Traditional roguelike with procedural dungeon exploration
Brogue Community Edition browser fork
Launcher observed; gameplay unverified
A traditional roguelike with procedural dungeon exploration, in a browser adaptation of Brogue CE 1.15.1.
Code: AGPL-3.0 for code; CC-BY-SA-4.0 for included tiles.png
Content and reuse: Included CE tile graphics license is explicit. Do not assume Oryx's separate expanded commercial tileset is included in that grant.
Contains combat or violence. Check the destination’s content before playing.
What was checked: Page title reported BrogueCE v1.15.1-js with file manager and game-canvas. Screenshot/state calls later timed out before gameplay could be observed. Older freethenation/broguejs also loaded shell but follow-up timed out.
Source, remix starting point & limits
Start small: Dungeon rules, monsters, procedural generation and rendering. Preserve AGPL source-access obligations and tiles attribution/share-alike.
Technology: C compiled using emcc, Asyncify, IndexedDB and HTML canvas frontend. Exact web branch is brogue-js, not default master.
Makefile has WEBBROGUE=YES section, src/platform/web-platform.c, emcc, custom shell and javascript/init-mod.js.
No full build run and no test of save/reload.
Source links are not pinned to the running build. No complete source build or all-device gameplay qualification was performed for this directory.
Top-down co-op run-and-gun
C-Dogs SDL
Provider and source reviewed; gameplay unverified
A top-down run-and-gun port with separately licensed campaigns, graphics and audio.
Code: Upstream says GPLv2 code with substantial BSD-2-Clause code; assets CC0/CC-BY/CC-BY-SA per file
Content and reuse: Original creator relicensed original graphics and included ogre/bem missions under CC-BY in 2016. Same historic discussion flags third-party campaigns and sampled sound provenance. Modern individual audio files have explicit CC-BY/CC0 notices, so do not infer all current audio is unlicensed. Audit selected bundle/campaign per file.
Contains combat or violence. Check the destination’s content before playing.
What was checked: Provider page and source references read. Cloud page creation produced title but DOM snapshots repeatedly timed out, so no usable game screen observed.
Source, remix starting point & limits
Start small: Small original campaign and player/weapon tweaks using explicitly licensed graphics/sounds.
Technology: Upstream C/SDL2 Emscripten port; host documents additional patches and disabled LAN.
make_emscripten.sh compiles source and preloads data/doc/dogfights/graphics/missions/music/sounds. Host credits separately link cdogs.diff, OPL stub and build script.
Provider says it omits Wolfenstein shareware/template data and disables noncommercial OPL synth. That provider claim is not a complete independent asset audit.
Code license does not automatically license Wolfenstein/Doom imports or every old community campaign.
Source links are not pinned to the running build. No complete source build or all-device gameplay qualification was performed for this directory.
Transport/logistics management
Simutrans browser fork
Provider and build docs reviewed; runtime untested
Build a transport network in this port based on Simutrans 125.0.1. Required paksets have separate rights.
Code: Engine Artistic-1.0; paksets have separate licenses
Content and reuse: Fork build selects official pak64 125.0; do not generalize engine license to all paksets. Exact current asset package contents not independently audited.
What was checked: Public provider play page and specific fork read; no runtime/gameplay attempt.
Source, remix starting point & limits
Start small: Transport scenarios, economics/configuration or original pakset items after pinning pakset source and license.
Technology: SDL2 compiled with Emscripten 4.0.7, Asyncify and FluidSynth; single-player host integration.
build.sh applies sibling simutrans.diff, but exact GitHub wasmgame directory listing contains only build.sh and ports.sh. Host credits separately provide patch. Clone alone is not established as self-contained.
Build pins Simutrans 125.0.1 commit 40bbb12894793cc7c6ae5c93f31a16e7e7707627 and pak64 125.0. Source fork has wasmgame/build.sh and ports.sh.
Source links are not pinned to the running build. No complete source build or all-device gameplay qualification was performed for this directory.
Bullet-hell shooter
Taisei Project
Official link documented; availability unverified
An experimental browser build of a Touhou-inspired bullet-hell game. For original remixes, use new characters and art.
Code: MIT code; soundtrack and character portraits CC-BY-4.0; additional component/background licenses
Content and reuse: COPYING identifies soundtrack/portraits and public-domain/CC0 backgrounds, but says not every old background provenance was retained. Touhou setting/characters have separate derivative-work conditions; code license does not grant franchise ownership.
Contains combat or violence. Check the destination’s content before playing.
What was checked: Exact official play URL verified in upstream README; search fetch returned HTTP 418. No browser runtime test. A current text fetch returned HTTP 418; this is not a confirmed outage.
Source, remix starting point & limits
Start small: Reuse MIT engine/pattern logic with new original characters and art to minimize franchise-rights complexity.
Technology: C11/SDL/OpenGL with experimental official WebGL build; Meson/Ninja/Emscripten workflow.
README requires recursive git submodules or full release source archive, explicitly warns ordinary GitHub Download ZIP is insufficient.
Do not add a gameplay-tested badge.
Source links are not pinned to the running build. No complete source build or all-device gameplay qualification was performed for this directory.
Vertical scrolling shooter
OpenTyrian KaiOS/browser fork
Source reviewed; availability unverified
A vertical-scrolling shooter port with GPLv2 engine code and separately released freeware game data.
