Every free browser game on dracon.uk: all 19 of them
Dracon holds 19 browser games: 2 released and free to play right now in your browser, no downloads, no launcher, and 17 more in active development or experimental. The table below is the whole catalogue, released titles first, generated from games-catalog.json on 2026-10-25T17:54:17Z. An honest note first: the searches that land on our games pages are brand intent, people looking for Dracon itself by name, so this is a catalogue list, not a demand capture. If you know the title you want, its own page is the way in.
The shelf at a glance
2 of the 19 are released, 14 are in active development, and 3 are experimental. The 2 released titles open straight into a playable page; titles still in development link the games index instead, because the site publishes a game page only on release and there is no per-game page to link yet.
| Game | Status | Tags | About |
|---|---|---|---|
| Come Get Me | released | action, survival, roguelite | Come Get Me is an action-packed horde survival game built on Phaser 4 + Svelte 5. Stand your ground against relentless swarms of monstrosities with direct 360-degree mouse aiming, manual tactical skill activation, build-defining level up cards, and escalating boss encounters. Broadcast your signal and dare them to come get you. |
| One Million Girlfriends | released | visual novel, anime, branching narrative | A branching anime-style visual novel built as a static SvelteKit game. Five heroines. Five days of dialogue choices that route into route-specific endings. ~5-10 hours of play.,374 hand-written script entries, 16 character art assets, 53 audio cues, 3 video confession scenes. MIT-licensed, no account required, no DRM. |
| 2D Canvas Game Template | wip | template, canvas2d, 2d-canvas | Official Dracon 2D canvas game template. Ships a breakout-style demo (paddle, ball, bricks, particles) as the third party's edit surface. Clone the template directory (web/games/templates/canvas2d/) to start a new 2D canvas game.,The template is a thin SvelteKit 2 + Vite + adapter-static scaffold that imports the shared @dracon/canvas2d library at web/libs/engine/canvas2d/ for the Game class, Sprite factory, AssetLoader, Input, Camera, and the typed GameObject contract. The library is a thin wrapper over the native HTML5 Canvas 2D API — no 2D engine dependency. Strategic rationale: lean 2D, avoid 3D, awesome-looking games with simpler assets. Estimated time from clone to publishable game: 2-4 hours for a small arcade / breakout / top-down shooter / platformer. |
| Birds-eye Sub-engine Template | wip | template, birds-eye, canvas2d | Official Dracon birds-eye sub-engine template. Renders a 4x4 floor with one entity using TileMap + TileEntity + the <BirdsEyeCanvas> wrapper from @dracon/canvas2d v0.3.0. The template is a thin SvelteKit 2 + Vite + adapter-static scaffold that imports the canvas2d library and ships the minimum viable birds-eye game. (The richer demo-birds-eye reference was removed with the 2026-07-08 demo deletions.) |
| Darklord | wip | anime, dungeon-keeper, strategy | A premium, anime Dungeon-Keeper-2 + Dwarf-Fortress-style isometric strategy manager built in Svelte 5. You are the Darklord — ruler of an underworld domain with imps, goblins, hobgoblins, dark mages, succubi, and demons at your command. The 2D isometric canvas (2:1 dimetric, custom projection — no WebGL, no Three.js) shows five vertical z-levels (core, rock, dirt, ore, surface) with chibi anime minions, 3D-look room blocks, and a scrolling camera.,You dig UP through z-levels toward a surface full of pompous, gold-hungry humans who are absolute jerks. Heroes (knights, paladins, archers, wizards, assassins) and the Archbishop come down from the surface cathedral and garrison to take your hoard. Build rooms (lair, hatchery, treasury, library, training, workshop), train minions, and cast darklord spells (Summon, Possess, Earthquake, Fortify). All stats are additive (+N) — never scaled by factors. Background music is mmx-generated heavy brass + war percussion + evil choir at 100-130 BPM dungeon-keeper style — the game is silent if the tracks fail to load.,Visually and audibly distinct from the platform's other top-down 2D games: the Rimworld-style ortho projection, the 3D-look room tiles, the chibi anime minions, the aggressive orchestral music, and the dark+red palette are all designed fresh for the overlord theme. Premium main menu (Cinzel brutalist caps wordmark, Cormorant Garamond serif body, atmospheric painting background, drifting embers, v0.7.2). Built for the Dracon games platform. 