Shadow Opera 皮影
A shadow-puppet theatre puzzle where you never control the heroine directly. Rotate carved figures and move the lantern backstage so their shadows become the road she walks, while the candle burns down as the clock.
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A shadow-puppet theatre puzzle where you never control the heroine directly. Rotate carved figures and move the lantern backstage so their shadows become the road she walks, while the candle burns down as the clock.
An IPO-day arcade climber where altitude is the share price. Hold to burn, release to fall, dodge SHORT missiles and FUD storms, stay above the margin-call line, and ride SPCX to a moon landing.
A cozy true-3D aquarium you build, tend and just sit and watch. Stock a living tank with procedural fish, jellyfish, crabs and shrimp; keep the water sweet; decorate; draw paying visitors; breed rare colour morphs; fill your illustrated journal; and frame a photo of your tank to share. Calm and forgiving — deaths are impossible and offline time is a gift. Cloud-saved progress, bilingual EN/中文, mobile-first. Long-press a fish to name it; tap Watch for a pure ambient view.
A cinematic 3D soccer free-kick and penalty game built for a 2026 world tournament mood. Bend shots over the wall, beat the keeper, and chase an endless GOAL Rush score.
A cinematic Three.js moon rover exploration game where sunlight charges your battery and permanent shadow turns the far side into a survival problem.
A Magic-Tower puzzle RPG where the future is precomputed. SCRY any tile: the exact cost of walking there — every fight, door, gem and trap, resolved in order — appears before you step, and it is never wrong. No randomness, no dice, unlimited undo: every point of Lumen (your light, your life, your money) is a resource to spend perfectly. Climb 13 hand-built floors of a stained-glass cathedral spire: 18 monsters with combat-warping traits (Swift, Twin, Hollow, Leech, Resonant choirs that strengthen each other — kill order matters), a three-colour key economy, shops, teleport lattices, cracked walls, a warp bell, and three hidden relics that unlock the true ending at the Rose Window. Score = the light you didn't spend. Bright jewel-glass art, zero glow.
A 3D cyberpunk runner about building value, dodging gates, and smashing giant bosses.
SIDEKICK — POV: kick the traffic. Literally. A first-person motorcycle arcade ride down a sunny highway where your only weapon is your boot. Pull up beside a car, KICK, and watch physics do the comedy: light cars FLY (domino them into traffic, pinball them off the guardrails, punt them clean over the rail), but heavy buses barely budge — they launch YOU instead. That recoil is your dodge: springboard off a bus to blast across lanes. Speed is everything — health, kick power and score in one number. Sloppy kicks and grazes drain it; PERFECT kicks (white footprint) are free and hit double. Every kick builds HEAT: cops flank and ram, so boot them too or keep your speed up before you're BUSTED. Kick the armored VAULT-VAN for a coin jackpot, then spend it in the garage: heavier boots, steadier stance, faster engine. Full GoPro-style HUD, slow-mo bus flips, viral-clip death cards. One verb. Newton's third law. Endless catharsis. EN/中文.
Your own blocky island, saved in the cloud. A full single-player voxel survival sandbox in the browser: chop trees, mine coal, iron and gems, craft four tool tiers, and build torch-lit shelters before night falls — Huskers and Lobbers hunt in the dark, and glowing Gloops lurk in the caves. Sleep in a bed to skip the night, tame days into a survival streak for the leaderboard, or switch to Creative and just build with infinite blocks and flight. Procedurally generated 192×192 gouache-painted islands with forests, deserts, snow peaks and cave systems; every block you change is delta-saved to the cloud so your world is waiting when you come back. Touch joystick + look controls on mobile, WASD + mouse on desktop.
A fast-starting neon 3D city highway drive with relaxed cruising BGM, throttle-reactive engine audio, lane changes, boost shards, and clean obstacle dodges.
An objective-free first-person descent into an infinite data-center labyrinth, recorded through a failing four-pass VHS composite chain and surrounded by camera-relative procedural machinery.
