Progress
How far along every game is, ranked. 17 games, assessed Oct 22, 2026. Open any row for its scorecard.
1KURO KISHIA side-scrolling shooter with three ships and eight stagesContent-complete75/100
The 3D rebuild has all eight stages with bosses and capital ships and plays in a public web build, and the Unreal version is a packaged game that has had its first human play, while balance playthroughs and an unexplained stage 2 stall are still open.
- Playable8/10
The 3D rebuild is published as a public web build, and its smoke test runs all eight stage timelines to stage clear with zero failures, though the test forces boss damage.
- Core gameplay7/10
Three ships, a power meter, charge shot and a difficulty curve that rises with weapon level are in, and a person played stage 1 for the first time on 14 October (3 stars after 2 deaths, boss down in 14.8 seconds), so bosses got a quarter more hit points, though full human balance playthroughs are still open.
- Content9/10
In the 3D rebuild all eight stages have their environment, enemy, boss and capital artwork implemented, with 15 bosses, 14 capital ships and 76 character visuals.
- Art and audio7/10
In the 3D rebuild every model, texture and effect is generated in code with no raster art, and the audio is nine studio-supplied music tracks plus 42 CC0 sound effects.
- Stability7/10
72 recorded playthroughs (706,493 frames) still replay identically, eight headless campaigns ran on the packaged Unreal game with no crashes, hangs or errors, and frame rates on integrated graphics rose to 46 to 59, but a person's stage 2 play showed a stall of up to nearly three minutes that is not yet explained.
- Release readiness5/10
The 3D rebuild is deployed to a public Cloudflare Pages site, a standalone Windows package of 1.34 GB cooked 4,129 assets without errors, and 189 asset licence records are checked automatically, but no store submission has been made and the Shipping program has not yet been launched.
Assessed Oct 20, 2026. Based on detailed, recent logs. Game page
2OVERWHELMIsometric pixel-art wave shooter where the horde never stops comingContent-complete72/100
A six-arena isometric wave shooter plays from the first wave to its ending in a browser, with AI squad mates and online co-op.
- Playable8/10
The game plays from the first wave to an ending screen in a browser, across six arenas that unlock in order.
- Core gameplay7/10
Two-gun fire, Overdrive, 13 weapon frames across 6 elements and an enemy swarm rule enforced by an automated check are in, and the controller was verified on a real gamepad.
- Content8/10
All six documented arenas (20 to 69 waves), 13 weapon frames and 6 elements are in the game.
- Art and audio7/10
The art follows one 16-bit pixel style with three hand-made plates, and the audio has real-recording gunfire, 30 announcer lines, crowd cheers and a soundtrack.
- Stability6/10
An automated swarm-behaviour check and a full type check gate changes, and the main game file runs to about 13,700 lines.
- Release readiness5/10
The browser build deploys to Cloudflare Pages on request and third-party asset licences are documented in a credits file, though the site lists no play link.
Assessed Oct 4, 2026. Based on some documentation and posts. Game page
3MITTENS THE KITTENSCouch co-op pixel platformer for two cats with nine lives eachPlayable build68/100
Eight worlds with 24 stages and nine boss fights are built, every boss now uses one simple loop, and an automated player finishes them all with no help and no errors, though people have not yet played the latest changes.
- Playable7/10
On 19 October the latest build cleared all 24 stages with no deaths and beat every boss with no help from the test system, though no person has played these changes yet.
- Core gameplay7/10
All nine boss fights now run on one loop (four hairballs leave the dog dizzy for about three seconds, then a stomp on the head, three times) and the jump grace windows were widened to 0.13 and 0.15 seconds, though nobody has played the new boss loop by hand yet.
- Content8/10
All 24 stages across eight worlds and nine boss fights are built, with set dressing placed in every world and about 40 secret rooms, 37 of which the AI found in its best pass.
- Art and audio6/10
Hand-finished sprites cover all eight worlds, all 17 achievements have pixel art icons, and a second review of all 24 stages from 136 camera spots raised the stage dressing score from 7.6 to 8.1 out of 10 with none under 7, but the new sound levels have not been listened to and the largest boss scored below the art pass mark.