442+ tests, 0 fail. MIT-licensed, no account required, no DRM. Every sprite, portrait, painting, music track, and voice line is mmx-CLI generated. v0.6.0: game-screen overhaul in the Dwarf Fortress / Rimworld (mostly latter) × Dungeon Keeper / Darkest Dungeon style — drill-down indicator on canvas, hover inspect pane, color-coded zone overlays, camera pan+zoom, bottom toolbar (6 tools), selected entity highlight + details panel, workshop job queue, minion-job-assignment-by-click, per-hero stress ribbon sharpened, hero/Archbishop telegraph intro (1.5s zoom), dark-is-closing-in threat-driven vignette, torch flicker, gold-flow pulse, evil-overlord log tone. New menu music (grim dungeon synth 75 BPM) + 6 new procedural menu SFX. v0.5.0: game-screen overhaul in the Dwarf Fortress / Rimworld × Dungeon Keeper / Darkest Dungeon style — persistent top status bar (day/time/gold/mana/threat/floor), vignette + day/night color temperature shift, per-minion roster with HP/job/stress/hunger, parchment-bordered rooms, per-day briefing panel, crisis FX (stress/cave-in/hunger). 2 new mmx stingers: crisis-stinger (3.3s dark cinematic) + briefing-fanfare (14s dark ceremonial). v0.4.1: floor-selector UX fix (the 5 dungeon floors are now presented as a 5-story building cutaway with F1-F5 floor numbers, brass spine, and depth labels — not as an overlay panel), 'FLOOR X of 5' HUD indicator, 3 new mmx gameplay tracks (gameplay-deep/mid/surface), WebAudio Post-Fx chain (lowpass + reverb + ducking + crossfade). v0.4.0: single unified bird's-eye drill-down (DF/Rimworld-style tilt, 32x32 square tiles), DF-style z-level sidebar on the left with 32x32 procedural thumbnails, brass-and-parchment HUD, stress system (Darkest Dungeon REVERSED: bigger parties = REWARDED), hero waves + Archbishop + cave-ins + day/night. |
| Deadhaul (working title) | wip | space, trucking, simulation | A cockpit-first 3D space trucking game in development. Haul freight through accelerator lanes, trade between orbital outposts and improve your own truck.,Industrial frontier outside, a warm lived-in cab inside. Built for desktop browsers with Three.js. The 3D exception was explicitly authorized on 2026-09-16.,Local development build only. Performance targets and release readiness are not yet certified. Anonymous progress is session-only, with explicit captain-record export/import. |
| Doomtap | wip | action, arena, endless | Doomtap is a desktop-only dark-fantasy arena brawler with buildcraft. You aim a nine-skill collection through six hotbar slots and defend with one universal action: Space. Every enemy attack is a discrete, telegraphed threat packet, and Ward cancels it in a 0.6s window.,Combat is player-driven and readable rather than a drain. There is no continuous HP bleed: every point of damage arrives as a packet with a visible source, an anticipation window and a recovery. Bosses cycle a fixed grammar — windup, marked, summon — so a fight is a matter of reading and answering, not of out-levelling the bar.,Between encounters is the Town: five specialists (Gamble Vendor, Notice Board, Armory, Skill Forge, Trophy Room). Power comes from what you find — gear, affixes, actives and skill finds — never from a purchased permanent upgrade tree. The descent is endless, and Ascension is an optional reset that banks a record rather than gating what you can do.,Pure Svelte 5 + DOM/SVG on @dracon/menu, the platform's canonical UI layer, which Doomtap was the first real consumer of. Progress is local-first on the player's own device — no account, nothing uploaded — with export/import for moving a run. Desktop only, by design. |