One-thumb 3v3 street-cage football rendered as a living Swiss poster — bone-white concrete, ink-black pictogram players, one signal red. Every action is a single gesture. WITH THE BALL: tap = one-touch pass to the marked ▲ runner; flick = driven pass or low shot (the walls BANK live!); flick then hold = a placed shot, release in the sweet band for a curling PURE STRIKE that bends past the keeper; hold = a stepover burst — thread a defender for a NUTMEG. NO BALL: tap = a tackle lunge to steal, then counter. One-touch chains, nutmegs, banks and steals climb a ×1→×5 HEAT multiplier that a single turnover wipes clean, so play brave. Every goal freeze-frames the match into a slamming black-and-red poster. Score to promote the AI up the divisions; concede and it burns your clock. A 120-second match, then your run banks to the Street Points leaderboard. Touch, mouse or Space.
- Third-person WebGL RPG built with vendored Three.js. - Five stylized floating island levels with different layouts, path shapes, ground patterns, color themes, seal/chest placements, and enemy sets. - Keyboard and mobile touch controls. - Lego-inspired blocky characters, enemies, chests, trees, and toy-brick scene details. - Camera orbit, three-hit strike combo, dash, elemental skill, burst attack, HP repair pickups, chests, wind seals, changing enemies, and a guardian on every level. - Procedural low-poly visuals, no external art or network dependencies at runtime.
Fast 3v3 arcade football with true FIFA-style controls, on a green stadium pitch. Drive your player with the LEFT thumbstick — dribble into space, then hit the RIGHT buttons: PASS threads it to the open teammate, SHOOT (hold to power up, release in the gold band for a curling PURE STRIKE past the keeper), TACKLE to steal, SWITCH your defender. The perimeter boards are live — bank passes and shots off the walls. String one-touch passes, nutmegs, steals and bank goals to climb a ×1→×5 FLAIR combo; a turnover wipes it clean. Every goal you score promotes the AI a division and roars the crowd; concede and it burns your clock. A 120-second match with kitted teams and a keeper, then your run banks to the Street Points leaderboard. Two thumbs on mobile, or WASD + J/K/L on desktop. Play it beautiful.
A true-3D, mobile-first survivors-like with one original verb: WALK. You are a fungal spore in a bioluminescent humus layer. You never aim and never fire — every step you take grows a glowing mycelium carpet that corrodes the bugs swarming over it, slows them, and can be DETONATED in a chain of spore-blooms along the whole connected web. Movement is level design: paint a living battlefield, funnel the horde into your net, and blow it all at once. Grow from one lonely spore into the forest floor itself. 6 fungal species, 12 auto-weapons with evolutions, 12 passives, 14 bugs, multi-phase biome bosses, a mutation tree, endless mode and a daily seed. Corrode. Bloom. Overgrow. One thumb.
A cinematic wind-powered 3D sailing regatta with a live ocean title screen, first-play lesson, wave-tracked buoyancy, layered sea audio, procedural clouds, detailed island coastlines, and seven gates across 1.4 km of open water.
Claymation table tennis where you don't hit the ball — you DRAW its flight path. Sketch a stroke and the ball flies along that exact arc: bend it for a swerving banana sidespin, flick UP for topspin that kicks off the bounce, chop DOWN for backspin that dies dead. Curve hard toward the sideline to arm the legendary AROUND-THE-NET shot — legal in real table tennis, spectacular here. Beat eight handcrafted rivals in an 80s workers' sports hall, each a puzzle: the chopper who sags your arcs, the masked player whose rubber inverts your spin, a serving robot, the coach who chalks off your favorite corner, and the old sweeper who only looks up at match point. Then stay after dark for the endless RALLY CHALLENGE under one tungsten lamp, where every return builds heat for the leaderboard. Everything is sculpted clay in true 12fps stop-motion — while your ball glides at silky 60fps. The only smooth thing in the room is the line you drew.
