Neon Survivor
Survive enemy swarms while auto-attacking; choose one of three upgrades at each level-up to create emergent builds.
Roguelites, arena survival and skill games built for short sessions. Every game is playable in the browser and ships as a buildable TypeScript project.
9 games in this collection

Survive enemy swarms while auto-attacking; choose one of three upgrades at each level-up to create emergent builds.
Survive magical arenas and combine elemental spells into powerful synergies.
Sixteen toy fighters drop onto a tiny island, grab simple gear and survive as the safe zone rapidly contracts.
Maintain speed through a city by vaulting, jumping, sliding and wall-running across rooftops.
Launch and swing a floppy ragdoll across rooftops, grabbing anchors, bouncing on trampolines and flipping for style to travel as far as possible.
Tap and hold to grapple neon anchors, swing, release and chain momentum through glowing obstacle courses.
Swipe-slicing arcade: cut jelly, fruit, wood, glass and crystal clean, chain perfect cuts, never touch a spark core.
Fight waves with a modular mech, then choose components that alter weapons, chassis behavior and support drones.
Fight a sequence of unique bosses with no filler levels; each victory grants a modifier that changes later fights.
The action games above split into two groups. Five are combat games: a survivor auto-shooter, a twin-stick mech shooter, a twin-stick boss rush, a battle royale against bots and a spell-casting arena. Three are movement and skill games: a ragdoll physics game, a one-button grappling game and a 3D parkour runner. Six are built on Phaser 4.2.1 and two, Mini Royale and Rooftop Parkour, on Three.js r186. All are single-player, support touch, mouse, keyboard and gamepad, and include a daily challenge.
| Game | Style | Engine | Orientation | Initial download |
|---|---|---|---|---|
| Neon Survivor | Survivor roguelite, auto-shooter | Phaser | Landscape | 560 KB |
| Mech Arena Lite | Twin-stick shooter with modular mech builds | Phaser | Landscape | 520 KB |
| Boss Rush Lab | Twin-stick boss rush with bullet dodging | Phaser | Landscape | 600 KB |
| Mini Royale | Battle royale against bots | Three.js | Landscape | 325 KB |
| Spellstorm Arena | Magic arena roguelite with spell fusions | Phaser | Landscape | 660 KB |
| Ragdoll Rooftops | Ragdoll physics, distance and flips | Phaser | Landscape | 500 KB |
| Hook Hero Neon | One-button grappling and speedruns | Phaser | Portrait and landscape | 545 KB |
| Rooftop Parkour | 3D flow runner, one thumb | Three.js | Landscape | 330 KB |
Neon Survivor is a survivor game in the bullet-heaven style: the hero attacks automatically, and each level-up offers three upgrades, so every run produces a different build. Challenge modifiers, mastery and meta-progression keep players coming back.
Mech Arena Lite is a twin-stick shooter where players fight waves, then choose components that change weapons, chassis behavior and support drones. It has a campaign and challenge tiers.
Boss Rush Lab has no filler levels: players fight a sequence of unique bosses, and each win grants a modifier that changes later fights. Assists and difficulty tiers make it approachable for casual players.
Mini Royale drops sixteen toy fighters, the player and bots, onto a small island where the safe zone shrinks fast. It has a training mode, ranks and mastery, and it is tagged family-friendly, which matters for portals with a young audience.
Spellstorm Arena replaces guns with elemental spells that combine into fusions, with relics, drafts, bosses, trials and a codex.
Ragdoll Rooftops launches a floppy ragdoll across rooftops using anchors, trampolines and flips for style. Hook Hero Neon is a tap-and-hold grappling game with ghost replays for speedrunners, and the only game in this group that also plays in portrait. Rooftop Parkour keeps the player at speed through a city by vaulting, sliding and wall-running, with ghosts and a time trial.
In six of the eight games, weapons, enemies, arenas, levels, missions or route pieces are JSON files in the game's data/ folder, so you can retune damage, spawn rates or level layouts without touching game logic. Spellstorm Arena keeps its spells and items in TypeScript data modules, and Boss Rush Lab's bosses are defined in code, so changes there need TypeScript. Every game ships its tests, so you can check a rebalance before you build.
Our free space shooter code explains the core of a shooting game in one file, and the HTML5 game physics guide covers the kind of physics behind Ragdoll Rooftops.
No. All our games are single-player. Mini Royale gives the battle royale feel with bots instead of other players, so it needs no game server. Our guide to multiplayer HTML5 games explains what real-time multiplayer would add.
Yes. Every game supports touch as well as mouse, keyboard and gamepad. Play the demo on a phone before you buy to check that the controls suit your players; the product page lists the controls for each input.
Mini Royale and Rooftop Parkour, both on Three.js r186, with initial downloads of 325 and 330 KB. The other six are 2D Phaser games. Three.js game source code lists every 3D game we sell.
Yes, within your license. Most combat tuning is JSON data, and the rest is typed TypeScript. You can rename the game and replace art; each game's ASSETS.md lists where every asset comes from, including art and sound generated in code.