship title, as a permanent playable feature. Not a demo. A colony you keep. THE BUNKER ────────── ▸ 101×60 cross-section grid (one row = one floor) ▸ Square cells. Zoom full colony to single-room detail. ▸ 10 procedural planet backdrops ▸ Excavate, build, reposition (up to 24 room instances) ▸ Starter Surface Shaft (1×2 airlock) ▸ Shaft depth unlock beyond the starter pocket 22 ROOMS ──────── SMALL (1×1) Janitor Closet · Computer Room · Elevator · Power Relay · Fusion Cell · Stairs & Ladder · Waste Management · Mech Storeroom · Storeroom · Laundromat MEDIUM (2×1) Water Treatment · Research Lab · Fabrication · Fusion Battery · Survey Room · Medical Bay · Cafeteria · Crew Room · Greenhouse · Armory LARGE (2×2) Arboretum Each room: tend yield, cap bonuses, Hold stock 11 ROOM MINIGAMES ───────────────── Fusion Core · Power Relay, Fusion Cell, Fusion Battery Aqua Reclaimer · Janitor Closet, Water Treatment Med Bay · Medical Bay Comms Array · Computer Room Armory · Fabrication, Armory Fabrication Lab · Laundromat Research Lab · Waste Management, Greenhouse Training Bay · Crew Room Command Center · Survey Room, Arboretum Cargo Bay · Mech Storeroom, Storeroom Mess Hall · Cafeteria Tiers: BRONZE · SILVER · GOLD · PERFECT Strong runs = multiplier payouts + bonus Hold stock 6 VISITOR ENCOUNTERS ──────────────────── Passthrough Traders · Relief Convoy · Nomad Broadcast · Scrap Haulers · Wandering Medic · Mystery Crate Choice-driven deals. Not reflex games. 4 VIRAL ROOMS ───────────── Panic Greenhouse · keep the last sprout alive through blackouts Leak Lounge · rhythm-patch drips before the dome pops Blackout Ballroom · dance the surge, freeze the dark Verdant Lung · grow air, prune spore blooms CREW ──── ▸ 25 Sprite Forge archetypes ▸ 6 animations: idle, walk, run, interact, climb, work ▸ 4 roles: engineer, scavenger, security, medic ▸ 11 sim activities ▸ 4 starting crew, +8 roster per Crew Room ▸ Sprite Forge: prompt-forge custom colonists ▸ Conditions: ok, stressed, hurt, incapacitated SURFACE & ECONOMY ───────────────── ▸ Surface scavenge runs (rally, ascend, haul, descend) ▸ 3 topside missions: Alien Hunt, Scavenge Contract, Trade Route ▸ Hold stock ledger: 22 unique goods, sell from HUD menu ▸ Meters: hull, air, materials, power ▸ Storm loop: warning, ~90s siege, repair, summary score COLONY OPS ────────── ▸ Outpost Guide onboarding ▸ Alerts drawer (events, visitors, crew hurt) ▸ Room move, excavation, crew pathing, auto-staff ▸ Leaderboard score, cloud save, 10 achievements Expand the refuge. Keep the air holding. Weather the storm. Then take it home to Waypoint. >>>>>>>>---------bonus transmission territory---------<<<<<<<< VVVVVVV----------bonus transmission territory---------VVVVVVVV COMING TO MY FLAGSHIP TITLE: WAYPOINT -as a feature within the title- ────────────────── Same colony fantasy. Same crew. Same bunker. One feature inside a bigger universe.
Kindle & Key is a narrative-driven social survival sim about the most human act of all, opening your door to someone who has none. In the ruins of a forgotten chapel, you inherit two cots and a fading fire. Just beyond the fence are the homeless, shivering, displaced, and desperate for somewhere to belong. Talk to them. Earn their trust. Give them shelter, warmth, and a purpose. Manage your settlement's Hope, food, and fuel as winter closes in. Assign residents to meaningful roles, restore ruined buildings, and trade resources to fund your growing community. But shelter is not just four walls. It's the reason people keep going. Can you build a home worth surviving for?
Your signal bar is your health, your map, and your only way home. You strip dead infrastructure for a living. Walk out into the yard, grab whatever valuable junk you can carry, and get back to the van before your connection gives out. Everything you rely on runs on reception. FOUR BARS everything works. THREE item readouts get unreliable. You're not sure what you just grabbed. TWO your compass starts drifting. Home is no longer where it says. ONE something else joins your comms channel. ZERO the world flips. The deeper you go, the better the loot and the worse the signal. Deploy boosters to claw bars back, and stack them into towers to punch a connection into the dead zone. Bank your haul, upgrade the van, go further out. THREE PLACES TO WORK, each breaking your signal a different way. THE YARD distance is the enemy. Containers, a burning horizon, ash instead of rain. THE SUB-LEVEL distance means nothing. Line of sight is everything, and there is concrete in the way. THE ANTENNA FIELD the good ground moves. Ride the sweeps or lose the link. Then FRENZY: endless waves, a clock that resets every wave, a quota to bank, and radars that are not all on your side. Spend what you scrape between waves, because it does not follow you home. TWO THINGS ARE HUNTING YOU, FROM OPPOSITE ENDS. One feeds on bad signal. It is dormant while you are connected, wakes as you lose bars, and at one bar it is the only thing on the channel coming through clean. The other is only awake while your signal is STRONG, and it moves only while you are not looking at it. There is no part of the meter that is safe. FEATURES - A signal ladder that drives everything: loot text, navigation, the monsters, the weather, and the audio mix itself - Deployable booster towers that physically extend your safe range, and critters that come out of the dark to eat them - Four places to work, each with its own weather, and its own way of failing you - A fully voiced operator: 300+ reactive lines, and she is not always the one talking - Hardcore mode where one hit ends the run and the store turns on you - Leaderboards, achievements, and cloud saves that follow you across devices - Full controller support - Comfort settings on by default: no screen shake, no camera roll, no blur No signal. No extraction.