Greece is starving and needs a hero! Are you ready to embark on this culinary odyssey and become Greece's next Odysseus?
Build and manage your own god-run tavérna along the road to save your people before Hades lures them into the Underworld with promises of a full belly.
From constructing temples and growing crops to preparing legendary meals and serving your people, every decision is in your hands.
Feed enough people to reclaim Persephone from Hades, restore Demeter's happiness, and bring nature back into balance.
The fate of Greece rests on your shoulders.
⚡ Build your god-run tavérna along the road
🌾 Grow resources and supply the gods with everything they need to prepare divine meals
🏛️ Restore and upgrade temples to empower the gods and increase their productivity
✨ Unlock Divine Blessings every run and gain powerful random perks
🔱 Earn permanent upgrades to grow stronger with every journey
💀 Fight back against Hades' influence
🌿 Bring life back to a world losing hope
Wishlist Kitchen of Gods on Steam and join the journey to save ancient Greece.
hello, i have decided to take the last 2 weeks off to try and create a new rogue-like mode in my open world RPG, i tried to mix bullet hell, vampire survivors and wow's bladestorm warrior ability:
Hello! I have been solo working on a cleaning game for the past few months now.
It's a game about cleaning all of the trash in an abandoned office building. You collect trash, throw it away for money, and buy upgrades/tools to go faster.
It is an auto-battler where the only control is a Rally button. You tap it, militia pour out of the gate, and the camps keep churning out more while they fight, so the count runs from a handful into the billions.
Once the archers and mages stack up, the projectiles cover most of the middle of the screen and the goblin waves come apart under them.
There are three hand-built maps with a champion gating each one, a goblin king at the end, and prestige that lets you free a map and restart stronger.
This is a proof of concept and I am about to iterate on every system, so what I want to know is which part held you longest and where you got bored.
Free in the browser: https://lilchill-games.itch.io/swarm-the-throne
I was looking for a new platformer I could play while standing in line at the store or waiting for the train, so I made one myself!
Hyper Wing is 2D pixel art platformer that takes ideas from some of my favorite games like Downwell, Yoshi’s Island, Celeste, and Spelunky, and combines them into a game you can play with one hand.
I’ve been going back through some of the earliest builds of Neon Vortex and comparing them to where the game is now.
The absorption mechanic itself is mostly the same. Projectiles still get pulled toward the player and turn into orbiters. The biggest difference is how the shield reacts when that happens.
In the first build the shield was basically just a simple white circle. Now the ring has been completely redesigned. There are ambient particles moving inside the shield, sparks appear when a projectile is absorbed and the part of the ring that gets hit briefly flashes white to show exactly where the impact happened.
Since absorbing projectiles is one of the main mechanics of the game I wanted every hit to feel much more responsive and satisfying.
I’m still polishing it but I think it has come a long way. What do you think of the progress?
As you can see in the video, it's a draft game where you build your dream Serie A team by choosing legendary players from 1960 to 2010 and try to create the perfect season, this is my first real web project regarding football.
We are Carpe Diem Studio, an indie team from Belarus. Right now, we are working on an action-adventure game called Breeze of Adventure
My brother and I started this journey back when we were still in high school. It all began with an ambitious dream-game concept that, predictably, ended in a total flop. After that, we switched to making smaller projects, learned the hard way, and kept trying to return to Breeze of Adventure between them. But nothing worked.
And now, this is our 4th attempt. This time, another developer joined our team, everything finally clicked, and we actually have something awesome to share with you!
About the Game
In Breeze of Adventure, you travel across vast islands featuring different biomes, dangerous enemies, and plenty of unique locations. The progression is heavily focused on exploration: there is no tedious level grinding. Instead, you find new armor and weapons in chests or buy them from merchants using gold earned from Guild quests.
The combat is what we spent the most time perfecting. As of right now, we have 4 weapon types ready, each with its own unique moveset:
Each weapon features a chain of 3 basic combo strikes and 1 heavy attack.
Some rare weapons have unique mechanics tied to their heavy attacks.
However, the core tactical feature revolves around Runes. These are magical stones that grant active abilities when equipped (such as summoning a lightning strike, a water wave, etc.).
These are active abilities with a cooldown.
You can find runes out in the open world or occasionally buy them from merchants.
Most importantly, you will encounter them as Deities—creatures that embody the spirit of a specific rune. Essentially, these are unique mini-bosses scattered across the map, each with its own mechanics and attack patterns. Defeat the deity, and you claim its rune power for yourself. (Quick note: Deities are not in the current demo yet; they are planned for the full game and will be added to the demo slightly later in future updates).
Hey all,
We’re a team of three. We built a small gas station tycoon where you’re not the manager clicking upgrades. You’re the person at the pump: pick the right nozzle, hold to fill, clean the windshield, and run to the next honking car before they lose patience. Then you slowly grow the place: more pumps, a market, EV chargers, solar, and eventually a nuclear reactor that wipes your save if you neglect it.
We posted one clip and did not expect it. Within 48 hours around 1,300 people were playing.
It’s live and free in your browser, no install: petrol.benerits.com
Come try it and tell us what you think. Honest feedback welcome, tear it apart.
Some would say this gives players a concerning amount of freedom to abuse the law.
I like to think it's just the right amount of freedom to make the court proceedings fun!
However, this also means more freedom for all involved, including the defendants, than would be imaginable in any real courtroom... so don't feel to bad about randomly pulling a piece on someone.
Pawnie: Focus Pals is a cozy incremental game and mindful desktop companion that blends idle progression with essential wellness practices. Watch your companion grow, unlock upgrades, and earn rewards while you stay focused on your work sessions, deep breathing, and healthy breaks.
MUDs are just text-based MMOs that started over 30 years ago!
My MUD, Darkwind, started as a traditional MUD back in 1992, but I never really stopped building it.
Today it’s still a text-based multiplayer RPG, but the systems underneath it have evolved far beyond what most people probably picture when they hear “MUD.”
It has persistent characters and housing, extensive crafting and professions, custom combat systems, evolving fantasy and cyberpunk progression, dynamic world mechanics, large explorable regions, and regular content releases.
Some recent additions include:
Forestry and finite harvestable timber resources
Carpentry, furniture, construction materials, and housing upgrades
Three independent moons with persistent real-time cycles
Moongates affected by moonlight and rare eclipse conditions
A cybernetic Cortex progression system with firmware abilities, heat management, targeting, and combat resources
Persistent homesteads and player-built progression
Reworked dungeon crafting with deterministic rewards and pity protection
All of these mature, deep game mechanics running in a modern web client, accessible commands and interfaces, active development, frequent releases, and a small but dedicated community. We currently reach around 20 players online at peak and roughly 40 regularly active players.
I'm attaching a few screenshots so you can see what I'm talking about!
That’s enough to make the world feel alive, but I’d love to grow it further.
I'd love your feedback! Thoughts, ideas, and of course I'd love for you to come explore it.
Working on this together with my wife. We started development on 1st April 2026 and are finally coming close to finishing the game. Our release date has been pushed many times, but we're confident we'll get this out in August 2026!