Every game we've made, what it actually is, and how to play it well. All of them are free, run in the browser, and need no account — twenty-four are playable right now, and three more are on the bench.

Every game, in full

4 of a Kind

Daily puzzle

Sixteen everyday items, four hidden groups, and most items look like they fit three of them.

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Word & category game

Sixteen everyday items are on the board, and they hide four groups of four. The trick is that most items look like they fit several groups at once, so the puzzle is working out which connection the board actually intends. You get four mistakes and two hints, and the four groups are ranked from straightforward to genuinely sneaky. A new board appears every day, drawn from practical, real-world knowledge — tools, cooking, plants, trades — so solving one usually teaches you something.

Fifteen

Sliding-tile puzzle

Fifteen plaques, one empty socket, and a personal best that keeps moving.

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Speedrun

The classic 15-puzzle, rebuilt in brushed silver: fifteen numbered plaques in a four-by-four tray with one empty socket. Slide them until they read 1 to 15 with the gap last. Every board you're dealt is checked to be solvable before it's handed to you, so no shuffle is ever a dead end — if you're stuck, it's the method, not the deal. Your moves, your clock and your best time are kept on your device, and most of the game is quietly trying to beat the run before.

Flyer

Arcade

One button, one aircraft, and a corridor of cloud that keeps narrowing.

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One-button

A one-button flying game. Each tap is a single flap of thrust; the rest of the time you are falling, and the whole game is spending those flaps well as banks of cloud drift past. Every gap is guaranteed reachable from the one before it, so a run that ends is a run you can learn from rather than one the game stole from you. It gets harder honestly — the safe corridor narrows, the cloud thickens, the world speeds up — and the sky keeps opening the higher you climb.

Snake

Arcade

Eat, grow, and never fold yourself in half — with a steam train, a semi truck or a wagon train to drive.

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Classic, with rigs to unlock

Snake played straight — eat, grow by one, don't fold yourself in half. Keep playing and you unlock rigs to drive instead of the plain green homage: a Steam Train, a Semi Truck, a Wagon Train, each pickup hitching on another car, trailer or wagon. There are two ways to play it: Drive, where the rig never stops and you only steer, and Pull, where it moves only while you're hauling it and standing still costs you nothing. On a phone you can put a finger on the board in Pull mode and drag the whole thing around behind you.

2048

Number puzzle

Sixteen cells that fill up faster than you can tidy them.

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Single player

The sliding-number puzzle, done to the original rules. Swipe and the whole four-by-four board moves at once; two equal tiles that collide merge into one worth double, and every move that changes anything drops a fresh tile into a free cell. Reaching 2048 is the stated goal and the game tells you when you get there, but you're free to carry on — the run only really ends when the board is full and nothing on it matches. The board you're halfway through survives a refresh, and there are 24 levels of undo for the move you wish you hadn't made.

Tic Tac Toe

Classic

Nine squares, three opponents, and one of them cannot be beaten.

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Two players or vs computer

Three in a row, done straight. Play a friend on the same device, or the computer at one of three settings: Easy makes real mistakes, Medium is a genuine challenge, and Impossible plays perfectly and never loses — against that one a draw is the win. You pick your mark and who opens, and the running tally of wins, losses and draws is kept for you. It is a short game with a genuinely useful idea buried in it: some games are solved, and knowing which ones changes how you play them.

Chess

Classic

The whole rulebook, three strengths of computer, and a board that fits a phone.

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Two players or vs computer

Chess with the whole rule book in it — castling that won't let you pass through check, en passant only on the move it's allowed, stalemate told apart from checkmate, threefold repetition and the fifty-move rule. Play a friend on one device or the computer at one of three settings, where the difference between them isn't a dice roll: the easiest one genuinely doesn't look past the first capture, so it hangs pieces the way a beginner does. There's a clock if you want one, and a take-back that makes the hardest setting a teacher rather than a wall.

Barry's Table

Arcade

Stand behind your bat and keep Barry's rally alive — every return comes back a little faster.

