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We don't ship generated games

The fastest way to make a small game in 2026 is to have a model emit the whole thing and hope it runs. We tried that, and we got very good at it — an engine, a content pipeline, automated QA, a scoring committee. Then we noticed something simpler: it couldn't make anything you'd want to play twice.

Generated games usually work. They just stop there. They don't have the one small mechanism that only occurs to a person who has been staring at the same problem for two days — the tile that grows back into wall, the heat that spreads between merged tiles, the shed skin that becomes terrain. Those aren't sampled. They're edited into existence.

So every game here is hand-written. One HTML file, no engine, no framework, no build step. And when it's "done", it has to pass a bar we set ourselves — not "it runs", but "a competent player can make progress, knows why they died, and can play it one-handed on a phone".

Four rules we hold ourselves to

01
A classic plus one dimension
No straight ports. Every game adds something the original never had — and adds exactly one thing.
02
Legible pressure
The difficulty has to be read, not guessed: when the cells come, when the wound hardens. You should always know what killed you.
03
No cheap deaths
No unwinnable states. Dead ends get paved over; if you seal yourself in, you can chew your way out — at the cost of a life, not the run.
04
One moment worth screenshotting
Every game needs at least one moment you'd want to capture. If it doesn't have one, it doesn't ship.

The bar is published

Every game has a scored report: render budget, how far an automated player got in twenty-eight seconds, whether the mobile viewport overflows, whether the console stayed clean. Below a perfect score, it doesn't go up. If something feels wrong to you, write and tell us which second it happened — that goes straight into the checklist.

Why the games are free

Because a shop with nothing to play is not a shop. Seven of the eight games here are free with no account, and they stay that way — they're the finished games, not demos. Signal is the exception: it took weeks of balancing before the traffic punished anyone honestly, and it's the first thing we've put a price on. Membership also covers Wave 1 — 7 more games picked from what's actually charting right now, each rebuilt around one new dimension — and everything after. Payments go through Creem, who handle sales tax and refunds as merchant of record, because we'd rather spend the week on a game than on quarterly filings.

hi@vestradiy.com