playable originals
The Arcade
Games from the workshop. Built here, playable here — no installs, no accounts, no ads. The dev log tells you how the sausage was made; this is the sausage.
Mountebank NEW
America, 1885, and you owe more than you can pay. Mix cheap dockside sludge into a miracle tonic, slap a name on the bottle, and make your pitch — you find out what it actually does long after the money has cleared. Clear the debt and get out before the graves — or the magistrate — catch up. An all-time Record Book keeps every name that got out. Bring headphones.
Market Street NEW
You never place a building. You decide what's legal, what's affordable, and what's connected to the sewer — the town does the rest, and keeps a ledger of everyone you price out. A new daily town for everyone, every day. Bring headphones.
Gravity Harbor NEW
Gravity is the terrain. Bend a river of salvage and screamers around fixed planets — soft-land the valuable, gun down the deadly, and grow a colony out onto the same rocks you're using as shields. Fifteen waves, three bosses, one mountain that splinters. A new daily harbor for everyone, every day. Desktop — bring a mouse.
Exit Liquidity
Start broke. Trade your way out — or deeper in. A market engine with opinions of its own: an order book, price-time priority, and no mercy. Runs are short and every wipeout teaches you something about the next one. In open development — one class live (the Debtor), four more on the roadmap.
More games are on the bench. They get built in public on the dev log — balance harnesses, failure modes, and the occasional mill funeral.
The Daily Squirrel, by email
New Exit Liquidity classes, new dev logs, and first crack at the discovery engine when it clears its gate. Daily in spirit, occasional in practice. No spam, leave whenever.