# Playable — browser-games # Jazz Jackrabbit — OpenJazz browser build Canonical: https://playable.wtf/games/alistert-openjazz/ Project ID: project:alistert-openjazz The OpenJazz engine compiled for the browser, linked by its maintainers. ## About this version OpenJazz recreates the engine of the original Jazz Jackrabbit, with a browser build linked by its maintainers. Its configurable controls and fast platforming make this a different project from Jazz² Resurrection, which targets the sequel. Browser launch. Platformer. [Play on creator site](https://openjazz.github.io/) ## Jazz Jackrabbit’s fast platform shooting Epic’s original Jazz Jackrabbit is a colourful PC platform game built around speed and shooting. OpenJazz’s weapon selection includes the Blaster, Toaster, Missile, Bouncer and TNT; movement also includes jumping and swimming. Choosing a weapon and lining up a jump are both part of navigating its levels. This is the first Jazz Jackrabbit’s engine family. Jazz² Resurrection is a separate project for the sequel, with a different episode import system. A data set intended for one should not be treated as a substitute for the other. Sources: [OpenJazz · engine README](https://github.com/AlisterT/openjazz) · [OpenJazz · player manual](https://raw.githubusercontent.com/AlisterT/openjazz/HEAD/res/unix/OpenJazz.6.adoc) ## An engine shared with native OpenJazz The maintainers link this browser build from OpenJazz's main repository. OpenJazz replaces the old executable so that original Jazz data can run on modern systems. The hosted build's own repository names three supplied shareware sets: Jazz Jackrabbit Shareware 1.1, Holiday Hare and Holiday Hare '95. These provide a browser starting point without presenting the complete retail game as bundled content. The broader engine manual lists additional compatible data sets, including the CD's Lost Episodes and the Complete edition. That native-engine compatibility list is wider than the hosted shareware inventory. Use the main project's setup documentation when exploring an owned retail release; the browser host does not document an equivalent retail-import flow. Sources: [OpenJazz · engine README](https://github.com/AlisterT/openjazz) · [OpenJazz · player manual](https://raw.githubusercontent.com/AlisterT/openjazz/HEAD/res/unix/OpenJazz.6.adoc) · [OpenJazz web build · supplied shareware inventory](https://raw.githubusercontent.com/openjazz/openjazz.github.io/master/README.md) ## Set jump and fire before starting a run Use Enter to select menu items and Escape to go back. In Setup options, check the bindings for movement, jump and fire: OpenJazz defaults vary by platform, so remembered DOS or Windows keys may not match this build. The number keys 1–5 select the five weapon types when available, and P pauses. The manual’s controller instructions concern devices recognised by SDL and can require manual mapping. They should not be read as a guarantee for every controller in the hosted browser version. A keyboard is the clearest starting point while checking the in-game bindings. Sources: [OpenJazz · player manual](https://raw.githubusercontent.com/AlisterT/openjazz/HEAD/res/unix/OpenJazz.6.adoc) ## Do I need the original game files? The browser host packages Jazz Jackrabbit Shareware 1.1, Holiday Hare and Holiday Hare ’95. These shareware episodes are separate from the full retail game data required by other OpenJazz installations. Creator-reported: [Project guide](https://raw.githubusercontent.com/openjazz/openjazz.github.io/master/README.md) ## How do I get started? Open the maintainer-linked web build. Use the project manual for controls and the repository for native alternatives. Creator-reported: [Project guide](https://raw.githubusercontent.com/AlisterT/openjazz/HEAD/README.md) ## Which devices and browsers work? An Emscripten browser build is linked by the project; no device/browser compatibility matrix is established by the reviewed web page. Creator-reported: [Project guide](https://raw.githubusercontent.com/AlisterT/openjazz/HEAD/README.md) ## What are the controls? Use Enter to choose menu options, Escape to go back and P to pause. Movement, jump and fire bindings can be changed under Setup options; defaults vary by platform. Creator-reported: [Project guide](https://raw.githubusercontent.com/AlisterT/openjazz/HEAD/res/unix/OpenJazz.6.adoc) ## Credits and project - [Original project](https://github.com/AlisterT/openjazz) --- # Arx Fatalis — Arxwasm Canonical: https://playable.wtf/games/arx-fatalis-browser/ Project ID: project:arx-fatalis-browser An Arx Libertatis web demo with local saves and the original interaction scheme. ## About this version Continuation Labs’ Arxwasm adapts Arx Libertatis to WebAssembly. The hosted demonstration uses the Arx Fatalis demo and does not offer the complete retail adventure. Browser launch. RPG. [Play on creator site](https://wasm.continuation-labs.com/arxdemo/) ## An underground role-playing world Arx Fatalis takes place after the sun has failed and its inhabitants have moved underground. Its first-person role-playing combines exploration, conversations, puzzles and character development with weapons, stealth and magic. Spells use drawn runes, making the act of casting part of the game's interaction rather than only a choice from a spell list. The original game encourages different approaches through character skills and equipment. Those possibilities describe Arx Fatalis as a whole; the browser project's hosted demo supplies a smaller introduction to that world. Sources: [Arkane · Arx Fatalis publisher description](https://store.steampowered.com/api/appdetails?appids=1700&l=english) ## Arx Libertatis brought to the web Arxwasm adapts Arx Libertatis, the open-source engine project for Arx Fatalis, to WebAssembly. The hosted launch uses demo data, with a download of roughly 150 MB that is cached for later visits. It is an engine demonstration you can enter from a browser, rather than a distribution of the full retail game. Use a current desktop browser for the intended input experience. The creator lists Chrome, Firefox, Safari and Edge; the fact that the engine can run on a mobile device does not supply a playable touch interface. Sources: [Arxwasm · creator setup and limitations](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/HEAD/README.md) ## Switch between looking, fighting and magic Right-click switches between the cursor and mouse-look. Tab changes combat mode, Ctrl activates magic mode, Enter equips an object and Home opens the menu. Learning those switches helps explain the game's rhythm: interacting with the world, fighting and drawing magic do not all use the same pointer behavior. Saves use browser storage, so use a normal profile when you want persistent progress. Private browsing can prevent saves from being retained. The cached download and saved progress belong to the browser's local storage, not an automatically synchronized account. Sources: [Arxwasm · creator setup and limitations](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/HEAD/README.md) ## A demo with renderer differences The creator documents missing effects, including some magic visuals and fog. Keep that in mind when comparing the web demo with native Arx Fatalis or Arx Libertatis. The browser build's presentation and touch limitations are specific to this experiment. Sources: [Arxwasm · creator setup and limitations](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/HEAD/README.md) ## Do I need the original game files? The hosted build uses demo data. Retail content is separate. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## How do I get started? Open the demo in a desktop browser with IndexedDB storage enabled and wait for its initial data load. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## Which devices and browsers work? The creator lists desktop Firefox, Chrome, Safari and Edge with WebAssembly, WebGL and IndexedDB. Mobile can run the engine but lacks playable touch input. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## What are the controls? Right-click switches cursor/mouselook, Tab enters combat, Ctrl enters magic mode and Home opens the menu. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## What is included in this version? The hosted route downloads the Arx Fatalis demo, approximately 150 MB, and caches it in IndexedDB. It does not include the retail adventure. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## How do saves work? Saves stay in local browser storage. Private browsing and some storage configurations may prevent persistence. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## What should I know before playing? Experimental port with documented visual glitches. Saves live in browser storage. Creator-reported: [Project guide](https://raw.githubusercontent.com/gabrielcuvillier/arxwasm/d1ffd0b9a1d84cd73d456a5a0c654a43405b1cc6/README.md) ## Documented support - Mobile: Not supported · Creator-reported ## Credits and project - [Original project](https://github.com/gabrielcuvillier/arxwasm) --- # Battle City — Battle City web reimplementation Canonical: https://playable.wtf/games/battle-city-browser/ Project ID: project:battle-city-browser The Famicom tank game reconstructed for browsers with a stage editor. ## About this version This project pairs annotated 6502 reverse-engineering notes with a JavaScript reimplementation. Its README documents all 35 stages, two-player mode and construction mode; the original ROM remains separate from the browser launch. Browser launch. Arcade. [Play on creator site](https://battle-city.berrry.app/) ## Quick start 1. Open the creator site and press 1 at the title to choose one player. 2. At STAGE 1, press Enter to begin. 3. Use the arrow keys to move and Space to fire. If an unattended demo is already running, reload and start promptly. Controls: Arrow keys move; Space fires. The checked route uses 1 at the title, then Enter at the stage screen. ## A tank game built around protecting one place Battle City turns a small battlefield into a defence problem. You control a tank, but the thing you must keep alive is the eagle base. Enemy waves force you to balance hunting tanks with returning to cover an exposed approach. Namco’s original Famicom game spans 35 stages and includes simultaneous two-player play and a construction mode. That combination gives it two different rhythms: a short arcade run through a prepared stage, or a shared session in which two players divide the defensive work. Building a stage changes the question again, letting you decide the layout you will have to defend. Sources: [Battle City · project README](https://github.com/vgrichina/battlecity) ## A reconstruction with the stage editor intact vgrichina’s browser version is a JavaScript reimplementation built alongside annotated reverse-engineering notes. The creator reports the full stage sequence, two-player mode, construction mode, high-score entry and the end-of-stage tally. The browser game opens directly; the cartridge-dump requirement in the repository applies to its disassembly tools, not to launching this web version. Sources: [Battle City · project README](https://github.com/vgrichina/battlecity) ## Choose a mode, then share the keyboard The title menu offers one player, two players and Construction. For a solo start, use the arrow keys and Space, with Enter to begin. For two players at the same keyboard, the second tank uses WASD and E or Q to fire. This is a local arrangement: sit together and agree which approaches each player will cover. The web page also provides a directional pad, Fire and Start for touch input. Construction exposes stage and tile controls alongside the play area. Start with a normal stage to learn the space before changing its layout; brick, steel and water block movement, while the map also contains passable terrain such as ice and trees. Terrain is part of the defence, not just decoration. Sources: [Battle City · web interface](https://battle-city.berrry.app/) · [Battle City · input and terrain implementation](https://battle-city.berrry.app/game.js) ## Do I need the original game files? The creator states the browser reimplementation does not require a ROM. Disassembly tools require your own cartridge dump. Creator-reported: [Project guide](https://github.com/vgrichina/battlecity) ## How do I get started? Open the web port; its source can also be served locally without a build step. Creator-reported: [Project guide](https://github.com/vgrichina/battlecity) ## Which devices and browsers work? The JavaScript web build includes touch buttons for one-player input. Its simultaneous two-player keyboard layout uses separate movement and fire keys. Creator-reported: [Project guide](https://battle-city.berrry.app/game.js) ## What are the controls? Player one uses arrows to move and Space to fire. In two-player mode, player two uses WASD and E or Q to fire. Enter starts; touch screens have a direction pad, Fire and Start buttons. Creator-reported: [Project guide](https://battle-city.berrry.app/game.js) ## Can I play multiplayer? Two-player simultaneous mode is documented; online networking is not confirmed. Creator-reported: [Project guide](https://github.com/vgrichina/battlecity) ## Documented support - Mobile: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Local multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/vgrichina/battlecity) --- # Call of Duty: Black Ops Zombies — vel.gg browser build Canonical: https://playable.wtf/games/black-ops-zombies/ Project ID: project:black-ops-zombies A community browser build of Call of Duty: Black