| Football Forever | wip | sports, football, soccer | Football Forever is a pure single-player football management sim: squad, tactics, transfers (market + loans + bidding wars), simulated matchdays with a seeded deterministic engine, league table, finances (gates/prizes/wages), mid-season cup stub, season rollover into an endless career, autosave on this device.,Built on the platform's pure-Svelte stack (@dracon/menu TabBar/DataGrid UI, anonymous on-device saves via @dracon/saves/local) with a zero-canvas, zero-license-surface design: 12 fictional clubs and fully fictional player names.,Current scope: 22-week double round-robin season loop (squad -> tactic -> sim match -> table -> next week), board confidence + sack risk, transfers/finances/news inbox, cup stub, youth graduation, season rollover. The Football Forever name is locked and the whole universe is fictional: 12 invented clubs per tier, invented players, invented competitions. |
| Freeport | wip | cyberpunk, crime, sandbox | A desktop, top-down cyberpunk crime sandbox in development. Design and repository registration only; no playable build or public launch is available. |
| Hegemon | wip | strategy, turn-based, rpg | Hegemon is a Heroes of Might and Magic III-inspired turn-based strategy RPG built on a SQUARE grid (Heroes V style, never hex). It uses Svelte 5 for the UI and a DOM-based 2D map view; no canvas, no 3D engine.,Eight playable races with 15 distinct dwellings each, no tier upgrades, weekly stock refresh. Hero & unit initiative drive combat order; mana potions and Recall Stone are CHEAP actions (cost initiative, not a full turn). Pick 1 of 3 skills on level-up. Auto-resolve trash fights with full XP. King mode: lose when your starting hero dies, not when you lose towns.,All game assets (portraits, town icons, tile textures, music) are generated by the mmx CLI. |
| Hellhunter | wip | action-rpg, diablo-like, endless | Hellhunter is a premium endless Diablo-like action RPG where a mercenary who only wants coin carves through ever-hardening dungeon floors. No class. No XP. Gold + loot. All stats are additive (+N) — never scaled by factors. Built in Svelte 5 + Phaser 4 WebGL canvas via @dracon/world-phaser, no Three.js.,Every sprite is procedurally generated from a Diablo 1 pixel-art asset pack (extracted via `extract_diablo1.py` + `extract_v9_sprites.py` + `pixelize-v6.py`). 19+ procedurally-generated asset packs ship with the game (favicons, monsters, items, environments).,Premium main menu (Cinzel brutalist caps wordmark, atmospheric painting background). Built for the Dracon games platform. MIT-licensed, no account required, no DRM. v0.10.34: full procedural asset regeneration pipeline + v9 readiness check script. Phaser 4 WebGL canvas via @dracon/world-phaser. |
| Isometric Game Template | wip | template, isometric, 2d-canvas | Official Dracon 2D isometric game template. Ships a 10x10 walkable isometric map (grass + wall tiles) + a single player entity + click-to-move via A* pathfinding + the platform's three default interactions (right-click context menu blocked, drag-to-pan, scroll-to-zoom). The right-click custom menu is opt-in via the onContextMenu callback (returns ContextMenuAction[] to show a Svelte portal menu at the cursor).,The template is a thin SvelteKit 2 + Vite + adapter-static scaffold that imported the shared @dracon/isometric library at web/libs/engine/isometric/ (removed 2026-08-06) for the IsoCanvas component, IsoWorld, IsoPathfinder, IsoCamera, IsoInput, IsoAssetLoader, and the typed IsoTileSpec/IsoEntitySpec contract. The library is a thin wrapper over the native HTML5 Canvas 2D API — no 2D/3D engine dependency, no WebGL, no WebGPU. Supports 2:1 dimetric (DK2 / Dwarf Fortress style, the default), 1:1 axonometric, and 1:2 dimetric projection modes out of the box.,Strategic rationale: 2D canvas + iso projection gives the Dungeon Keeper 2 / Dwarf Fortress / classic CRPG aesthetic without any of the 3D engine cost. Three.js is DROPPED from the platform. The 'awesome looking iso' recipe: 2D canvas + procedural particle systems + screen shake + camera shake + radial-gradient glow on entities. Estimated time from clone to publishable game: 2-4 hours for a small walkable iso map / dungeon crawler / strategy manager. |
