Thanks for playing! At least you become the most famous influencer before it broke
filgreen3
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You manage a signal repair team. Yellow-suit crews move across your map, restoring broken relay nodes one at a time. The signal must stay up. Your job is to make sure it does.

Controls: Mouse only
How to play:
- MAIL — incoming assignments and field reports
- MAP — active incidents, dispatch crews here
- CREW — personnel status, see who’s still breathing
- HIRE — replace casualties
- TRAIN — level up crew to resolve incidents faster
Incidents have difficulty and danger ratings. Send underqualified crew and they’ll still fix it — just slower. Higher danger means higher pay, and higher chance the signal comes back but your people don’t.


Snap The Cat is a short incremental game with a simple but addictive idea at its core - take photos of cats to build your social media empire. Upgrade your camera, grow your following, and unlock adorable cats and outfits to make your posts go viral. It sounds like a chill time, and it kind of is.

Between sessions you expand your skill tree and improve your equipment. There’s a real progression loop to it. The more likes you get, the more followers you’ll gain, so there’s always something new to work toward.

The game started as a quick project and turned into a polished little love. You can feel that in it. Give it a shot, and maybe try to get everyone on the planet to follow you.

It is a visually stunning game; it feels really cool in terms of complexity. It is an original take on SFX, and it is interesting, remind me an idea from Baby Steps, where the world around you creates music.
I had a little problem at first when dealing with the inability to place new buildings. It would be nice to display text red when city limit is reached. Also, I could not find information about the cost of producing a particular product. I lost once when I put effort into building more houses, that destroy my economy too quickly, although this is a good addition to the economy.
I am not a fan of using the RMB for extra actions in the UI, but I still think it is a pretty intuitive option.
BUT! Allow creation of buildings by pressing on a resource in the top menu is genius, it’s really cool!
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Critical Condition is a wave survival shooter with a simple but weird idea at its core your guns only fire when certain conditions are met. Move left, move right, stay still, whatever the condition is, you have to actually do it if you want to shoot. It sounds strange, and it kind of is.
Between waves you build out your weapons using a mix of conditions and effects. There’s a real puzzle element to it. Harder conditions reward you with more energy to spend on stronger effects, so there’s always a temptation to make things more complicated than they need to be.
The game started as a quick holiday project and turned into two months of work. You can feel that in it. Give it a shot, and maybe try to beat the developer’s score on the leaderboard.



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Hi! We developed this game as a challenge for our team and to play with each other. After some time, it was released on itch.io!

This game is a survival simulator on a tightrope. You join a deadly show that offers $1 million if you manage not to fall or freeze at 600 feet in the air. You’re far from any skyscraper roof and must manage your balance and temperature. There are heaters that can be turned on if you have the code for them. However, to get the code, you need someone to communicate it to you (most of the time). The game has different ways to communicate—it can be paper planes, radio towers, or even signal lights. Deliver the code however you want, but don’t fall while doing it!

The game features local/online co-op, so you can play with your friends from anywhere if you have an internet connection.

I really hope you like it!
Out of Normal is OUT
short horror experiment about denial.
You play as an inspection worker sent deep underground to check flood tunnels, but something’s not right. Your colleagues have disappeared to “deeper levels” and you’re starting to suspect the truth you don’t want to face.
I made this in one week to explore whether light horror could work with JRPG-style movement and storytelling.
It’s a short experience, but I’m curious if that feeling of creeping realization comes through. Sometimes the scariest thing isn’t what jumps out at you, but what you’ve been ignoring all along.
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