A classic tower defense played on a sunlit tabletop diorama. Windup tin soldiers, clockwork mice, rocking-horse knights, teddy tanks and balloon scouts march out of the toybox toward your block castle. Tap the wooden pads to build candy-colored toy towers — the Dart Bot snipes anything including balloons, the Pop Cannon lobs corks with real splash damage, the Tesla Top chains lightning straight through armor, and the Bubble Blower slows whole columns. Upgrade to Lv3, sell and rebuild, and CALL WAVES EARLY for bonus gold. Survive 15 scripted waves — Block Golem bosses at 5, 10 and 15 shed real blocks as you chip them down — then push endless mode as far as you can. Every leak knocks a real brick off your castle; every kill pops confetti. True-3D miniature with a tilt-shift lens and a music-box soundtrack. One thumb, portrait-first, desktop too.
A direct-start 3D memory maze with tall generated wallpapers, white tiled floors, empty sky, first-person escape, one hidden mobile joystick, key pickups, no time limit, best-time chasing, a separate Upgrade Shop, victory confetti, and 100 replayable randomized levels.
A true-3D one-button jewel of light. A white beam enters a slowly turning hand-cut glass prism and refracts out as a spectral ray that sweeps the arena like a lighthouse. Frosted goal crystals surface around the rim — TAP / CLICK / SPACE to fire a pulse the instant the light threads one. A clean hit shatters it to clarity, drops a rainbow caustic puddle on the bright studio floor, and CHAINS its resonance to nearby crystals for a bigger multiplier. Clear a whole rim in one pulse for a Full Spectrum. The sweep speeds up, crystals re-frost faster, and a second facet splits the beam in two as you climb the tiers. Let three crystals go cold and the ring dies. No neon, no bloom — every color is earned by real refraction and thin-film iridescence, a playable jewelry render. One finger, mobile-first, with a high-score leaderboard.
A relaxing Three.js domino placement sandbox where players paint up to 1500 standing tiles, press Start to tip the first domino, and watch disconnected gaps stop the falling chain.
LANDFALL — a real first-person battle royale in your browser. No install, no queue: 48 jump over Kray Island at dusk. Pick your spot from the plane, freefall, cut the chute, and loot fast — 8 guns from pistol to bolt sniper (plus a golden .338 in the airdrop), vests and helmets Lv1-3, frags, bandages, stims. Real ballistics with bullet drop, aim-down-sights with 4x and 8x scopes, enterable buildings across 8 named zones (Airfield, Blackrock Harbor, Brine Town...). The blue zone closes in seven waves — rotate early, watch the map, and win the last 12 meters. 47 named opponents that loot, rotate, camp, push and third-party — the kill feed never sleeps. Full match in 8-10 minutes. Desktop: WASD + mouse, pointer-lock FPS. Mobile: twin-stick + buttons. EN/中文.
A hot-spring keeper sim with one original verb: CARVE. The mountain spring gushes at 68° and water cools every tile it travels — so the layout of your channels IS the puzzle. Carve ditches down the snowy mountainside, cascade one pool's outflow into the next (capybaras love 42°, snow monkeys 38°, the fox wants a private 35°), mix in the icy stream for precision, roof your pools against winter, and light lanterns for the night crowd. Seasons re-tune the whole network, festival days rank your takings worldwide, and legends — a kappa, an egret sage, a dragon demanding exactly 50.0° — visit the keepers who master the degree. True-3D woodblock-print art, zero bloom. One finger.
A survivors-like with NO attack button. Your weapon is a morningstar — a spiked ball on a chain with real physics. Stand still and it hangs dead at your feet; run circles and it windmills up to lethal speed (damage = kinetic energy); reverse hard and it WHIPCRACKS for ×2.5 crits. One thumb + one YANK button, nothing else. You are a knight woven into a medieval tapestry, and the Moth King's court is chewing it apart — swing well and they unravel back into curling thread. 11 flail-mutating techniques, 7 trims, 6 evolutions (Twin Star, Comet, Thunderclap…), 10 moth-court enemies including wind-moths that drag your chain off course, and 3 bosses that attack the swing itself: thread-walls that CATCH a slow ball, gale lanes you can ride for free speed, and a finale where the world drains to grey linen, the arena is eaten smaller, and only whipcracks wound the King. Victory unlocks endless and Moth-Eaten difficulty. Bayeux-tapestry pigments, zero bloom. EN/中文.
