DANKGAMES

An indie game label making small, weird, replayable games. Every game below is free and runs in a browser tab, with nothing to install and no account to make — you open the link and you are playing.

Seven games are live, and there are seven cards below. Nothing gets listed on this page until you can actually play it, so a card here is always a link to a game that runs today. All the games by kind → · Today's daily boards →

In development · playable A DANKGAME Conquest on its first day, captured on dankgame.com right after pressing PLAY and picking a people. In the middle, the map named The Causeway Meres, tall and narrow and still dark with fog, except for a lit patch of road and grass at the bottom where the hero stands in a gold ring outside his town; a banner at the top reads Haskett: beat him by day 15. The left panel shows the commander at level 1 and the army, 4 of 6 stacks: 30 spearmen, 12 archers, 10 dire wolves and 5 shieldmen. The right panel reads Day 1 · Week 1, movement 12 of 12, 500 gold, 5 wood, 5 ore and no crystal, above the Walk, End Day, Town and Title buttons.

DANKGAME ⚔

Fantasy conquest · 11 days to beat the boss · quick battle and duels

A turn-based fantasy conquest: PLAY starts a Conquest, 11 days for your hero to cross a painted map, hire the troops that arrive every 3 days, fight its lairs and beat the boss at the far end. Quick battle is one fight against the computer, and Duel is a match for two from a link one of you sends.

Play →

DANKGAME: the three ways to play, controls, screenshot →

How to play DANKGAME → the full rules on dankgame.com: the two peoples, the towns, every lair, the boss and the battle rules.

Conquest, quick battle, Duel, and the honest limits

Conquest is the whole game, and the one PLAY starts. Your army begins as 30 spearmen, 12 archers, 10 dire wolves and 5 shieldmen, with 500 gold, 5 wood and 5 ore, and it holds 6 stacks at most. Each day the hero has 12 movement, where a road tile costs 1 and a swamp tile 4, so the map is a budget: gather gold and ore, flag mines for income, hire troops in your town, and choose which lairs are worth a fight. Each lair shows who guards it and what a win pays before you commit, and clearing one pays 100, 200 or 300 gold by its size. The boss, Haskett, grows a little every day and shrinks for every lair you clear, and his lair stays sealed until you have broken 2 of his three wardens. New troops arrive every 3 days, when the dwellings refill. If your last stack falls, or day 11 ends with him still in his lair, the match is lost; a win scores 1000, plus 100 for each day left.

Quick battle, in the title’s menu, is one fight: you draft an army from 1000 gold, at most five stacks, and the computer drafts its own without seeing yours. Every fight in the game, quick or not, is played on an 8 by 10 board where the fastest stack acts first and a stack struck in melee swings back once per round; after 40 rounds the side with more hit points left wins.

Duel is a match for two on one shared map: each of you has a hero, a town and an army, you both play every day at the same time, and there is no boss. It ends in one final battle between the two armies, on day 12 at the latest. Invite a friend makes a private six-character code and a link to send; your friend types the code into Join a code or simply opens the link, and the duel starts the moment they join. Blitz, Standard and Slow set the clocks, from 30-second days to 3-minute ones. Play the computer is a practice duel that runs entirely in your browser.

The honest limits: DANKGAME draws its battlefield with WebGL and there is no version without it, so a browser with WebGL switched off (some battery-saver and privacy modes do this) cannot run it. A Conquest is kept on your own device, with no account: a reload offers Continue, and to carry on from another phone or computer, Settings’ Move my save to another device gives an 8-character code that works once, within 24 hours. A Duel is only ever with the friend you send the code to, or with the computer, and online duels are played only on dankgame.com itself. The title screen calls it an early build, and it is still changing: the older one-battle game was retired on 5 October 2026.

In development · playable A DANKLOOT floor in play on dankloot.com, seen from above: a forest clearing with a dirt path up the middle, and five pale, hunched monsters crossing the grass toward the Warrior, who stands in a gold ring at the right edge beside a tree with a small gold diamond over his head.

DANKLOOT 🗝

Dungeon descent · you steer, the hero fights · phone or desktop

A dungeon descent in which you only steer: the hero swings his weapon and fires his skills by himself. On every floor you decide whether to push deeper for better loot or open a town portal and bank what you are carrying, alone or as one of up to five heroes in the same dive.