| Junk Runner | wip | space, arcade, salvage | A fast, browser-based space salvage game with a teal-first sci-fi aesthetic, generated node art, and 19 procedurally-selected audio tracks.,Render substrate: no game engine — DOM + CSS (zero-canvas rule, per docs/GAME-ENGINE-STANDARDIZATION-2026-08-12.md). |
| Neonbreak | wip | tactical, turn-based, strategy | Neonbreak is a tactical turn-based strategy game set in a cyberpunk dystopian Earth of 2049. Birth rates have collapsed in 80% of countries, the climate is past tipping, and 7 surviving mega-corps own the air, the water, the data, and the governments. You are not here to help them: your colony mothership — a vessel built to seed worlds, pressed into conquest — is your base, and Earth is the world you are taking.,You command 4 Veyari officer castes (Dawnblade / lead, Vessel / medic, Threadwright / tech, Shroud / recon) supported by manufactured constructs (Sentinel Frame, Tithe-Hound), and you choose your own targets: click a city on the geoscape, pick an operation, and launch the incursion. Full turn loop with TU-cost movement + overwatch, cover status banners, range bands, dynamic fog-of-war, reaction fire, hacking as a turn action (Threadwright only), and click-to-target with no percent-to-hit UI (US Patent 9,339,712). Progress is conquest: each of the 7 corps moves through suppression, exploitation and submission as you break its hold.,Humanity never joins you — there is no integration, no alliance, no human recruits. Earth answers the way it always has: corps fortify their sites, raise suspicion, and eventually swing hard enough to matter. Your territories are taken, worked and held, and the harder the invasion looks the harder the great powers swing back.,The visual identity is the cyberpunk-meets-biomech palette: orange-teal-purple for humans + iridescent pink-cyan chitin + golden pulse veins for aliens + muted blue-grey for civilians. Patent-dodged combat uses internal dice + hit/miss feedback (no percent-to-hit UI per US 9,339,712). See SPEC.md for the spec, docs/DESIGN.md for the design. |
| Outpost Eden | wip | farming, cozy, sci-fi | A Stardew-shaped colony-life game set on the new world of Kepler Verde. Till regolith into gardens, grow twelve alien crops across the Verdant, Ember and Mistral seasons, and turn a landing pod into a town with solar arrays, water extractors, sprinklers and habitat domes.,There is no combat. Wild Floofs, Glowhoppers and Pebblebacks are befriended by feeding, ten colonists keep friendship hearts and daily quests, and the Terraform meter visibly greens the planet as the colony climbs from Outpost to Eden.,Local development build only. Anonymous progress persists on-device (local-first envelope) with explicit export/import backup. |
| Polis | wip | city-builder, greek, hellenistic | Polis is a Hellenistic Greek city-builder set in the post-Macedonian period (~300 BCE). The player is a strategos (Greek magistrate) of a single polis. The city grows from a few houses to 200 population over 24 in-game months. v0.4.0 GREEK-THEMED CINEMATIC MENU (2026-07-21): the 6-screen menu is transformed into an 8-screen Greek-themed cinematic experience (intro → title → main → settings → credits → playing → paused → gameover). Greek-styled fonts (Cinzel for headings, GFS Didot for body) loaded via Google Fonts. Greek text alongside English on all menu items. Greek-themed title logo (mmx-generated, no version number) + Greek menu music (mmx-generated, lyre + aulos, 30s loopable). Settings screen with audio volume, display zoom, and Greek-only mode toggle (persists to localStorage). Credits screen listing the 11 Greek gods. Intro cinematic (1-2s, skippable, re-triggerable via Shift+I). Animated Greek-style menu transitions (scroll-unroll, 300ms ease-in-out).,v0.4.0 ships the Greek menu (Day 2: remove version from title screen; Day 3: Cinzel + GFS Didot fonts; Day 4: Greek text alongside English; Day 5: settings screen with audio/display/Greek-only; Day 6: credits screen with 11 gods; Day 7: mmx-generated Greek temple title logo; Day 8: mmx-generated Greek menu music; Day 9: 1.8s intro cinematic with Greek columns; Day 10: animated Greek scroll-unroll transitions; Day 11: verify-release.sh extended to 40 checks; Day 12: build + publish to OVH bucket).,v0.2.0 ISOMETRIC MIGRATION: the flat 2D top-down BirdsEyeCanvas is replaced with a 2:1 dimetric IsoCanvas (Caesar 3 style, 64x32 tiles). 