🌐 Razefall (Beta) Razefall is the ultimate browser-based tactical first-person shooter (FPS) designed for players who crave raw, competitive gunplay without the friction of massive downloads. Built using cutting-edge web technology, it brings sharp, high-performance tactical combat directly to your web browser on PC, Mac, or Chromebook. No launchers, no 40 GB patches—just pure tactical skill, instant matchmaking, and crisp mechanics right from your first click. ⚔️ Core Game Modes Razefall adapts to your playstyle with three distinct multiplayer combat modes: Free-For-All (FFA): Drop straight into the action with the default game mode. It is you against the world. No teammates, no excuses. Test your raw mechanical skill, map awareness, and crosshair placement in a non-stop battle to claim the top spot on the leaderboard. Team Deathmatch (TDM): Gather your squad or join forces with online allies. Coordinate your positioning, lock down choke points, and work together to reach the kill limit before the enemy team does. Search & Destroy (S&D): The definitive tactical experience. Teams take turns attacking and defending objective sites. With strategic economy management, precision shooting, and calculated rounds, every single life counts. ⚙️ Key Features Instant Browser Play: Zero installation. Razefall is highly optimized for web performance, offering maximum frames per second (FPS), low latency, and lightning-fast loading times even on standard setups. Tactical Economy & Arsenal: Manage your funds from round to round. Purchase your preferred loadout, from precise pistols and reliable rifles to deadly sniper rifles, to out-economy your rivals. Join with a Single Link: Instantly invite your friends to your lobby by sharing a unique custom game link. ⌨️ Default Controls W, A, S, D – Movement Mouse – Aim & Shoot R – Reload 1, 2, 3 – Switch weapons Shift – Walk Silently / Precision Aim
A single-player tactical shooter round on Dune Yard, a sun-baked bombsite of crates, stairs and narrow lanes. Five bots push in from two routes, peek, take cover and try to plant the charge. Hold the site with an assault rifle, a bolt-action sniper rifle and a knife, or defuse if they get it down. Sides alternate every round, so next time you carry the charge yourself. Short, tense rounds with real recoil patterns, movement inaccuracy, headshots and armor. Every round you win counts toward the rounds-won leaderboard. Controls: WASD to move, mouse to aim, left click to fire, right click to scope or aim, Shift to crouch, Ctrl to walk, Space to jump, 1 2 3 for weapons, R to reload, E to plant or defuse. Desktop GPU recommended. Created with Claude. The map, weapons, hands and bots were built procedurally by scripts in Blender; the sound effects are CC0 recordings.
Seven Strikes is a tactical arcade puzzle game. Build attack chains wisely and quickly! The controls are very simple, yet some levels are seriously challenging. (All the levels are beatable, I promise). Controls PC: Build chains with your cursor. Switch weapons using the cursor or press keys 1, 2, 3. Mobile: Build chains and switch weapons using your fingers. This game was built using the Defold engine for the Defold Game Jam 2026.
Angle. Power. Wind. Fire — and hold your breath as the shell arcs across the sky. Tank Warz is the classic turn-based artillery duel, rebuilt as a hand-crafted 3D diorama. Read the wind, dial in your angle and power, and watch your shot rise, hang, and fall. Miss? Learn from where it landed and correct. Hit? Watch the battlefield crumble. • Fully destructible terrain — every crater changes the next shot • A brand-new battlefield every match: mountains, valleys, canyons, cliffs and plateaus • Day, sunset and night, with rain, snow, fog and lightning storms • 7 weapons: Heavy Shell, Triple Shot, Bouncer, Cluster Bomb, Drill and the Nuke • 3 moves per match to reposition your tank — use them wisely • Computer opponents that aim like a human: they guess, watch the impact, and adjust • Local hot-seat for 2–4 players on one device, or a 4-tank free-for-all • Share a victory card with your accuracy, damage and best shot • Plays on desktop and mobile, with keyboard, mouse or touch Easy to learn, satisfying to master — just like you remember it.
A gesture-driven magic duel. Draw a triangle for fire, a wave for wind, a Z for ice, a square for earth — rough shapes are fine, the recogniser is built to forgive. Stack up to three runes and cast them together: every combination is a different spell, from a quick Fire Bolt to a three-rune Prism Nova. Watch Umbra's runes forming above her horn and answer with a barrier, or just outrace her. The sky is the scoreboard — it clears to a rainbow as you win, and blackens to rain as you lose.