WANJIAN — Ten Thousand Swords. A xianxia gate-runner where a lone cultivator walks an endless stone causeway above a pearl cloud sea, a ring of flying swords orbiting at their back and launching by will alone. DRAG to strafe — every other verb is a choice. Gates come in pairs every 50m: more swords, sharper edges, faster launches, qi, healing… and RED curse gates your swords can SHOOT back into blessings. Gold countdown gates hold four sword forms: heavy BROADSWORD, NEEDLE SWARM, returning CRESCENT, piercing JADE PILLAR. Every 350m a demon general looms on a pedestal altar — dodge telegraphed fire, break its qi, and pick 1 of 3 star-rated artifacts from its chest to forge your school: HEAVY (few colossal blades), SWARM (pierce spreads overkill through the back ranks) or SWIFT (spark stacks make pure speed scale). Every 1000m a white crane carries you above the clouds for a coin-drenched bonus flight. Endless, EN/中文, bright and airy, zero bloom.
The bell of Duskbell is broken, and the town is locked in a 6-minute time loop. Every loop a silent tide — the Hush — swallows the whole town and throws you back to the start. But YOU remember. The door-code scrawled on a notice board, the passphrase the spice-seller mutters at her stall, the 40 seconds a guard leaves his post — every secret you witness is stamped into your ledger forever, and the Hush can't take it. Knowledge is your only level: what you learned last loop becomes a real shortcut this loop — gates open at a tap, known streets let you stride. You don't get stronger, you get wiser, chaining secrets across dozens of dooms until one run you thread the whole collapsing town in six minutes flat and push open the door to the Bell's Heart. A pocket time-loop RPG in flat-matte, low-poly dusk that sinks from gold to crimson to violet-black. Move with the joystick; everything else is one tap. Six endings. One thumb, phone-first.
You are a nameless shadow — and legends are edible. Six doors, six bosses, any order: win a duel and DEVOUR the boss whole. Its signature attack becomes your new button; its movement rewrites your dash (spider-walk trip-lines, quaking leaps, phase-dives, twin dashes). Kill order is your build: every legend is secretly weak to another's stolen power, and every devour makes the rest stronger. You can only carry THREE forms — and behind the seventh door waits THE WHOLE, a bone-white mirror assembled from everything you left behind. Roguelite boss-rush ARPG: no mobs, no grinding, pure duels. Hand-pulled silkscreen art, weekly time trials, an etching tree, and a chimera poster of every run. Others loot; you devour.
The dungeon does not exist until you draw it. You are a royal cartographer with a blank parchment, a few ghostly watermark rumors, and one bottle of ink — which is also your LIFE. Draw a corridor and paper walls fold up into a 3D pop-up world. Close a loop and a room grows inside: its prize is decided by how big and how TIDY you drew it. Enemies are ink blots that can only walk the lines you drew — so draw chokepoints, kite them onto a bridge, then switch to the eraser and drop the whole horde into the blank. Four atlas pages, four bosses that attack your authorship: one redacts your corridors, one plagiarizes your map, one eats your rooms, and the Blank King makes you draw the arena mid-fight while the page forgets itself. Every run ends by printing the ACTUAL map you drew as a wax-sealed poster — no two are alike. Daily survey: the whole world gets the same blank page; a thousand players, a thousand maps.
A micro one-button endless runner in true 3D. You are a tiny mote of light sprinting along a glowing silk filament suspended in a vast, dusty sunbeam. TAP (or Space / touch) to leap — and HOLD for a higher jump — over the gaps and snags in the thread, but stay low and DON'T leap under the overhead arches. Scoop floating pollen motes to build your combo and multiply your score; the longer you run, the faster it goes. A dreamy macro-photography world of volumetric god-rays, drifting bokeh dust and custom bloom, with a bright, propulsive synth score and a Distance leaderboard. Mobile-first, one finger. Tip: big gaps need a full held leap — tap lightly for the little hops, and watch for arches you must duck under.
