Expedition Games is a small, independent studio making original games you can play right in your browser — free, with nothing to install and no console required.
What we make
Every game here is built from scratch: the rules, the art, the writing, the code. We're drawn to games that are simple to start and hard to put down — a daily puzzle you finish over coffee, a sliding-tile board you keep shaving seconds off, a trail west where every choice costs something.
Nothing needs a download. Open a link, and you're playing on whatever you already have — a phone on the bus, a laptop at lunch.
We're deliberately unfashionable about a few things. There are no daily energy meters, no countdowns designed to pull you back, and nothing to buy. A game either earns another go on its own merits or it doesn't, and if it doesn't, that's a design problem for us to fix rather than a habit to engineer around.
How a game gets made here
Most of them start as a rule scribbled down and argued with. If the rule still seems interesting a week later, it becomes a rough playable thing — usually ugly, usually in a single HTML file — and gets played until it's either obviously fun or obviously not. A surprising number don't survive that step, which is the point of taking it early.
What survives then gets built properly: the art drawn, the copy written, the edge cases chased down, the whole thing tested on a phone with one hand on a bus. That last part matters more than it sounds. A puzzle that's elegant on a desktop and fiddly on a phone is just a puzzle that's fiddly, because that's where most people will actually meet it.
Balance gets treated as a real engineering problem rather than a feeling. The larger games have simulation harnesses that play thousands of runs against the rules to find the difficulty cliffs and the dominant strategies before a player has to. It's unglamorous work, and it's the difference between a game that's hard and a game that's unfair.
What we care about
Fair difficulty. A game can be brutal, but it shouldn't cheat. In Flyer, for instance, the obstacle generator is built around an invisible corridor that's always physically flyable — the game gets harder by narrowing your margin, never by placing a gap you couldn't have reached. A run that ends should always be one you could have flown.
Respecting your time. These are games you can finish, put down, and come back to. Progress saves on your own device so a closed tab doesn't cost you anything, and nothing punishes you for missing a day.
Playable by anyone, anywhere. No install, no account, no console. If you have a browser, you have everything you need. Accounts exist only for people who want their results to follow them between devices, and they're entirely optional.
Original work. The classics we build — a sliding-tile puzzle, a paddle game — are public-domain ideas that belong to everybody, but the art, code, writing and feel are made here rather than licensed in.
The games
- 4 of a Kind Playable Daily puzzle
Sixteen everyday items, four hidden groups, and most items look like they fit three of them. - Flyer Playable Arcade
One button, one aircraft, and a corridor of cloud that keeps narrowing. - 2048 Playable Number puzzle
Sixteen cells that fill up faster than you can tidy them. - Snake Playable Arcade
Eat, grow, and never fold yourself in half — with a steam train, a semi truck or a wagon train to drive. - Fifteen Playable Sliding-tile puzzle
Fifteen plaques, one empty socket, and a personal best that keeps moving. - Tic Tac Toe Playable Classic
Nine squares, three opponents, and one of them cannot be beaten. - Chess Playable Classic
The whole rulebook, three strengths of computer, and a board that fits a phone. - 8 Ball Playable Classic
Aim, power and spin — then live with wherever the cue ball stops. - Ninja Jump Playable Arcade
Kick off one wall, then the other, and climb before the floor catches up. - Ping Pong Playable Arcade
Where on the bat you meet the ball is the entire game. - Hangman Playable Word
Six wrong guesses, a category to work from, and a word that will not come. - Dots and Boxes Playable Strategy
Join two dots, close a box, go again — and learn when not to. - Minesweeper Playable Logic puzzle
Every number is a complete statement about the eight cells it touches — the rest is arithmetic, not luck. - Four in a Row Playable Strategy
You never pick a square, only a column — and every disc builds a step for the other side. - Mini Golf Playable Sports
Every hole has a straight line, and on half the course it is the wrong shot. - Pairs Playable Classic
Everything you need has already been shown to you — the only question is whether you were looking. - Hoppy Trails Playable Arcade
The trail only goes one way, and so does the dust behind you. - Remnant In development
Stranded survival puzzles: sixteen items on screen, and you pick the exact four that solve the moment in front of you. - Homesteader In development
An off-grid homestead sim in 3D: hire workers, lay out paths, and grow a settlement from bare ground. - Westward In development
A trail-survival game about leading a wagon party west — hire your people, stock the wagon, and take the encounters as they come.
Each playable game has a full guide — rules, controls and the tactics that genuinely help — on the games page. And the workshop notes behind them — how the encounter deck for the trail game is designed, what four hundred thousand simulated runs said about its difficulty, how the cover art paints itself — are collected in Field Notes.
Who's behind it
Expedition Games is the work of Keegan Faulkner, an independent developer who designs, writes, illustrates and builds each title. It's a one-person shop by choice: small enough that every game gets made the way it should be, and finished only when it's actually fun.
Working this way has obvious costs — things ship slowly, and there's nobody to hand the boring parts to. It also means there's no committee between an idea and the version you play. If a puzzle's third clue is weak, it gets rewritten that afternoon. If a game turns out not to be fun after two months of work, it gets shelved rather than shipped, which is a decision a bigger studio often can't afford to make.
Why the browser
The browser used to be where you found the strangest, most inventive games — the ones made by one person with an idea, that you'd stumble into and play for an hour without ever installing anything. Then that whole world moved behind app stores and download gates, and a lot of it simply stopped being made.
We think a link is still the best distribution a small game can have. Nothing to approve, nothing to update, nothing to uninstall — you send someone a URL and they're playing in seconds, on whatever's in their hand. That constraint shapes the games too: they have to be small enough to load instantly and clear enough to understand without a tutorial, and both of those tend to make a game better rather than worse.
What's next
More games, and more of the ones already here. The last run of small classics — 8 Ball, Ninja Jump and Hangman — has shipped now, so the bench holds the three larger ones above: Westward, Homesteader and Remnant. They'll arrive when they're genuinely good rather than when they're merely finished.
Got a question, a bug, or an idea for a puzzle category? Get in touch — we read everything, and a fair few of the daily boards started as somebody else's suggestion.