Code: GPLv2 code; original Tyrian 2.1 data is separately released freeware
Content and reuse: Freeware game-data availability is not blanket permission to alter/relicense every game asset. Obtain specific permissions or replace assets for a broad original remix.
Contains combat or violence. Check the destination’s content before playing.
What was checked: Exact play URL appears in upstream OpenTyrian issue #24. Search fetch could not access it; no current browser gameplay confirmed.
Source, remix starting point & limits
Start small: Start with original art or a small rule change in the linked source, after checking the code and content licences.
Technology: This exact pelya fork documents Emscripten asm.js with WASM=0 for old KaiOS; do not silently call it a new WASM edition.
README documents build-debug.sh/build-release.sh and separate Tyrian 2.1 data.
Do not label fully remixable assets or play-tested.
Source links are not pinned to the running build. No complete source build or all-device gameplay qualification was performed for this directory.
3D real-time strategy
Warzone 2100
Launcher observed; WebGL2 unavailable
The official browser real-time strategy edition, with campaign and skirmish. Mouse and keyboard are recommended.
Code: GPL-2.0-or-later with notices and exceptions in COPYING.README and COPYING.NONGPL.
Content and reuse: Retain all notices and component exceptions. Do not infer the code licence alone clears each bundled or third-party asset.
Contains warfare and combat.
What was checked: Official play site and feature comparison verified; launcher explicitly reported unsupported browser because WebGL2 is disabled. No gameplay.
Source, remix starting point & limits
Start small: Review the desktop source and contribution guidance. Browser edition does not provide the desktop mod workflow.
Technology: Official browser edition; WebGL2 required.
Initialize git submodules or use full release source archive, not ordinary GitHub Download ZIP.
Browser includes the original campaign, skirmish, challenges and local saves, but not desktop online multiplayer, addon/mod workflow or higher-quality remastered graphics. Approximately 60 MiB first load; minimum 640×480 display.
Source links are not pinned to the running build. No complete source build or all-device gameplay qualification was performed for this directory.
Space exploration / trading / combat
Endless Sky via Endless Web
Launcher checked; WebGL2 unavailable
An ambitious browser port for space exploration, trading and combat. The test browser lacked WebGL2, so gameplay remains unverified.
Code: GPL-3.0-or-later
Content and reuse: Mixed asset licenses: the copyright inventory includes CC-BY-SA 4.0, CC-BY-SA 3.0, attribution licenses, public-domain assets and Unsplash-licensed landscape images. Check the exact inventory for every image or sound, including Unsplash restrictions on competing image services and unaltered resale. Not all assets are GPL or Creative Commons. Use the current thomasballinger fork’s endless-web branch, not upstream master or an older related fork.
Contains space combat. WebGL2 required; no low-end or mobile performance guarantee.
What was checked: Current page explicitly displayed 'Not supported because your browser does not support WebGL2.' Upload/download save buttons, touch toggle, music and source links present. No game rendered. Controls documented/visible, not tested.
Source, remix starting point & limits
Start small: Try one change: New star systems, missions, factions and ships; Reduced-scope beginner campaign; Accessible trading/navigation interface.
Technology: C++20, SDL2, OpenAL, Emscripten, WebGL2
Current endless-web Makefile has make dev, Emscripten SDL2/libpng/zlib, local libjpeg-turbo build, IDBFS, Asyncify, WebGL2, preloaded content and a large initial-memory setting. Build not run. Old fork's Emscripten2.0.16 instructions should not substitute for this current Makefile.
WebGL2 required. Large content/memory footprint; no low-end or mobile guarantee. Source branch is mutable and builds must be pinned/reproduced before hosting. No Escape Velocity, Elite or other paid data. Free data/images/sounds included.
Source references and any named revisions were reviewed, but no build or served-runtime byte comparison was performed.
Action puzzle / level creation
Rocks'n'Diamonds
Load reached 100%; gameplay unverified
A long-running action-puzzle game and level-creation foundation. Its official browser load completed, but the test canvas stayed black.
Code: GPL2 family; COPYING is GPLv2
Content and reuse: Author explicitly states source and assets in his project can be forked under GPL. Repository includes third-party contributor credits. No complete per-file media provenance audit performed. Do not automatically extend the project's grant to every separately downloaded historical/community level or art pack, or named commercial game trademarks. For a safer remix use newly authored levels and graphics and retain upstream notices.
What was checked: The official browser page reached Rocks’n’Diamonds 4.4.2.4 at 100% loaded, but its canvas stayed black across screenshots and a click/Return attempt. No cause was established and gameplay was not observed. This does not show the game is globally unavailable. Browser persistence is documented by the author, not retested.
Source, remix starting point & limits
Start small: Try one change: Original puzzle campaign; Custom element interactions; Beginner level-design tutorial.
Technology: C and SDL2 with SDL_image/SDL_mixer/SDL_net; Emscripten
Root Makefile contains emscripten target invoking emmake with PLATFORM=emscripten; browser shell under build-projects/emscripten. Built-in level editor and custom elements support levels without deep engine changes.
Standard browser build is self-contained; no purchased Boulder Dash/Emerald Mine/Supaplex files requested. Author documents browser persistence since4.2.3.0, not retested.
Source references and any named revisions were reviewed, but no build or served-runtime byte comparison was performed.