Test store. Prices are the planned list prices stored as test data, license terms are drafts, and payments go to a Stripe test-mode account. No real money moves.

About us: a small studio that makes and sells HTML5 games

We are a small studio that makes original single-player HTML5 games and sells them with their full, editable TypeScript source. There are 50 games so far, built on Phaser 4.2.1 for 2D and Three.js r186 for 3D, and every one has to pass a clean-room build and its own tests before it goes on sale.

What we make

We make commercial HTML5 games and sell them with complete source code. Each game is a finished, single-player product with levels, menus, saves, settings and translations, and the download is the whole TypeScript project, not a compiled build. Buyers reskin them, rebrand them, put them on their own sites and portals, or ship them for clients, within the license they choose.

The catalog has 50 games so far: 41 2D games on Phaser 4.2.1 and 9 3D games on Three.js r186. They cover puzzle, merge, simulation, strategy, action, racing and sports games. Every one supports touch, mouse, keyboard and gamepad, and most ship in six languages, including Arabic with a right-to-left layout.

How we build games

All our games are written in TypeScript and built with Vite and pnpm. Phaser handles the 2D games and Three.js the 3D ones; two of the racing games add the Rapier physics engine for car handling. Shared platform packages cover what every game needs: the game shell, input, audio, saves, localization, UI, achievements, math utilities and analytics hooks.

Gameplay tuning lives in data, not code. Level layouts, costs, waves and economies sit in JSON files, which keeps balance changes small and testable, and lets buyers change a lot without touching TypeScript. Each game is a static build with no backend, and it accepts URL parameters such as lang, mute, quality and daily, so a host page can control it.

We build with AI-assisted development under human review: coding tools work under our direction, people review the work, and every release passes the checks below before it is sold.

How we check every game

  • Clean-room check. Every source package is unpacked outside our repository and must install from its frozen lockfile, build, typecheck and pass its own tests before it goes on sale. All 50 games passed in October 2026; the first 45 alone ran 9,109 unit tests.
  • Cross-browser tests. End-to-end tests with Playwright run on desktop Chromium, Firefox and WebKit, plus emulated Pixel 7 and iPhone 15 profiles. Emulation is not a real device, so we say so, and we recommend buyers test on the phones their players use.
  • Unit tests. Each game has its own Vitest unit tests, and they ship with the source so you can run them after your own changes.

Original by design

Each game is designed and built in-house: its code, levels, art and sound were made for it, not reskinned from a purchased template or asset pack. Every download includes an ASSETS.md that lists where each asset comes from and a THIRD_PARTY_NOTICES.md for the open-source libraries and fonts it uses. The original games page explains exactly what our Original label claims and what it doesn't.

How we release

New games ship on Tuesdays, and new releases has an RSS feed. The public roadmap shows what is coming: anyone with an account can suggest a game for free and vote for others. If you want a game no one else will have, you can request an exclusive game: sending a brief is free, and you pay only if we accept it.

What is still being set up

The store is getting ready to open. Our company details and the legal pages, including final license terms and the refund policy, are published before sales open. Until then, the Standard and Extended licenses are draft terms, and services beyond exclusive game requests, such as setup, rebranding and portal integration, are planned but not on sale. The store FAQ answers the most common questions in the meantime.