Draw tiny blocks of homes, shops, and workplaces, then watch a living town build itself around them. Roads wrap each shared block automatically; buildings rise through visible construction stages; named residents find homes, jobs, favorite shops, routines, walking routes, and little cars. Explore freely, inspect any building or neighbor, and watch cool evenings fill with warm windows and streetlights. A pressure-free low-poly city simulation built for observation, not spreadsheets.
A quick TIMING PUZZLE rendered as a luminous brass orrery in true 3D. Concentric rings spin at different speeds, each carrying a glowing gem. TAP (or Space / touch) to lock the active ring the instant its gem sweeps through the gate at the top — nail the dead-centre for a PERFECT and grow your combo. Lock every ring to fire the beam and advance; each level adds rings, speeds them up, and tightens the window. Three lives, one button, escalating precision. Cinematic bloom, a reactive clockwork synth score, and a high-score leaderboard. Mobile-first, one finger. Tip: watch the gate — it pulses brighter as the gem approaches, so play it by feel.
A 3D steam-train rooftop runner where safe coal lines compete with risky timetable streaks, and every semaphore starts a track-changing Mail, Freight, or Express order.
HOLDFAST — the statue-wall defense. You don't advance: your little blue squad is dug in at the end of a bridge, and everything else is coming DOWN it. Three mud statues on numbered pedestals (30 · 150 · 999) are your wall against an endless red tide. Every bullet is a coin — shoot a statue and its number ticks down until the hero inside WAKES UP (a gunner, a heavy, a boulder golem), joins your firing line forever, and a pricier statue rises in its place. Meanwhile the WRECKER, a fat red giant, waddles in and starts shoving your most expensive statue off the bridge. Stop him or lose the slot: a breach pours red gnomes down that column and FREEZES your +1/+99 conveyor income until the wall seals. One thumb, three fires: charge the 999, melt the giant, or hose the breach. Catch parachute crates — AT +150%, FROST, +SQUAD. Count = health = firepower, and the tide only rises. How long can you hold? EN/中文.
Just a short and fun game glm-5.2 made
A one-button orbit-dodge arcade in true 3D. You are a living ember caught in the orbit of a molten forge-heart. Tap (or Space / touch) to flip your orbit direction and tuck inward — thread the sweeping obsidian blades, scoop glowing emberseeds for bonus heat, and ride the rising heat as long as you dare. One button, pure reflex, ever-escalating speed. Cinematic molten visuals with a custom bloom pass, a reactive synth forge-score, and a Heat leaderboard. Mobile-first, one finger. Tip: timing your flips through the blade gaps is everything — tuck inward to slip the close ones.
AVALANCHE — a snowball mass gate-runner. Your NUMBER is your body: you are a snowball on an endless goblin-fortified alpine slope, and your mass (kg) is health AND damage. Ice gates multiply or bite it (×2, +40, −60, ÷2) — and there are no guns: fix a bad stretch by snap-steering through roadside powder drifts that sit dangerously close to cliff crevasses. Crush pines, rocks, palisades and whole candy-roofed goblin villages; everything you flatten EMBEDS in the ball until you are a rolling museum of destruction. Ramps launch you into a landing slam that erases everything around. Every 350 m a boss — YETI, ICE GOLEM, GOBLIN KING WAR-SLED — holds the fortress gate: its HP is a mass threshold, so ram it again and again; each ram costs mass and staggers its regen. Boss chests drop star-rated runes across three proven builds: DENSITY (damage per kg), GLACIER (mass economy), COMET (speed + slam). Bright arctic day, subtle auroras, EN/中文.
