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.
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.
RIDGE
An off-road time trial over open country, handling tuned so every corner can be taken flat out.
RANGE
Nine holes of golf over open ground, with wind, slope, and water that costs you a stroke.
WATCH
Hold the ridge until dark: one bolt-action rifle, five rounds, and the last hour of light.