Ops Zombies. ## About this version This community browser project focuses on Call of Duty: Black Ops Zombies. The game opens on the independent vel.gg host. Browser launch. Shooter. [Play on creator site](https://vel.gg/bo1z) ## Call of Duty Browser Zombies, COD4’s Steam-file campaign and native console ports serve different sessions. - [Read Call of Duty guide](https://playable.wtf/guides/call-of-duty-browser-native-versions/) - [Invite a small co-op group](https://playable.wtf/games/nacht-der-untoten/): A separate desktop fan remake with a two-to-four-player invitation flow. - [Play the original COD4 campaign](https://playable.wtf/games/modern-warfare-browser/): Import your own Steam files for the story and Mile High Club. - [Use the 2009 console edition natively](https://playable.wtf/games/paulcombal-mw2-recompiled/): Choose the Windows/Linux controller route with matching owned Xbox 360 data. [Browse all version comparisons](https://playable.wtf/families/) ## The Zombies side of Black Ops The original Call of Duty: Black Ops offers Zombies as a separate attraction alongside its covert-operations campaign and competitive multiplayer. Activision describes that mode as playable alone or cooperatively. Its appeal is a repeatable fight against zombies, rather than progressing through the campaign's story missions. That original-game context is distinct from vel.gg's browser project. This launch is focused on Zombies, and its own setup choices determine the session you are preparing. Sources: [Activision · Black Ops modes](https://store.steampowered.com/api/appdetails?appids=42700&l=english) · [vel.gg · Black Ops Zombies setup menu](https://vel.gg/bo1z) ## Choose a mode and a weapon set The setup menu offers Single Player and Multiplayer. The Multiplayer description says you create a lobby and invite friends. A separate Guns choice changes more than the weapon names: Classic uses the original Black Ops guns, while Counter-Strike is described as bringing Counter-Strike 2 guns, recoil and movement. The weapon choice also changes familiar keys: Classic uses F to interact and Shift to sprint, while Counter-Strike uses E to interact and Shift to walk. Pick the rules before choosing a map; Back returns to the setup if you want to change them. Sources: [vel.gg · Black Ops Zombies setup menu](https://vel.gg/bo1z) · [vel.gg · default input mappings](https://vel.gg/bo1z/gamepad.js) ## Set up the session before choosing a map Enter a player name of up to sixteen characters, then choose graphics. High uses shadows and full resolution. Low removes shadows and reduces resolution; the creator presents it as the smoother option for slower computers. The current Mission Select screen presents Kino der Toten and Five. Choose from this host's displayed maps after setting the mode and guns. For a group session, use this project's lobby invitation rather than opening a different Zombies host. Sources: [vel.gg · Black Ops Zombies setup menu](https://vel.gg/bo1z) ## How do I get started? Choose Single player or Multiplayer, Classic or Counter-Strike guns, and High or Low graphics before selecting Choose map. Multiplayer has its own lobby and invitation flow. Creator-reported: [Project guide](https://vel.gg/bo1z) ## What are the controls? Default keyboard and mouse controls: WASD moves, the mouse looks, left click fires, R reloads, Space jumps and Esc opens the menu. With Classic guns, F interacts, right click aims, C toggles crouch and Shift sprints. Counter-Strike guns change interaction to E, crouch to held Ctrl, Shift to walk and right click to secondary attack. Custom key bindings can differ. Creator-reported: [Project guide](https://vel.gg/bo1z/gamepad.js) ## What is included in this version? The launcher offers Classic Black Ops guns or Counter-Strike 2 guns, recoil and movement. These are separate rule choices within the Zombies setup. Creator-reported: [Project guide](https://vel.gg/bo1z) ## What should I know before playing? Low graphics removes shadows and reduces resolution. Choose it if the High preset is too demanding for your computer. Creator-reported: [Project guide](https://vel.gg/bo1z) ## Credits and project - [Original project](https://vel.gg/bo1z) --- # Captain Claw — Claw Web Canonical: https://playable.wtf/games/captain-claw-web/ Project ID: project:captain-claw-web Captain Claw’s 14 levels, with widescreen play, gamepad support and browser saves. ## About this version Arthur Boss’s browser-focused OpenClaw fork reads the original CLAW.REZ archive from your copy. The current