# Weekly Arcade - full catalogue text > Weekly Arcade is a free browser gaming platform that releases a new original HTML5 game every week. 31 games across puzzle, arcade, racing, strategy, 3D, card, simulation, and multiplayer categories. No downloads, no ads, no accounts required. Games are small enough to start almost immediately: 23 of the 31 ship under 50KB gzipped, and they run in Chrome, Safari, Firefox, and Edge. Weekly Arcade games are built with HTML5, CSS, and JavaScript - they run directly in any modern browser with no plugins, extensions, or app store downloads. The platform is deployed on Firebase Hosting with a NestJS backend on Google Cloud Run. All games are 100% original, designed and built in-house in a 7-day development cycle. This file inlines the full text for every game: what it is, how to play it, tips, and its frequently asked questions. It is the same text shown on each game page. For a short index of links only, see https://weeklyarcade.games/llms.txt - Site: https://weeklyarcade.games - Games: 31 - Price: Free (no ads, no paywalls, no premium tiers) - Platforms: Any modern browser (desktop, mobile, tablet, Chromebook) - Offline: 23 of 31 games play with no connection (Progressive Web App with Service Worker) - Multiplayer: Chess 3D, Doodle Dash, Drift Legends - Release cadence: one new original game every week ## Games ### 8 Ball Lounge - URL: https://weeklyarcade.games/games/8-ball-lounge/ - Released: Oct 2026 - Genres: Sports, 3D, Casual - Plays offline: no (cdn-3d) - Collections: Free 3D Browser Games, Free Sports & Racing Games, Free Games With No Ads One lamp. Sixteen balls. No ads, no account. 8 Ball Lounge is a free 3D 8-ball pool game on Weekly Arcade that plays in any modern browser, on phone or desktop, with no download, no account and no ads. The table, cushions, leather pockets, cue and room are a real 3D scene built with Babylon.js, lit by a single lamp that throws real shadows from the balls. Underneath runs a pool physics simulation with full spin, so the cue ball draws, follows and comes off the cushions the way it does on a real table. The signature control is Stroke to Shoot: there is no power meter. You pull the cue back to set power and push it through the ball to strike, so the straightness of your push is your accuracy, just like a real stroke. Run the Room is the ladder: four regulars, each in their own venue. Dot plays at The Corner Bar on classic green, Marlow at Union Hall on tournament blue, Vega at The Brass Room on burgundy, and Slate at The Back Room on charcoal. Beating each one switches on the next lamp. Full 8-ball rules apply: groups, fouls, ball in hand and a called 8. Banks, combos, multi-pots and the winning 8 replay automatically in slow motion, and any shot can be captured as a short vertical clip to share. Coins you earn by playing buy cosmetic cues, chalk, cloth and lamps for your home table, and nothing you buy changes how the game plays. Pass and play puts two people on one device for a full rack of 8-ball, with your own names, any room you have opened, the full guideline for both of you and a stats card at the end. Pass and play racks are just for fun and never touch the leaderboard. **How to play.** Drag anywhere on the table to swing the aim line around the cue ball. To shoot, touch the cue itself and pull it back: the further you pull, the harder the shot, and the glow band on the cue butt shows the power. Then push forward through the ball to strike. A straight push goes where you aimed; a crooked one drifts. Tap the cue-ball face to add top, draw or side spin before you stroke. Pot a ball after the break to claim solids or stripes, clear your group, then sink the 8 in the called pocket. Foul and your opponent gets ball in hand. On desktop, drag with the mouse the same way, or use the arrow keys to aim (Shift for tiny steps) and hold Space, then release it to shoot. For two players on one phone or computer, pick Pass and play: each of you takes a turn, then hands the device over when the table changes hands. A fine aim wheel and a Hold to shoot button are both off by default and can be turned on in Settings. The keys show on screen during your first rack; after that, every touch, mouse and keyboard control is listed under How to play, from Pause or the Room. To keep a great shot, tap Capture shot to replay it and cut a short vertical clip. **Tips** - Power is the pull, not the push. How far you draw the cue back sets the power, and how fast you push forward changes nothing, so take your time on the follow-through and keep it straight. - A crooked push drifts the shot off line, and the drift grows with each opponent. Against Dot a wobble barely matters; against Slate it can miss a pot by a ball width. Push along the cue, not across it. - Finish your aim with a slow drag. A slow drag turns the cue far less than a fast one, so a quick swipe gets you close and a slow one finds the last fraction of a degree. On a keyboard, hold Shift with the arrow keys for tiny steps. - Spin is set before the stroke. Low on the cue-ball face draws the cue ball back after contact, high follows through, and side spin changes the angle off the cushion. - On the 8, the pocket is called for you from where the guideline points. Tap a different pocket to change it before you shoot, because the 8 in the wrong pocket loses the rack. **Frequently asked questions** Q: Is 8 Ball Lounge free to play? A: Yes. 8 Ball Lounge is completely free on Weekly Arcade, with no ads, no real-money purchases and no download. It runs in any modern browser with WebGL, and you can play your first rack without making an account. Q: How do you control the shot in 8 Ball Lounge? A: Drag on the table to aim, then touch the cue and pull it back to set power. Push forward through the cue ball to strike. The pull distance is the power and the straightness of the push is the accuracy, so a smooth straight stroke goes exactly where you aimed. For anyone who prefers it, the Hold to shoot button in Settings replaces the stroke: hold it to draw the cue back, release to strike. Q: Can I play 8 Ball Lounge against the computer? A: Yes. Run the Room puts you against four computer opponents, Dot, Marlow, Vega and Slate, each harder than the last and each playing in their own venue. There is also a Practice mode on your own home table with undo and reset, which never affects your scores. Q: What are the rules of 8-ball in 8 Ball Lounge? A: Break the rack. Your first legal pot after the break makes you solids or stripes. Hit one of your own balls first, and after contact a ball must be potted or touch a cushion, or it is a foul and your opponent gets ball in hand. Clear your group, then sink the 8 in the called pocket. Potting the 8 early, in the wrong pocket, or on a foul loses the rack. Q: Do cues in 8 Ball Lounge make you better? A: No. Every cue, chalk, cloth and lamp in the shop is cosmetic only. Aim lines, power and accuracy are set by the opponent you are playing, identical for everyone, so the leaderboard stays fair. Q: Can two people play 8 Ball Lounge on one device? A: Yes. Pass and play is a two-player mode on one phone, tablet or computer. Enter your names, pick a room, and a handoff card tells the next player when it is their shot, which group they are on and whether they have ball in hand. Full 8-ball rules apply to both of you, and the rack ends with each player's pots, fouls and longest visit. Pass and play racks are never scored, so they never affect the leaderboard. Q: Does 8 Ball Lounge work on mobile? A: Yes. 8 Ball Lounge is built for phones first and plays in portrait or landscape with no scrolling. It is also fully playable with a mouse and keyboard on desktop. ### Lantern Deep - URL: https://weeklyarcade.games/games/lantern-deep/ - Released: Oct 2026 - Genres: Puzzle, Logic, Daily - Plays offline: yes - Collections: Free Brain Training Games, Free Puzzle Games, Offline Browser Games Read the dark. Pick your fights. Lantern Deep is a free browser deduction puzzle that crosses Minesweeper with a dungeon crawl. Instead of counting mines, every number on the board is the total power of the monsters touching it, so a 4 can be a single Wraith or a Moth beside a Ghoul, and the fun is proving which. Fighting is not failure here: every monster is a cost you choose to pay in lantern oil, and the embers it leaves are how you grow. The pressure comes from the Warden, a boss at the top of each chamber that only wakes when every tile around it is open and costs a fixed amount of oil to break. Spend too freely and you stand in front of it with an empty lantern. Every chamber is generated from a seed and then checked by a solver before you see it: the game plays the chamber itself using only what can be proven, so no chamber ever needs a guess. You can still guess, and Proof records how often you did. There are two modes. The Daily Crypt is four chambers, the same for every player in the world, with one attempt a day, a time bonus on a full clear, and a spoiler-free square grid to share. The Endless Catacombs run forty chambers long with rising Wardens and saves after every move, so a run can last a week. Lantern Deep has no ads, no purchases and no account wall, plays on phones, tablets and desktops with full keyboard support, and honours your reduced-motion setting. **How to play.** Every chamber is a grid of closed tiles hiding monsters with a power from 1 to 9. An open tile shows a number: the total power of the living monsters touching it. Tap a tile to open it. If a monster is there you fight it, which burns oil equal to its power and earns that many embers; a monster stronger than your remaining oil puts the lantern out and ends the run, but exactly enough is enough. The Warden sits near the top of the chamber and wakes once every tile around it is open; breaking it costs the oil printed on it, so keep that much in reserve. Break it and take the stairs: your embers become levels, and the lantern refills larger for the next chamber. Chests are always visible: each holds loot, which pours oil into the lantern and never counts in a number, or a Mimic, a monster that does, and the numbers always tell you which. A Shade is a monster that hides every number beside it behind a ?; slay it and the numbers come back. Hold a tile, or turn on Mark, to note what you have worked out. **Tips** - A number is a sum, not a count. A 3 next to one closed tile is a single power-3 monster; a 3 next to three closed tiles could be three Moths or one Ghoul, so look for the neighbour that settles it - Watch the Ledger. When a power's chip reads zero there are none of it left in the chamber, and every number around the board just became easier to read - Chests are always in plain sight, and each is loot or a Mimic. Loot never counts in a number and a Mimic always does, so the numbers around a chest, with the Ledger's Mimic chip, tell you which before you touch it - A ? is a number a Shade is hiding: at least one closed tile beside it is a Shade. Work from the numbers you can still read, slay the Shade, and every ? it covered turns back into a number - Exactly enough oil is enough. A fight that costs every drop you have still wins, and breaking the Warden on your last drop is a Last Flicker - Keep the Warden's price in reserve. The tick on the oil bar marks it; once you drop below it, only the oil flask can bring you back - Open the Warden's ring before you spend freely. Its guards are always the chamber's two weakest monsters, so the cheapest proven fights there are rarely wasted - Every fight lowers the numbers around it, and an empty tile that falls to zero opens its neighbours, so a well-chosen kill can light half the board - Hold a tile to mark what you have proven. A marked tile asks before it opens, which turns a slip of the thumb into a second chance - Sure-footed chambers, cleared without a single blind tap, pay a bonus of 50 points times the chamber number, and they are what your Proof percentage measures **Frequently asked questions** Q: Is Lantern Deep free to play? A: Yes. Lantern Deep is completely free with no ads and no in-app purchases. It runs in any modern browser on phone, tablet or desktop, and once the page has been cached it plays offline. Q: How is Lantern Deep different from Minesweeper? A: In Minesweeper a number counts the mines around it. In Lantern Deep a number is the total power of the monsters around it, and touching a monster is not an instant loss: it is a fight that costs oil equal to its power. You choose which fights to take, keep enough oil for the chamber's Warden, and turn the embers you earn into levels that grow your lantern. Q: What are Shades, Mimics and chests? A: From the second chamber on, every chamber hides Shades and chests. A Shade is a monster that turns every number beside it into a ?, so you have to work around it; slay it and those numbers come back. A chest is always visible and holds either loot, a pour of oil that never counts in any number, or a Mimic, a monster whose power counts like any other. The chamber is checked before you see it, so whether a chest is a Mimic can always be worked out from the board. Q: Will I ever have to guess? A: No. Every chamber is checked before you see it by a solver that plays it using only deductions, and a chamber that cannot be finished that way is thrown away. On the Daily Crypt and the first seven Endless chambers the solver also checks that the oil you arrive with is enough. After that, a chamber is guaranteed solvable without guessing, but budgeting your oil is up to you. You may still guess if you want to, and the Proof stat shows how often you did. Q: Does everyone get the same Daily Crypt? A: Yes. The four Daily chambers are built from the day's number by a deterministic generator, so every player gets exactly the same crypt. You get one attempt a day; after it, you can replay the crypt as practice, which posts nothing. Q: How is the score calculated? A: Each monster slain is worth its power squared times four plus the chamber number, each Warden is worth 100 times the chamber number, and a Sure-footed chamber, cleared without a blind tap, adds 50 times the chamber number. A full Daily clear also earns two points for every second under eight minutes. Q: What happens if my lantern runs out? A: A fight with a monster stronger than your remaining oil puts the lantern out and ends the run. A fight that costs exactly what you have still wins. If the Warden's price ever falls out of reach, the run ends too. Every chamber you finished still counts toward the score. Q: Can I play with a keyboard? A: Yes. The arrow keys move between tiles, Enter or Space opens one, M toggles Mark mode, the digit keys and ? place marks, L and X mark a chest as loot or a Mimic, S marks a Shade, Backspace clears one, and Escape pauses. Every tile announces its state to screen readers. ### Tiny Tycoon 3D - URL: https://weeklyarcade.games/games/tiny-tycoon-3d/ - Released: Sep 2026 - Genres: Simulation, Tycoon, 3D, Idle - Plays offline: no (cdn-3d) - Collections: Free 3D Browser Games, Free Simulation Games Design the shop. Then run it. Tiny Tycoon 3D is a spatial shop builder and service sim, and the building is the game rather than the decoration. Between shifts you lay out a boba stand's floor plan in true 3D - where the Counter goes, how far the Shaker sits from it, whether the queue has a lane to walk down - and during the shift a barista avatar physically walks that plan while customers path through it on a real navigation graph. Station placement is load-bearing: put a Boba Cooker behind a wall of your own furniture and the customers who ordered from it are counted as blocked, leave the Counter across the room from the Shaker and every order costs you two lengths of the shop. The carry limit is what turns distance into a compounding cost. Your barista holds two finished drinks until you buy a Small Tray, then three, then four, then six with a Trolley, and each upgrade changes your routes rather than your speed - a lesson borrowed from harvester sims, where truck capacity, not saw speed, is the upgrade that changes how you drive. The shift is three minutes of arrivals followed by Last Orders, the genre convention where the closed sign goes out but the people already inside are still yours to serve, so a good floor plan visibly finishes sooner. Everything then runs through a profit and loss rather than an accumulator: wages for every hire and a lease on every zone are billed every shift, forever, so expanding the floor is a decision and not a reward you collect. It renders in WebGL in a browser tab with no download and no plugin, there is nothing to buy, and no account is needed to play. **How to play.** Between shifts you are in Build Mode, which is untimed and gives you a free orbit camera. Pick a station from the palette and drop it on the floor grid; a ghost outline shows you the route customers would take to reach it, and turns red when the placement walls a route off. Owned stations move for free, so iterate. Then open the doors. For three minutes customers walk in, path through the space you built, and queue at a Counter with a ticket showing the stations their drink needs. Tap a floor tile to send your barista there, tap a glowing station while standing next to it to work it, and hand the finished drink over at the Counter. You can only carry two drinks at a time until you buy a bigger tray, so the shift is a sequence of trips rather than a queue of taps. At 0:00 the doors shut and no new customers arrive, but the shift keeps running until the last person on the floor is served or leaves. The summary then bills your wages and leases against the shift's revenue, scores the floor plan out of 100, and tells you which station cost you the most. **Tips** - The clock governs the door, not the shift. At 0:00 the entrance shuts and nobody new walks in, but everyone already inside still gets served - so a tidy floor plan finishes the shift sooner, and the time you submit is the real one - Your hands hold two drinks. That is the whole reason layout compounds: a badly placed Boba Cooker does not cost you one walk per drink, it costs you an extra round trip every time the tray fills, so the Counter's position matters as much as the stations' - Moving a station you already own is free and unlimited between shifts. Only unlocking a new type or buying floor costs Beans, so there is never a reason to live with a layout you already know is wrong - Flow climbs when the route you actually walked for an order is within 20% of the shortest route your current floor plan allows. A cramped shop makes a 3.0x Flow structurally impossible no matter how well you play, which is the signal to rebuild rather than to try harder - Blocked is not the same as too slow. A customer counted as blocked left because your floor plan had no reachable station for their drink, costs 8 Beans instead of 5, and is reported separately on the summary - it is a bug in the building, not in your hands - Wages and leases are billed every shift, forever. A Runner at 55 a shift pays for itself on a sprawling floor and quietly loses money on a compact one, so hire against the floor you actually built - The Layout Score is diagnosis, not decoration. It pays real Beans at shift end, and the one-line summary under it names the station that cost you the most - read that line before you open Build Mode **Frequently asked questions** Q: Is Tiny Tycoon 3D free to play? A: Yes. It is free on Weekly Arcade with no downloads, no plugins, no ads and no purchases. Signing in adds leaderboard submission, achievements and progress that follows you between devices. Q: How is this different from the original Tiny Tycoon? A: They test different skills. The 2D Tiny Tycoon is a reflex game at a fixed counter: tap the right customer before their patience runs out. Tiny Tycoon 3D is a spatial planning game - the counter position is yours to choose, customers walk real routes around what you placed, and the score follows the floor plan rather than your tapping speed. They share a boba shop and nothing else mechanically. Q: What happens when the timer reaches zero? A: The doors shut and no new customers arrive, but the shift does not end. Everyone already on the floor is still served or still leaves on their own patience timer, and the shift ends when the floor is empty. That is the genre convention, and it is what makes the submitted shift time a real measurement of your layout rather than a fixed three minutes. Q: What does the tray do? A: It sets how many finished drinks your barista can hold at once. You start on two, and the Small Tray, Service Tray and Trolley take that to three, four and six. It is the upgrade that changes your routes rather than your speed, because a full tray forces a return trip whether or not the next order was ready. Q: What is the Layout Score? A: A 0 to 100 reading of the floor plan itself, computed at the end of each shift from how far you actually walked against the shortest route your plan allowed, your peak Flow, and how many customers were blocked rather than merely slow. It pays real Beans, and it comes with a one-line diagnosis naming the station that cost you the most. Q: Can I move stations after I place them? A: Yes, for free and as often as you like, between shifts. Only unlocking a new station type or buying more floor costs Beans. Charging for repositioning would punish the exact iteration the game is about. Q: Does Tiny Tycoon 3D work on mobile? A: Yes, and portrait is the primary orientation - no rotate gate. Tap a floor tile to send the barista there, tap a station to work it, pinch and two-finger drag the camera in Build Mode. Shadows and heavier effects are dropped automatically on phone GPUs. Q: Can I play Tiny Tycoon 3D offline? A: No. It loads the Babylon.js 3D engine from a CDN, which the service worker cannot cache, so this game needs a connection to start. The 2D Tiny Tycoon does play offline once cached. ### Threadline - URL: https://weeklyarcade.games/games/threadline/ - Released: Sep 2026 - Genres: Puzzle, Logic, Daily - Plays offline: yes - Collections: Free Brain Training Games, Free Puzzle Games, Offline Browser Games, Quick Browser Games Pull it tight. Threadline is a free browser logic puzzle in the single-line path family - the same idea as LinkedIn's Zip and the classic Numberlink and Hamiltonian-path puzzles - with one rule no other version has: thread tension. Every puzzle comes with a bend budget, shown as a meter from the first move. Straight moves are free, but each change of direction spends a bend, and once the budget is spent the thread can only continue straight. Try to bend it anyway and it snaps back to the last number you reached, the cells clear in reverse order, and that segment's bends are refunded. Reading the grid is not enough; you have to read the thread. There are two modes. The Daily Challenge is one 6x6 grid per UTC day, generated from the date itself so every player in the world gets the identical grid with the same numbers, walls, gate and budget. It is scored on solve time against a 90-second par with a flat penalty per mistake, your first solve of the day posts to the daily leaderboard, and a Wordle-style text card is ready to share when you finish. Completing the daily keeps a streak alive that is saved to your account. The Endless Ladder gives every grid its own three-minute clock and climbs from 5x5 to 6x6, 7x7 and finally 8x8 grids as you clear three puzzles at each size, with two extra layers on top of tension: knots, cells the line must cross twice, straight through each time, once in each direction; and fog, where the upcoming numbers stay hidden until you reach the one before them. Each clear is worth more on a bigger grid, faster clears earn a bonus, and knot and fog puzzles carry multipliers. Threadline has no hints, no currency, no ads and no purchases. It is playable without an account, works on phones, tablets and desktops with full keyboard support, honours your reduced-motion setting, and needs nothing downloaded. **How to play.