Play →

DANKLOOT: controls, how a dive goes, screenshot →

What a dive risks, and the honest limits

Four heroes wait by the campfire: the Warrior fights up close, the Mage casts fire, frost and lightning from range, the Bonecaller fights through the dead he raises, and the Mender heals, wards and hastes. Each level up to 30 brings a point for the hero's skill tree, which shows every skill, passive and evolution from the first floor, and he can carry up to six at once. Every fifth floor is a boss, and the deeper the floor, the harder the monsters and the better the loot.

Anything you pick up is only carried until you get home. Town Portal works on any floor, even mid-fight: stand still for 1.5 seconds and everything you carry is banked, free. Die instead and the items you carry are lost, though you keep 75% of the gold. The honest limits: the game says of itself that it is in development and that its art, balance and floors still change, so it is not quite the same game from one week to the next. You can play alone (a computer-played companion can join you) or as one of up to five heroes in one dive: send an invite link, tap another player’s hero in the shared town, or join a public game from the town’s board, and each of you picks up only your own drops. Playing together needs a live connection, with no account and no text chat, just four pings. It is in English only, and your heroes and stash live in this browser, so another device starts fresh.

Playable now Weather Who puzzle #13 for October on weatherhack.com, one clue in: six clue buttons in two rows — Daytime high, Night low, Rain days, UV index, Sea temperature and Humidity — with Daytime high bought and reading 18–23 °C, a line under them saying the mystery city's daytime high in October is 18–23 °C and to flip every city outside that, and below it three rows of the sixteen-city board. Every city now shows its own daytime high; Orlando 28°, Accra 29°, Berlin 15°, Tunis 27°, Durban 24° and Beirut 28° are greyed and struck through, while Shanghai, Lisbon, Seoul, Marseille, Sydney and Madrid, all between 19° and 23°, are still standing.

Weather Who 🌦

Daily deduction · 16 cities · phone or desktop

Sixteen cities, one of them today's mystery city. Each 1-point clue gives its band for one climate number, like daytime high 18–23 °C, and shows every city's own figure: flip the misfits, then accuse.

Play →

Weather Who: rules, controls, screenshot →

Scoring, par, and the data

Six clues are on offer: daytime high, night low, rain days, UV index, sea temperature (or no coast at all) and humidity. Each costs 1 point, a wrong accusation costs 2 and removes that city, and fewest points wins. Par is the fewest clues a perfect solver needs to be certain, worked out exactly over every combination of clues, and a day's board is only accepted if par is 2, 3 or 4 — no single clue gives it away. Everyone gets the same board on the same UTC day. The honest limits: the clues are monthly averages from Open-Meteo's climate archive — 2020–2024 for most of them, 2023–2024 for sea temperature and UV — not today's weather, so it rewards knowing climates rather than reading a forecast; it needs JavaScript; and your streak lives in your own browser's storage.

Playable now The Labyrinth step of 33o1 on 33o1.com, the first puzzle after the front page: the heading Labyrinth: Decrypt to Proceed in heavy black type on a cream page, an eight-second video below it showing the green 33o1 logo split by a bolt of white lightning, and under that a box holding one line of scrambled text in quotes, labelled ROT13 in its corner.

33o1 ⏳

Cipher chain · 26 steps on a map · phone or desktop

Time-travel puzzles in a chain: every answer, typed with its capitals exact, is the name of the next page. Some are ciphers; others hide the key in an image, a sound file, a video or a PDF.

Play →

33o1: controls, round length, screenshot →

The map, and the honest limits

A Map page draws the chain as 26 nodes and fills one in each time you solve the puzzle behind it; a node you have not reached stays grey and labelled ??? so the map never names a step for you. The honest limits: there are no hints and no timer, so a step can take two minutes or two days; keys are case-sensitive, so CrossRoad and crossroad are different answers; and because each puzzle's address is its key, sending someone a link to the page you are on hands them the answer. Progress lives in your own browser's storage, and the site needs JavaScript.

Playable now A DEAD WEIGHT dungeon room: a skeleton stands at the left of a tiled grid, three red spike traps and several black pits sit between it and the glowing green exit door on the right.

DEAD WEIGHT 💀

Turn-based puzzle · 25 rooms + a new one every day · phone or desktop

A grid dungeon you cannot clear in a single life. Every death leaves a corpse lying exactly where it fell, and that corpse is now terrain — it bridges the pit, it jams the crusher, it eats the arrows meant for the next you.