You are the tide. The whole world obeys one slider: raise it and boats float over walls, lower it and hidden paths surface. Two small souls need you — the FISH must stay wet, the CAT must stay dry — and the same waterline that is a road for one is a flood for the other. Ride crates like elevators, strand them like stepping stones, cut the sea in two with valves, bottle it, leak it through cracks, melt ice with a moved shadow, and walk a cat into a diving bell to keep it dry under the open sea. 40 hand-built puzzles across 5 chapters, each solvable with grace: your score is counted in TIDES — the fewer times you turn the water around, the brighter your stars. No timers, no fail states; when someone gets wet (or dry) the tide simply remembers and rewinds. A hand-inked watercolor picture book you can flood. One thumb. One slider. Everything else is consequence.
America's 250th birthday grand finale — and YOU are the pyrotechnician. 250 shells for 250 years: HOLD anywhere to send a firework climbing from the harbor barge (its whistle rises with altitude), RELEASE to burst it. Catch the drifting gold stars inside your burst; catch several at once — or overlap a still-blooming burst — to chain combos up to ×5. Every 50 stars advances an era, 1776 to 2026, each with its own skyline: colonial harbor, the Capitol dome, deco towers, the moonshot gantry, and today's skyline with Lady Liberty. Spend your last shell and the sky erupts in an 8-second grand finale before your score hits the leaderboard. Hand-pulled WPA screen-print poster art — flat inks, misregistered plates, paper grain — with a live Sousa-style march. One thumb, phone-first. Happy 250th, America!
A tin-toy railway dispatcher arcade with one original verb: FLIP. Wind-up trains roll out of the sheds and never stop — and you never touch them. All you can touch is the track itself: tap the brass switches to bend the network and guide every train into its color-matched depot. One switch serves many trains, so every flip you make for this train rewrites the future of the next one. Wrong depot costs a heart; two trains meeting head-on burst into a comedy of springs and cogs. Three misses and the shift is over. More colors, more trains, express engines, one glorious plate-spinning panic. Vintage tin-lithograph diorama in cream, brass and tomato — no glow, no bloom, all toy.
SUNWYRM — Snake × gate-runner. Steer the HEAD of a reawakened brass war-serpent down a sun-blasted desert causeway; the body follows the exact S-curves you carve, and every gate bolts a WEAPON-TURRET segment onto your tail: piercing ballista, ember brazier, chain-lightning coil, homing stinger pods, reflecting mirror scale, gold idol. Your build IS your visible body. ×2 duplicates your newest turret, ÷2 chops your tail off (watch it tumble), and cursed −N gates can be SHOT back to positive with your head's venom spit — shoot a turret gate 6× to GILD it to ★★. Head bites cost HP; body bites cost segments — length is armor. Pedestal bosses with huge HP numbers (KHEPRI IDOL, a rival STONE SERPENT, the JACKAL COLOSSUS) coil-fight you in widened arenas and drop 1-of-3 star-rated relics. Three viable builds: LONG, DENSE, VENOM. Reach a boss at full HP and the wyrm LEVITATES into a coin-raining glide. Endless, leaderboards, EN/中文.
BRIDGEHEAD — a crowd-vs-crowd bridge runner. The red army is flooding across a great orange suspension bridge; you start as a handful of blue riflemen where every soldier is one hit point AND one rifle. One thumb steers the formation through people-math gates (+N, ×2, −N, ÷2 — shoot red gates positive before you reach them), grinds NUMBER WALLS to zero for dog-tag jackpots, and carves a wedge through a liquid tide of hundreds of red soldiers — touch it and the crowds annihilate one-for-one. A giant SPAN CAPTAIN guards every tower: dodge his stomp rings, gun him down, then pick 1 of 3 relics across three build paths (VOLLEY barrels+pierce · RAPID rate+fire · MUSTER the crowd itself). Bank DOG TAGS between runs for barracks upgrades, 4 weapons (rifle, scattergun, gatling, launcher) and support units — recon drone, mortar team, and a gunboat raking the deck from the sea. Bright sea daylight, toy soldiers, big numbers. EN/中文.