** Press on the 1 and drag one continuous line through every cell of the grid, reaching the numbers in ascending order and finishing on the highest one. You can never cross a white wall bar, and the cell with the cyan arrow can only be entered from the side the arrow points in from. Every time your line changes direction it spends one bend from the tension meter above the board. At two bends left the thread thins and brightens, at one it trembles and the meter turns amber, and a bend attempted at zero snaps the thread back to the last number you reached, refunding that segment's bends. Straight moves are always free. Tap the last cell or press the undo button to step back. The grid is solved the moment every cell is filled with the numbers in order. **Tips** - Read the whole grid before you touch it: count the bends the numbers force on you, compare that with the meter, and you will know how much slack you really have - Straight runs are free. Only a change of direction spends thread, so a long sweep along an edge costs nothing while a zig-zag through the middle burns the budget fast - The gate arrow points into the cell from the only side you may enter. Plan the approach to that cell first and let the rest of the route wrap around it - When the meter reads one bend left and the thread starts to tremble, stop and look for a straight line to the next number - a bend at zero snaps you back to your last number - A snap is not a restart. The thread only unravels to the last number you reached, and the bends that segment spent come back, so you get a genuine second attempt at that stretch - Knots must be crossed twice, straight through each time, once horizontally and once vertically - route the first pass so the second one lines up with the numbers still to come - In fog, only the next number shows. Cover the corners early, because a hidden number tucked into a corner is the one that traps you at the end - The daily board scores your first solve only, so a clean 60-second run with no mistakes beats a frantic 30-second one with three **Frequently asked questions** Q: Is Threadline free to play? A: Yes. Threadline is completely free with no ads, no in-app purchases and nothing to download. It runs in any modern browser on phone, tablet or desktop, and the daily grid works offline once the page has been cached. Q: How is Threadline different from Zip or Numberlink? A: The base rule is the same one-line-through-every-cell idea, but Threadline adds thread tension: every puzzle has a bend budget, each change of direction spends one bend, and a bend attempted with nothing left snaps the thread back to your last number. The endless mode also adds knots, which the line must cross twice, and fog, which hides the upcoming numbers until you reach them. Every puzzle also has one gate cell that can only be entered from the marked side. Q: Does everyone get the same daily puzzle? A: Yes. The daily grid is built from the UTC date by a deterministic seeded generator, so every player on a given day gets exactly the same numbers, walls, gate and bend budget. That is what makes the daily leaderboard a fair race: everyone solved the same grid. Q: How is the daily score calculated? A: You start from 10,000 points against a 90-second par. Every second under par adds 60 points with no cap, every second over par costs 40, and each mistake, including a snap, costs a flat 400. The score never drops below 200, so a slow, careful solve still posts a real number. Only your first solve of the day counts on the leaderboard. Q: What counts as a mistake? A: Only an actual rule break: crossing a wall, reaching a number out of order, entering the gate cell from the wrong side, crossing a knot the wrong way, or snapping the thread by bending at zero budget. The move is rejected on the spot and the counter goes up by one. Drawing yourself into a dead end is not a mistake - nothing is rejected, you simply notice and undo. Q: What happens when the thread snaps? A: The path unravels back to the last numbered cell you reached, those cells clear in reverse order, and the bends that segment spent are refunded to the budget. It counts as one mistake, but it never resets the whole puzzle, so it is a second attempt at that stretch rather than a restart. Q: How does the Endless Ladder work? A: Every grid gets its own three-minute clock, and the run ends when one runs out or you quit. You start on a 5x5 grid and move up to 6x6, 7x7 and 8x8 after clearing three puzzles at each size. Bigger grids are worth more per clear, beating each grid's par time earns a speed bonus, and puzzles with knots or fog multiply the clear's value. Your total across all clears is the run score, and the biggest grid you cleared is your level. Q: Can I play with a keyboard? A: Yes. The arrow keys extend the path one cell at a time, Backspace undoes one step, and Escape pauses. Every cell announces its state to screen readers, the tension meter always shows a numeric bends-left label, and reduced motion removes the tremor and snap animations entirely. ### Voidbreak 2 - URL: https://weeklyarcade.games/games/voidbreak-2/ - Released: Sep 2026 - Genres: Action, Arcade, Roguelite - Plays offline: yes - Collections: Free Action Games, Free Arcade Games, Offline Browser Games, Most Popular Games Climb the tower. Draft the build. Voidbreak 2 is a free browser Asteroids roguelite built on the movement model the original Voidbreak proved: momentum-based flight, no auto-brake, no weapon overheat, free-firing forever. Everything around that verb is new. Runs climb a fifteen-layer tower in three acts rather than counting waves, and the tower is layered and forward-only, so a choice at one layer never strands you on a dead branch. All thirty-four upgrades carry synergy tags from a fixed set of six - Fragment, Precision, Swarm, Overdrive, Bulwark, Momentum - and every draft card names its tags and shows how close you are to the next set bonus, so a build is a legible identity by act two instead of a bag of stats. Encounters run inside structured fields that change the shape of the arena: gravity wells that curve your own shots, cover that blocks fire in both directions, hazard bands that damage on contact, and debris belts you have to fly around. Between runs a server-persisted progression layer unlocks new ships, trails, rounds, HUD themes and extra draft cards, plus a five-node Refit tree capped at plus ten percent total that never touches lives or base damage - a fully refitted account and a fresh one fly the same tower, which is what keeps the leaderboard a measure of piloting. There is an all-time board, a daily board on a seed everyone shares, and a Registry that fills in every enemy, hazard and tag the first time you meet it. Twenty-four cosmetic items are earned with coins, account level or in-game achievements. No ads, no downloads, and nothing purchasable with money. **How to play.** Thrust, rotate and shoot, with full inertia and a wrap-around field - nothing brakes for you. On a keyboard, hold left and right to swing the nose, W or up to burn, and space to fire. On a phone, put a finger anywhere: the angle from where you touched down to where your finger is now commands the heading, staying inside the ring keeps the engine off so you can aim while drifting, and crossing the ring lights the engine at full power. Firing is automatic on touch. From the lobby press Start Run and climb the tower: fifteen layers in three acts, two or three forward choices per layer, and a mandatory boss at layers 5, 10 and 15. Every Wave, Elite and Cache node ends in a draft of three upgrade cards, each carrying one or two of six synergy tags. Hold two of a tag for a Minor set bonus and four for a Major, and the card shows your live progress toward both. Hazard nodes and every boss layer run inside a structured field - a gravity well, breakable cover, a hazard band or a debris belt - which changes where you can fly and shoot rather than only what the numbers are. Clear layer 15 and Endless Drift continues at act-three difficulty with no cap and a mini-boss every five layers. Lives refill every time you clear a layer, so damage is paid for inside the layer that caused it - but lose your last life mid-layer and the run ends there. **Tips** - Rotation is rate limited, not instant. Line the nose up while you are still coasting, then burn - the ship will never snap to a heading for you - Two picks of one tag is a real bonus, not a consolation. A run that lands two Minors often outscores a run that chases one Major and misses - Breakable cover blocks your shots as hard as it blocks theirs. Clear a lane before you commit to holding one - A gravity well pulls your bullets as well as your hull, so shots fired across the well curve. Fire through the centre or fire from outside it - Kills scored inside a live hazard field pay a field bonus. The safe route around the outside is also the cheap one - Elite and Boss layers guarantee rare or better, so an Elite fork is the fastest way to force the card your build is missing - Endless Drift is where the survival bonus lives. Clearing layer 15 with lives left is worth more than clearing it clean **Frequently asked questions** Q: Is Voidbreak 2 free? A: Yes. No ads, no downloads and nothing purchasable with real money. Every ship, trail, round and HUD theme is earned by playing, and it runs in any modern browser on phone, tablet or desktop. Q: How is it different from the original Voidbreak? A: The flight model is deliberately identical - thrust, rotate, shoot, full inertia, no overheat. Everything else is new: a fifteen-layer tower with three bosses instead of an open wave counter, synergy-tagged upgrades instead of thirty-four unrelated picks, structured fields that change the arena, progression that persists between runs, and a completely new art and audio identity. The original stays live and untouched at its own address with its own leaderboard. Q: What are synergy tags? A: Every upgrade card carries one or two of six tags. Holding two cards of a tag grants a Minor set bonus and four grants a Major one, and both are printed on the card in a single sentence with a real number. A capped run offers roughly fifteen drafts, so committing about a third of your picks to one tag reaches Major comfortably, and splitting them across two tags for a pair of Minors is a genuine alternative rather than a mistake. Q: Does progression make later runs easier? A: Barely, on purpose. Most unlocks are content - new ships, rounds, HUD themes and extra cards entering the draft pool - which make runs different rather than stronger. The only stat tree is Refit: five nodes worth two percent each, capped at ten percent total, and it only touches fire-rate cooldown, top speed and the shield-regen interval. No node ever raises max lives or base weapon damage, so a fully refitted account and a brand new one climb the same tower. Q: Do I need an account? A: No. The whole tower, Endless Drift and the Daily run all work without signing in. Signing in is what puts you on the leaderboards and what keeps your unlocks, Refit tree and equipped items across devices. Q: What is the Daily run? A: One tower configuration derived from the date, identical for every player in the world: the same node layout and the same structured fields in the same places. It submits to a separate daily board that resets at midnight UTC, so a first-day player can top it. Q: How long is a run? A: About six to eighteen minutes for the full fifteen layers. Endless Drift past layer 15 is uncapped, so a score-chasing run runs as long as you survive. ### Scarwrit - URL: https://weeklyarcade.games/games/scarwrit/ - Released: Aug 2026 - Genres: Card, Strategy, Roguelite - Plays offline: yes - Collections: Free Card Games, Free Strategy Games, Offline Browser Games, Most Popular Games Every card remembers. Scarwrit is a free browser deckbuilder roguelite where the cards themselves keep a record. It is a full turn-based card battler - 108 cards, 28 Seals, 20 enemies, three bosses, fifteen floors and six difficulty Depths - and it is the only one in the browser tier where your collection permanently changes shape as you play. Win with a card and it earns a Temper: a real upgrade, printed on that card, forever. Die with a card in your deck and the Blot takes one scar, on a card you choose. A card's scars can never outnumber its upgrades, so a collection can never spiral, and a new player cannot be scarred at all until they have started winning. Over a few weeks nobody else's Codex looks like yours. There are two leaderboards: all-time run score, and a Daily Seeded Run where every player in the world gets the identical deck, the identical map and the identical card offers, so the daily board is pure skill and a first-day player can top it. Fully playable without an account, portrait-first and one-handed on a phone, no downloads, no ads, no in-app purchases, and it works offline once cached. **How to play.** Pick one of three Bindings, then bind up to four veteran cards out of your Codex - cards you have already fought with, carrying every upgrade and every scar they have earned. Descend fifteen floors. Each turn you draw five cards and spend three Focus: tap a card to lift it, tap an enemy to strike. Guard vanishes at the start of your next turn, so spend it. Cards of the same faction chain together when you play them back to back, and chains score - though the later links of a fight score less than the first ones. Between fights you draft one card from three, buy Seals at the Scriptorium, and choose your path. Fell three bosses to clear the run. Whatever happens, the cards in your deck come home changed: every card that helped fell a boss earns a permanent upgrade, and when you die, the Blot writes one permanent scar on a card you choose. **Tips** - Bind veterans you can afford to lose before you bind the ones you love - the Toll only ever takes one card, but it takes it from the deck you brought - A card's scars can never outnumber its tempers, so bringing a Temper-3 card is safer than it feels: it can absorb three scars and still be net-positive - Chains are the biggest single line on your scoresheet, but every fight pays less for its later links - a pure deck is strong, not the whole answer - Guard resets at the start of your next turn, which means Thorn's Reprisal and Spine Burst want to be played the same turn you gain it, not the turn after - Buy card removal early. A 21-card deck that draws its combo is worth less than a 14-card deck that always does - The Palimpsest copies your highest-cost card. If your deck has one big finisher, it will be used against you - go wide for that floor - 40 Ink heals a scar and a floor-5 death banks about 90 Ink. You can always afford to undo a bad night **Frequently asked questions** Q: Is Scarwrit free? A: Yes. No ads, no in-app purchases, no download. It works in any modern browser on phone, tablet or desktop, and offline once cached. Q: What does it mean that cards remember? A: Every card in your Codex keeps a record. Each boss you fell while it is in your deck moves it toward a permanent upgrade, called a Temper. Each time you die, one card of your choice takes a permanent drawback, called a Scar. Both are printed on the card and last for the life of your account. Q: Can my collection get ruined? A: No, and this is enforced by a rule rather than by balance: a card's scars can never outnumber its upgrades. A card that has never been upgraded cannot be scarred at all, and no card can ever be worse than a fresh copy. You can also heal a scar for 40 Ink, which is less than one bad run earns. Q: Do I need an account? A: No. The whole game, including the Daily Seeded Run and your Codex, works as a guest on one device. Signing in keeps your Codex across devices and puts you on the leaderboards. Q: What is the Daily Seeded Run? A: Every player receives the identical starting deck, map, enemies and card offers, generated from the date. Your Codex is not used at all, so nobody's saved progress can buy a better score. It is a pure skill comparison and it resets at midnight UTC. Q: Is this a gambling or casino game? A: No. There are no reels, no chips, no suits, no jokers and no purchasable currency. Ink is earned only by playing and cannot be bought. Q: How long is a run? A: 12 to 20 minutes for the full fifteen floors. There is no clock anywhere in the game, so you can put it down mid-turn. Q: How is Scarwrit different from other browser deckbuilders? A: Most free browser deckbuilders ship 21 to 25 cards and reset completely between runs. Scarwrit ships 108 cards and 28 Seals, and its cards persist and permanently change between runs, so your collection ends up shaped by how you actually played. ### Fairway Nine - URL: https://weeklyarcade.games/games/fairway-nine/ - Released: Aug 2026 - Genres: Sports, Puzzle, Casual - Plays offline: yes - Collections: Free Puzzle Games, Free Sports & Racing Games, Offline Browser Games, Most Popular Games One course. One shot at par. Every player, same day. Fairway Nine is a free browser mini-golf game built on the daily-puzzle model: every player on Earth gets exactly the same seeded 9-hole course each UTC day, and it is your best round of the day that stands on the leaderboard - replay as often as you like, only an improvement counts. The course is not stored anywhere - it is computed from the date string itself through a deterministic generator, which is why the archive can hand you any past day's course on demand and why nothing about it can ever go stale or be lost. Play is one continuous finger gesture. Drag back from the ball to set both angle and power, release to putt, and let hand-rolled 2D physics do the rest across walls and bumpers, slope zones that pull the ball as it crosses them, sand that strangles roll, ponds that cost a stroke, and gates that slide back and forth on a seeded phase so they are in the same place for everyone. Scoring uses a modified Stableford system, which is how real golf converts strokes-against-par into a number where higher is better: six points for an ace, four for a birdie, three for a par, nothing for a triple bogey, plus flat bonuses for finishing the round under par, for each hole-in-one, and for the length of your daily streak. There is no fail state - a bad hole is more strokes, never a game over, and a mercy cap at par plus five stops one sand trap from turning into a grind. What you keep is the streak and the scorecard, plus a Wordle-style emoji strip of the round to share. Practice mode replays any past day for fun and never touches the leaderboard, which is the one rule that keeps the daily board honest. No downloads, no ads, no in-app purchases, and it works offline once cached. **How to play.