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One player vs Barry

Table tennis from behind your own bat, looking down a lantern-lit table at Barry, who gets every ball back. There is no swing to time: put your bat where the ball arrives and it goes back, and the whole game is how long you can keep doing that as each return comes back a little quicker. The ball's shadow, a ring where it will bounce and a glow on your bat are the read. Your longest rally unlocks new paddles and nets along the way.

8 Ball

Classic

Aim, power and spin — then live with wherever the cue ball stops.

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Two players or vs computer

Eight-ball pool on a proper cloth table, with the physics done in real table units — a nine-foot bed measured in inches, so a hard break is a genuine nineteen miles an hour rather than a number that only means something at one screen size. The first ball you pot after the break takes you solids or stripes; clear your set and the black wins it, unless you reach it early or foul on it, in which case it loses it. Drag on the cloth to aim and the line shows where the cue ball makes contact and where the object ball goes, then pull the rail back and let go. Three other games share the table: 9-ball, bumper pool on a rectangular or octagonal bed, and a practice table with no rules at all.

Dots and Boxes

Strategy

Join two dots, close a box, go again — and learn when not to.

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Two players or vs computer

Draw a line between two dots; close the fourth side of a square and it's yours, and you go again. Those two sentences hide a real strategy game about chains and counting, and the moment it clicks is when you work out that taking every box you're offered is how you lose. Three grid sizes and four opponents, the hardest of which plays the all-but-two sacrifice and solves the endgame exactly rather than guessing at it.

Hangman

Word

Six wrong guesses, a category to work from, and a word that will not come.

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One or two players

The classic done straight: a hidden word, one letter at a time, six wrong guesses before the drawing finishes without you. The category is always on screen, because in hangman the category is the fairness dial — it gives you somewhere to start without handing you the answer. Ten themed sets and over a thousand words, all written for this game. Beyond the everyday round there's a Daily word — one a day, the same one for every player, on a cycle that runs years before it repeats — and a 2 Player mode where one of you types a word into a masked field, adds a hint if you're feeling generous, and hands the phone over.

Ninja Jump

Arcade

Kick off one wall, then the other, and climb before the floor catches up.

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One player

A one-tap endless climb up a shaft with no top. The ninja is always clinging to a wall and always sliding down it, so height is something you are continuously losing and the only way up is to let go. Tap and it kicks off, arcs across, and sticks the other wall about ten metres higher — you never pick the wall, only the moment, which is what makes one button enough. Tap again in mid-air for a second kick, one per jump, to clear something that was in the way. The shaft narrows as you climb and the spikes, saws and blocks stop sitting still. Pick a ninja and Painted or hand-inked Vector art; both play the identical climb.

Minesweeper

Logic puzzle

Every number is a complete statement about the eight cells it touches — the rest is arithmetic, not luck.

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One player

Uncover the whole grid without opening a mine. Every cell you clear tells you how many of its eight neighbours are live, a cell with none opens its entire neighbourhood at once, and from there the board is a chain of small deductions rather than a run of guesses. The first tap is always safe — the mines are not dealt until after it, and then they are dealt around it — and a number whose flags are all placed can be tapped to clear everything else it touches, which is where the speed lives. Hold a cell to flag it, or flip the whole board to flag mode from the top bar. Three boards: 9×9, 16×16, and the full 480-cell expert grid turned on its side so it fits a phone whole, each keeping its own best time.

Four in a Row

Strategy

You never pick a square, only a column — and every disc builds a step for the other side.

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Two players or vs computer

The four-in-a-row game, on a seven-by-six board. Drop a disc down a column and it falls to the lowest free space; line four up — across, down, or on either diagonal — before the other side does. That one constraint is what makes it a real game rather than tic-tac-toe on a bigger grid: you cannot put a disc where you want it, only where the board lets it go, and every disc you drop builds a step for your opponent to stand on. Each column is one full-height button, so your thumb aims at something six times taller than the disc it drops. Play a friend on the same device, or a computer at three levels — the easiest will hand you the square above its own disc, the hardest searches as deep as its time allows and will not.

Mini Golf

Sports

Every hole has a straight line, and on half the course it is the wrong shot.

