Free games I build on evenings and weekends — classics done properly, one for the little ones, and my own. No ads, nothing to buy, English or French.
Clear the board by matching free pairs of tiles. Three layouts: the classic 144-tile turtle, a 116-tile pyramid, and a 46-tile quick game for when you have ten minutes. Hint, undo and shuffle are there when a board gets stuck, and a big-tile mode makes everything easier to see.
Draw one card or three, build the four piles up from ace, and let the finish button do the tidying once the game is won. Undo costs nothing, a hint costs five points, and your card colours are yours to pick.
Drag across the grid to find the words. Eight themes, from animals to the garden, in three sizes. There is also one puzzle a day, the same for everyone, and finding all of it keeps your streak alive.
Four levels, from a gentle Easy up to an Expert that leaves you twenty-six clues. Every puzzle has exactly one answer and can be worked out by reasoning alone — you will never have to guess. Pencil marks, undo, and a hint that explains itself by filling the one square it can prove.
The one you know, with the unfair part taken out. Every board is checked before you see it: from your first tap it can be cleared by reasoning alone, so if you hit a mine it was a mistake and not a coin flip. Long-press to flag, tap a number to open around it, and step back once if you slip.
The family version: two hands each, five rounds, a rising minimum to open, and the pile you can only buy with a matching pair. Partnered with a bot against two more, so you can play a full game without waiting on three other people.
The snake you know, except the board is a hedge maze and the hedges don't kill you — run at one and the snake turns along it. The only thing that ends a run is your own tail, which is the part that matters once you're long. Three mazes, from an open field to a warren, and a gold star worth five apples that turns up now and then.
You against a bot, first to run out of lives loses. Every return builds a multiplier up to eight times; miss once and it resets. The ball speeds up with every hit, and orbs drift through the middle — multiball, a wider paddle, slow motion, a shield that saves one miss, double points. Drag anywhere to move.
Turn over two cards; if they match they stay. Four picture sets — animals, fruit, things that go, and under the sea — all drawn by hand so they look the same on any phone. Start at six cards for the littlest, up to twenty. Nothing to lose, no clock, and a Peek button when a card is on the tip of your tongue.
A gentle dig-and-build world with no monsters and nothing that can hurt you. Build a room with a door, a bed and a light, and a settler moves in at dawn — ten of them, each wanting something different, each leaving a gift every morning and asking one favour. Furnish rooms to make them cosy, climb to islands high in the sky, and dig far down to an underground lake, glowing mushroom caves and the crystal halls, filling a museum with what you find. Three chapters; your world saves itself.
Match ore to dig deeper, chain combos for wood, stone and obsidian, and trade them up for better pickaxes and gear. What you don't spend goes into building a small city that pays you back every run. Built for one thumb on a phone.
Dig down from the shack with a lamp that burns oil the whole time you're underground. Ore runs in horizontal seams, tunnels wear out as you walk them, and the deeper rock settles and caves behind you. Prop the roof, find the hidden rooms, and get back up before the lamp goes out.
The same matching, played for a score. Chain matches quickly and the multiplier climbs to eight. Some tiles come up lit — take one and it pays double, then clears another pair for you. One run climbs all three boards, quick to turtle, and the score carries the whole way.
Four heroes, ten troops each, one lap around the board and a fort in the middle worth fighting over. You roll to move, but combat is settled by your gear and the troops you have left, not by luck — and every side's kit is face up, so a fight is a decision rather than a gamble. Get all four tokens home to win.
Work in progressPick a trade and watch it run: felling and regrowth, casting and playing a fish, striking an ember into a fire, cooking over it, leatherwork and carving. Each one is a small animated loop that earns experience while it turns. More a thing to leave running than a thing to win.
Pick a game to see today, this week and all time. Your login stays private — only the nickname shows.
Games are the hobby half. The other half is software for window and door manufacturing. The small calculators live here, free and open to anyone, no sign-in.
Fit a cut list onto stock bars with the least offcut. Enter lengths and quantities, get a layout you can print and take to the saw.
Open the optimizerPlan-view geometry for bay and bow units. Solve unit sizes, angles or the framing opening from whichever two you already know.
Open the calculatorThe bigger ones — quoting, production tracking, shipping — are a different animal. Those are getting their own site when they're ready to sell.