** Touch anywhere and drag back from the ball - a dashed line shows your aim and a meter shows your power, exactly like pulling back a real putter. Release to putt. Drag back onto the ball itself to cancel the shot without playing it. The ball rolls with real friction, banks off cream walls, accelerates down slopes, bogs down in sand and costs you a stroke in water. Sink it in the cup to finish the hole, then move on to the next one. Nine holes, played in order, three to eight minutes. Every player in the world gets the identical course each UTC day, so your total is directly comparable - strokes against par convert to Stableford points, where a birdie is worth more than a par and an ace is worth a great deal more than either. **Tips** - Power is the drag distance, not the drag speed - pull back slowly and watch the meter, because a flick registers as whatever length your finger happened to stop at - Bank shots beat straight lines on doglegs: aim at the cream wall halfway along the bend rather than at the cup you cannot see, since restitution is high enough that two cushions still carry - Sand kills roll almost instantly, so never try to blast through a trap at full power - putt around the edge of it even if that costs you a stroke of position - A slope is drawn lighter on its high side and darker in its dip, and the ball visibly grows as it climbs - use the ball's own size as your elevation read before you commit the next putt - Too much pace and the ball lips out of the cup instead of dropping, so on a downhill approach aim to die at the hole rather than hit it firm - Water costs a stroke and puts you on the marked drop, which is often further from the cup than where you started - the safe line past a pond is almost always worth one extra putt - The stroke cap is par plus five, so once a hole has gone wrong take the mercy hole-out and protect the rest of the round instead of grinding a triple bogey into a disaster **Frequently asked questions** Q: Is Fairway Nine free to play? A: Yes. Fairway Nine is completely free with no ads, no in-app purchases and no download. It runs in any modern browser on phone, tablet or desktop, and the whole round works offline once the page has been cached. Q: Does everyone really play the same course? A: Yes, and it is verifiable. The 9-hole layout is generated from the UTC date string by a deterministic seeded generator that runs on your own device, so every player on a given day gets byte-identical geometry - the same walls, the same slope angles, the same moving-gate phase. Nothing about the course is fetched from a server, which is also why the whole archive of past days is playable. Q: How is the score calculated when fewer strokes is better? A: Strokes are converted to Stableford points, the system real golf uses to make golf scores ascending: 6 for an ace, 5 for an eagle, 4 for a birdie, 3 for a par, 2 for a bogey, 1 for a double and 0 for a triple or worse. Those are multiplied by 100 and added to three flat bonuses - 50 per stroke you finish under the course par, 250 per hole-in-one, and 20 per day of your streak up to 30. The round summary breaks all four lines out so you can see exactly where the number came from. Q: What is a good score in Fairway Nine? A: A bogey on every hole scores about 1,800. An all-par round is around 2,700 plus your streak bonus. Birdies push you past 3,600, and an under-par round with an ace and a long streak can clear 4,000. The median human round lands near the all-par band, so anything above 2,700 is a genuinely good day. Q: Does practice mode count for the leaderboard? A: No, and that is deliberate. Replaying a past day's course from the archive never submits a score and never unlocks a streak or achievement - only today's round posts. Practice rounds do keep a local personal best per date for your own reference. Q: What happens if I hit the ball into the water? A: The same thing that happens in real golf: one penalty stroke, and the ball is placed on the marked drop point beside the hazard rather than back at the tee. There is also a mercy cap of par plus five strokes per hole, which auto-holes the ball so one bad hazard can never turn into an unbounded grind. Q: When does the new course appear, and what happens to my streak? A: At 00:00 UTC, not local midnight, so the reset happens at the same instant for everyone. Your streak counts consecutive UTC days on which you completed a daily round; miss a day and it resets to zero. There is no streak freeze - the counter is unforgiving on purpose, which is what makes it worth protecting. Q: Does Fairway Nine work on mobile? A: Yes, and it is designed portrait-first for phones. Each hole fits the screen with no scrolling or panning, the whole game is one drag gesture with no buttons to hit mid-shot, and every control clears the 44px touch-target floor. Full reduced-motion support is built in and follows your system setting. ### Gearloom - URL: https://weeklyarcade.games/games/gearloom/ - Released: Aug 2026 - Genres: Strategy, Puzzle, Roguelite - Plays offline: yes - Collections: Free Puzzle Games, Free Strategy Games, Offline Browser Games Weave the machine. The machine pays. Gearloom is a free browser engine-builder roguelite dressed as a clockmaker's workshop, and it is the first game in the Weekly Arcade library scored by construction rather than execution. There is no reaction time to master and nothing to dodge: you draft one part from three, place it on a fixed 5x5 grid, and the whole board ticks. What makes it hard is that a part is worth almost nothing on its own. The same Small Cog is worth 4 in the wrong corner and 400 wired between two Ratchets and a Flywheel, and learning to read a board's emerging neighbourhoods - a cluster of Sources feeding one big Converter - is the entire skill. Adjacency is strictly orthogonal, four neighbours, with exactly three Legendary exceptions that say so on their own card, so the graph is always fully knowable and a loss always reads as "I see what I should have wired differently" rather than "that was random". The roster runs to 58 parts across Bronze, Steel, Gold and Platinum tiers - Sources that generate, Modifiers that multiply their neighbours, Converters whose whole output is a formula over what surrounds them, Stabilizers that neutralise the three hazard tiles, and Connectors that reach past simple adjacency into rows, chains and the whole board. Ten Blueprints arrive one round in three as permanent passives. A five-step Training run is permanently available from the menu, the pause screen and Settings, not just on your first visit. Every run submits to a two-axis leaderboard - Torque banked and rounds survived - so out-scoring a deeper run with a better machine is its own bragging right. No downloads, no ads, no in-app purchases, and it works offline once cached. **How to play.** Each round you are offered three parts and draft exactly one - the other two vanish, nothing is held. Tap an empty cell on the 5x5 board to place it, permanently. Then tap Run Tick: every part on the board resolves at once and pays out Torque based on what sits orthogonally beside it, lighting up one at a time so you can see which neighbour did the work. Clear the round's quota and the Torque banks into your score; miss it and the run ends immediately. The quota climbs 28% every round, so a board that is merely full loses to a board that is wired. **Tips** - Build one neighbourhood, not five lonely parts - a Flywheel surrounded by four Sources outproduces the same five parts scattered across the board - Corner cells have 2 neighbours and edges have 3, marked with bracket icons: spend those weak slots on Test Weight or Mainspring and save the interior for anything that buffs - Converters are the payoff, not the setup - place Piston and Overdrive Piston last, once you already have three or four Sources touching that cell - Never draft a Spring without a plan to put an Escapement beside it, and never place the Escapement before the tension has had rounds to build - A drafted hazard is not a lost round: Oil Can zeroes it, Counterweight flips its penalty into a bonus, and a Diamond-Tipped Drill turns it into +8 forever - Watch the reveal animation rather than the total - the number each gear pulses is telling you exactly which placement is carrying your board **Frequently asked questions** Q: Is Gearloom free to play? A: Yes. Gearloom is completely free with no ads, no in-app purchases and no download. It runs in any modern browser on phone, tablet or desktop, and works offline once the page has been cached. Q: What is an engine-builder, and do I need to know the genre? A: An engine-builder is a game where you assemble a machine that scores for you, rather than scoring directly yourself. You do not need prior experience: rounds 1 and 2 draw only from four safe parts, and a five-step Training run is available permanently from the main menu, the pause overlay and Settings. Q: How does adjacency work in Gearloom? A: Adjacency is orthogonal only - up, down, left and right. Diagonals never count unless a part's own text says so, and only three of the 58 parts do. Corner cells have 2 neighbours, edge cells have 3 and interior cells have 4, and every cell with fewer than four is marked with a bracket icon so you can see the weak slots before you commit to one. Q: Is Gearloom a card game or a slot game? A: Neither. There is no deck, no draw pile, no hand and no reels. Three parts are offered, you take one and the other two are discarded immediately - nothing is ever held. What gets scored is a board, and output is measured in Torque with a gear icon, never coins. Q: What is a good score in Gearloom? A: An unplanned board usually fails around round 6 or 7 for roughly 100 Torque. Some deliberate pairing gets you to round 9 or 10 and about 275. A properly wired hub-and-spoke build reaches round 14 and over 1,000, and near-optimal play with strong Blueprints can pass round 18 and 3,000 Torque. Q: Can I undo a placement or move a part later? A: No. Placement is permanent, which is what makes each decision matter. The one escape valve is Salvage: once all 25 cells are occupied you may permanently destroy a placed part to free its cell, and the Salvage Rights Blueprint refunds half of what that part last produced. Q: Does Gearloom work on mobile? A: Yes, and it is designed mobile-first. The whole game is single taps - no dragging and no timing - the full board is visible at once with no scrolling or panning, and every cell and card clears the 44px touch-target floor even on a 320px-wide phone. ### Duneburst - URL: https://weeklyarcade.games/games/duneburst/ - Released: Aug 2026 - Genres: Puzzle, Arcade, Roguelite, Physics - Plays offline: yes - Collections: Free Arcade Games, Free Puzzle Games, Offline Browser Games, Quick Browser Games Blocks shatter into flowing sand. Connect it wall to wall. Duneburst is a free online sand physics puzzle you play straight in your browser, with no downloads and no ads. Pieces fall like a normal block puzzle, but the moment one lands it bursts into hundreds of individual coloured grains that flow, slump and settle under a real granular simulation. There are no lines to clear. Instead you clear by building an unbroken same-colour path from the left wall to the right wall, which detonates every grain connected to it and collapses the whole board into a cascade. What makes Duneburst different from every other sand puzzle on the web is the relic draft: every third clear the game pauses and offers you three of fifteen relics that permanently rewrite the run. Heavy Grains stack steeper. Loose Sand flattens into wide banks. Winnower stitch a span across a gap. Solvent Grain eats its neighbours. Deep Cut pays far more for thick slabs, and Chain Reactor turns cascades into the whole strategy. Runs last four to eight minutes, no two runs play the same, and every run is scored on a global leaderboard that shows not just your score but the build you used to get it. Fully playable on mobile with large touch controls, colour-blind safe with a non-colour grain texture channel, and completely free. **How to play.** Drag to move the falling piece, tap to rotate, swipe down to drop. When a piece lands it shatters into hundreds of sand grains that flow and pile up. Build an unbroken path of one colour from the left edge to the right edge and every connected grain of that colour detonates. Every third clear, draft one of three relics that change the physics or the scoring. The run ends when the pile reaches the top. **Tips** - A thin thread across the board clears instantly but is worth almost nothing - bank a thick slab before you connect it - Sand slumps at about 34 degrees, so one piece spreads roughly 22 columns wide on flat ground - Layer a second colour behind the one you are about to clear; removing the front slab drops the back one into a cascade - Heavy Grains and Loose Sand cancel each other out - pick a lane on your first draft and commit - Skipping a draft is often correct: it banks a reroll for the draft where an Epic shows up **Frequently asked questions** Q: Is Duneburst free to play? A: Yes. Duneburst is 100% free with no ads, no in-app purchases and no downloads. Every relic, both modes and all leaderboards are available to everyone. Signing in is optional and only adds leaderboard placement and cross-device saves. Q: How do I clear sand in Duneburst? A: You need an unbroken path of a single colour that touches the left edge and the right edge of the board at the same time. When that happens, every grain connected to that path detonates, not just the path itself. That is why banking a thick slab of one colour before you connect it is worth far more than clearing a thin thread. Q: What are relics? A: Relics are permanent run modifiers. Every third clear the game pauses and offers three of fifteen relics. Some change the physics, like making grains heavier or looser or adding gusts of wind. Some change the scoring, like paying more for thick slabs or deeper cascades. You can hold up to eight in one run, and the combination is what makes each run different. Q: Does Duneburst work on mobile? A: Yes, it is designed mobile-first. Drag to steer the piece, tap to rotate and swipe down to drop, or use the large on-screen buttons if you prefer. Every control has a button as well as a gesture, so you never need a keyboard. Q: Is Duneburst colour-blind friendly? A: Yes, and it was designed that way from the start because matching colours is the core mechanic. The five grain colours use a colour-blind safe palette, they are separated on a luminance ladder so they stay distinguishable in greyscale, and each colour carries its own grain texture pattern and its own symbol. There is a Grain Texture setting to make the patterns stronger. Q: How is the score calculated? A: Score is driven by the number of grains you detonate, multiplied by how thick the span was, how deep the cascade chain went, how long your same-colour streak is, and your relic multipliers. A weak run scores a few thousand. A strong run scores a few hundred thousand. ### Strait Runner - URL: https://weeklyarcade.games/games/strait-runner/ - Released: Aug 2026 - Genres: Action, Survival, 3D, Strategy - Plays offline: no (cdn-3d) - Collections: Free 3D Browser Games, Free Action Games, Free Strategy Games Eight haulers. One escort. No safe crossing. Strait Runner is a free 3D naval convoy escort survival game on Weekly Arcade - a browser game built with Babylon.js WebGL that plays in any modern browser with no install. You captain a single escort corvette shepherding eight civilian cargo haulers through the Amaranth Strait, a wholly fictional chokepoint raided by the stateless Salt Reavers. The convoy advances at a constant pace and you cannot halt it, so every wave is a triage decision: the threat closest to you, or the cargo ship on the far flank. This is a protect-the-convoy game rather than a survive-as-long-as-you-can game. Your score runs on a live convoy multiplier that permanently drops with every cargo ship lost, and the signature mechanic is the body-block - deliberately flying your own hull into a threat so the escort absorbs the damage and the cargo ship survives. Four threat types unlock across the run: Skiff Drones, Drift Mines, Flinger Shells and Locusts, each with a different block-versus-shoot tradeoff. A currency-free 1-of-3 upgrade draft between waves offers Hull Plating, Rate of Fire, Escort Drone, Repair Pulse and Wide Auto-Target Arc, five levels each. Fully procedural low-poly geometry means there are no model downloads at all. No ads, no in-app purchases, no download required. **How to play.** Move your escort corvette with WASD or the arrow keys on desktop, or drag anywhere on the left side of the screen for a virtual joystick on mobile. There is no aim button - the autocannon automatically fires at the nearest threat inside its targeting cone. Threats spawn from both shorelines and telegraph their target with a shrinking countdown ring and a line to the ship they are aimed at. You then choose: destroy the threat with your cannon, reposition to cover it, or fly your own hull into its path so you take the hit instead of a cargo ship. Press Spacebar or tap the ability button to trigger your special once unlocked. Between waves you draft one of three upgrades. Reach wave 20 with at least one cargo ship afloat to earn Convoy Delivered. **Tips** - You never aim - the autocannon fires on its own. Your whole job is being in the right place, so treat every wave as a positioning puzzle rather than a shooting one. - Fly your escort into the path of a Skiff Drone to body-block it: the drone hits you for 15 instead of hitting a cargo ship for 45. That is the best trade in the game. - Do not body-block Drift Mines or Locusts if you can help it - a mine costs your hull 40 and a Locust is too erratic to intercept cleanly. Shoot those instead. - Every scoring event is multiplied by your convoy multiplier at the moment it happens, so an early save is worth more than a late one. Protect ships before you chase points. - Rate of Fire is weak in the first few waves and the strongest pick from wave 8 onward. Take Escort Drone or Wide Arc early while spawn density is still low. - Sail ahead of the convoy now and then. Drift Mines do not chase anyone, so clearing them before the convoy arrives costs you nothing at all. **Frequently asked questions** Q: Is Strait Runner free to play? A: Yes. Strait Runner is 100% free on Weekly Arcade with no ads, no in-app purchases and no download. It runs instantly in any modern browser with WebGL. Q: What is the body-block in Strait Runner? A: Body-blocking means flying your escort's hull into a threat's path before it reaches the cargo ship it is targeting. Your escort takes the hit instead, the cargo ship is saved, and you earn a flat body-block bonus on top of the threat's points. It is the core decision of the game because escort hull does not regenerate on its own. Q: How does scoring work in Strait Runner? A: Threats are worth 50 to 200 points by type, body-blocks add a flat 25, and clearing a wave awards 300 times the wave number. Every one of those events is multiplied by your current convoy multiplier, which runs from 1.0x with all eight cargo ships afloat down to a 0.4x floor. At the end of a run each surviving cargo ship is worth 1,000 more, and delivering the full convoy adds a flat 5,000 that the multiplier never touches. Q: How do I win Strait Runner? A: Reach wave 20 with at least one cargo ship still afloat and you earn Convoy Delivered, the best ending. The run ends early if your last cargo ship is destroyed, and you can also stop a session from the pause menu at any time with no score penalty. Q: Does Strait Runner work on mobile? A: Yes. Strait Runner is landscape-only and mobile-first: a drag-anywhere virtual joystick covers the left side of the screen and a single thumb-reachable ability button sits bottom-right. The autocannon fires automatically so there is no tap-to-aim anywhere. The renderer detects your device and drops water reflections, bloom and shadows on lower-end hardware to hold a stable frame rate. Q: Is Strait Runner set in a real place? A: No. The Amaranth Strait is a wholly fictional waterway in an original setting, and the Salt Reavers are an invented stateless raider outfit. There are no real nations, places, flags or hardware anywhere in the game. ### Swarm Surge - URL: https://weeklyarcade.games/games/swarm-surge/ - Released: Jul 2026 - Genres: Action, Roguelite, Arcade, Survival - Plays offline: yes - Collections: Free Action Games, Free Arcade Games, Offline Browser Games, Most Popular Games Survive the swarm. Your guns handle the aiming. Swarm Surge is a free browser action roguelite on Weekly Arcade, inspired by Vampire Survivors and Brotato. Control a hero who auto-fires weapons while you focus on movement and upgrade decisions. Enemy swarms escalate from simple Crawlers to fast Rushers, armored Tanks, explosive Bombers, and invisible Phantoms. Named bosses with HP bars appear every 90 seconds. Each level-up presents three random upgrade choices from a pool of 12 weapons and 8 passives, with weapon evolution unlocks available when conditions are met. Score is calculated from kills, time survived, bosses defeated, and XP gems collected. Meta-progression unlocks additional starting weapons at score milestones. No ads, no downloads, no in-app purchases. **How to play.