claw-web address replaces the older captain-claw-web and WASM-OpenClaw routes. Browser launch. Platformer. [Play on creator site](https://arthurboss.github.io/claw-web/) ## Platforming with a sword and ranged weapons Captain Claw is Monolith's 1997 platform game. Jumping, sword attacks and ranged weapons give its movement a combat rhythm: you have to make space for an attack as well as reach the next platform. The browser port's separate sword, fire and weapon-switch actions preserve that distinction instead of reducing everything to one action button. Sources: [Claw Web · scope and setup](https://github.com/arthurboss/claw-web) · [Claw Web · gamepad guide](https://raw.githubusercontent.com/arthurboss/claw-web/HEAD/docs/player/GAMEPAD.md) ## OpenClaw with a browser-focused interface Arthur Boss's Claw Web is based on OpenClaw. The creator documents all 14 levels, original graphics and audio, saved progress and wide through super-widescreen resolutions. It ships no game content: provide CLAW.REZ from a copy you own before the engine can run the levels. The current address replaces older captain-claw-web and WASM-OpenClaw paths. The project documents redirects and migration of existing files and saves, so returning players should use the current play link rather than installing a second unrelated build. Sources: [Claw Web · scope and setup](https://github.com/arthurboss/claw-web) ## A controller offers distinct combat buttons With the standard Xbox-style mapping, A jumps, X attacks with the sword and B fires a ranged weapon. The shoulder buttons change weapons, the stick or D-pad moves and Start pauses. On PlayStation-style controllers, use the corresponding Cross, Square and Circle positions. If a controller is not detected, connect it, focus the tab and press a button. Safari's controller and vibration support is more limited than the other documented browsers; lack of rumble does not by itself mean the game has failed. On macOS, Ctrl with arrow keys can trigger system desktop shortcuts, so consider the game's WASD movement binding. Sources: [Claw Web · gamepad guide](https://raw.githubusercontent.com/arthurboss/claw-web/HEAD/docs/player/GAMEPAD.md) · [Claw Web · scope and setup](https://github.com/arthurboss/claw-web) · [Claw Web · current launcher and controls](https://arthurboss.github.io/claw-web/) ## Leave space for the game data The project asks for about 120 MB of free browser storage for setup. Keep your original CLAW.REZ outside the browser as well: cached assets and browser-held progress should not be your only copy of the material needed to return. If loading fails in a private session, the troubleshooting guide identifies restricted persistent storage as a possible cause. Sources: [Claw Web · scope and setup](https://github.com/arthurboss/claw-web) · [Claw Web · troubleshooting](https://raw.githubusercontent.com/arthurboss/claw-web/HEAD/docs/player/TROUBLESHOOTING.md) ## Do I need the original game files? Use CLAW.REZ from your own Captain Claw (1997) installation. The project asks for about 120 MB of free browser storage and does not include the retail archive. Creator-reported: [Project guide](https://github.com/arthurboss/claw-web/blob/master/README.md) ## How do I get started? Choose or drop CLAW.REZ in the one-time setup. Keep the tab open while it stores the archive. Creator-reported: [Project guide](https://arthurboss.github.io/claw-web/) ## Which devices and browsers work? The documented minimums are Chrome/Edge 105+, Firefox 121+ and Safari 16.4+. Creator-reported: [Project guide](https://github.com/arthurboss/claw-web/blob/master/README.md) ## What are the controls? Arrows or WASD move; Space jumps; left Ctrl attacks; left Alt fires; left Shift or E changes weapon; Esc pauses. Standard Xbox and PlayStation controllers are supported, with rumble. Creator-reported: [Project guide](https://github.com/arthurboss/claw-web/blob/master/README.md) ## What is included in this version? The project describes all 14 original levels with the graphics and audio read from your CLAW.REZ. Creator-reported: [Project guide](https://github.com/arthurboss/claw-web/blob/master/README.md) ## How do saves work? Progress is saved in browser storage. The current project documents automatic migration of assets and saves from its older host paths. Creator-reported: [Project guide](https://github.com/arthurboss/claw-web/blob/master/README.md) ## What should I know before playing? On macOS, Ctrl plus an arrow can trigger the system’s Spaces shortcut. The project also documents migration