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One or two players

Eighteen hand-built holes seen from above, front nine and back, par 56. Press anywhere on the course and pull back — the further you drag, the harder the putt — then let go and watch it run. Every hole is made of the same five things, so reading one teaches you all eighteen: rails you come off slower and at the angle you went in, blocks standing out in the felt, sand that takes no stroke but ends your shot where it lies, water that costs one and puts the ball back where you played from, and slopes that push the ball the whole time it is moving. The aim line previews one bounce only — two would be a solver, and reading the second bank is most of the game. A hole nobody can finish is picked up at eight. Play the round on your own against par, with your best round kept on the device, or hand the phone back and forth and settle it over eighteen holes, lowest total wins.

Pairs

Classic

Everything you need has already been shown to you — the only question is whether you were looking.

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One or two players

The flip-and-match game. A table of cards face down, every symbol on exactly two of them; turn two a turn, and a match stays up while a miss goes back the way it was — except now you know what was there and where. That is the whole game, and there is nothing in it to be good at except attention. Three board sizes up to thirty cards, and the sixteen symbols are drawn by the page itself in an expedition set, picked fresh every deal, so two boards of one size are never the same pictures rearranged. On your own a run is judged on moves before the clock, deliberately: the move count is the part that was skill. Two players pass one device around and a match earns another go — which is where the tension of that mode lives, because somebody who remembers well does not take one pair, they take four.

Hoppy Trails

Arcade

The trail only goes one way, and so does the dust behind you.

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One player

An endless crossing game seen from above. A jackrabbit, a wagon road with traffic on it, a river carrying logs, a level crossing with a train due — and exactly one direction that counts. Tap to hop forward and swipe to go sideways, or play it on the arrow keys. A wagon or a train ends the run, whether you hopped into it or it arrived while you stood there. Water is not ground: land on a log or you drown, and the log then carries you downstream, so a river is two problems — getting on, and getting off before the current runs you out of the world. What stops it being a queue is the dust: a few seconds in, a wall of it starts moving up the trail behind you and never stops, so standing still is its own decision. Distance is the score and it pays coins unevenly — rows deep into a long run are worth far more than the first few — which buys into ten hoppers, each held by both a price and a best run long enough to have earned it. One of them cannot be bought at all.

Billy

Arcade

Climb the endless mountain and help Billy reach the summit.

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One player

A vertical bouncer on a mountain with no top to it. Billy jumps by himself, at the same height every time, so there is no jump button and nothing to charge: the only thing you steer is where he is when he comes back down. Hold ← and →, or either side of the screen on a phone.

The ledges do the arguing. Some slide from side to side, some crumble under a single landing, and the rare one throws you most of a screen. The world wraps, so walking off one edge brings you back on the other and the edge of the screen is a route rather than a wall — the eagles use it too. Eagles end a run on contact, but come down on top of one and you stomp it, which is a free bounce where there was no ledge at all. Underneath everything the floor is rising and never stops, so standing still is never free. Height is the score, and the two locked climbers each want a best climb and a number of eagles stomped.

Solitaire

Cards

Seven columns down, four foundations up, and the order of the shuffle decides how much of it you ever get to see.

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One player

Klondike, the solitaire everyone means by the word: seven columns, four foundations and a stock to turn through. Build the columns down in alternating colours, the foundations up by suit from the ace, and only a king goes into an empty column. Tap a card to send it where it goes, drag it to choose, double-tap to send it home.

Play draw one for the forgiving game or draw three for the one that really loses. There is an undo, a hint that only ever suggests a move that gets somewhere, a panel that tells you when a deal is genuinely stuck, and an auto-finish once every card is face up. Your fastest solve is kept on your device.

Sudoku

Logic puzzle

The classic 9×9: three Dailies a day — Easy, Medium and Hard — each against the clock, with pencil marks and untimed free play.

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One player · Daily

Fill the grid so every row, column and 3×3 box holds 1 to 9 once each. Every puzzle here has exactly one answer and none needs guessing: each is checked by a solver before it is dealt, and graded by the hardest technique a person would need. There is a Daily at three levels — Easy, Medium and Hard, the same three for everyone each day — and free play deals a new one whenever you like.