** Move with WASD or Arrow Keys (desktop) or the virtual joystick (mobile). Your weapons fire automatically toward the nearest enemy - your only job is to move and pick upgrades. Defeated enemies drop XP gems. Walk near gems to collect them, filling your XP bar. Each level-up pauses the game and shows three upgrade choices: new weapons, passive boosts, or weapon evolutions. Survive as long as possible. Bosses arrive every 90 seconds. At 15 minutes The Reaper arrives - killing it is the only way to win a run. **Tips** - Keep moving - standing still lets enemies surround you. Circle-strafe around packs to stay ahead. - XP gems are magnetic within 80px (more with Magnet Up upgrades) - you don't need to walk directly over them. - At level-up, check if any upgrade completes a weapon evolution pair before picking a passive. - The Swarm Queen spawns at 2 minutes and summons Crawlers on every hit - kite her away from gem clusters. - Use your one free re-roll per run when all three upgrade choices are already maxed passives you don't need. - The Daily Challenge is a 6-minute seeded run - everyone faces the same waves and mutators. Beat the day's par score to keep your streak alive. **Frequently asked questions** Q: Is Swarm Surge free to play? A: Yes. Swarm Surge is 100% free on Weekly Arcade with zero ads, no in-app purchases, and no download required. Play instantly in any modern browser. Q: How is Swarm Surge different from Vampire Survivors? A: Swarm Surge is a browser-first version of the bullet-heaven genre - instant play with no download. Runs are won by surviving to the 15-minute mark and then killing The Reaper, which keeps sessions short enough for browser gaming contexts. It features a global daily leaderboard, achievement system, and cross-device cloud saves via Weekly Arcade accounts. Q: How does scoring work in Swarm Surge? A: Score = Kill Points (5 per basic enemy, 500 per boss) + Time Bonus (1,000 per minute survived) + XP Gem Bonus (10 per gem collected) + optional 5,000 bonus for killing The Reaper. Q: Does Swarm Surge work on mobile? A: Yes. Swarm Surge is designed mobile-first with a virtual joystick for movement. Weapons fire automatically so no tap-to-shoot is required. Performance mode auto-activates on mobile hardware. Q: How do I unlock new starting weapons? A: Starting weapons unlock by reaching score milestones in a single run: Scatter Ring at 5,000 points, Blade Orbit at 15,000 points, and Chain Arc at 30,000 points. Unlocks persist across sessions via localStorage and cloud save. Q: What are weapon evolutions in Swarm Surge? A: When a weapon reaches max level AND you own a specific passive upgrade, a weapon evolution card appears at the next level-up. Evolutions replace the base weapon with a dramatically stronger version. Up to 2 evolutions can be active in a single run. Q: What is the Swarm Surge Daily Challenge? A: Every day at midnight UTC, a new 6-minute seeded challenge begins: every player faces the identical spawn waves, upgrade offers, and 1-2 named mutators like Boss Rush or Glass Cannon. Beat the day's par score to earn streak credit, with achievements at 3, 7, and 30 consecutive days. Daily scores compete on their own leaderboard with unlimited attempts - your best counts. ### Cosmo Merge - URL: https://weeklyarcade.games/games/cosmo-merge/ - Released: Jul 2026 - Genres: Puzzle, Physics, Arcade - Plays offline: yes - Collections: Free Arcade Games, Free Puzzle Games, Free Games With No Ads, Offline Browser Games, Quick Browser Games, Free Relaxing Games Sling into orbit. Merge mid-flight. Cosmo Merge is a free orbital physics merge puzzle game on Weekly Arcade. Sling celestial objects - asteroids, moons, planets, stars, and black holes - into orbit around a gravity well and match pairs mid-flight to forge larger cosmic bodies. Objects orbit continuously, creating dynamic collisions and near-misses. Master the 9-tier merge chain from tiny Asteroid to consuming Black Hole. Compete on the daily and all-time global leaderboard. No ads, no downloads, no in-app purchases. Average session: 5-15 minutes. **How to play.** Move along the arena edge to position your sling, then click or release to launch the cosmic object into orbit around the central gravity well. Objects orbit continuously - when two identical objects collide mid-flight, they merge into the next tier. Asteroids become Moons, Moons become Mars, and so on up to the Black Hole. If too many objects crowd the arena, the game ends. Aim for chain reactions to multiply your score. **Tips** - Sling objects at an angle - tangential launches create stable orbits with more collision chances than firing straight at the center - Two Neutron Stars can merge into a Black Hole - the largest object in the game. Time your slings to bring them together in orbit! - Watch out for the gravity well - objects that spiral too close to the center are consumed with no points - Asteroids orbit fast and Jupiters orbit slow - use the speed difference to set up collisions between same-tier objects - Keep the object count below 20 - once you hit 25 objects orbiting simultaneously, you only have 3 seconds before game over **Frequently asked questions** Q: Is Cosmo Merge free to play? A: Yes. Cosmo Merge is 100% free on Weekly Arcade with zero ads, no in-app purchases, and no download required. Q: How is Cosmo Merge different from other merge games? A: Cosmo Merge uses orbital physics - objects orbit a gravity well instead of falling and stacking. You sling objects into orbit and they merge mid-flight when matching pairs collide. It is free in your browser with a global leaderboard, no ads, and no download. Q: What is the highest object in the merge chain? A: The Black Hole is the top tier - created by merging two Neutron Stars. It is rare, large, and rewarded with a full-screen special effect. Q: Does Cosmo Merge work on phones? A: Yes. Cosmo Merge is designed mobile-first and works on any phone, tablet, or desktop browser without installing an app. Q: Can I play Cosmo Merge offline? A: Yes. After your first visit, Cosmo Merge is cached as a PWA and works without an internet connection. Install Weekly Arcade to your home screen for the best offline experience. Q: How does scoring work? A: Each merge awards points based on the tier created. Higher-tier merges are worth more points. Chain reactions - where one drop causes multiple consecutive merges - award bonus points up to 2x per chain level. ### Neon Beats - URL: https://weeklyarcade.games/games/neon-beats/ - Released: May 2026 - Genres: Rhythm, Music, Arcade - Plays offline: yes - Collections: Free Arcade Games, Free Games With No Ads, Offline Browser Games, Most Popular Games, Quick Browser Games Four lanes. Rising BPM. Keep the combo alive. Neon Beats is a free browser rhythm game with a neon synthwave aesthetic. Notes fall in four lanes, each lit in cyan, magenta, yellow, or green against a deep dark background. A full synthwave backing track - kick, hats, claps, bassline and arpeggio over an Am-F-C-G progression - is generated procedurally via the Web Audio API, with no audio files to download. Notes are charted into musical patterns and pitched to the chord underneath, so each lane you hit plays a real chord tone. Timing windows reward precision: Perfect (±50 ms), Great (±100 ms), and Good (±150 ms). Miss too many notes and your health drops to zero. Survive longer as the BPM climbs from 90 up to 160. Chain combos to hit the 8x multiplier and watch your score rocket. High scores are saved locally and synced to the global leaderboard when signed in. Six achievements reward everything from your first Perfect note to a 50-combo streak and a 50,000-point run. Neon Beats works on any device - four-finger touch on mobile or D/F/J/K keyboard on desktop - with full Safari AudioContext unlock support and prefers-reduced-motion accessibility. **How to play.** First time here? The menu opens on Start Training - a short, no-fail guided run that shows you where the hit line is, which control plays which lane on your device, and how to time a tap. You can skip it and it is always available again from How to Play. In a normal run, four lanes of notes fall from the top of the screen. Tap the lane (or press D/F/J/K) exactly when a note reaches the hit zone at the bottom. Perfect hits score the most and restore health; Good hits score less; misses drain health. Build combos to multiply your score up to 8x. The BPM increases every 30 seconds - how long can you survive? **Tips** - Use D/F/J/K keys on desktop for the four lanes - muscle memory beats looking at the keys - Watch the beat indicators at the top of each lane to anticipate when notes will arrive - Keep your combo alive at all costs - the 8x multiplier at 50 combo is a massive score booster - Perfect hits add 2 health; misses drain 7 - prioritise accuracy over speed - As BPM rises past 130, focus on the lane colours rather than individual note shapes - Use the input latency offset in Settings if notes feel early or late on your device **Frequently asked questions** Q: Is Neon Beats free to play? A: Yes. Neon Beats is 100% free with no ads, no in-app purchases, and no downloads. Play instantly in your browser on any device. Q: How does the scoring work? A: Each note hit scores base points multiplied by your current combo multiplier (1x, 2x, 4x, or 8x at 0, 10, 25, and 50-note combos). Perfect hits score more than Great or Good hits. Missing a note resets your combo to zero and costs 7 health. Back-to-back misses within 800 ms only cost health once, so one fumbled run of notes will not instantly end you. Q: Does it work on mobile? A: Yes. Neon Beats is designed for both mobile portrait and desktop landscape. On mobile, tap each of the four colour-coded lanes. On desktop, use the D, F, J, and K keys. Q: What is the input latency offset in Settings? A: Different devices and browsers have different audio output delays. The latency offset (in milliseconds) shifts the hit window earlier or later so notes feel perfectly in sync on your specific setup. Q: How high does the BPM go? A: The BPM starts at 90 and increases by 5 every 30 seconds, capping at 160 BPM. The game ends when your health reaches zero from too many misses. Q: Is there a tutorial for new players? A: Yes. First-time players land on a training mode instead of a live run. It walks through the hit line, makes you trigger all four lanes once, then runs slow 72 BPM drills with a metronome and per-hit coaching that tells you whether you were early, late or perfect. Nothing in training affects health, score or the leaderboard, and it adapts its wording to your device - keyboard players are taught D/F/J/K, touch players are shown where to tap. Replay it any time from the How to Play button. ### Doodle Dash - URL: https://weeklyarcade.games/games/doodle-dash/ - Released: Apr 2026 - Genres: Party, Drawing, Multiplayer, Casual - Plays offline: no (multiplayer) - Collections: Free Party Browser Games, Free Multiplayer Browser Games Draw it. Guess it. Thirty players a room. Doodle Dash is Weekly Arcade's first party game - a multiplayer drawing and guessing experience built for up to 30 players per room. Unlike competitors such as Skribbl.io, Doodle Dash adds Speed Draw mode where every player draws at the same time, eliminating waiting. Touch drawing with the Pointer Events API works perfectly on mobile. XP progression unlocks new brush styles and color palettes, giving returning players a reason to come back. Positive-only star votes keep the social energy fun and toxicity-free. **How to play.** In Classic mode, one player draws a chosen word while others race to guess it in the chat. In Speed Draw mode, every player draws the same word simultaneously - after time expires, all drawings are revealed and players vote for the best. Earn XP for correct guesses, helping others guess, and receiving star votes. **Tips** - In Classic mode, start with the most recognizable part of your drawing - the single detail that makes the object unmistakable - Speed Draw mode rewards speed and clarity over artistry - bold outlines beat detailed shading every time - Guess early and keep refining: partial guesses won't count, but you'll learn from what's marked as incorrect - As drawer, use the hint system to your advantage - revealing one letter at 25 seconds costs you nothing - Star votes reward creativity, not just accuracy - a funny wrong drawing can still win the crowd **Frequently asked questions** Q: Is Doodle Dash free? A: Yes. Doodle Dash is 100% free on Weekly Arcade with no ads, no in-app purchases, and no downloads. All game modes and features are free. Q: How many players can join a Doodle Dash room? A: Private rooms support 2–30 players, including the host. Choose Create Private Room, share the room code, and have friends enter it and select Join. The host can start once at least two players have joined. Quick Play finds a public room, which can include bots. Q: What is Speed Draw mode? A: Speed Draw mode has every player draw the same word simultaneously for 60 seconds. When time is up, all canvases are revealed at once. Players vote with stars for the best drawing. This mode eliminates waiting - everyone is drawing every round. Q: Does Doodle Dash work on mobile? A: Yes. Doodle Dash is designed mobile-first. The drawing canvas uses the Pointer Events API for smooth finger drawing on any touchscreen. All UI elements meet minimum touch target sizes. Q: Can I play without signing in? A: Creating or joining a room requires an active player session. Sign in if prompted; an existing guest session from earlier play can also work. Opening the game as a new visitor does not automatically create a multiplayer session. ### Bir Glider - URL: https://weeklyarcade.games/games/bir-glider/ - Released: Apr 2026 - Genres: Endless, Zen, Adventure - Plays offline: yes - Collections: Offline Browser Games, Quick Browser Games, Free Relaxing Games Hold to rise. Release to soar. Bir Glider is a one-tap paragliding game set over the Himalayas, and its setting is a real place: Bir Billing in Himachal Pradesh is one of the highest paragliding launch sites in the world and among the best known in India. The game runs twelve hand-built levels across four biomes that unlock by distance flown - Bir Valley from the start, Pine Forest at 800 metres, Snow Peaks at 2,500 and Above Clouds at 3,500 - and it introduces its mechanics one at a time rather than all at once. Level one is only flying. Thermals arrive at level two, eagles at level four, and aerobatic stunts at level six, so by the time all three are in play you have already learned each of them separately. Every level has its own objective rather than a distance target dressed up as one: catch a thermal, collect five prayer flags, near-miss an eagle, reach 500 metres of altitude. Each also has three star thresholds, so a level you have passed still has something left in it. The last level is called Only Silence and is flown above the cloud layer. The soundtrack is a procedural Himalayan drone that responds to which biome you are in rather than a looping track. **How to play.** One input. Hold to pitch the glider down and build speed, release to let it rise - everything else follows from managing that trade between altitude and airspeed. Thermals are rising columns of air; fly into one and circle to gain height rather than distance. Prayer flag lines strung across the valley are collectibles. Eagles are hazards, but passing close to one without hitting it counts as a near-miss and is worth points, which is also a level objective. From level six, stunts are available as aerobatic manoeuvres flown with the same single input. Each level has its own goal - a distance, a thermal count, a flag count, a near-miss or an altitude - and three star thresholds above it, so clearing a level and mastering it are different things. **Tips** - Height is stored speed. Diving to build airspeed and then converting it back into altitude covers more ground than trying to hold a steady line, which is how real gliding works and how this model is built - Thermals are the only way to gain real height, and they arrive at level two for a reason - once eagles appear at level four you will be sharing the sky with a hazard while you circle - Near-missing an eagle is worth points and is an explicit objective on level four, so the correct play once you are confident is to fly close to them rather than around them - Each level has three star thresholds rather than a pass mark, so a level you cleared on the first attempt almost certainly has two stars left in it. Replaying early levels is the cheapest score in the game - Prayer flags come in strung lines, so approaching along the line collects several in one pass while crossing it perpendicular collects one - The biomes are distance-gated at 0, 800, 2,500 and 3,500 metres, so seeing Above Clouds at all requires a flight that goes 3.5 kilometres - it is a distance achievement before it is a level - Stunts unlock at level six and are flown with the same single input as everything else. Practise them on a level you have already three-starred rather than on the one that asks for them **Frequently asked questions** Q: Is Bir Glider free to play? A: Yes. Bir Glider is free on Weekly Arcade with no downloads, no ads and no purchases. Signing in adds leaderboard submission, achievements and saved level progress. Q: Is Bir Billing a real place? A: Yes. Bir Billing in Himachal Pradesh, India is one of the highest paragliding launch sites in the world and one of the sport's best-known destinations. The game's first biome, Bir Valley, is named for it, and the flight over tea gardens into cedar groves and up to the high passes follows the real geography. Q: How many levels does Bir Glider have? A: Twelve, across four biomes. Bir Valley is available from the start, Pine Forest opens at 800 metres, Snow Peaks at 2,500 and Above Clouds at 3,500. The final level is called Only Silence and is flown above the cloud layer. Q: How do the controls work? A: A single input. Hold to pitch down and gain speed, release to let the glider rise. There is nothing else to press - thermal circling, flag collection, eagle near-misses and stunts are all flown with that one control, which is why the game works identically on touch and keyboard. Q: What are thermals and how do I use them? A: Rising columns of warm air, introduced at level two. Flying into one and circling inside it gains altitude, which is the only real way to climb. Since altitude converts back into distance later, a thermal caught early is worth far more than the seconds spent circling in it. Q: How does the star rating work? A: Every level has an objective to clear it and three separate score thresholds above that. Clearing a level and three-starring it are different achievements, so early levels remain worth replaying long after you have passed them. Q: Does Bir Glider work offline? A: Yes, once the page has been cached the whole game runs with no connection, including the procedural soundtrack. Leaderboard submission needs a connection and a signed-in account. ### Chroma Sort - URL: https://weeklyarcade.games/games/chroma-sort/ - Released: Apr 2026 - Genres: Puzzle, Logic, Daily Challenge - Plays offline: yes - Collections: Free Brain Training Games, Free Puzzle Games, Free Games With No Ads, Offline Browser Games, Most Popular Games, Quick Browser Games, Free Relaxing Games One color per tube. A new tangle every day. Chroma Sort is a free online color sorting puzzle game you can play directly in your browser with no downloads or ads. Every day, three new Daily Challenge puzzles are generated at Easy (4 colors, 6 tubes), Medium (6 colors, 8 tubes), and Hard (8 colors, 11 tubes) difficulty - the same puzzles for every player worldwide, so you can compete fairly on the global leaderboard. Unlike other ball sort puzzle apps that bombard you with video ads and lock undo behind paywalls, Chroma Sort gives you completely free unlimited undo, 3 daily hints, and an earned Extra Tube power-up. The game features satisfying ASMR-style synthesized audio, a Wordle-style emoji share card to post your daily result, and an Endless Mode with 100+ procedurally generated levels that ramp from 3 colors all the way to 10. Whether you call it color sort, ball sort, tube sort, or water sort - if you love sorting puzzles, Chroma Sort is the ad-free browser version you have been looking for. **How to play.