from its older URLs. Creator-reported: [Project guide](https://github.com/arthurboss/claw-web/blob/master/README.md) ## Documented support - Controller: Supported · Creator-reported ## Credits and project - Port author: [Arthur Boss](https://github.com/arthurboss/claw-web) - [Original project](https://github.com/arthurboss/claw-web) --- # ClassiCube — ClassiCube Canonical: https://playable.wtf/games/classicube/ Project ID: project:classicube Build your own corner of a classic block world. ## About this version ClassiCube is a sandbox block game with an official in-browser client. Its creators also offer a downloadable client; the web version has a smaller feature set. Browser launch. Sandbox. [Play on creator site](https://www.classicube.net/server/play/) ## Building in the Minecraft Classic tradition ClassiCube recreates the style of the 2009 Minecraft Classic client. The focus is placing and exploring block structures in that older creative sandbox, rather than following the survival progression of modern Minecraft. That makes it a useful choice when the activity you want is building in a shared block world. The distinction is deliberate: ClassiCube does not provide modern Minecraft survival, use Minecraft accounts or connect to modern Minecraft servers. It is its own client and community, with optional extensions such as custom blocks, models and environment colors. Sources: [ClassiCube · project and troubleshooting documentation](https://raw.githubusercontent.com/ClassiCube/ClassiCube/master/readme.md) ## The browser client has its own tradeoffs The project offers both a web client and native downloads. Its browser launch notice explicitly lists no music or sound, lower performance, alternate textures and an inability to connect to every server. Choose the browser route for convenient access while allowing for those differences from the downloaded client. A server can also set rules that change what a client is allowed to do. If flying or speed controls do not work, the project's help notes that the server may have disabled those abilities. A missing ability in a particular world is therefore not necessarily a broken key binding. Sources: [ClassiCube · web client notices](https://www.classicube.net/server/play/) · [ClassiCube · project and troubleshooting documentation](https://raw.githubusercontent.com/ClassiCube/ClassiCube/master/readme.md) ## Adjust the view and bindings to suit the world Open Escape, then Options and Controls to inspect or change the keyboard layout. The project's troubleshooting guidance suggests reducing view distance with F when performance is poor. That reduces how much of the world must be drawn, a practical adjustment when entering a larger or more demanding build. For a first visit, read the chosen server's rules and use the client's controls menu before assuming it behaves like a newer Minecraft release. If a particular server or a more complete audiovisual experience matters to you, compare the native client against the web client's stated limitations. Sources: [ClassiCube · project and troubleshooting documentation](https://raw.githubusercontent.com/ClassiCube/ClassiCube/master/readme.md) · [ClassiCube · web client notices](https://www.classicube.net/server/play/) ## Do I need the original game files? The official site offers an in-browser client. Extra game files are not specified for that route. Creator-reported: [Project guide](https://www.classicube.net/) ## How do I get started? Open the official browser client. The site may ask you to acknowledge its web-client limitations. Creator-reported: [Project guide](https://www.classicube.net/server/play/) ## Which devices and browsers work? The project has documented mobile web touch controls; support varies by device and browser. Creator-reported: [Project guide](https://www.classicube.net/) ## What are the controls? After joining a world, Escape opens Pause. Go to Options → Controls to see the client’s key bindings. F cycles view distance; a lower distance can improve performance. Touch controls are documented for mobile web. Creator-reported: [Project guide](https://raw.githubusercontent.com/ClassiCube/ClassiCube/master/readme.md) ## Can I play multiplayer? The site discusses web-client server connections, but the web client cannot connect to all servers. Creator-reported: [Project guide](https://www.classicube.net/server/play/) ## What should I know before playing? The official notice says the web client has no sound, lower performance, alternate textures, and cannot connect to all