Tidebreak is a real-time 3D tactics game about defending a Norse village from Viking raids. Before every raid you see exactly where each longship will beach, how many raiders it carries and when it arrives. Use that warning: raise mounds where they must not land, dig flooded ditches to slow them, and place your squads. A shield wall holds the beach, spearmen take on brutes and battering rams, archers shoot from high ground, berserkers charge, and healers keep them standing. Then the ships come in, and every landing is a small battle you can turn with a braced wall, a well-timed volley or a charge. A run crosses a sea chart of seven islands: quiet shores and heavy raids, a trading post, an abandoned fort, a storm, a village already burning, an ambush. Win an island, take a card (veterans, new squads, rules that change how you fight) and muster fresh men with the gold your houses earn. Torch-bearers, ram crews and bowmen change the plan as the tide rises, and at the end waits the jarl's fleet or the sea-king on two lashed longships. Read the raid, then shape the shore so the ships land where you want them Five squad types with abilities, named veterans who rank up Roguelite runs of 15-25 minutes; one island takes 3-5 A daily island and a weekly challenge, the same for everyone, with leaderboards Commanders and five ascension levels for harder runs Best played on a computer with a mouse. It also runs on phones (turn the phone sideways), but the controls are fiddly on a small screen.
Glyphyx is a 90-second tactical duel on a 4×4 stone board. Every turn you drag one rune pebble onto a tile and swipe the direction it faces — and so does your enemy, in secret. Then everything fires at once: swords strike, bows skip a tile, arcane beams cut diagonals, shields absorb, crosses heal. Stack two matching runes into a Level 2 powerhouse, shatter enemy stones into rubble, and claim their tiles. Hold eight and you win. Fight three factions at once in the siege campaign, chain victories for up to 3× gold, and unlock new runes and skins.
gamedevjs 2026 All machines in the world are going crazy. Now they invaded your bedroom and try to erase you! Destroy the machines and escape to the next room! For now.. there are 3 levels you have to escape. Controls; W or UP = walk up A or LEFT = walk left S or DOWN = walk down D or RIGHT = walk right SPACE, RSHIFT or RCONTROL = sneak When you are close to items. they will start wobble. Then you can pick them up. You can stack up as much items as you want. (This functions is a little messy) The light area around you indicates the sound you make and so the robots can hear you. The game will be saved after every death or new round or death. Have fun playing ROBOTS IN MY BEDROOM! Hydraware THERE ARE NO CONTROLS FOR MOBILE YET! :(
Tic-Tac-Deck evolves the classic grid into a brutal tactical arena. Forget simple X’s and O’s—here, your hand is your weapon. Draft powerful cards to manipulate the board, sabotage your opponent, and shatter the rules. Will you control the field or execute a game-winning combo? Every card offers a one-time, high-impact ability that turns a stalemate into a checkmate. Master the deck, claim the line.
Scope Dark is a real-time tactical extraction game for PC that puts you behind a radar, not directly in control of a squad member. You act as the operator, guiding a three-person team through a hostile field toward a single extraction point while your agents handle movement, cover, contact, and firing on their own. Gameplay: The core tension comes from indirect command, reading the battlefield, and making the right call under pressure. You do not move units cell by cell or click exact destinations; instead, you give tactical route guidance and let the squad’s local decision-making carry out the advance. Every mission is deterministic and seeded, so the same seed always produces the same map, enemy deployment, blackout timing, and simulation behavior. The battlefield is built to feel dense but readable, with cover, sightline breaks, and multiple possible routes rather than maze-like traps. A mission begins with the squad staged at the bottom of a 20x20 map and a protected extraction checkpoint at the top. Four hostile interceptors deploy in the center, and the squad must cross the field to rescue at least one agent. Eliminating every enemy is not a win condition by itself. The game is won only when at least one agent reaches extraction, while the run fails if the whole squad is down before any rescue. Story / Mission framing: Scope Dark is less about scripted narrative and more about the tension of a single covert operation under hostile conditions. You are watching a squad trying to break through an enemy field, with every decision shaped by cover, visibility, and timing. The checkpoint is the only way out, and every blackout, contact report, and blocked route changes how you read the situation. The mission structure is designed to create a strong tactical story from the simulation itself. Blackout and command: A global radar blackout periodically hides enemy contacts and situation reports without stopping the simulation. This means the squad keeps moving, enemies keep reacting, and your information becomes incomplete at the worst possible moments. The result is a constant push and pull between trusting the agents, waiting for better information, and committing to a route before the window closes. Commands are simple, keyboard-driven, and intentionally grounded in tactical intent rather than direct control. Presentation and features: Scope Dark uses a compact CRT-radar presentation with procedural visuals and generated audio, with no external image or sound assets. The interface is built to keep the battlefield readable while preserving the feeling of scanning a hostile scope. Missions use a fixed-time simulation tick, replay support, and a transparent scoring system based on extraction, rescued health, enemies neutralized, speed, and casualties. Achievements and leaderboard support are included for the solo build. PvP: A PvP mode is currently in development. The planned competitive mode keeps the same seeded extraction simulation, blackout rules, and input model, but applies them to an asymmetric multiplayer confrontation between extraction and interception teams. Scope Dark is built for players who enjoy tactical pressure, readable systems, and replayable runs where smart decisions matter more than reflexes.