5 buildings, 3 walkers, 2 disaster types, win + 2 loss conditions preserved. Walker graph is the actual game. Four engine primitives: WalkerPathfinder with congestion penalty, ServiceCoverage for well/granary/guardhouse reach, EconomyLedger for monthly income/expense, DisasterEvent for fire and bandit raid.,Five buildings: road, house, well, granary, guardhouse. Three walkers: citizens (house→well→granary→home loop), bandits (spawn at map edges, walk to high-value buildings), guards (auto-spawn from guardhouses, pursue/kill bandits). One resource (food) + one currency (gold). Two disaster types: fire (5%/house/month, 1-house spread within Chebyshev-4, guardhouse-within-2-tiles prevents spread) and bandit raid (3%/high-value-building/month, 1-3 bandits spawn at map edge).,v0.4.0 stats: 174 unit tests pass (0 fail), 0 svelte-check errors, 40/40 verify-release PASS, 25/25 mmx budget consumed (7 iso sprites + 6 audio cues + 1 bundle in v0.2.0; +1 title logo + 1 menu music + 8 Greek icons in v0.4.0). The 11 Greek gods (Zeus, Hera, Poseidon, Athena, Apollo, Artemis, Ares, Aphrodite, Hephaestus, Hermes, Demeter) are listed in the credits screen but not yet gameplay entities — that ships in v0.5.0. The two-audiences principle (player reads walker graph + strategos) is preserved. |
| Capture Anime Girls | experimental | card-game, ccg, anime | An endless, turn-based collectible card game where every card is an anime girl. The player builds a deck from a procedurally-generated card pool, fights AI opponents that each field their own anime-girl deck, and capturing an opponent adds their card to the player's permanent collection.,Card art is drawn from a pre-generated pool of 244 anime-girl character portraits (generated once via `mmx image generate` and reused across many cards). Card stats, names, elements, abilities, and rarity are 100% procedurally generated from a seed at runtime — no hand-tuned card database.,Difficulty scales endlessly as the player captures more cards, but defeat is never terminal: the opponent escapes with a taunt, the player's collection is preserved, and the climb continues forever. Built on Svelte 5 DOM rendering (no canvas — the Phaser/canvas renderer was removed). MIT-licensed, no account required, no DRM. |
| Deathrun | experimental | single-player, no-account, drm-free | Deathrun — endless, procedurally generated, Geometry-Dash-meets-Sonic character-action runner. Beat-locked banger music, a kill-line that never stops, and momentum-driven movement. Pure-Svelte v23 (2026-07-18). |
| Endless Tower Defense | experimental | single-player, no-account, drm-free | Endless Tower Defense — a literally-endless TD game for the Dracon games catalog. Pure Svelte 5 + inline SVG/DOM layers with no canvas or WebGL runtime. No lives, no death; the player cannot lose, only choose to surrender. Player-driven tower drops and a regenerating combo multiplier rewards clean play and penalizes leaks via score, never a fail state. |
How this list stays true
Every row above is generated from games-catalog.json, not typed by hand: title, status, tags and description all come from the catalogue record. Each released game links its playable page; games still in development link the games index, which is where their pages appear on release. A drift test fails the site build when the catalogue moves underneath the published copy, so the list is regenerated instead of rotting. The figures on this page describe the catalogue snapshot of 2026-10-25T17:54:17Z.