EXPLORE YOUR WAY

THE CATALOGUE / 408 GAMES

Follow your curiosity.

Small games. Strange little rules.
Plenty of reasons to look closer.

We, Junk Artists title over small characters and scattered objects around a fire
205

ARRANGE / SIGNAL

We, Junk Artists

The collage-and-guess game lets players arrange junk and animate materials in real time. A recognizable object can become part of a clue through motion as well as its shape.

Talespinner artwork with a masked illustrated character, cards and a storybook
206

AUTHOR / CONFRONT

Talespinner

The storybook can make an encounter easier or raise its stakes for greater rewards, according to the developer. Deck decisions sit beside an advertised choice about the challenge the deck must face.

Gate to Die title framed by pixel-art brick walls and vines
207

FORESEE / EVADE

ゲイトトゥダイ

The Japanese official description says an amulet lets you foresee enemies’ actions and the direction of attacks. That information sits beside crafting the light, equipment and courtyard facilities needed to explore.

Spiritstead title over a bright blue clearing in a dark illustrated forest
208

RECOGNIZE / REBUILD

Spiritstead

The developer says the world remains the same across playthroughs, while players choose village jobs, needs and decorations. Replaying is therefore advertised as another settlement in a familiar world, rather than a promise of a new procedural map.

Dig, Dig, Die artwork showing frightened stylized characters and a shovel
209

DIG / QUIET

Dig, Dig, Die

The developer says most monsters react to sound, including digging and voice chat. The communication channel shared with friends is therefore part of the same advertised danger as the work that uncovers loot.

Akatori artwork showing Mako holding a red staff with a red bird beside her
210

EQUIP / TRAVERSE

Akatori

The red bird becomes Mako’s combat staff, and the developer gives that staff gliding, slope sliding and wall climbing. New staff abilities are advertised as ways to explore, tying the companion to both fighting and traversal.

Unicycle Together artwork with sausage characters, unicycles and a bomb
211

BALANCE / HANDOFF

Unicycle Together

Two to four players must take a bomb uphill before it explodes while balancing on unicycles. Tossing it to another player is an advertised action, but dropping it triggers an explosion.

Quarantine Zombies Prologue title against a silhouetted figure and a red-lit checkpoint
212

SCREEN / HOLD

Quarantine Zombies - Prologue

The inspection rules include holding a refugee for observation as well as clearance or elimination. The prologue covers the first four days; the thirty-day wait and later rescue raid belong to the broader game premise.

Cleaning Up The Puzzle Gallery title with a Multiplayer + New Map banner over a blurred gallery
213

RECOGNIZE / FIT

Cleaning Up The Puzzle Gallery

The developer describes The Big White as 1,024 pieces of pure white. Beside the gallery’s painting-based puzzles and imported images, that challenge removes the usual visual subject from the sorting task.

Aooni2 artwork with the blue monster behind a school gate and the Japanese title
214

ORDER / ESCAPE

Aooni2

The Seaside School scenario permits four stages in any order, with difficulty scaling according to the path. That route choice is separate from the returning classic scenario’s adjustable speed mode.

Re:Night artwork showing a party gathered around a campfire below a purple castle
215

TRY / REWIND

Re:Night

The developer offers three scopes of rewind inside tactical card combat. Correcting a placement need not mean discarding the whole turn, while a failed opening can be reconsidered from the battle’s start.

Vessel artwork showing two people with lights in a dark hospital corridor
216

FIND / COMPARE

Vessel

The developer describes corridors that require two players to gather different clues before proceeding. Progress is advertised to depend on combining information, alongside the hospital’s shared chases and battles.