** Tap a tube to pick up the top ball, then tap another tube to place it. A ball can only be placed on a matching color or an empty tube. Sort all balls so each tube contains only one color to win. Use Undo (free and unlimited) and Hints (3 per day) to help you solve tricky puzzles. **Tips** - Always try to keep at least one empty tube free - it gives you room to maneuver - Look for tubes where the bottom ball matches other balls above it - prioritize clearing those - Stack-transfer moves multiple same-color balls at once - use this to speed up your solve - Work from the bottom up: focus on getting bottom balls into their final tubes first - Use Undo freely - it is unlimited and there is no penalty for exploring different move paths **Frequently asked questions** Q: Is Chroma Sort free to play? A: Yes. Chroma Sort is 100% free with no ads, no in-app purchases, and no downloads. Play instantly in your browser on any device. Q: How does the Daily Challenge work? A: Every day, three new puzzles are generated at Easy (4 colors), Medium (6 colors), and Hard (8 colors) difficulty. All players worldwide get the same puzzles. Complete them, share your results, and compete on the global leaderboard. Q: Is Undo really free and unlimited? A: Yes. Unlike many mobile sort puzzle games, Chroma Sort gives you completely free and unlimited undo. There are no ads to watch and no coins to spend. Undo as many times as you need. Q: What is Endless Mode? A: Endless Mode offers 100+ procedurally generated levels that progressively increase in difficulty from 3 colors up to 10. Earn 1-3 stars per level and see how far you can go. Q: Does Chroma Sort work on mobile? A: Yes. Chroma Sort is designed mobile-first with large touch targets and responsive layout. It works on any phone, tablet, or desktop browser. ### Drift Legends - URL: https://weeklyarcade.games/games/drift-legends/ - Released: Apr 2026 - Genres: Racing, 3D, Story, Multiplayer - Plays offline: no (cdn-3d) - Collections: Free Sports & Racing Games, Free Multiplayer Browser Games, Free Games With No Ads, Most Popular Games Five worlds. Master the slide. Drift Legends is a 3D arcade racer with a story mode structured as five chapters of three races each - fifteen tracks in total - and a named rival waiting at the end of every chapter. Street Rookie ends with Blaze, Desert Dash with Sandstorm, Frost Circuit with Glacier, Jungle Rush with Viper, and Sky Grand Prix with Apex, and each chapter's third race is that duel. The handling model is a drift model rather than a grip model: the car rotates past its direction of travel and holds the slide, and the corners are built expecting it. Cars are bought with race winnings and gated behind chapter progress as well as price, from the free Street Kart through the Drift Racer at 200 up to the Turbo Nine at 3,000 - which means the money from a chapter roughly buys the car that makes the next one comfortable, and buying early costs you the car you actually needed. There is online multiplayer alongside the story, and an online race deliberately belongs to no chapter, so racing a stranger never advances or interferes with your campaign progress. It runs in a browser with no download, no launcher and no account required to start. **How to play.** Accelerate, brake and steer with touch controls or the keyboard. The car drifts rather than grips: lift or brake into a corner to break traction, then steer into the slide and hold the throttle to carry it round. Finishing a race pays out, and winnings buy cars from the garage - but cars are also gated by chapter, so the Turbo Nine at 3,000 credits is unavailable until you have cleared chapter four regardless of your balance. Story mode runs five chapters of three races. The first two races in each chapter open the third, which is a one-on-one against that chapter's rival. Online multiplayer is separate: those races pay and rank, but they belong to no chapter and never move story progress. **Tips** - Fifteen races across five chapters means the campaign is short enough that car buying is the real decision. A chapter's prize money roughly buys the car built for the next one, so spending it early on the wrong car is the mistake the economy is designed around - Cars are gated by chapter as well as price. Saving past 3,000 credits does not unlock the Turbo Nine any sooner - it needs chapter four cleared - so bank only as far as the next car you can actually buy - The handling is a drift model, so trail-braking into a corner and holding the throttle through it is faster than the grip-racing instinct of braking straight and accelerating out - Each chapter's third race is a duel against a named rival rather than a field, which changes the tactics completely - track position matters more than lap time and blocking is viable - Online races belong to no chapter by design, so you can queue for multiplayer mid-campaign without any risk of it advancing or corrupting your story progress - The five environments are genuinely different surfaces, not reskins. Frost Circuit rewards earlier, gentler inputs than Desert Dash does, so a line learned in chapter two will understeer in chapter three - Free Street Kart is slow but predictable. Learning the drift model on it before buying the Drift Racer at 200 is faster overall than learning on a car that steps out under you **Frequently asked questions** Q: Is Drift Legends free to play? A: Yes. Drift Legends runs free in the browser with no download, no launcher and no purchases. Credits are earned by racing only. Signing in adds leaderboard submission, achievements and saved campaign progress. Q: How many tracks and chapters are there? A: Five chapters of three races each, so fifteen tracks: Street Rookie, Desert Dash, Frost Circuit, Jungle Rush and Sky Grand Prix. The third race of each chapter is a duel with that chapter's rival - Blaze, Sandstorm, Glacier, Viper and Apex respectively. Q: How do I unlock new cars? A: Cars need both credits and chapter progress. The Street Kart is free, the Drift Racer costs 200 and requires chapter one, the Sand Runner 300 and chapter two, and so on up to the Turbo Nine at 3,000 credits behind chapter four. Saving money will not unlock a car early. Q: Does Drift Legends have multiplayer? A: Yes. Online races are for two players. Open Multiplayer, then choose Create Room and share its code, Join Code to enter a friend's code, or Quick Match to find a rival. Online races are separate from the campaign and never advance story progress. Q: How does drifting work? A: The physics model lets the car rotate past its direction of travel and hold the slide rather than snapping back to grip. Lift or brake to break traction entering a corner, then steer into the slide and stay on the throttle. The tracks are built around this, so grip-style driving is slower. Q: Can I play Drift Legends on a phone? A: Yes. There are full touch controls for steering, throttle and brake, and the 3D renderer has quality tiers so it holds frame rate on phone GPUs. No app download or app store account is needed. Q: Do I need an account to race? A: You can start the solo campaign without signing in. Online racing requires an active player session: sign in if prompted when creating or joining a race. An existing guest session from earlier play can also work; a linked account is not always required. ### Chess 3D - URL: https://weeklyarcade.games/games/chess-3d/ - Released: Mar 2026 - Genres: Strategy, Board, 3D, Multiplayer - Plays offline: no (cdn-3d) - Collections: Free 3D Browser Games, Free Brain Training Games, Free Strategy Games, Free Family & Kids Games, Free Multiplayer Browser Games, Free Games With No Ads Real chess, on a board you can turn. Chess 3D is full-rules chess on a board you can rotate, played against an engine with four calibrated strengths. The rules are complete rather than approximate: castling on both sides with the standard rights tracking, en passant, pawn promotion, stalemate as a draw, and position-repetition detection that accounts for side to move, castling rights and the en passant square - which is the part most browser chess games skip and the reason their draw detection is wrong. The four AI levels are set at 600, 1100, 1500 and 1900 Elo, which are real rating targets rather than labels: 600 plays like a beginner who sees one move ahead, and 1900 is a strong club player. Your own rating starts at 800 and moves after every game using the standard Elo expectation curve, so beating the 1900 engine is worth a great deal more than beating the 600 one, and losing to the 600 costs accordingly. The rating is stored in your browser and persists between sessions. The board renders in 3D and can be turned to any angle, which matters more than it sounds - looking down a diagonal is a genuinely different way to see a position than reading it from directly above. **How to play.** Pick a difficulty - 600, 1100, 1500 or 1900 Elo - and play as white. Tap or click a piece to select it, and its legal moves are shown on the board; tap a highlighted square to move there. Castling is done by moving the king two squares toward the rook, en passant is offered as a normal legal move when it applies, and a pawn reaching the last rank prompts for promotion. Drag to rotate the board to any angle you like. The game ends in checkmate, stalemate, or a draw by threefold repetition, and your Elo rating updates afterwards based on the engine's rating and the result - so the strength you choose to play at is itself a decision about what a win is worth. **Tips** - Your rating starts at 800, which sits between the 600 and 1100 engines. Playing the 600 repeatedly will barely move it, because the Elo expectation curve pays almost nothing for a win you were expected to get - The rating change scales with the gap, so one win against the 1500 engine moves you further than a long streak against the 600 - and one loss to the 600 costs more than a loss to the 1900 - Rotate the board when a position stops making sense. Diagonal threats and back-rank problems are far easier to see from a low angle along the file than from a top-down view - Repetition detection here is proper - it accounts for side to move, castling rights and the en passant square - so a position that looks repeated may not be. If you are trying to force a draw, the rights have to match too - The 1900 engine punishes early queen moves the way a real club player does. Develop knights and bishops and castle before doing anything ambitious with the queen - Castling rights are tracked separately for each side and each rook, so moving a rook once forfeits that side permanently even if you move it back. On the higher levels the engine will play for that - Promotion is prompted rather than automatic, so underpromotion to a knight is available when it is the move - which the engine at 1500 and above will find against you **Frequently asked questions** Q: Is Chess 3D free to play? A: Yes. Chess 3D is free on Weekly Arcade with no downloads, no ads and no account needed to play against the engine. Signing in adds leaderboard submission and achievements. Q: How strong is the chess AI? A: There are four levels set at 600, 1100, 1500 and 1900 Elo. Those are calibrated targets rather than labels - 600 plays like a beginner, 1100 like an improving casual player, 1500 like a solid club player, and 1900 like a strong one. Q: How does the Elo rating work? A: You start at 800 and your rating updates after every game using the standard Elo expectation formula, which compares your rating to the engine's over a 400-point scale. Beating a much stronger engine gains a lot; losing to a much weaker one costs a lot. The rating is stored in your browser. Q: Does it support all the chess rules? A: Yes, including the ones browser chess games usually omit: castling with per-side rights tracking, en passant, pawn promotion with a choice of piece, stalemate as a draw, and threefold-repetition detection that accounts for side to move, castling rights and the en passant square. Q: Can I rotate the 3D board? A: Yes, to any angle. It is not a fixed set of camera presets. This is genuinely useful rather than decorative - diagonal threats and back-rank weaknesses read very differently from a low angle along a file than from directly overhead. Q: Can I play chess against another person? A: Yes, online matches are for two players. Choose Play vs Friend, then Create Private Game and share the code or invite link. Your friend can use Join by Code; Quick Match searches for an opponent. Sign in if prompted. An active guest session from earlier play can also work. The four AI difficulty levels are separate solo modes. Q: Does Chess 3D work on mobile? A: Yes. Piece selection and movement are taps rather than drags, legal moves are highlighted on selection, and board rotation works with a touch drag. Performance is tuned for phone GPUs. ### Cricket Blitz - URL: https://weeklyarcade.games/games/cricket-blitz/ - Released: Mar 2026 - Genres: Arcade, Sports, Timing - Plays offline: no (cdn-3d) - Collections: Free 3D Browser Games, Free Action Games, Free Arcade Games, Free Sports & Racing Games Five overs. Time the shot. Chase the total. Cricket Blitz is a five-over cricket match in 3D where you both bat and bowl, which is the half most browser cricket games leave out. It opens with a toss, runs a two-over powerplay at the start of the innings exactly as the short format does, and goes to a Super Over if the scores finish level. Batting is a timing game against a bowler who varies length and pace; bowling is a selection game where you choose the delivery, and the game models the thing real bowlers get punished for - send down the same delivery type four or more times in an over and there is a 30% chance of a no-ball, so a yorker-only over is a plan with a cost attached. Chasing has its own texture because the required rate is visible and the commentary tightens inside fifteen runs of the target. The achievements are cricket achievements rather than generic ones: a Five-For for taking five wickets in a bowling innings, Target Crushed for winning a chase with ten or more balls to spare, and Yorker Master for taking three wickets with yorkers. The whole match fits in a few minutes, runs in a browser with no download, and needs no account to play. **How to play.** Win or lose the toss, then bat or bowl first. Batting is timing: watch the ball out of the bowler's hand and tap to play the shot, with contact quality deciding whether it runs away for four, clears the rope, or goes to a fielder. The first two overs are the powerplay. Bowling is selection: choose the delivery you want - length, pace, yorker - and the batter reacts to it, but repeating one type four or more times in an over risks a no-ball at 30%. An innings is five overs or ten wickets, whichever comes first. Chase the target within your five overs to win, and if the scores are level the match goes to a Super Over. **Tips** - The no-ball rule is the whole bowling game. Four of the same delivery in an over is a 30% no-ball risk, so rotate length and pace even when one delivery is working - especially when one delivery is working - The powerplay is the first two overs of the innings and it is the only period where the field is up. Batting through it defensively wastes 40% of your innings - Yorker Master wants three wickets with yorkers, and the no-ball rule means you cannot simply bowl six of them. Spread them across overs rather than loading one - When chasing, watch the required rate rather than the score. Five overs is thirty balls, so being twelve behind at the halfway point is a bigger hole than it looks - Target Crushed needs the win with ten or more balls remaining, which is a third of the innings. It is realistically an achievement for a small target, not a big chase - A Super Over is one over each with the same batting and bowling mechanics, so the delivery-repetition rule still applies across those six balls - do not bowl six yorkers - Ten wickets ends an innings before the overs do, so at 8 down with two overs left, survival is worth more runs than any shot you can play **Frequently asked questions** Q: Is Cricket Blitz free to play? A: Yes. Cricket Blitz is free on Weekly Arcade with no downloads, no app store, no ads and no purchases. Signing in adds leaderboard submission and achievements. Q: How many overs is a Cricket Blitz match? A: Five overs per side, or ten wickets, whichever comes first. That is thirty balls an innings, with the first two overs played as a powerplay. A full match takes a few minutes. Q: Can I bowl as well as bat? A: Yes, both innings are played. Batting is a timing mechanic against a varying bowler; bowling is a selection mechanic where you choose each delivery. Several achievements, including the Five-For, are only reachable while bowling. Q: What happens if the scores are tied? A: The match goes to a Super Over - one over each, with the same batting and bowling mechanics. The delivery-repetition rule still applies across those six balls, so a Super Over of identical yorkers carries the same no-ball risk as any other over. Q: Why did my delivery get called a no-ball? A: Because you bowled the same delivery type four or more times in one over, which carries a 30% no-ball chance. It models the real cost of becoming predictable, and it is the main reason bowling is a decision rather than a button. Q: Do I need to download an app to play cricket? A: No. Cricket Blitz runs in the browser on phone, tablet and desktop with nothing to install, no app store account and no permissions. It also plays offline once the page has been cached. Q: Does Cricket Blitz work on mobile? A: Yes, and it is built for it. Batting and bowling are both single-tap interactions, the 3D scene is tuned for phone GPUs, and the match length suits a phone session. ### Stack Tower - URL: https://weeklyarcade.games/games/stack-tower/ - Released: Mar 2026 - Genres: Arcade, Timing, Casual - Plays offline: yes - Collections: Free Arcade Games, Free Family & Kids Games, Offline Browser Games, Most Popular Games, Quick Browser Games One tap. Perfect alignment, or nothing. Stack Tower is a one-input timing game about stacking a tower without letting it taper away to nothing. A block slides horizontally above the tower and you drop it; whatever overhangs the block beneath is sliced off and lost, and the width that remains is what the next block gets to land on. There is no way to widen the tower again, so the whole game is a slow contraction and the only question is how carefully you manage it. The first block is 200 pixels wide and the run ends the moment the tower narrows past 10, which is 5% of where you started. Precision is scored rather than merely survived. Landing within 5 pixels of perfect alignment counts as a perfect stack, worth 25 points instead of 10, and consecutive perfects build a combo that multiplies every block up to ten times - so a perfect at combo ten is worth 250 while an ordinary sloppy block is worth 10. A single imperfect drop resets the combo to zero and takes the multiplier with it. The block also speeds up as you climb, starting at 2 and rising by 0.15 per block until it caps at 8 around forty blocks up, which is where most runs end. **How to play.