Sillage
Grasse, 1954. You are a perfumer with an organ of thirty-six materials and six commissions ahead of you. Clients ask for a shape in time, never a list of ingredients — so you can use everything they love and still be refused.
Saltcrown
The sea has been rising for four generations and one stone is left above it. Raise a city up the side of a granite sea-pillar, course by course, and decide every few seasons what you carry above the waterline and what you leave to drown.
Red String Over the Atlantic
A 1927 murder aboard a rigid airship that you solve on a corkboard: pin two pieces of evidence together with red string, and the string only holds where the two genuinely contradict each other. Name the killer before Lakehurst — and prove it.
Anvil Crown
A vertical arcade shooter set inside a single supercell: climb 3000 metres of storm, fly to aim as the crosswind takes your nose off your heading, and break the mesocyclone turning at the top.
Deep Field
You drift alone over deep water at night and lower a lit lure into the black. Nothing is caught — the game is naming what rises to your light before it turns and sinks away.
Locust
You are the swarm, not the insect: steer a living cloud of tens of thousands of locusts across two kilometres of farmland, dive into a wheat field and strip it bare under you. Two rival swarms are working the same ground, and the sun is going down.
Ironspine
Free-solo the spine of a dead colossus in a storm sea. Two hands, no rope, and every grip carrying a load you can watch in newtons — 190 metres of wet iron between you and the Crown Beacon.
Escapement
Turn-based tactics inside a colossal clock tower where the battlefield is the gear mechanism. Five wind-up automata hold the escapement against a climbing rust-blight — and at the end of every turn the machine advances one tooth, the rings counter-rotate, the crossings swing out of reach, and everyone is carried somewhere else.
Hullbreaker
A dead freighter is adrift in low orbit and you are the scrapper sent to take her apart. Cut her plating free with a plasma torch, magclamp it, and haul it home on thrusters that have no brakes — before your air runs out.
Chairshift GP
Formula 1, except the grid is racing wheelchairs. Three laps of a floodlit night street circuit: brake-drift the corners to bank a boost, dump it down the straight, grab a crate and put a missile into the racer ahead.
Amagiri: Hollow Bell
A drowned mountain valley is forgetting its own name. Wade out to the three who remain, talk with them properly, and carry what they give you up to the silent bell — before the colour leaves the water for good.
Hero Line Wars: Emberfront
You hold one lane of a rift canyon inside an erupting volcano while monsters march at your Nexus. Kill them for gold, spend it sending worse monsters down the enemy's lane, and watch every purchase raise your income forever until one Nexus falls.
Paper Sky
One button, one folded paper crane, and a forest of bamboo scaffolding over a dusk city. Flap through the gaps and count them; clip one pole and you crumple, then you are one press away from chasing your number again.
Ninja Pirates of the Baltic
Aurelian Drift
You are the last helm of the sunjammer Aurelian, crossing a star system that is going out. Burn charge to reach the few lights still showing in the dark, hold a scan on each one, and spend what it gives you — three relics open the Gate at the system's edge, and an empty tank leaves you drifting forever.
Cinder Crown
A stratovolcano is coming apart under you. Six survey pylons ring the crater rim — stand in each one long enough to arm it, dodging lava bombs, while the lava lake climbs the caldera on a clock that does not care how you are doing. One continuous run, two minutes, win or lose.
Lamplighter's Round
Gumdrop Vale
Fencing with Fences
Mushroom Splats
Sigma Boy RPG
Top-down turn-based RPG set in Ohio High. You are the Sigma Boy, a transfer student with one bar — AURA — that is simultaneously your HP, your wallet and your social standing. Five school periods, five zones: Hallway, Cafeteria, Gym, Detention, Principal's Office. Roam with WASD, talk with E, and touching a foe (or fumbling a dialogue check) flips you into a turn-based fight. Battles run on SPD order with four commands: ATTACK, AURA (five unlockable skills — Mewing Stare, Gyatt Slam, Touch Grass, Rizz, Grindset), ITEM, and MOG, a taunt that instantly breaks a foe below 25% HP and costs you a chunk of aura when it doesn't land. Every foe telegraphs its next move overhead, and the telegraph is a promise: read it and counter it. Rizz the Gym Bro on his charge turn, MOG the Hall Monitor to shatter his armour, burst the Ohio Rizzler before he heals off your aura, and bring Grindset to Principal Sigmund's third phase. Levels, gear (headwear / chain / shoes, all boss drops), bestiary entries, bosses beaten and best-run aura all persist between runs. The bell autosaves; losing drops you back to it.
Trebuchet Castle Siege
Lay a counterweight trebuchet, read the wind, and bring a stone castle down course by course. Five sieges, five kinds of shot, and a garrison that shoots back.
Railhead: Dust Sea
First-person hypervelocity artillery. Crew the Ridge Battery above an 8 km alien canyon: laze the range, read the dust devils for wind, charge the rails, and put a slug on a machine six seconds of flight away.
Trusty Rusty
Pixel-art endless lane-runner: drive a trusty rusty pickup down a desert highway, dodge cones, barriers and oncoming wrecks, hop oil slicks, and grab golden bolts. Move to switch lanes, jump to hop — and jump again to ride after a wreck.