A true-3D, one-button tether-swing arcade. You are a luminous comet falling through an endless twilight chasm: HOLD to lasso the nearest glowing anchor and swing on a taut line, RELEASE to slingshot off the tangent. Chain swings to fly far, snatch light motes, dodge floor spikes and void orbs, and outrun the collapsing dark. Pure reflex with a deep skill ceiling — gravity feeds every swing, so good timing turns a fall into a soaring arc. Cinematic bloom, a reactive synth score that rides your speed, and a distance leaderboard. One finger, mobile-first. Tip: hold from the first second — your comet is already falling.
FROSTLINE — a 60-hunter battle royale on a hand-painted wooden folk-art winter valley. The ring isn't gas: it's a visible FROSTLINE that crawls across the map and freezes everything behind it to glass — trees, lakes, and anyone too slow, who shatters like an ice sculpture. And unlike every other battle royale, the dead zone is still yours to walk: raise a torch (it holsters your gun), plant campfires, and carve warm pockets through the frozen world — loot what nobody dares touch, flank the circle from behind. Lakes freeze mid-match into new roads. The endgame closes the ring to NOTHING: the only warmth left is the Last Hearth — one fire, everyone around it. Drop by paper kite with 59 named hunters (five AI temperaments that rush, loot, camp, stalk and gamble). 6 folk weapons in 3 paint grades, dash, firecrackers, hot cocoa. 12 badges, 13 liveries, EN/中文. Winner's dinner: a roast chicken by the fire.
Ride in the back row behind two plush mice as they cheer, choose the rails, and race through a handmade lantern-lit miniature town.
CHISPA — a possession body-hop arena roguelike. You are an immortal spark with no body of your own: TAP any piñata to LEAP inside and steal its legs and weapons. Paper bodies decay by the second — kills buy time, and jumping out detonates your old husk like a confetti grenade (the healthier the body, the bigger the boom). Chain leaps within 5s to multiply your candy. 8 possessable piñatas — donkey, star, street dog, little bull, cactus gunner, skeleton mariachi, turkey, runaway watermelon — plus gold-shelled elites you must crack open. 25 altar blessings (3 legendary), and 3 bosses that all bend the possession rule: ram the armored bull with his own sons, pierce the mother star with her starlets' spikes, then out-body-hop the Cardboard King and CLASH his naked soul, spark against spark. 15 waves + endless mode, piñata gallery, unlockable starter bodies, EN/中文. Crepe-paper fiesta at high noon: zero bloom, all confetti.
Dive down a bottomless painted porcelain well — and the blue-glaze murals COME ALIVE. Cobalt sparrows, koi and serpents swim out of the wall paintings to stop you; your answer is a pair of HEEL-KILNS: tap in the air to blast kiln-fire straight down, and hover-dance on your own flame. Stomp enemies to bounce and refill your charge. Every kill without touching the ground grows a porcelain-chime COMBO; land to bank it into pearls. Every 500 metres the murals change, and every 1500 metres a mural guardian seals the shaft: a diving Blue Heron, a flooding Koi Emperor, and a Cloud Dragon coiled around the entire well, wounded only on its one burning spine scale. The signature: the first time you would die, you SHATTER — then are rebuilt seamed with GOLD. Kintsugi form fires hotter, but you are one crack from the end. 14 glazes, 4 heel-kiln variants, a pearl shop, a shared Daily Well seed, a Deepest Dive leaderboard. Beauty from breakage. How deep can you fall?
A turn-based western dice-slinger roguelike on a cursed saloon table. Every enemy is a playing card with a six-gun; every one of your dice is a physical object you carve, face by face, into a build. Roll three ivory d6 across real 3D felt, then drag them into your cards: any die loads the REVOLVER, a pair fans the hammer, a 1 plus dice summing eight is the DEAD MAN'S HAND. Taking hits earns GRIT — the cheater's currency — spend it to nudge a rolled die up or down in plain sight. At camps you carve single faces forever: turn a worthless 1 into a golden SKULL wildcard, gild a face to mint grit, crack a face to count double... if it doesn't shatter the die. Three acts of branching trails stand between you and the bounty: THE HOUSE flips your best die unless you pay him off, RATTLESNAKE JAKE venom-locks your cards, THE UNDERTAKER buries your dice in little coffins. Daily seeded showdown. Fully turn-based — perfect on a phone, treacherous everywhere.