** Tap, click or press space to drop the moving block. It lands where it was when you released, the overhang is cut away, and the next block starts sliding at the new narrower width. Land within 5 pixels of perfectly aligned and the drop counts as perfect: no width is lost and the block scores 25 rather than 10. Perfect drops in a row build a combo multiplier that rises to ten and multiplies everything, so the same perfect block is worth 250 at full combo. Any imperfect drop resets that multiplier to zero. Block speed starts at 2 and increases by 0.15 with every block placed, reaching its maximum of 8 at around forty blocks. When the tower narrows below 10 pixels the run is over. **Tips** - Release early, not on the mark. Input takes time to register and the block is moving the whole way, so aiming at where the block will be beats aiming at where it is - The combo multiplier caps at ten and dies on one miss, which makes a long clean run worth more than every other consideration combined - a perfect at full combo is 250 points against 10 for a scrappy one - Perfect drops cost no width at all. A run that is genuinely all perfects never narrows, so the width you have left is a direct record of how many you have missed - Speed rises 0.15 per block from a base of 2, so block forty moves four times as fast as block one. Your timing has to shift steadily earlier the whole way up, not just at the end - Once the tower is narrow, stop trying for perfects. A safe hit that keeps 8 pixels alive beats a greedy one that leaves 3 - The floor is 10 pixels out of an opening 200, so you can afford to lose 95% of your width across the run - but losing it early leaves nothing to work with when the block is at full speed - There is a 100ms input debounce, so a double tap will not place two blocks. If a drop seems not to register, it did - watch the tower, not your finger **Frequently asked questions** Q: Is Stack Tower free to play? A: Yes. Stack Tower is free on Weekly Arcade with no downloads, no ads and no account needed. Signing in adds leaderboard submission and achievements. Q: How does scoring work in Stack Tower? A: An ordinary block scores 10 points and a perfect one scores 25. Both are multiplied by your combo, which rises by one per consecutive perfect drop and caps at ten. So a perfect block at full combo is worth 250 points, and any imperfect drop resets the combo to zero. Q: What counts as a perfect stack? A: Landing the block within 5 pixels of exact alignment with the one below it. A perfect drop loses no width at all and scores 25 instead of 10, which is why a genuinely perfect run never gets narrower. Q: When does the game end? A: When the tower's width falls below 10 pixels. The first block is 200 pixels wide, so you can lose 95% of your starting width before the run ends - but every imperfect drop is permanent, because there is no way to make the tower wider again. Q: Does the game get faster? A: Yes, and predictably. The block starts moving at speed 2 and gains 0.15 with every block placed, capping at 8. That maximum is reached at about forty blocks, which is where most runs finish. Q: Can I play Stack Tower with a keyboard? A: Yes. Space drops the block, and tap or click does the same thing on touch and mouse. There is a 100 millisecond debounce on input so a single press cannot place two blocks by accident. Q: Does Stack Tower work offline? A: Yes. Once the page has been cached the game runs with no connection. Scores submitted while offline are not recorded on the leaderboard, which needs a connection and a signed-in account. ### Snake - URL: https://weeklyarcade.games/games/snake/ - Released: Mar 2026 - Genres: Arcade, Classic - Plays offline: yes - Collections: Free Arcade Games, Free Family & Kids Games, Free Games With No Ads, Offline Browser Games, Most Popular Games, Quick Browser Games Eat, grow, and do not hit anything. Snake is the classic arcade game where you guide a growing snake to eat food while avoiding walls and your own tail. Originally popularized on Nokia phones in 1998, this browser version adds four things to eat - apples, frost berries, chillies and golden eggs, each with its own trade-off between points, length and time - and scales the board and the snake's pace to your screen, so a desktop plays as briskly as a phone. Simple to learn, endlessly replayable, and playable in 2-5 minute sessions. **How to play.** Use arrow keys or swipe to steer the snake toward food. Apples grow you by one and level you up every five. Frost berries slow the snake down, chillies pay more but add three segments, and golden eggs pay the most and add nothing - but all three appear only briefly and flash before they vanish. Avoid hitting the walls or your own tail. **Tips** - Stay near the center of the board early on - hugging walls limits your escape routes - Only apples raise your level, so chase those first and treat the rest as a bonus - Golden eggs are worth the most and add no length at all - always worth the detour - Grab a frost berry before you go for a risky gap; the slowdown buys you the reaction time - Think twice about a chili when you are already long - three extra segments fill a board fast - When your snake gets long, create a spiral pattern to maximize available space **Frequently asked questions** Q: Is Snake free online? A: Yes. Play Snake free in your browser on Weekly Arcade - no downloads, no ads, no account needed. Works on any device. Q: How do you control Snake on mobile? A: Swipe in any direction to steer the snake. On desktop, use arrow keys or WASD. The controls are responsive with no input lag. Q: What are the different foods in Snake? A: There are four. Apples are always on the board, are worth 10 points times your level, add one segment and are the only food that levels you up. The other three appear briefly and flash before they expire: frost berries (15x) slow the snake down for a while, chillies (25x) add three segments instead of one, and golden eggs (40x) are worth the most and add no length at all. Q: Why does Snake feel faster on a big screen? A: It is not faster in game terms - the snake covers the same fraction of the board per second on every device. The board and the snake are sized from your screen, so a wide desktop gets a bigger snake moving more pixels per second rather than a tiny one crawling across a huge grid. Q: What is the highest score in Snake? A: Scores depend on how many food items you collect before hitting a wall or your tail. Compete on Weekly Arcade's global leaderboards to see how you rank against other players. ### Tiny Tycoon - URL: https://weeklyarcade.games/games/tiny-tycoon/ - Released: Mar 2026 - Genres: Idle, Time Management, Simulation, Arcade - Plays offline: yes - Collections: Free Simulation Games, Free Family & Kids Games, Offline Browser Games, Most Popular Games, Free Relaxing Games 60-second days. Build a boba empire. Tiny Tycoon is a shop-management game built in sixty-second days. A day is one minute of serving customers who queue, order, and lose patience on their own timers, and then it ends and you spend what you made. That loop is the whole game, and the compression is the point - a decision about whether to buy Speed Boost or Patience Plus pays off or does not within a minute rather than an hour. You start with Boba Bliss, a boba tea shop, and four more storefronts unlock behind both a coin cost and a prestige requirement: Bean & Brew at 5,000 coins and one prestige, Juice Junction at 15,000 and two, Sweet Tooth at 40,000 and three, and Golden Lounge at 100,000 and five. Each is a genuinely different menu rather than a reskin, with its own drinks, prices and serve times - a Drip Coffee is 8 coins in 700 milliseconds while Bean & Brew's Affogato is 65 coins in 2,800. Ten upgrades sit underneath, most with multiple levels and rising costs, and three of them are Auto-Serve tiers at 500, 1,500 and 4,000 coins that gradually hand the simple orders to a bot so your attention goes to the expensive ones. There is no energy meter, no timer between days, and nothing to buy with real money. **How to play.** Customers arrive in a queue and each shows the drink they want and a patience timer. Tap the drink to start making it, wait out its serve time, and tap the customer to hand it over. Faster service pays tip bonuses; letting someone's patience run out loses the sale and breaks your combo. A day lasts sixty seconds, after which you spend the day's coins on upgrades - speed, patience, tips, menu value, queue length, combo protection, Auto-Serve tiers and the VIP Lounge. Drinks unlock as the day count rises, so a menu grows over a run rather than all at once. Once you have the coins and the prestige level, you can open a new storefront with an entirely different menu and start compounding again. **Tips** - Speed Boost caps at ten levels and starts at 80 coins rising by 40 a level, which makes it the cheapest compounding upgrade in the game. Buy it out before anything with a max level of three - Serve time and value are not correlated the way you would expect within a menu - Bean & Brew's Espresso Shot is 12 coins in 500 milliseconds while the Cappuccino is 15 in 1,100. Coins per second is the number that matters, not the price tag - Auto-Serve #1 costs 500 and takes the basic drinks off your hands entirely. It is the single biggest change to how a day feels, and it gates the 1,500 and 4,000 tiers behind it, so buy it before any cosmetic-feeling upgrade - Patience Plus gives 10% longer waits per level to eight levels. It does nothing on a day you are keeping up and saves whole runs on a day you are not, so buy it when the queue is the problem rather than pre-emptively - Perfect Day wants zero angry customers across ten or more served, which is much easier on an early day with a short menu than on a late one. Go for it before your drinks get slow - A new storefront needs both the coins and the prestige level - Golden Lounge is 100,000 coins and five prestiges - so banking coins toward it without prestiging does not open it any sooner - The day is sixty seconds whatever you do, so the only lever on a bad day is which customers you abandon. Dropping one slow high-value order to clear three fast ones usually wins **Frequently asked questions** Q: Is Tiny Tycoon free to play? A: Yes, entirely. There are no in-app purchases, no premium currency, no ads and no energy system that gates play. Signing in adds leaderboard submission, achievements and cross-device saves. Q: How long is a day in Tiny Tycoon? A: Sixty seconds. Everything - customer spawns, patience timers, serve times - runs inside that minute, and the upgrade phase happens between days with no timer on it. There is nothing to wait for in real time. Q: What shops can I unlock? A: Five. Boba Bliss is free from the start; Bean & Brew costs 5,000 coins and one prestige; Juice Junction 15,000 and two; Sweet Tooth 40,000 and three; Golden Lounge 100,000 and five. Each has its own menu with different prices and serve times rather than being a reskin. Q: What should I upgrade first? A: Speed Boost. It has ten levels starting at 80 coins and rising 40 per level, so it is the cheapest thing in the game that compounds, and it makes every subsequent day shorter per customer. After that, Auto-Serve #1 at 500 coins, which also unlocks the higher Auto-Serve tiers. Q: What does Auto-Serve do? A: It serves customers for you, in three tiers. Auto-Serve #1 costs 500 coins and handles basic drinks, #2 costs 1,500 and handles anything up to 20 coins, and #3 costs 4,000 and handles the whole menu. Each requires the one below it. Q: What is prestige for? A: Prestige resets progress in exchange for permanent perks and is the second half of the storefront unlock requirement - Golden Lounge needs five prestiges as well as 100,000 coins. Banking coins alone will not open the later shops. Q: Does Tiny Tycoon work on mobile? A: Yes, and it is designed for it. Every action is a tap, a day is short enough for a phone session, and the shop floor fits a portrait viewport. It also plays offline once cached. ### 2048 - URL: https://weeklyarcade.games/games/2048/ - Released: Mar 2026 - Genres: Puzzle, Strategy - Plays offline: yes - Collections: Free Brain Training Games, Free Puzzle Games, Free Strategy Games, Free Family & Kids Games, Free Games With No Ads, Offline Browser Games, Quick Browser Games, Free Relaxing Games Slide tiles, merge numbers, chase 2048. 2048 is a single-player sliding-tile puzzle played on a 4x4 grid. Every move slides all sixteen cells in one direction at once, and when two tiles carrying the same number collide they fuse into one tile worth double. Reaching a 2048 tile wins, but winning is optional - the board keeps going if you want it to, and the real ceiling is 4096 or 8192 rather than the number in the title. Gabriele Cirulli released the original in March 2014 as a weekend project, and it spread far enough that the format now names a genre. This version keeps the original rules exactly and adds the things a browser version should have: swipe and arrow-key input, a one-step undo for the move that ruined an otherwise good board, and a leaderboard that records your highest tile and move count alongside the score. Scoring is the original's, not an invented one - each merge adds the value of the tile it creates, so a single 1024 merge is worth more than every 4 you ever made. That means score and highest tile are almost the same statistic, which is why the leaderboard shows both. A run takes three to ten minutes and the whole board is visible at once, so nothing is hidden from you but the next spawn. **How to play.** Swipe in any direction on touch, or use the arrow keys on a keyboard. Every tile on the board slides as far as it can that way, and matching pairs merge into one tile of double the value. A new 2 or 4 appears in a random empty cell after every move that actually changed something - a move that shifts nothing is not a move and costs you nothing. Your score rises by the value of each tile you create, so merging two 512s into a 1024 adds 1024. Make a 2048 tile to win, then choose Keep Playing to carry the board on for a higher score. The game ends when the grid is full and no two adjacent tiles match. Undo reverses the last move, once. **Tips** - Pick one corner and never leave it - top-left works as well as any - and treat every move that would lift your highest tile out of it as illegal - That rule means you effectively have three directions, not four. Swiping away from your corner is the move that loses runs, so save it for when you have no other legal move at all - Build a descending chain along the edge that holds your corner: 1024-512-256-128 in one row merges as a cascade the moment the front of it pairs up - Keep your bottom row (or whichever edge holds the chain) full. A gap in it lets the row shift and your corner tile can slide out on a move you thought was safe - Big tiles in the middle of the board are dead weight - they block merges on both axes and cannot be reached from two sides - Undo exists for exactly one situation: the reflex swipe that broke your corner. Do not spend it on a merge that just went badly, because there is only one - Score and highest tile track each other, since each merge scores what it creates. Chasing a big tile and chasing a big score are the same plan **Frequently asked questions** Q: Is 2048 free to play online? A: Yes. 2048 on Weekly Arcade is free with no downloads, no ads, no in-app purchases and no account needed to play. Signing in only adds leaderboard submission and cross-device saves. Q: What is the goal of 2048? A: Slide numbered tiles on a 4x4 grid so that matching pairs merge into one tile of double the value, and keep going until you create a tile reading 2048. Reaching it wins the game, but you can choose Keep Playing and carry the same board on for a higher score. Q: How is the score calculated in 2048? A: Each merge adds the value of the tile it produces. Merging two 256s into a 512 adds 512 to your score. Nothing else scores - not moves, not time, not spawns - so your score is simply the sum of every tile you have ever created. Q: What is the highest tile possible in 2048? A: On a 4x4 grid the theoretical maximum is 131072, but that requires a perfect run with no wasted spawns. In practice 2048 is a solid finish, 4096 is a strong one, and 8192 is rare. The leaderboard records your highest tile next to your score for exactly this reason. Q: Can I undo a move in 2048? A: Yes, one move back. Undo restores the grid, score, highest tile and move count to the state before your last move. It is a single step, not a history, so it is best saved for a misswipe that broke your corner rather than spent on an ordinary bad merge. Q: When does the game actually end? A: When the grid is completely full and no two orthogonally adjacent tiles carry the same number, so no move in any direction would change anything. A full board on its own is not a loss - as long as one adjacent pair matches, you still have a move. Q: Can I play 2048 on my phone? A: Yes. Swipe controls work on any touchscreen, the board scales to the viewport, and the layout is designed so the whole 4x4 grid and the score are visible at once without scrolling. It also works offline once the page has been cached. ### Chaos Kitchen - URL: https://weeklyarcade.games/games/chaos-kitchen/ - Released: Mar 2026 - Genres: Action, Time Management, Cooking - Plays offline: yes - Collections: Free Action Games, Free Arcade Games, Free Simulation Games, Offline Browser Games Cook the orders. Survive the kitchen. Chaos Kitchen is a two-minute restaurant rush built around three prep stations and a kitchen that actively works against you. Orders arrive every eight seconds and each one expires thirty seconds later, so the queue is always growing faster than any single dish can be assembled. Six recipes run from Scrambled Eggs at 60 points up to a Burger at 120, and each is a route through the stations rather than a button press: a Burger needs bread, meat and lettuce, and the meat has to be chopped and then cooked, at two seconds a station. Serving builds a multiplier that climbs 0.2 per order to a ceiling of 2.5, and an order handed over with more than fifteen seconds still on its clock pays a flat 50-point bonus on top. The chaos is on a timer of its own. Every twenty-five seconds one of five events fires for ten seconds - a buttered floor, a stove fire, shrunken ingredients, a rush of extra orders, or a VIP who wants everything perfect - and surviving one is worth 75 points. Nothing about the layout changes between runs, so improvement is genuinely about routing rather than luck. **How to play.** Orders appear at the top of the screen with a thirty-second timer each. Tap an ingredient to pick it up, tap a station to process it - chop, cook or mix, two seconds each - and tap the serving counter when the dish matches an order. Ingredients change state as they go, so raw meat becomes chopped meat and then cooked meat, and a Burger needs its meat taken through both. A round lasts 120 seconds. Every completed order raises your multiplier by 0.2 up to a maximum of 2.5, and an order served with more than fifteen seconds left pays 50 bonus points before the multiplier is applied. Every twenty-five seconds a chaos event fires for ten seconds; riding one out without losing the round is worth 75 points. **Tips** - Read the whole order queue before touching anything. Salad and Sandwich both need only the chopping station, so if two of them are up you can clear both in one trip rather than crossing the kitchen twice - The 50-point speed bonus needs fifteen seconds left on the order, which means starting a Burger the moment it appears - by the time an order is halfway through its thirty seconds, the bonus is already unreachable - The multiplier caps at 2.5 and only climbs 0.2 per order, so it takes eight consecutive serves to max it. Protecting a run of small dishes is worth more than one heroic Burger - Steak is the cheapest dish to make - one ingredient, one station, two seconds - at 70 points. When the queue is clogged, clearing a Steak buys you multiplier progress for almost no time - Chaos events land every twenty-five seconds like clockwork, so there are four in a round. Have a dish already plated when one is due rather than starting a three-ingredient recipe into it - Scrambled Eggs and Omelette both start at the mix station, so an egg you have already mixed can become either depending on what the queue asks for next - Orders that expire cost you nothing directly, but they cost you the multiplier progress you would have had. Letting a Burger die to serve two Salads is usually correct **Frequently asked questions** Q: Is Chaos Kitchen free to play? A: Yes. Chaos Kitchen is free on Weekly Arcade with no downloads, no ads and no account required to play. Signing in adds leaderboard submission and achievements. Q: How long is a round of Chaos Kitchen? A: 120 seconds. Orders spawn every eight seconds throughout, and each order has its own thirty-second expiry timer, so the queue grows steadily whether or not you keep up with it. Q: What are the recipes and what are they worth? A: Six: Burger at 120 points, Omelette at 100, Sandwich at 90, Salad at 80, Steak at 70 and Scrambled Eggs at 60. Each has a route through the chop, cook and mix stations, and each station takes two seconds per ingredient. Q: How does the multiplier work? A: Every completed order raises it by 0.2, starting at 1 and capping at 2.5, which takes eight consecutive serves to reach. The multiplier is applied after the recipe's points and any speed bonus are added together. Q: What are the chaos events? A: Five of them - Floor Butter, Kitchen Fire, Tiny Hands, Rush Hour and VIP Customer - and one fires every twenty-five seconds for a ten-second duration. Getting through one is worth 75 points, so they are an opportunity as much as an obstacle. Q: How do I get the speed bonus? A: Serve an order while more than fifteen seconds remain on its thirty-second timer. That pays a flat 50 points on top of the recipe value, before the multiplier. In practice it means starting a dish in the first half of its life. Q: Does Chaos Kitchen work on mobile? A: Yes. Every interaction is a tap - ingredients, stations and the serving counter - with no dragging or keyboard input anywhere, and the kitchen fits the viewport without scrolling. It also plays offline once cached. ### Coin Cascade - URL: https://weeklyarcade.games/games/coin-cascade/ - Released: Mar 2026 - Genres: Arcade, Physics, Casual - Plays offline: yes - Collections: Free Arcade Games, Free Family & Kids Games, Free Games With No Ads, Offline Browser Games, Quick Browser Games, Free Relaxing Games Drop, push, cascade. Watch it fall. Coin Cascade is a coin pusher: a physics sandbox where you drop coins onto a shelf and a slow reciprocating pusher shoves the pile toward a ledge, and everything that goes over the edge is yours. You get forty coins a round and a 500-millisecond cooldown between drops, which is the entire budget - there is no way to earn more mid-round, so the round is a sequence of forty placement decisions and nothing else. The pile does the rest. Coins come in bronze, silver and gold worth 1, 5 and 25, and prizes buried in the pile are worth considerably more: a star is 100, a gem 250, a crown 500 and a trophy 1000. The physics are hand-rolled and deterministic in the ways that matter - gravity 0.15, friction 0.985, restitution 0.4 - and the simulation is stepped at a fixed 60Hz regardless of your display's refresh rate, so a 120Hz screen does not change how the pile behaves. Collecting several coins within a 1.5-second window builds a combo, which is where large scores come from. Coins that fall off the sides rather than the front are simply lost, and a round with none of those is an achievement in itself. **How to play.