- Stability7/10
On 19 October 13 automated runs, solo and two-cat, went through all 24 stages with 0 errors in every run, and two couch co-op bugs (a dismount that dropped a cat back into Samus's saddle and a second cat stuck in the saddle in 6-3) were fixed.
- Release readiness4/10
Windows builds are produced and the game has an options menu, key remapping, a credits screen and a copyright check with no blockers, but there is no public play link.
Assessed Oct 20, 2026. Based on some documentation and posts. Game page
3VOID STRIKESmall ship. Bigger fights.Playable build68/100
All ten worlds and bosses are built and playable in a public web build, while difficulty past the early levels and human playthroughs are still unproven.
- Playable7/10
A public web build is live and automated runs on 2026-10-16 cleared levels 1, 2 and 4 of the 10-level campaign, but no human full playthrough is recorded.
- Core gameplay7/10
Formations, dive attacks, tractor-beam captures, dual fighters, six power-up types, bombs and destructible enemies are all in and run without errors, but balance past level 3 is unproven because 55 of 71 pilot deaths came in boss fights.
- Content8/10
All 10 documented worlds are built, each with its own environment and a boss with a distinct silhouette, plus challenge stages on levels 3, 6 and 9.
- Art and audio6/10
An art review ended at partial with no blockers open and its seven criteria scored between 6 and 7, with bunker, bloom and planet-rim polish still listed, and the sound effects come from a ready-made pack.
- Stability6/10
Three 12-minute endless soaks (about 3.5 game hours each) found two bugs that are now fixed, and the last soak had 0 errors with graphics memory flat, but there are no unit tests and gamepad input was not exercised.
- Release readiness5/10
The build is deployed to a public Cloudflare Pages site and its bundle matches the local build, but no store packaging has been done.
Assessed Oct 16, 2026. Based on some documentation and posts. Game page
5OVERWHELM II3D dark-fantasy horde action where your blade decides the cutPlayable build66/100
A browser build with ten Levels is live and playable, every Level 2 to 10 mini boss is now a new or evolved model, and the boss cut-in-half finisher and the newer modes are drafts that no person has played.
- Playable7/10
The browser build has been redeployed repeatedly at its own address, most recently as version 6.66.42 on 12 October with a live smoke check that started a run in The Narthex with 0 game errors, and phones are offered Watch only.
- Core gameplay6/10
A wrist limit brought the weapon wrist from 110 to 86 degrees on six classes and mini bosses now keep every limb until 8.3 percent of their life (0 limbs lost in 240 critical blows down to 8.4 percent), though Level 2 guardians still fall almost instantly to a level-20 hero and the Watch AI almost never clears Level 1.
- Content8/10
Ten classes and ten Levels exist, and Levels 2 to 10 now have 36 mini-boss encounters (18 newly sculpted and 18 evolved bodies) with entrances, attacks and finishers, but Survival and Showdown are still marked drafts that no person has played.
- Art and audio6/10
The 36 mini-boss encounters and the earlier boss and character models are in the playable build, each class has its own resting hand that closes on its weapon, and a local boss cut-in-half finisher passed 116 of 116 forced cuts, while most sound is still synthesized in code.
- Stability6/10
All 36 mini-boss encounters passed a real game test with zero reported game errors and 116 of 116 local boss cuts passed with 0 errors, but a clean 5 October measurement showed about 20 fps with 62 enemies and nothing has been tried on a real phone.
- Release readiness5/10
A public build is deployed on Cloudflare Pages with version 6.66.42 live on 12 October, the options screen carries the credits that one sound licence requires, and the sources record no store packaging.
Assessed Oct 16, 2026. Based on some documentation and posts. Game page
6AFTERSHOCKRun-and-gun action for one to four players on one screenPlayable build64/100
A seven-level run-and-gun campaign with a finale plays start to finish in the browser for one to four players, and a Unity port now matches it frame for frame in the comparison runs, with safer saves and better teammate behaviour written but not yet played.