REPAINT — a paint-mixing gate runner in a pencil-sketch world. The Grey ate the city's color; you are the last painter, auto-walking an endless boulevard with a sprayer. Gates load RED, YELLOW or BLUE pigment into your two-slot tank, and the MIX is the weapon: red hits heavy, yellow sprays fast and wide, blue lobs slowing puddles — R+Y bursts into explosive ORANGE, Y+B stains with GREEN rot that jumps on kill, R+B fires homing PURPLE. Everything you kill blooms into permanent color: husks stay as painted statues, splats never fade, facades colorize — ahead is graphite, behind you is a riot. Spray grey stat gates to flip them positive. Every 350 m a marble CRITIC blocks the road: dodge his eraser dust, thread his shockwave gap, and his death detonates a COLOR NOVA that repaints the whole street — his chest holds star-rated painter tools. Three viable builds: IMPASTO (crit pressure), BROADSIDE (wide piercing spray), FLOW (stain-stacking rate). EN/中文.
BANDWAGON — a marching-band crowd runner where the music IS the firepower. Lead your band down an endless parade route overrun by escaped parade balloons: every member is one hit point and one shooter, and every shot is a REAL musical note, quantized onto the beat and the current chord of the parade theme. 5 members are sparse plinks; 300 are a wall of joyous brass. One thumb steers the formation through x2 / /2 / +- bunting arches (shoot red arches back to positive), and section arches swap your bullets' instrument: trumpet tracers, piccolo trills, piercing trombone slides, bass-drum shockwaves, lobbed sousaphone bombs, chain-zapping cymbals. Every 350m a GIANT parade balloon boss — elephant, octopus, robot — stomps the street on tether cables; pop it, open the chest, and pick 1 of 3 starred relics to build FORTE (big accented notes), ENSEMBLE (a huge band with pierce) or TEMPO (on-beat crits that echo). Bright daylight festival, confetti everywhere. EN / 中文.
The one classic roguelike system nobody dared to arcade-ify: UNIDENTIFIED POTIONS. You are an apprentice apothecary locked in the guild cellars with a mortar, six essences, and no weapon — the potions ARE the weapon. Combine any two essences and one of fifteen effects comes out: Frost Nova, Bee Swarm, Gravity Well, Transmute… but the pair-to-effect table is secretly RE-ROLLED every run. The flask only whispers a hint — bubbling means harm, glowing means trickery, swirling means drink me — then you commit: lob it at the horde, or gulp the unknown like a gambler. Every confirmed reaction is stamped into your journal, and knowledge cuts both ways: the final boss, THE UNLABELED, throws back ONLY the brews you discovered. Your ignorance is your armor. Four hand-glazed majolica cellars, enemies that drop their own essence color, permadeath, and a Daily Cauldron where the whole world drinks from the same shuffled table. Your death screen is your journal page — half-filled, hard-won.
Guide a paper airplane through an endless procession of beautifully restored rooms, threading brass rings above herringbone parquet, woven rugs, and warm afternoon shadows.
You are the BELLWETHER — the belled lead sheep. You never attack: the FLOCK is the weapon. Two dozen bleating boids follow your bell — your health bar (every sheep lost is health gone), your economy (spread out and they graze, growing WOOL that pays for abilities) and your artillery (a tight, fast flock TRAMPLES; damage scales with mass × speed). Spread to feed, tighten to fight. Spend wool on a STAMPEDE charge, a projectile-blocking RING, or a snap-SCATTER dodge that implodes onto anything inside. Recruit rams, decoy black sheep, goats that headbutt darts out of the air, lambs that grow up if kept alive. Four storybook meadows, four bosses that attack the herding verb itself: a Great Wolf to intercept mid-leap, a magpie-wolf that STEALS YOUR BELL — and a wolf disguised as one of your own sheep: it never grazes, its gait is a beat off, its eyes glint ember. Permadeath; every sheep has a name, and the game-over page is a storybook epitaph for everyone you lost. Daily Fold seed.