Published changes that affect playing or choosing a game. Earlier game releases are separate from this portal update; planned work is not listed as a live feature.
STREETWEAVE: a more detailed miniature town
New rooflines, porches, storefronts and office façades give districts more distinct silhouettes. The airport has a glass terminal and a layered control tower. Roads, bridge rails and shoreline details have also been refined.
Refined industrial surfaces, directional shadows and lighting across all four sites. Receiving Yard has a new warehouse backdrop, and the patrol robots and starter SMG have more mechanical detail. The menu and combat display also received a visual pass.
THE CUE ROOM: new ball physics and a refinished table
Thin cuts, follow, draw and side spin now use swept contact and cloth friction. The table has sharper cushion and pocket details, and balls visibly drop into the pockets. All twelve drills and four AI levels use the new physics.
Play 15-red or 6-red snooker against four AI levels or a friend on the same device. Try twelve training challenges, refine your aim in landscape, and resume either match mode from a local checkpoint.
Pick any of the 48 national teams, play three group matches and follow the full knockout bracket in seven-a-side football. Quick matches, penalty shootouts and drills support keyboard and landscape touch, with local match checkpoints.
A portrait-friendly 3D FPS with four industrial arenas, distinct bosses, eight weapons and three difficulties. Clear waves to upgrade and bank coins, then unlock Endless. Supports touch and keyboard with local checkpoints.
WILDBOND TRAILS: distinct trails and easier team management
Clear portrait-and-health replacement cards after a companion falls. Drag to reorder your party, bench to free a slot and add new members at the end. Reworked coast, canyon, forest, highland and lake routes, camps and obstacles; existing companions and progress are retained.
Field status now starts compact, with collection, weather and the full team available on demand. Moving closes the panel. Smaller battle status cards and fewer duplicate touch hints leave more room for creatures and controls. Existing progress is preserved.
STREETWEAVE: a town that grows and challenges your roads
Staged challenges and capacity audits replace a simple trip-count finish. Commute and shopping cycles generate real demand; free towns offer more districts and development milestones. Locate queues and disconnected journeys in the town report, trace actual routes, and apply a plan straight into simulation. Streetscape detail and existing saves are preserved.
A new tower defence with four tower families and eight branches, 24 authored campaign maps, support escorts and staged bosses. Intercept crystal carriers before they escape. Three difficulties, contracts, seeded survival and local encrypted backups; portrait-friendly touch controls.
Build roads, bridges, tunnels and automatic junctions in a detailed isometric town. Cars serve local trips; a three-stage airport connects the world with actual pickup traffic. Twelve challenges, seeded free building, portrait touch controls and encrypted local saves.
WILDBOND TRAILS: a world of companions to discover
Explore six ecosystems, capture and evolve original companions, build a team and complete turn-based trail challenges. Portrait-friendly touch controls and encrypted local saves.
LETTERS OF A LIFE: a life that can actually branch
Rebuilt education, job qualifications, wages, loans, housing, family and recovery into a continuing simulation. Initiate a change each year, jump to the next decision and see actual consequences. Existing lives remain playable under their original rules.
An original life simulation with yearly time planning, continuing relationships, 180 decision letters and a ten-year alternate reply after a completed life. Portrait-first, bilingual, with local resume and encrypted backup.
EVERDEEP DUNGEON: equipment switching without dead ends
Item details now explain two-handed and unique-item conflicts instead of the generic unavailable message. Unequip a worn item or a chosen conflict directly, then equip the replacement. Items stay in the backpack; saves and existing equipment limits are preserved.
POCKET GULP: movement and overlap-based rival captures
Opening movement is slower, size-based slowdown is capped, and the player keeps a small equal-size speed advantage. Swallowing a rival requires at least 30% of the smaller hole’s area to remain overlapped for 0.25 seconds; falling below the threshold resets contact. Saved progress stays intact.
Grow from a small street-side hole to swallowing cars and buildings in miniature city scenes. Explore sunlit blocks, a night market, a harbour and a garden, with local AI races, untimed free roam and theme challenges. Mouse-free keyboard play on desktop and a bottom-right joystick on phones and tablets; local saves and portable backups.
The portal now includes dedicated bilingual guides for every game, with practical starting advice, control explanations and local-save guidance. Play buttons still open the games directly.
NUMBER STRIDE: more varied calculations and reachable stars
Early stages now mix arithmetic choices while keeping integer results. Repeated three-gate combinations were replaced and star targets recalibrated against reachable routes. Existing unlocks and unfinished older runs are preserved.
Later challenges link landings, departures and delayed mechanisms into more varied sequences. Hidden hazards remain visually indistinguishable before activation. Older records are archived while existing unlocks are retained.