- Playable7/10
Seven levels and a finale play from title screen to credits in the deployed browser build, and an automated player completed the finale in 2 of 6 runs.
- Core gameplay6/10
The lock-and-key loop gates all 7 of 7 levels and the longest boss freeze fell from 34 seconds to under one, but boss attack rate rose only about 6 percent.
- Content7/10
All 7 levels, 8 boss fights and 8 operatives are built, though all four hazard kinds appear in every level and 17 of 21 prop kinds are shared by all seven.
- Art and audio6/10
Every sprite and tile is drawn by code in one consistent pixel style and the soundtrack has 9 tracks, but one prop atlas serves all seven levels and two painted screens remain.
- Stability6/10
Automated probes and a watchdog cover all seven levels, and a frame-by-frame comparison of the web game and the Unity port matched in 66 of 66 stress runs, but the Unity port runs most levels at 17 to 24 ms a frame against a 16.7 ms budget.
- Release readiness5/10
Build 3.0.0 is deployed publicly as 163 files and 41MB.
Assessed Oct 20, 2026. Based on detailed, recent logs. Game page
7DEEP DESCENTScavenge a failing underwater station and get back up in timePlayable build63/100
A Windows build plays across several sites with a crew, trophies and a much fuller sea, and automated runs now play both routes from start to finish without stalls, while art quality, music and a hands-on pass by a person still lag the code.
- Playable7/10
A 45 minute headless Watch AI run on the second route finished with 84 dives home, 1 lost, 0 errors and 0 stalls, and both routes now play from their starting points to the end of a run, though much of the newest work has not yet been played by a person.
- Core gameplay7/10
The Watch AI stabilised Leviathan on its first dive, unassisted, in 16 minutes, where it had not managed it in ten dives before the starter stash and a better upgrade order, and sharks, swallows and dismemberment now work as designed.
- Content6/10
The Nordic Base has a crew of four with its first three jobs, fifteen trophies are in, and the sea gained ten depth layers and a dozen new animals, while the scenery is still code-drawn stand-ins.
- Art and audio6/10
The library holds 1,089 painted sprites, but the studio's art check scored the art 5.4 out of 10 on 2026-10-13, and the topside music is switched off to be redone.
- Stability7/10
Ten headless Watch AI runs of 30 to 50 minutes at 12x to 16x game speed logged 0 Unity errors, and a 45 minute run at 17x had 0 stalls and a clean audio log.
- Release readiness3/10
Only local Windows builds exist and no public build is deployed, though a second credits page, draft privacy policy and EULA text, and a Steam Deck pass are done.
Assessed Oct 16, 2026. Based on some documentation and posts. Game page
8ATOMIC ACRESTwo-player run-and-gun: shoot the beams, escort the neighborsPlayable build58/100
A deployed browser build plays through five districts with 19 pickup weapons and a different finale monster in each, clears cleanly in long AI tests, and still has no music, a measured sound-defect list and a frame rate below target on the test PC.
- Playable6/10
The game is deployed in the browser and a 95-minute AI test on 11 October ran 8 full runs across all five areas, reaching dawn every time with every finale beaten and 0 errors, but no person has played the latest build.
- Core gameplay5/10
A hidden difficulty level now adapts to how the squad is doing and the camera can zoom out to keep both co-op players on one screen, but neither has been played and the AI clears most nights in about a minute with almost no damage.
- Content7/10
The build has 19 pickup weapons, 25 named residents, five districts each with a distinct finale and elite enemies, plus a Credits screen and a retitle to Atomic Acres: Aliens Attack; the design notes still list some features as deferred.
- Art and audio5/10
The guns and explosions were rebuilt in layers and 33 flagged sounds were replaced, but a new sound critic measured only 38 of 185 sounds as clean, nobody has listened to the new sounds, and no music is in the game.
- Stability6/10
The 95-minute AI test finished with 0 errors and a texture leak was fixed earlier, but frame rate on the studio's test PC was about 20 fps on Balanced against a target of 30, and the draw-call reduction from 12 October has not been measured.