** Move the drop point with the mouse, your finger, or the left and right arrow keys, then release to drop a coin. There is a half-second cooldown between drops and you have forty coins for the round. Coins land on the shelf and the pusher, which travels back and forth continuously, drives the accumulated pile toward the front ledge. Anything pushed over the front is collected and scored; anything that goes off the sides is lost. Bronze coins are worth 1, silver 5 and gold 25, and prize items sitting in the pile pay 100 for a star, 250 for a gem, 500 for a crown and 1000 for a trophy. Collect multiple items within 1.5 seconds of each other to build a combo multiplier. **Tips** - Drop toward the back of the shelf, not the front lip. A coin landing at the front falls almost immediately for its own face value; one landing at the back becomes part of the mass that pushes everything else over later - The combo window is 1.5 seconds, so the goal is not steady collection but a single avalanche. Build the pile for a dozen drops without collecting much, then let one push cash the whole front row at once - Watch the side gaps. Coins lost off the edges are pure waste and there is no achievement in the game harder than finishing a round having lost none - Prizes are worth between 100 and 1000 against a gold coin's 25, so a trophy sitting one row back is worth more than every coin currently on the shelf. Aim the pile at it rather than at the coin line - Forty coins and a 500ms cooldown means a round has a floor of about twenty seconds, but rushing costs you the reads. Wait for the pusher to reach the back of its travel before placing a coin that matters - Friction is 0.985 and restitution is 0.4, so coins settle rather than scatter - a coin dropped onto a flat part of the pile stays roughly where it lands, which makes stacking a deliberate act - The physics run at a fixed 60Hz no matter what your monitor does, so a high-refresh display gives you smoother rendering but not different behaviour. Timing learned on one screen transfers to another **Frequently asked questions** Q: Is Coin Cascade free to play? A: Yes, and there are no purchases of any kind - no coin packs, no premium currency, no ads. Every round gives the same forty coins whether or not you are signed in. Signing in adds leaderboard submission, XP and achievements. Q: How many coins do I get per round? A: Forty, with a 500-millisecond cooldown between drops. That is the whole budget for the round; there is no way to earn or buy more partway through, which is what makes each placement a real decision. Q: What are the coins and prizes worth? A: Bronze coins are 1 point, silver 5 and gold 25. Prize items are worth far more: a star is 100, a gem 250, a crown 500 and a trophy 1000. Reaching a buried trophy is worth more than the entire coin line in front of it. Q: How does the combo work? A: Collecting items within 1.5 seconds of the previous collection extends a combo. Because the window is short, combos come from engineering a single large cascade rather than from collecting steadily, which is why building the pile before cashing it scores better. Q: Is Coin Cascade a gambling game? A: No. There is no real money involved anywhere, nothing to purchase, and no wagering. It is a physics puzzle that borrows the arcade coin-pusher's shape - you are scored on points, and the coins exist only inside the round. Q: Does the game run differently on a high refresh rate screen? A: No. The physics simulation is stepped at a fixed 60Hz independently of the display refresh rate, so a 120Hz or 144Hz monitor renders more smoothly but produces identical coin behaviour. Timing you learn on one device transfers to another. Q: Can I play Coin Cascade with a keyboard? A: Yes. The left and right arrow keys move the drop position in 20-pixel steps and work as a full alternative to mouse or touch input, which also makes the game playable without fine pointer control. ### Fieldstone - URL: https://weeklyarcade.games/games/fieldstone/ - Released: Mar 2026 - Genres: Arcade - Plays offline: yes - Collections: Free Brain Training Games, Free Puzzle Games, Free Simulation Games, Free Strategy Games, Offline Browser Games Tetris tiles. Kingdom defence. Fieldstone puts a kingdom-builder on top of a falling-block board, and the two halves genuinely interact rather than sitting side by side. You place tetromino pieces on a 10-by-20 grid, but each piece carries terrain rather than colour - forest, plains, mountain, river, settlement, wall or cursed ground - and completing a horizontal row harvests it instead of merely clearing it, paying out gold according to what that row was made of. Rivers pay their full output in gold, mountains a quarter, and cursed tiles are exactly what they sound like. You place ten tiles, and then the round stops being a puzzle: an attack phase resolves, comparing the defence you have built against the enemy's power for that round, and the board you built for economy has to also have been a board that can hold. Gold buys cards between rounds from a deck you chose at the start - farmer opens with a granary, two spearmen and a Bountiful Harvest; mason with a quarry, watchtower, catapult and reinforcements; merchant with a treasury, archers, knights and a terraform. Spells like Siege Break, which removes 50 enemy power for 10 gold, let you buy your way out of one bad round, but only one. **How to play.** Pieces fall as tetrominoes and you place them with the same controls a falling-block game uses - move left and right, rotate, drop. Each piece is made of terrain tiles, and filling a complete horizontal row harvests that row: the tiles are removed and you are paid in gold and score based on what the row contained, with rivers paying their full output and mountains a quarter. After ten placed tiles the round ends and the attack phase begins, comparing your accumulated defence against the round's enemy power. Survive and you keep building; fail and the run ends. Between rounds, gold buys cards from your chosen starting deck - buildings that generate, units that defend, and spells that intervene once. **Tips** - Rivers pay their full output as gold while mountains pay a quarter, so a row you can fill with river tiles is worth four times a mountain row of the same length - watch which terrain the next piece carries before deciding where the current one goes - Ten tiles per round is the real clock, not the board height. You cannot stall for a better piece, so a placement that wastes a tile costs you 10% of the round - Defence is checked once, at the end of the round, against a single number. Being slightly over the enemy power is exactly as good as being double it, so gold spent past the threshold is gold you should have banked - The three starting decks are genuinely different strategies rather than flavours: farmer is economy-first, mason buys defence up front, and merchant trades early gold for flexibility with Terraform - Siege Break costs 10 gold and removes 50 enemy power. That is a whole round bought out of trouble, but it is one card - hold it for the round where your defence is short, not the first one that looks tight - Cursed tiles do not stop a row completing, so a row with one cursed tile still harvests. Sometimes taking the row and the penalty is better than leaving a hole you can never fill - Bountiful Harvest doubles the next harvest, so play it before a river row rather than the moment you draw it - the card is worth whatever the row you save it for is worth **Frequently asked questions** Q: Is Fieldstone free to play? A: Yes. Fieldstone is free on Weekly Arcade with no downloads, no ads and no purchases. Signing in adds leaderboard submission and achievements. Q: How is Fieldstone different from Tetris? A: The board is the same 10-by-20 grid and the pieces are tetrominoes, but completing a row harvests it for gold and score rather than simply clearing it, and the value depends on which terrain the row was made of. You also only place ten tiles per round before an attack phase resolves, so survival is not about how long you can keep stacking. Q: What happens in the attack phase? A: After ten tiles are placed, your accumulated defence is compared against the round's enemy power as a single number. If your defence meets or exceeds it you survive to the next round; if it falls short the run ends. Spells like Siege Break can reduce enemy power before the comparison. Q: What do the terrain types do? A: Seven terrains appear on the pieces - forest, plains, mountain, river, settlement, wall and cursed - and each pays differently when harvested in a completed row. Rivers pay their full output in gold and mountains pay a quarter, so which terrain fills a row matters as much as filling it. Q: Which starting deck should I pick? A: Farmer opens with a granary, two spearmen and Bountiful Harvest, and plays for economy. Mason opens with a quarry, watchtower, catapult and reinforcements, and buys defence early. Merchant opens with a treasury, archers, knights and Terraform, trading early gold for board flexibility. Q: Can I lose on the board rather than in combat? A: The round advances after ten tiles regardless, so the pressure is not the same as a falling-block game where stacking out ends the run. What ends a run is failing the attack phase, which is a consequence of how you spent the board rather than of the board filling up. Q: Does Fieldstone work on mobile? A: Yes. Piece movement, rotation and drop all have touch controls, the 10-by-20 board fits a portrait viewport, and card purchases between rounds are tap targets. It also plays offline once cached. ### Lumble - URL: https://weeklyarcade.games/games/lumble/ - Released: Mar 2026 - Genres: 3D, Platformer, Collect-a-thon - Plays offline: no (cdn-3d) - Collections: Free 3D Browser Games Swing, latch, collect 50 Sparks. Lumble is a 3D collect-a-thon platformer built around three hand-made worlds rather than procedural sprawl: a garden, a tidepool and a clocktower, each divided into zones and each with its own par time - 150 seconds for the garden, 180 for the tidepool and 210 for the clocktower. Par is not a fail state. It is the top of a sliding time bonus that decays smoothly to zero as you go over it, so a slow, thorough run still scores and a fast one scores more, and the two are not in conflict the way a hard timer would make them. The worlds are built to be read from a distance - lighting, fog density and terrain treatment are configured per biome rather than shared - so where to go next is usually visible rather than something you have to find by exhaustion. Coins are scattered through the zones and are the main collectible. It runs in a browser at 60fps with no download and no plugin, which is unusual for a genre that normally assumes a console. There is nothing to buy, no energy meter, and no account needed to play through all three worlds. **How to play.** Move with the keyboard or on-screen stick and jump with the jump control. The camera follows behind and can be swung round, which matters in the clocktower where verticality makes a fixed angle unreadable. Each world is split into zones with coins scattered through them, and progress is a matter of exploring each zone rather than reaching an exit as fast as possible. Your finish time is compared against the world's par - 150 seconds in the garden, 180 in the tidepool, 210 in the clocktower - and a time bonus is awarded on a sliding scale that pays in full at or under par and slides linearly to zero above it. Going over par costs you bonus, not the run. **Tips** - Par times are 150, 180 and 210 seconds and the bonus slides rather than cliffs, so a run five seconds over par keeps nearly all of it. Do not abandon a route you know for a risky shortcut to save two seconds - The time bonus and the coins are separate scores. A thorough slow run and a fast sparse run can total similarly, which means the best runs are the ones that find a coin route that happens to be efficient - Each biome has its own lighting and fog configuration, and they are set up so the next objective is visible from where you land. If you cannot see where to go, turn the camera before you start searching the geometry - The clocktower is the longest par at 210 seconds because it is vertical. Falling costs far more time there than anywhere else, so it is the one world where slowing down is genuinely faster - Swing the camera constantly rather than only when stuck. Coins are placed to be visible from the intended approach angle, so a fixed camera hides collectibles the level design assumed you would see - Zones within a world are separable. Clearing one properly before moving on beats sweeping the whole world twice, because backtracking is what actually eats par time - The garden's 150-second par is the tightest relative to its size, so it is the best world to learn routing in before attempting a full three-world run **Frequently asked questions** Q: Is Lumble free to play? A: Yes. Lumble is free on Weekly Arcade with no downloads, no plugins, no ads and no purchases. Signing in adds leaderboard submission, achievements and saved progress. Q: How many worlds does Lumble have? A: Three, each divided into zones: a garden, a tidepool and a clocktower. They are hand-built rather than generated, and each has its own lighting, fog and terrain treatment so they read as genuinely different places. Q: What are the par times? A: 150 seconds for the garden, 180 for the tidepool and 210 for the clocktower. Par is the threshold for a full time bonus, not a time limit - going over it reduces the bonus on a linear slide down to zero rather than failing the run. Q: Is there a time limit? A: No. The par time controls a bonus, not a fail state. You can take as long as you like in any world and still finish it and score the coins you collected; you simply earn less of the time bonus the further past par you go. Q: Can you run a 3D platformer in a browser? A: Yes - Lumble is one. It renders in WebGL at 60fps with no download, no plugin and no launcher, on desktop and on phone. The three worlds are sized to load quickly rather than to fill a disc. Q: Does Lumble work on mobile? A: Yes. There is an on-screen stick and jump control, and the camera can be swung with a touch drag, which matters most in the clocktower where the level is vertical. Rendering quality adapts to the device. Q: Do I need an account to play Lumble? A: No. All three worlds are playable without signing in. An account is only needed for leaderboard submission, achievements and progress that follows you between devices. ### Memory Match - URL: https://weeklyarcade.games/games/memory-match/ - Released: Mar 2026 - Genres: Casual, Memory, Brain Training - Plays offline: yes - Collections: Free Brain Training Games, Free Card Games, Free Puzzle Games, Free Family & Kids Games, Offline Browser Games, Quick Browser Games, Free Relaxing Games Flip two. Remember everything. Memory Match is a concentration game: a grid of face-down cards, each with exactly one twin, cleared by turning over matching pairs from memory. It runs at three sizes and in three modes, which is what separates it from the version everyone has played once. Easy is a 3x4 board of 6 pairs, medium is 4x4 with 8, and hard is 4x5 with 10. Classic mode caps your moves rather than your time - 20, 24 or 28 flips depending on size - so a wasted turn is a real cost rather than a small delay. Timed mode drops the move cap and gives you 120, 90 or 60 seconds instead. Zen mode removes both and does not score at all, which makes it the honest choice when you want the puzzle without the pressure. Scoring rewards consecutive matches: each pair is worth 100 points multiplied by your current combo, and the combo climbs with every match in a row and caps at five. One miss resets it to zero. There are five card sets - animals, food, sports, nature and objects, fifteen symbols each - so a board you have memorised does not carry over. A daily streak counter tracks consecutive wins. **How to play.** Choose a difficulty and a mode, then tap or click any card to turn it face up. Turn a second card: if the two match they stay up and the pair is cleared, and if they do not, both flip back after a moment. Clear every pair to win. In classic mode you have a fixed number of flips - 20 on easy, 24 on medium, 28 on hard - and running out ends the round. In timed mode the clock replaces the move cap, starting at 120, 90 or 60 seconds by difficulty. Zen mode has neither and never submits a score. Matching pairs back to back builds a combo that multiplies each match up to five times its base value, and a single miss drops it straight back to one. **Tips** - The combo cap is five, and it resets on any miss, so four confident matches in a row are worth far more than eight scattered ones - hold a known pair back and cash it during a run rather than the moment you find it - Turn cards in a fixed reading order on your first pass instead of tapping around. Position is what you are actually memorising, and a random walk gives you nothing to anchor to - In classic mode the move cap is only about twice the pair count, so you get roughly one exploratory flip per pair. Treat every card you turn purely to look at as spending part of your budget - When you turn up a card you have seen before, play its partner immediately rather than continuing to explore - the combo is worth more than the information - Timed mode on hard gives 60 seconds for 10 pairs. That is not enough to survey the board first, so match on sight and accept that you will be guessing early - The five card sets exist so a memorised board does not transfer. If you are grinding a difficulty, switching set keeps the layout genuinely unknown - Zen mode does not submit a score at all - use it to learn a board size without putting a bad run on the leaderboard **Frequently asked questions** Q: Is Memory Match free to play? A: Yes. Memory Match is free on Weekly Arcade with no downloads, no ads and no account required. Signing in adds leaderboard submission, achievements and saved progress across devices. Q: What are the three difficulty levels? A: Easy is a 3x4 board with 6 pairs, medium is 4x4 with 8 pairs, and hard is 4x5 with 10 pairs. Difficulty also sets your limits: classic mode allows 20, 24 or 28 moves respectively, and timed mode allows 120, 90 or 60 seconds. Q: What is the difference between classic, timed and zen mode? A: Classic caps the number of card flips you may make. Timed removes the move cap and runs a countdown instead. Zen removes both limits and does not score or submit anything, so it is the mode for playing without pressure. Q: How does the combo multiplier work? A: Each matched pair scores 100 points multiplied by your current combo. The combo starts at one and rises by one with every consecutive match, capping at five, so a fifth straight match is worth 500. Any non-matching flip resets it to zero immediately. Q: How is the streak counted? A: The streak counts consecutive completed wins and is stored in your browser. Winning a round increments it; failing one resets it to zero. It is per-browser rather than per-account, so clearing site data clears the streak. Q: Does Memory Match work on mobile? A: Yes. The board scales to the viewport at all three sizes, cards are tap targets rather than click targets, and no mode requires a keyboard. It also works offline once the page has been cached. Q: Why do the card symbols change between games? A: There are five symbol sets - animals, food, sports, nature and objects - with fifteen symbols each. Drawing from a different set keeps a board you have already memorised from carrying over into the next round. ### Solitaire Roguelite - URL: https://weeklyarcade.games/games/solitaire-roguelite/ - Released: Mar 2026 - Genres: Card, Puzzle, Roguelite - Plays offline: yes - Collections: Free Brain Training Games, Free Card Games, Free Puzzle Games, Free Strategy Games, Free Games With No Ads, Offline Browser Games, Quick Browser Games, Free Relaxing Games Klondike, with Jokers that break the rules. Solitaire Roguelite is Klondike with a build attached. The card game underneath is the one everyone knows - four foundations, seven tableau piles, draw from stock - but between rounds you visit a shop and buy Jokers, and those Jokers change the rules rather than the odds. Foundation Bonus pays extra for building up; Waste Not pays five points for every move that is not a draw; Free Cell literally adds free cells to the layout. They come in common, rare and epic, and there are cursed ones too, which are negative and which one prestige unlock deliberately forces into your deck. A run is on a ten-minute clock, which is the pressure that keeps a Klondike deal from becoming an unbounded search. On top of that sit eight daily modifiers - Joker Flood puts five Jokers in every shop instead of the usual number, and the others reshape a run just as bluntly - so the deal is not the only thing that varies day to day. Prestige unlocks persist across runs and are bought with the currency of having finished ones, including Cursed Deck, which adds two random negative Jokers in exchange for its own reward. The result is a solitaire where the interesting decision is usually in the shop, not the tableau. **How to play.