Play →

DEAD WEIGHT: controls, round length, screenshot →

How a room plays, and the room for every date

Clearing a room is a routing problem rather than a reflex test, because the board only moves when you do: a swipe or a tap along your row or column on a phone, the arrow keys on a desktop, and every cell you cross spends a turn, so the spikes and crushers step forward while you walk and hold still the moment you stop, and retry is instant. Twenty-five rooms in one fixed order, the same twenty-five for every player, even the cheapest of them costs you two bodies, and when a room takes more bodies than it should you can take one back and play that death again. When the thing in your way is a beat rather than a wall, the Wait control under the board spends two turns in a single press instead of making you shuffle back and forth to burn them.

The twenty-five are not all of it: the same generator that builds the early rungs has a room waiting for every date from 2020-01-01 to 2099-12-31, so there is a new room every day. That date string is the entire seed, so everyone who opens a given day gets the same board, and nothing is handed out until an exhaustive solver has proved the room cannot be cleared on fewer than two bodies. It is a side door rather than the front one: add ?day=YYYY-MM-DD to the game URL — today's date for today's room, ?day=2026-01-01 for the one from New Year's Day. A bare link still opens level 1 of the fixed ladder, and since a date is not a rung, the share button is hidden there.

Playable now A DANK CHESS board part-way through the Italian Game opening: pawns on e4 and e5, knights and bishops developed toward the centre, and both kings already castled on the kingside.

DANK CHESS ♟

Play a friend · or the computer · openings and tactics

A chess board that pairs two people over a link: one of you sends it, the other opens it, and you play from two separate devices with no account on either side. You can also play the computer, or hot-seat a single board with whoever is sitting next to you.

Play →

DANK CHESS: controls, round length, screenshot →

What else this board does

The link-paired game carries a chat box that runs browser to browser when that connection can be made, and when it cannot, the game simply carries on without it. The same page teaches as well as plays — it walks the main openings move by move, Italian, Ruy Lopez, Sicilian and others, covers the rules that catch people out, and hands you six tactics boards where you play the move instead of reading about it.

Playable now A real DANK SNAKE run captured mid-board on board 200: a 19-by-19 grid on near-black, with the green trail the run has already walked filling most of the right-hand third plus a band across the top, brightening to mint where the trail ends along the bottom rows. Slate-grey rock blobs are scattered over the board, thickest down the still-empty middle and left. One gold pellet is lit low and left of centre, a short way ahead of the trail's end, and a dim gold ring out on the far left edge marks the pellet due after that one. A patch of cells in the top-right corner carries a faint red wash: ground the trail has already sealed off. The line above the grid reads "Board 200 · 7/20 · 84 cells" and the line below it "13 to go · 164 cells under par", with four dim arrow chevrons under that for the tap targets and the footer "danksnake · one board a day · DANKGAMES".

DANK SNAKE 🐍

Daily snake puzzle · the same 19×19 board for everybody · one thumb, on a phone

A snake whose tail never shortens. Everywhere you have been stays filled, so the board closes up behind you as you eat, and the only real question is how much of today's grid you can take before you have walled yourself in.

Play →

DANK SNAKE: controls, round length, screenshot →

How a run ends, and the honest limits

Everybody gets the same board each day: 19×19, built in your own browser out of the UTC date, with no account and nothing to install.

Twenty pellets are revealed one at a time, and the one due after the lit one is drawn as a dim ring, so a turn is a decision instead of a reflex. A run ends in exactly three ways: CLEAR if you take all twenty, DEAD if you drive into the border, a rock or your own trail, and STRANDED the moment the pellet you still need is walled off — the game says so there and then rather than making you prove it. You are scored on pellets first and cells second, against a par the board generator walked itself before the board shipped: board 251, the one for 2026-09-08, pars at 242 cells and has 50 of its 361 cells under rock. Steering is one thumb — tap the side of the screen you want to go, or use the arrow keys on a desktop. The honest limits: taking the short way to each pellet is precisely how you seal yourself in, and that route ended our run STRANDED on 8 of 20 after 77 cells; the snake is already moving the moment the page opens, so an untouched board is dead in about a second; and only your first three runs on a board are scored, the rest being practice. Older boards stay open — add ?b=251 to the URL for board 251, or any lower number for an earlier day.

All seven links open the game itself: no store page, no email gate, nothing to buy, no demo build to upgrade out of. Every one of them you are playing within a second of the page loading, DANKGAME included: it will seat two people from one link, but it never makes you find the second person first.

The honest limit: DEAD WEIGHT keeps your run in your own browser's storage and nowhere else. There is no account and no server behind it, so your progress does not follow you to another device, and clearing your site data clears it. Sharing a cleared level means sending someone a link that carries your moves, not posting to a leaderboard — there isn't one.

Made with AI tools.