- Release readiness5/10
The build is live on a Cloudflare Workers site and a Cloudflare Pages site, redeployed on 12 October with a Credits screen built from the clips that ship, though two sound clips have a licence the studio has not confirmed.
Assessed Oct 16, 2026. Based on detailed, recent logs. Game page
8DEEP ROOTSA side-scrolling action platformer in a root-choked underworldPlayable build58/100
A Windows build of the Unity port runs with the painted hero and all 78 rooms load in checks, with performance close to the frame budget.
- Playable6/10
A 361 MB Unity Windows build with Morrow in it exists, and the autopilot reaches the last keeper in five to eleven simulated minutes under the real rules.
- Core gameplay7/10
The feel is held to tuned values such as a run speed of 112 px/s and a jump velocity of -268, and the Unity port is checked against the browser game over 37 scripted parity scenarios.
- Content6/10
Six Ascent area files sit beside the 29 base-game rooms and the Unity soak check loads all 78 rooms, while enemy and boss art and the ending are listed as still open.
- Art and audio5/10
Morrow is 806 hand-painted frames across 52 animations, while the roadmap lists enemy and boss art as open with a licensed sprite haul on disk.
- Stability6/10
Seventeen test suites cover the browser game and a nine-stage check covers the Unity port, but the busiest room draws in about 15 ms against a 16.5 ms budget.
- Release readiness3/10
A zip and an unsigned single-file Windows exe can be built, and the project page lists no public play link.
Assessed Oct 4, 2026. Based on some documentation and posts. Game page
8REIGN OF VALTHERINA pixel-art action RPG about a village in revolt against its rulersPlayable build58/100
A Windows test build has been playtested, an automated run finishes the whole route to level 50, and 1,894 checks pass, with every spell drawn in its element's colours and 71 of 100 weapons now found in the world, while the shipped art still carries an independent review's failures.
- Playable6/10
A Windows test build has been playtested, and on 19 October an overnight automated run finished the whole route to level 50, covering 83% of the slice with 8 deaths and one error, since fixed.
- Core gameplay7/10
Weapons upgrade to +10 and armour to +5 using shards found in later lands, weapon mastery now runs to level 10 with a weapon art learned at 5 and 10, and every regular enemy reacts to blows with five hit animations.
- Content5/10
Three companion quests, an optional fire knight room and a generated Forbidden Woods were added between 11 and 16 October, and by 22 October 39 new chests and boss and elite drops meant 71 of 100 weapons and all 31 charms can be found in the world, though most of the larger scope written on 16 October has not yet run in the game.
- Art and audio6/10
All 100 spells across 9 elements and 5 tiers now have their own looks, a one-line shader fix restored the real colour to every glowing effect, and 13 villager sheets were redrawn to match the hero's pixel size, though only 16 of the 100 spells have been judged frame by frame and an independent review on 13 October failed the shipped art for floating weapons and mixed pixel scales.
- Stability7/10
On 19 October 1,894 automated checks passed and the overnight full route run hit one error, which was fixed, and on 22 October a 40 minute automated run with the new spell casting companion finished with no errors.
- Release readiness3/10
The only build is a local Windows test build of 3,363 MB made in 153.5 seconds on 11 October, and no public build is listed.
Assessed Oct 22, 2026. Based on some documentation and posts. Game page
11ALIVEWatch a hundred people settle a world no one has walked onPlayable build55/100
ALIVE is a deployed browser observation simulation at version 1.3 with ten technology ages and five world sizes, and towns in it still decline after about four years.
- Playable6/10
Version 1.3 is deployed at a public Pages address and a seeded run starts from a setup screen offering 10, 50, 100 or 200 founding souls.
- Core gameplay5/10
After the hunger fix one tracked world went from 126 people in year 1 to 30 in year 8, and the status note says towns hold their strength for about four years and then decline.
- Content6/10
The game has ten ages of technology, twenty trades, five world sizes from 86x60 to 260x180 and five world shapes.
- Art and audio5/10
Characters use a fixed pixel grid of 2.0 pixels per world unit chosen from six candidates, and audio is limited to ambience and music tones after the violence audio was removed.