** Play Klondike as normal: build the four foundations up by suit from ace to king, build the tableau down in alternating colours, and draw from the stock when you run out of moves. Kings, and only kings, fill an empty tableau column. Each round is scored, and between rounds a shop offers Jokers to buy with what you scored. Jokers alter the rules of the next round permanently for that run - extra points for particular move types, extra free cells, changed shop behaviour - and stack with each other, which is where a run's identity comes from. The whole run is on a ten-minute timer. A daily modifier applies on top, chosen from eight, and changes something structural about the run before you start. **Tips** - The ten-minute run timer means a Klondike deal you cannot see a line through is not worth grinding. Take the points you have and move to the shop rather than exhausting the stock a fourth time - Jokers stack, so the strongest runs commit early. Two Jokers that both reward foundation building beat four that each reward something different - Waste Not pays five points per non-draw move, which quietly rewards shuffling cards between tableau columns - moves you would normally consider wasted become the engine - Free Cell changes the shape of the game more than any scoring Joker, because it converts unsolvable deals into solvable ones. Value it against what it unlocks, not against its point total - Check the daily modifier before you plan a build. Joker Flood puts five Jokers in every shop, which makes a narrow strategy viable in a way it is not on an ordinary day - Cursed Jokers are negative by design and the Cursed Deck prestige unlock adds two of them deliberately. Buy that unlock only when your build is strong enough to carry passengers - Empty tableau columns only accept kings, so clearing a column with no king available is often worse than leaving one card in it - that is true in ordinary Klondike and doubly so when the clock is running **Frequently asked questions** Q: Is Solitaire Roguelite free to play? A: Yes. It is free on Weekly Arcade with no downloads, no ads and no purchases. Signing in adds leaderboard submission, achievements and saved prestige progress. Q: How is this different from normal Solitaire? A: The card game is standard Klondike, but between rounds you buy Jokers from a shop, and Jokers change the rules of play rather than giving bonuses - adding free cells, paying for particular move types, or altering the shop itself. A run is also on a ten-minute clock and carries one of eight daily modifiers. Q: What are Jokers and how do they work? A: Jokers are persistent modifiers bought between rounds with the score you earned. They come in common, rare and epic rarities, plus cursed ones that are deliberately negative. They stack, so a run's strategy is which Jokers you commit to early rather than how you play any single deal. Q: What are the daily modifiers? A: Twelve run-level rule changes, one of which applies each day. Joker Flood, for example, puts five Jokers in every shop instead of the usual count. They change what strategies are viable that day, so the same build is not correct every time. Q: What is prestige and what does it unlock? A: Prestige persists across runs and buys four permanent unlocks. One of them, Cursed Deck, costs 15 and deliberately adds two random cursed Jokers to your pool - a downside you accept for what the unlock gives back. Q: How long does a run take? A: The run timer is ten minutes. That is a deliberate constraint rather than a difficulty setting: it stops a hard Klondike deal from turning into an unbounded search, and it makes taking a partial score and moving to the shop a real option. Q: Does Solitaire Roguelite work on mobile? A: Yes. Cards are tap-to-select and tap-to-place rather than drag-only, the seven-column tableau fits a portrait viewport, and the shop between rounds is built for touch. It also plays offline once cached. ### Voidbreak - URL: https://weeklyarcade.games/games/voidbreak/ - Released: Mar 2026 - Genres: Action, Arcade, Roguelite - Plays offline: yes - Collections: Free Action Games, Free Arcade Games, Free Games With No Ads, Offline Browser Games Smash asteroids. Upgrade. Go deeper. Voidbreak is a wave-based space shooter with a roguelite upgrade draft: you break asteroids, survive waves, and pick one upgrade at a time from a pool of twenty-six that is deep enough for runs to diverge sharply. Ten are weapons, from Spread Shot and Rapid Fire at common up to Twin Cannons and a one-use Nuke at epic. Ten are passives, covering movement, survivability and the odd structural change - Ghost Mode lets you pass through one asteroid per wave, Armor Plating absorbs the first hit of each wave entirely, Shield Regen returns a hit point after three waves without dying. Six are pure score modifiers, and they are where the interesting decisions are, because several of them are trades rather than gifts. Risk/Reward gives triple score for the whole run in exchange for a life, taken immediately. Perfect Wave doubles a wave's score if you take no damage in it, which changes how you play rather than what you have. Double Points is worth exactly one wave. Lives cap at five. The build you finish with is the sequence of choices you made under pressure, and a run where the epic weapons never appeared is a genuinely different game from one where they did. **How to play.** Fly the ship with thrust and rotation, and shoot to break asteroids into smaller ones until they are gone. Clearing a wave offers an upgrade draft: pick one from the pool of twenty-six, split into ten weapons, ten passives and six score modifiers across common, rare and epic rarities. Upgrades persist for the rest of the run and stack with each other. Colliding with an asteroid costs a life, and lives cap at five. Some upgrades are trades - Risk/Reward takes a life immediately in exchange for triple score for the entire run - so the draft is a real decision rather than a reward. The run continues until you are out of lives. **Tips** - Risk/Reward is triple score for the whole run against one life, so it is worth far more taken on wave two than on wave twenty. Its value is the number of waves left, not the multiplier - Perfect Wave doubles a wave's score only if you take no damage, which makes it strongest early when waves are survivable cleanly and near-worthless once you are scraping through - Armor Plating and Ghost Mode both absorb exactly one incident per wave and they stack, so together they are two free mistakes every wave - the most reliable survivability combination in the pool - The Nuke is one use for the entire run. Save it for the wave that actually kills you rather than the first one that looks crowded - Piercing Round and Ricochet both multiply your effective shots against clustered asteroids, so they scale with wave density and get better as the run goes on - unlike Rapid Fire, which is flat - Lives cap at five, so taking Extra Life at four lives wastes most of it. Draft it when you are at two or three, not as insurance - There are only six score modifiers against twenty other upgrades, so a run built purely for score will not see them offered often. Take the survivability that lets the run last long enough for the multipliers to matter **Frequently asked questions** Q: Is Voidbreak free to play? A: Yes. Voidbreak is free on Weekly Arcade with no downloads, no ads and no purchases. Signing in adds leaderboard submission and achievements. Q: How many upgrades are there? A: Twenty-six, drafted one at a time between waves: ten weapons, ten passives and six score modifiers, across common, rare and epic rarities. They persist for the rest of the run and stack, so the build you finish with is the sequence of choices you made. Q: What are the best upgrades in Voidbreak? A: It depends on when you are offered them. Risk/Reward gives triple score for the whole run for one life, so it is excellent on wave two and poor on wave twenty. Armor Plating and Ghost Mode stack into two absorbed mistakes per wave. The Nuke is a single use for the entire run. Q: How many lives do I get? A: Lives cap at five. Extra Life adds one immediately up to that cap, which is why drafting it at four lives wastes most of its value. Risk/Reward removes one immediately as the cost of its score multiplier. Q: Is Voidbreak a roguelite? A: Yes, in the run-based drafting sense: each run starts fresh, upgrades are offered as choices between waves rather than bought or unlocked, and the pool is large enough that two runs diverge quickly. There is no meta-progression that makes later runs easier. Q: What does Perfect Wave do? A: It doubles the score for a wave in which you take no damage at all. That makes it a behavioural upgrade rather than a stat one - it is worth the most early, while waves are still survivable cleanly, and close to nothing once you are surviving on the last hit point. Q: Does Voidbreak work offline? A: Yes. Once the page has been cached, the whole game including the upgrade draft runs with no connection. Leaderboard submission needs a connection and a signed-in account. ### Wordcrest - URL: https://weeklyarcade.games/games/wordcrest/ - Released: Mar 2026 - Genres: Puzzle, Word Game - Plays offline: yes - Collections: Free Brain Training Games, Free Puzzle Games, Free Family & Kids Games, Free Games With No Ads, Offline Browser Games, Quick Browser Games, Free Relaxing Games A new word every day. Three to seven letters. Wordcrest is a free daily word puzzle game where you guess a hidden word in 6 attempts. Each guess reveals which letters are placed (teal), misplaced (amber), or absent (slate). If you are looking for a Wordle alternative, Wordcrest plays the same way and then adds a climb: you start at 3 letters and work all the way up to 7, with streak tracking and global leaderboards. A new word is generated every day, making it the perfect daily brain exercise. **How to play.** Type a word matching the required letter count and press Enter. Teal means the right letter in the right position. Amber means the right letter in the wrong position. Slate means the letter is not in the word at all. You have 6 attempts to guess the word. **Tips** - Start with a word that has common vowels like RAISE or ADIEU to eliminate letters quickly - Never reuse slate letters - the keyboard highlights which letters are eliminated - If a letter comes back amber, try it in a different position on your next guess - Save hard consonants (X, Z, Q) for later guesses when you have more information - On higher levels (6-7 letters), focus on common word patterns and suffixes like -TION or -MENT **Frequently asked questions** Q: Is Wordcrest free to play? A: Yes. Wordcrest on Weekly Arcade is 100% free with no ads, no downloads, and no account required. You can play as a guest instantly. Q: Is Wordcrest like Wordle? A: Yes. Wordcrest is a Wordle-style daily word game: guess a hidden word in 6 tries, with colour-coded feedback on every letter. The difference is the climb. Wordle is always 5 letters, while Wordcrest starts you at 3 and adds a letter each time you win, up to 7. It is free, has no ads, and needs no account. Wordcrest is not affiliated with or endorsed by Wordle or The New York Times. Q: How many Wordcrest puzzles are there per day? A: One new word is generated each day. You can also replay at different word lengths (3-7 letters) for additional challenge and to build your streak. Q: Does Wordcrest work on phones? A: Yes. Wordcrest is fully responsive with touch-friendly controls and works on any phone, tablet, or desktop browser without downloading an app. ## Collections - [All Games](https://weeklyarcade.games/games/): every game, searchable and filterable by genre and feature - [Free 3D Browser Games](https://weeklyarcade.games/games/3d/) - 6 games: 8 Ball Lounge, Tiny Tycoon 3D, Strait Runner, Chess 3D, Cricket Blitz, Lumble. - [Free Action Games](https://weeklyarcade.games/games/action/) - 6 games: Voidbreak 2, Strait Runner, Swarm Surge, Voidbreak, Chaos Kitchen, Cricket Blitz. - [Free Arcade Games](https://weeklyarcade.games/games/arcade/) - 11 games: Voidbreak 2, Duneburst, Swarm Surge, Cosmo Merge, Neon Beats, Coin Cascade, Stack Tower, Voidbreak, Snake, Cricket Blitz, Chaos Kitchen. - [Free Brain Training Games](https://weeklyarcade.games/games/brain-training/) - 9 games: Lantern Deep, Threadline, Chroma Sort, Wordcrest, Chess 3D, 2048, Memory Match, Fieldstone, Solitaire Roguelite. - [Free Card Games](https://weeklyarcade.games/games/card/) - 3 games: Scarwrit, Solitaire Roguelite, Memory Match. - [Free Party Browser Games](https://weeklyarcade.games/games/party/) - 1 game: Doodle Dash. - [Free Puzzle Games](https://weeklyarcade.games/games/puzzle/) - 12 games: Lantern Deep, Threadline, Fairway Nine, Gearloom, Duneburst, Cosmo Merge, Chroma Sort, Solitaire Roguelite, Fieldstone, Wordcrest, 2048, Memory Match. - [Free Simulation Games](https://weeklyarcade.games/games/simulation/) - 4 games: Tiny Tycoon 3D, Tiny Tycoon, Chaos Kitchen, Fieldstone. - [Free Sports & Racing Games](https://weeklyarcade.games/games/sports/) - 4 games: 8 Ball Lounge, Fairway Nine, Cricket Blitz, Drift Legends. - [Free Strategy Games](https://weeklyarcade.games/games/strategy/) - 7 games: Scarwrit, Gearloom, Strait Runner, Chess 3D, Fieldstone, 2048, Solitaire Roguelite. - [Free Family & Kids Games](https://weeklyarcade.games/games/family/) - 8 games: Memory Match, Wordcrest, Snake, 2048, Stack Tower, Coin Cascade, Chess 3D, Tiny Tycoon. - [Free Multiplayer Browser Games](https://weeklyarcade.games/games/multiplayer/) - 3 games: Doodle Dash, Drift Legends, Chess 3D. - [Free Games With No Ads](https://weeklyarcade.games/games/no-ads/) - 12 games: 8 Ball Lounge, Cosmo Merge, Neon Beats, Chroma Sort, Drift Legends, Wordcrest, Chess 3D, Snake, 2048, Coin Cascade, Solitaire Roguelite, Voidbreak. - [Offline Browser Games](https://weeklyarcade.games/games/offline/) - 23 games: Lantern Deep, Threadline, Scarwrit, Fairway Nine, Gearloom, Duneburst, Swarm Surge, Chroma Sort, Tiny Tycoon, Voidbreak 2, Voidbreak, Chaos Kitchen, Cosmo Merge, Neon Beats, Bir Glider, Wordcrest, Snake, 2048, Memory Match, Stack Tower, Coin Cascade, Solitaire Roguelite, Fieldstone. - [Most Popular Games](https://weeklyarcade.games/games/popular/) - 10 games: Drift Legends, Swarm Surge, Fairway Nine, Scarwrit, Voidbreak 2, Neon Beats, Stack Tower, Snake, Chroma Sort, Tiny Tycoon. - [Quick Browser Games](https://weeklyarcade.games/games/quick/) - 13 games: Threadline, Duneburst, Cosmo Merge, Neon Beats, Bir Glider, Chroma Sort, Stack Tower, Wordcrest, Memory Match, Snake, 2048, Coin Cascade, Solitaire Roguelite. - [Free Relaxing Games](https://weeklyarcade.games/games/relaxing/) - 9 games: Cosmo Merge, Bir Glider, Chroma Sort, 2048, Solitaire Roguelite, Memory Match, Coin Cascade, Tiny Tycoon, Wordcrest. ## Pages - [About](https://weeklyarcade.games/about/): who builds Weekly Arcade and how the weekly release cycle works - [How we build games](https://weeklyarcade.games/how-we-build-games/): the 7-day design, build and ship process behind each weekly release - [Best free browser games 2026](https://weeklyarcade.games/best-browser-games-2026/): the full catalogue ranked, with what each game is good for - [Browser games vs mobile apps](https://weeklyarcade.games/browser-games-vs-apps/): why these games run in a browser instead of shipping to an app store - [Games to play when bored](https://weeklyarcade.games/games-to-play-when-bored/): short picks for filling five minutes - [Games to play at work](https://weeklyarcade.games/games-to-play-at-work/): quiet, quick games that pause well - [Games for school Chromebooks](https://weeklyarcade.games/games-for-school-chromebook/): games that run on a managed Chromebook with no install - [No Wi-Fi browser games](https://weeklyarcade.games/no-wifi-browser-games/): which games keep working with no internet after one visit, and which still need a connection - [Offline games for Chromebook](https://weeklyarcade.games/offline-games-for-chromebook/): caching games in Chrome on a Chromebook to play with no Wi-Fi - [Multiplayer games on a school Chromebook](https://weeklyarcade.games/multiplayer-games-school-chromebook/): the three multiplayer games, what each needs, and turn-taking alternatives - [Leaderboards](https://weeklyarcade.games/leaderboard/): global high scores across every game - [Privacy policy](https://weeklyarcade.games/privacy/): what is stored and what is not - [Terms of service](https://weeklyarcade.games/terms/): terms of use - [Game guides](https://weeklyarcade.games/guides/): strategy guides for the games in the catalogue - [How to win 2048](https://weeklyarcade.games/guides/how-to-win-2048/): the corner strategy, why the snake pattern works, and the mistake that ends most runs - [Snake strategy](https://weeklyarcade.games/guides/snake-game-strategy/): scoring high without trapping yourself, and how to use the walls - [How to win solitaire](https://weeklyarcade.games/guides/how-to-win-solitaire/): the order to play cards in, and which moves to delay - [Word guessing strategy](https://weeklyarcade.games/guides/word-guessing-game-strategy/): opening words, letter frequency, and solving in three guesses - [Memory game strategy](https://weeklyarcade.games/guides/memory-game-strategy/): how to actually remember a board rather than guessing at it - [How to play 8 ball pool](https://weeklyarcade.games/guides/how-to-play-8-ball-pool/): the rules of 8-ball: the break, groups, the four fouls, ball in hand, calling the 8 and spin basics - [Free cricket games online](https://weeklyarcade.games/free-cricket-games-online/): five-over T20 cricket in a browser: powerplay scoring, six delivery types, Super Over - [Free chess games online](https://weeklyarcade.games/free-chess-games-online/): 3D chess against four AI levels from 600 to 1900 Elo, or another person - [Free golf games online](https://weeklyarcade.games/free-golf-games-online/): a seeded nine-hole putting course, the same one for every player each day - [Paragliding games](https://weeklyarcade.games/paragliding-games/): thermal-flying over Bir Billing: twelve levels from the tea gardens to above the clouds - [Halloween games](https://weeklyarcade.games/halloween-games/): the three genuinely dark games: a monster crypt puzzle, a gothic deckbuilder and a horde survival that ends with The Reaper - [Games like Balatro](https://weeklyarcade.games/games-like-balatro/): four browser roguelikes where a build compounds and the shop decides the run - [Games like Vampire Survivors](https://weeklyarcade.games/games-like-vampire-survivors/): three survivor roguelites: weapons that fire themselves, upgrades drafted mid-run - [Games like Slay the Spire](https://weeklyarcade.games/games-like-slay-the-spire/): three deckbuilders where you draft as you climb and lose the run, not the save - [Games like Tetris](https://weeklyarcade.games/games-like-tetris/): three falling-block games pointed elsewhere: a kingdom builder, a sand sim, a stacker - [Games like Wordle](https://weeklyarcade.games/games-like-wordle/): two daily puzzles: one a day, the same one for everybody, with a streak to keep - [Games like Overcooked](https://weeklyarcade.games/games-like-overcooked/): two time-management games where the queue grows faster than you can clear it - [Games like Slither.io](https://weeklyarcade.games/games-like-slither-io/): a snake game where your own length is the obstacle and every pickup is a trade