Each Daily is against the clock: ten minutes for the Easy, twenty for the Medium, thirty for the Hard, paused whenever you step away. Tap a square and a number, or switch to pencil for small candidate marks (with All notes to fill them in at once). Matching digits light up, a wrong digit shows in coral, and there's an undo. Solve in time for the leaderboards — the fastest Daily at each level, and the longest daily streak.

Campfires

Logic puzzle

One fire in every row, every column and every camp — and no two fires touching, not even at a corner.

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One player · Daily

A meadow cut into camps: light one campfire in every row, every column and every camp, with no two fires touching — not even at a corner. Every board has exactly one answer and none needs guessing: each is proved by two separate solvers before it is dealt, and graded by the hardest deduction a person would need. There is a Daily at three levels — a 6×6 Easy, an 8×8 Medium and a 10×10 Hard, the same three for everyone each day — and free play deals a new one whenever you like.

Each Daily is against the clock: five minutes for the Easy, ten for the Medium, twenty for the Hard. Tap once for ash, twice for a fire; drag to ash a run of squares; auto-ash marks what a fire rules out. Free play has three hints that point to the next fire. Earn six skins and a set of badges by playing — never by paying.

Telegraph

Logic puzzle

Turn the wire tiles until every station is on the line — one line from the telegraph office, no loops, nothing loose.

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One player · Daily

Every tile carries a piece of telegraph wire, and every one has been spun. Tap to turn them back a quarter at a time until one line runs from the office to every station — no loops, nothing loose. Every board has exactly one answer and none needs guessing: each is proved by two separate solvers before it is dealt. There is a Daily at three levels — a 5×5 Easy, a 7×7 Medium and a 9×9 Hard, the same three for everyone each day — and free play deals a new one whenever you like.

Each Daily is against the clock: four minutes for the Easy, eight for the Medium, fifteen for the Hard. Every board has a par — the fewest turns that solve it — and the best badges ask for a solve with no wasted turns. Hold a tile to pin it; free play has three hints that point to the next tile. Earn six skins and a set of badges by playing — never by paying.

Trailblazer

Arcade

Jump what stands in the trail, duck what hangs over it — in the desert or the forest, and it only gets faster.

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One player

An endless runner with two buttons: one to leave the ground, one to get flat. Your runner never stops and never steers — jump what stands up out of the trail, duck what hangs across it. The trail starts at a walk and builds to a sprint over the first twelve hundred metres; past that the speed only creeps, but the gaps tighten and the mix turns meaner. Every gap still leaves a real moment on the ground before the next jump, so a run ends on a read you missed, never on a trail with no answer.

Pick your country on the way in. The Desert: graves, bones and saguaro to jump, the gallows to duck, a tumbleweed that rolls at you, and light that goes from morning to a night you can barely see in. The Forest: stumps, logs, a pond and a gap in the trail to clear, and an eagle to duck. Same legs, same jump, same trail. Distance is the score — there is nothing to collect and nothing to buy — and the furthest runs go on the leaderboard.

Wagon Yard

Logic puzzle

Shunt the wagons and ox teams out of the way and get your wagon out the gate — in as few moves as you can.

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One player · Daily

A sliding-block escape puzzle in a six-by-six stockyard. Wagons, hay carts and ox teams each roll only along their own track, and your red wagon is boxed in on the gate row. Shunt the others out of the way until it can roll out through the open gate. One slide of one piece is one move, however far it goes, and every yard has a par: the true fewest moves out, found by searching every position the yard can reach and checked by a second solver before it is dealt.

Finish at par for three stars. There is one Daily yard, a Medium, the same for everyone, with no countdown: it is the moves that count. Free play has four levels, up to Expert yards thirty-three moves deep or more, three hints a yard that point to the next piece, and a Replay button to take the same yard down to par. Earn six skins and a set of badges by playing — never by paying.

On the bench

These are the games actually being built right now. None of them is playable here yet and none of them has a date — when one is genuinely good it moves up into the list above and gets a full guide of its own.

What they have in common

Nothing needs downloading, and nothing needs an account. Progress is saved in your browser's own storage, on your device — which means it's private to you, and also that clearing your browser data will clear it. Every game is built from scratch here: rules, art, writing and code. If something's broken or you have an idea, the contact page reaches us directly.