- Stability5/10
A headless harness runs the game logic without a renderer, runs on one seed are now identical, and the cost of a 0.1 second step at 300 people fell from 65.7 ms to 11.5 ms.
- Release readiness5/10
Version 1.3 is deployed at a public Cloudflare Pages address as of 2026-09-05, the date of the latest source material.
Assessed Oct 4, 2026. Based on some documentation and posts. Game page
12MPOWER RACINGA browser racing game built around M-series performance cars and real circuitsPlayable build51/100
A published browser racing game with 130 cars, three circuits and several race modes, where the AI still laps slower than published times and wheel support is untested on hardware.
- Playable6/10
The game is live as a browser build with Quick Race, Time Trial and Watch & Bet running on desktop and on phones and tablets.
- Core gameplay5/10
The AI laps the Nordschleife 10 to 23 percent slower than published times with the G80 gap left in as a known traction cap, and the launch test reaches 100 km/h in 5.76 s.
- Content4/10
The roster of 130 cars and seven layouts at three circuits are in, while the track plan marks only its first two phases done with 16 more circuits and a drag strip still planned.
- Art and audio5/10
Engine audio is synthesised and two of the four real engine clips tried were judged worse than the synthesised sound and not shipped.
- Stability5/10
Pre-release checks passed including 84 wheel tests and a 130-car outlier check, but Nordschleife GPU time was 18 to 48 ms per frame on an integrated GPU and wheels have not been tried on real hardware.
- Release readiness5/10
A public build went live on a Cloudflare Workers site on 2026-10-01 and the README carries a fan-project disclaimer.
Assessed Oct 4, 2026. Based on some documentation and posts. Game page
13THE SERPENT LIES STILLA one-boss souls-like action RPG for PC, built in Unreal Engine 5Vertical slice47/100
A two-level vertical slice with two boss fights, ten classes and character creation plays through in test runs, and the latest round added remappable controls, room audio and a 10 ft Serpent, but none of it has been played yet and the generated character bodies were rejected.
- Playable4/10
A test run has played the Crypt opening and the Church on a loop, and an unattended run of more than 3 hours held about 29 fps in a window, but the packaged 1.07 GB build predates the Crypt and a packaged build of the newest work has not been made.
- Core gameplay6/10
The combat layer has an input buffer, poise, parry, riposte and critical hits, the Controls page now remaps keyboard and gamepad, and the gamepad dead zone fell from about 0.34 to 0.20, though none of the newer work has been played and fight-length balance is still listed as open.
- Content6/10
The slice has two levels, a Crypt plus the Church (now 43 of 43 interactables reachable after six geometry fixes), two boss fights, ten classes and a character creation screen, and nine enemies were moved to cheaper models.
- Art and audio4/10
All art and animation is still generated from code, with 141 audio cues and per-room reverb and ambient sounds in 22 rooms, but the five generated body models were rejected for distorted wrists and hands, and none of the new sound has been heard.
- Stability4/10
Windowless Low frame times were 16.8 to 22.5 ms in the Crypt and 31.6 ms in the Church nave against a 33 ms budget, and the editor target builds with 0 errors, but the newest work has not been run and windowed runs on the Intel UHD 630 have hung on the GPU.
- Release readiness3/10
Only an internal packaged Windows build of 1.07 GB exists and the site data has no build or play link.
Assessed Oct 16, 2026. Based on detailed, recent logs. Game page
14MALCONVERGENCEDual-wield eight weapons and fuse them into 28 reactionsVertical slice45/100
A first-chapter vertical slice builds to a Windows executable and plays with eight dual-wielded weapons and 28 reactions, with rough visuals, partial controller support and no saved progress.
- Playable5/10
A Windows build dated 2026-09-07 exists and plays the first chapter, with a session checkpoint after each cleared sector.
- Core gameplay5/10
The stress test passes all 28 fusion pairings with 0 errors and 0 exceptions, but the README says extensive balancing remains.
- Content5/10
The slice has eight weapons and three mech variants, while several larger systems are listed as not built.
