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Turn the year dial. The cabinet rewires itself for each era, and the shelf fills with games we made in-house in that era’s spirit.
Insert a year to begin
Drag in a circle, scroll, or ← →
The shelf
Turn the dial to filter by era.
Two paddles, one glowing ball. Swerve it with your paddle's motion, charge a power shot, and build a combo until the whole court is a blur.
Spin a shield arc around your reactor and bounce the incoming shards back. Reflected shards detonate whatever they touch, and the blast spreads: long chains multiply your score.
Tow a heavy slug on an elastic line and whip it through drifting junk. Shatter debris, scoop the glowing cores, dodge mines, and never wrap the line round a pylon or it snaps.
Five lifts, one bellhop. Hop between cars, collect guests and deliver them before patience runs out, then swap any two lifts programs on the fly to reroute the whole hotel. Tips are your score.
Fly a salvage skiff over a ruined neon skyline. Downed raiders leave wreckage: the tractor beam clamps it around your hull as a shield, or fling it forward as a piercing weapon. A boss every 5 waves.
Slide a rally buggy through a dusk-banded canyon road. Hold the drift to grow a glowing ribbon, bank it for extra clock, and share your best run as a ghost code.
A pilgrim on a spring-loaded pogo stick crosses ruined ledges to a shrine. The stick stores your landing energy: springy pads chain higher hops, mud stops you dead, ice slides, spikes bite. One button, real momentum.
Defend a dial-up modem from pop-ups, spam and viruses with routers, firewalls and scanners. Every tower eats bandwidth, so overbuild and you slow your own defenses.
Blast a sled-riding vole off an ice ramp, glide and bounce across the floes, grab fish, then upgrade the cannon in the igloo workshop. The wind follows your own clock: dusk gives a roaring tailwind, midday fights you.
Duel rival archers across a windy chasm. Wind and gravity change every turn, and floating shield plates ricochet your arrows: bank a shot around cover for double damage.
Draw ink ramps on notebook paper to roll a parcel into the mailbox. Ink is limited and dries: wet lines are sticky and slow, dry lines are slick and fast. Grab stars, save ink, and mind the blots.
Tip the whole orchard and gravity slides every fruit. Three or more alike that touch pop, cascades chain, seeds grow into golden pears that clear a row, and frost locks pieces until a pop thaws them. Level mode with stars, plus endless.
Swing on a stretchy line as a tiny glowing seed. Let go, pop the orbs, and grab the next anchor before you sink into the mist.
Not playable yet. Each one is being built in its era’s spirit.
Swing a tiny probe around glowing wireframe moons on a rope of pure geometry.
Carry a flickering vector lantern through a hex maze that redraws itself when you blink.
Tunnel through glowing soil, hoard the gems, and outsmart the surface patrol.
Scale a half-built skyscraper, one swinging girder at a time, with a sack of stolen bolts.
Nudge hermit crabs into the right shells before the tide turns and rearranges the board.
Chase the horizon along a dithered coastal highway with a boost meter that never behaves.
Race a packet of data down a beige, bandwidth-starved information superhallway.
Pop the bouncing pop-ups before they stack up and bury your tiny cursor ship.
Swap shiny seed pods, chain blooms, and keep the greenhouse bar from draining.
Fold a paper stick-figure through cut-out doors with exactly one clean crease.
Tap to bounce a flat little blob between sliding rooftops. That is the entire game, and it is enough.
01 / Originals
Every game on the shelf is an original built in-house. We borrow each era’s feel, never its names, characters or art.
02 / Six eras
Phosphor vectors, neon arcades, 16-bit sunsets, beige early-web, glossy Flash and big-button mobile, each with its own rules.
03 / Yours
Play with keyboard, touch or gamepad. High scores and settings stay in your browser. No ads, no trackers. More about Eracade.