ON THE GRID
Ten games on the shared 2.5D renderer: play stays on a flat grid, the board is real geometry, and the light comes off the edges.
TETRON
Your light trail and falling tetrominoes fill the same rows — but light alone never clears one.
DEREZZ
Tower defense with no fixed path. Every tower you build is a wall, so the maze is the real defense.
MAINFRAME
An isometric city builder for programs: zone it, power it, and keep them coming.
DAEMON
A turn-based roguelike down procedurally generated layers. Every step you take, everything else takes one.
GRIDLOCK
Light-cycle arena against riders that steer for the cells you are about to need. Last one moving wins.
LATTICE
Falling blocks on squares, triangles and hexagons — and on sloped fields the stack settles like sand.
CADENCE
The board is muscle. Keep a contraction wave sweeping across it, and do not let it cramp.
HOTWIRE
Steal it, drive it, drop it: a top-down city of programs, courier jobs against the clock, any car yours for the taking, and sentinels who remember.
PULSAR
Every bounce spends a charge and a pop spends none — and a pulse that runs out swells into your next problem.
QUORUM
Tetris played for territory. Two cells of every piece come out in your colour; the rest is grey, and in everybody's way.
GIMBAL
Connect four on a cube. Drop a stone, then turn the cube — and the face that comes up is the one they must play into.
OFF THE GRID
Four on the realistic pass: sun shadows, procedural sky and textures, terrain and water.
INTRUDER
A first-person shooter with real models: an endless beam, and a disc that bounces three times off the walls. Now at intruder.ortic.dev ↗
LASTCALL
Five ways off one island, on foot and against the clock: the ferry out of the harbour, the cable car up the ridge, a mine lift down a hundred metres of cliff, a freighter off the strip on the plateau, and the ship on the pad out at sea. Each one goes on its own schedule whether you are aboard or not, and you board by walking on — there is no key for it. Built out of RIDGE's own models and its renderer, with a swarm that gets worse the higher you climb and thirty rounds between you and it.
PRIMER
A place to learn things, on INTRUDER's engine. A hall with an island and a tree in it, and four ways out — over a bridge, up a ladder, across a narrow span, or waiting for a platform to carry you. Pick a topic off a plinth, read what you are about to be asked, then shoot the right answer out of the air or walk through the door it is written on. What you get wrong comes back.
FLY AWAY
A rally through eleven kinds of country: a harbour town with a tall ship offshore, a river with a paddle steamer and a mill, switchbacks under a cable car in the Alps, a desert road through a rock arch — and a moor where the road leaves the ground, hairpins stacked up a mountain, a figure of eight that crosses itself on a flyover, and a kilometre of the Weald with a 3.7 km lap. Race a field of five from the back of the grid, or race the ghost of your best lap — or leave the clock behind in the county, three kilometres of open country to drive from the town to the beach and up into the forest. It was RIDGE; it has a home of its own now at flyaway.ortic.dev.
RANGE
Nine holes of golf over open ground: a bag of clubs, backspin, bunkers, wind, slope, and water that costs you a stroke.
WATCH
Hold the ridge until dark: one bolt-action rifle, wind and drop, breath to hold, and the last hour of light.
IN TOWN
One for children, on a renderer of its own: a toy town made in Blender, bright paint under a warm sun.