- Art and audio3/10
A blind comparison scored the renders 29 to 43 against the reference art's 85 to 88 and lost all six comparisons, and nobody has confirmed that sound reaches the output device.
- Stability5/10
The stress test drives every weapon, all 28 fusions, every mech variant and the boss in about 90 seconds with 0 errors, but perf runs on an Intel UHD 630 measured between 4 and 31 fps across quality tiers.
- Release readiness3/10
Only a local Windows executable built on 2026-09-07 exists and the site data has no build or play link.
Assessed Oct 4, 2026. Based on some documentation and posts. Game page
15ECHO RIDGEA modern town stuck in a loop, and something there remembers youVertical slice37/100
The first part of the story is built and runs in a Unity version of the pixel-art town, with faster night and weather drawing and a regraded look that has yet to be run, and the later parts are not yet made.
- Playable4/10
A Windows player build was made on 2026-09-07 and a scripted playthrough passes 17 of 17 steps, but no public build exists.
- Core gameplay3/10
Resident routines, dialogue and a consequence system exist, but the player's verbs are limited to interact, notes, map, phone and pause.
- Content3/10
The first part of the story is built and playable in the Unity version, and the later parts were not yet built at the last story audit.
- Art and audio4/10
The pixel-art town renders day and night, weather and seasons and matches the original browser build on 59.629 percent of pixels across 78 shots, and a regraded late-afternoon look was written but has not been compiled, and audio has not been ported.
- Stability6/10
The Unity port compiles, all 931 editor tests and both play-mode tests pass, and night lighting frame time fell from 186 ms to 114 ms in fog with byte-identical output, though the latest look changes and about 90 new tests have not been run.
- Release readiness3/10
Only internal builds exist and no public build is deployed.
Assessed Oct 16, 2026. Based on some documentation and posts. Game page
16BUSTING BALLS!Mobile brick breaker built around trajectories and odd formationsVertical slice36/100
A mobile brick breaker at build 0.8.0 with a browser build to try, and a larger campaign still being built.
- Playable5/10
The project is at build 0.8.0 with a browser build available to play.
- Core gameplay4/10
The posts describe a brick breaker built around trajectories, with stage layouts still changing toward shapes with shot lanes.
- Content3/10
Level scaling and formation variety are being expanded toward a much larger campaign, and no level count is published.
- Art and audio2/10
The sources do not describe the game's art or sound.
- Stability1/10
The sources contain no testing or performance information.
- Release readiness5/10
A browser build is deployed at busting-balls.pages.dev, while iOS and Android are listed as target platforms only.
Assessed Oct 4, 2026. Limited information, so treat this score as rough. Game page
17ROBOT DESTROYHand-painted destruction action in a city built to be torn apartConcept7/100
A pre-production destruction game that has settled on a hand-painted city look and has no playable build yet.
- Playable0/10
No playable build or play link is listed, and the game is marked pre-production at build 0.1.0.
- Core gameplay0/10
The posts describe a destruction action game but name no gameplay systems.
- Content1/10
Area art for a level-select screen is being structured, and no levels, enemies or items are described as built.
- Art and audio3/10
The hand-painted city look and per-level colour variation are settled, and no audio is described.
- Stability0/10
The sources contain no testing or performance information.
- Release readiness0/10
No build is published and there is no play link.
Assessed Oct 4, 2026. Limited information, so treat this score as rough. Game page
How the scores work
Each game gets six scores from 0 to 10, and each score comes with a line of evidence from that game’s own development log or documents. The overall score is a weighted average of the six, out of 100, and it sets the stage and the rank. Nobody types the overall number.
- Playable (25%): Can someone play it today?
- Core gameplay (20%): How complete and tuned is the central loop?
- Content (20%): How much of the game's own planned scope is built?
- Art and audio (15%): How close are the visuals and the sound to final?
- Stability (10%): How reliable and fast is it, and how well is it tested?
- Release readiness (10%): How close is it to being in players’ hands?
These are the studio’s own assessments, not independent reviews, and they are dated. Games with little written down are marked as limited information. Scores move as the work does: a game gets reassessed whenever it publishes new updates.
