
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.
THE CATALOGUE / 408 GAMES
Small games. Strange little rules.
Plenty of reasons to look closer.

ARRANGE / SIGNAL
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.

AUTHOR / CONFRONT
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.

FORESEE / EVADE
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.

RECOGNIZE / REBUILD
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 / QUIET
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.

EQUIP / TRAVERSE
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.

BALANCE / HANDOFF
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.

SCREEN / HOLD
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.

RECOGNIZE / FIT
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.

ORDER / ESCAPE
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.

TRY / REWIND
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.

FIND / COMPARE
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.