servers. Creator-reported: [Project guide](https://www.classicube.net/server/play/) ## Documented support - Mobile: Supported · Creator-reported - Multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/ClassiCube/ClassiCube) --- # Counter-Strike 1.6 — CSJS Canonical: https://playable.wtf/games/counter-strike-1-6/ Project ID: project:counter-strike-1-6 Classic Counter-Strike matches through a live browser server list. ## About this version Join Counter-Strike 1.6 servers through LK’s CSJS browser client, built on Xash3D FWGS. Choose a live match, enter a player name and optionally enable push-to-talk voice. Phone players use the engine’s touch interface. Browser launch. Shooter. [Play on creator site](https://csjs.live/) ## Counter-Strike Choose CSJS for a 1.6 match, WebXash for your own files and compatible server, or the separate bunnyhop and surf games for timed movement. - [Read Counter-Strike guide](https://playable.wtf/guides/counter-strike-16-browser-setup/) - [Your files and server](https://playable.wtf/games/half-life-webxash/): Import your own valve/cstrike folders and connect to a known WebSocket-compatible server. - [Bunnyhop time trials](https://playable.wtf/games/counter-strike-bunnyhop/): Source-style hopping, selectable movement styles and records for desktop keyboard-and-mouse play. - [Surf practice](https://playable.wtf/games/counter-strike-surf/): Solo ramps, route viewing and repeatable practice positions before chasing a timed finish. [Browse all version comparisons](https://playable.wtf/families/) ## Team tactics and weapon choices Counter-Strike is built around teams completing objectives: supporting a teammate and securing the route to a hostage or objective matter alongside individual aim. Its weapon choices add another decision. A fast, inexpensive close-range gun asks for a different approach from a costly sniper rifle with a small margin for a missed shot. The CSJS weapon guide describes the original 1.6 arsenal, including armor effects, penetration, alternate firing modes and handling. Use it to understand a weapon's job rather than choosing only by its headline damage. Those mechanics explain why learning a map and the right engagement distance remains useful even when the client starts in a browser. Sources: [Valve · Counter-Strike](https://store.steampowered.com/app/10/CounterStrike/) · [CSJS · weapon guide](https://csjs.live/weapons) ## What CSJS puts around the match LK's CSJS pairs its Xash3D FWGS browser client with a live server list and shared scoreboard. Quick play suits an immediate match; the server browser gives you more control over the map or room you enter. Community operators can set a server's maps, rules and capacity. Compatible custom content must be available to both the server and browser client. Consequently, the server you choose matters: CSJS is an entry point to individual matches, rather than one fixed playlist with identical rules everywhere. Sources: [CSJS · server browser](https://csjs.live/) · [CSJS · custom server guide](https://csjs.live/custom-counter-strike-servers) ## Joining and talking to teammates Enter a player name when joining. Voice chat is optional and belongs to the server you enter. If you enable it, select a microphone in the join dialog and approve the browser's microphone request; hold K to speak and release it to mute. You can join without granting microphone access, which is useful when you simply want to learn a map or check the controls first. Sources: [CSJS · voice chat](https://csjs.live/counter-strike-voice-chat) ## The same servers on a phone Phone players join the same server list as desktop players, rather than a separate simplified edition. The engine supplies touch movement, aiming and action controls, while landscape fullscreen depends on what the mobile browser permits. Sources: [CSJS · mobile play](https://csjs.live/play-counter-strike-on-your-phone) ## How do I get started? Select a live server or Quick play, enter a player name and join. Voice is optional; you can enter a match without enabling the microphone. Creator-reported: [Project guide](https://csjs.live/) ## Which devices and browsers work? CSJS detects touch devices and enables Xash3D’s touch interface. It requests landscape fullscreen where the browser allows it; mobile and desktop use the same server list. Creator-reported: [Project guide](https://csjs.live/play-counter-strike-on-your-phone) ## What are the controls? Desktop defaults: WASD moves and the mouse aims; left/right mouse buttons perform primary/secondary attacks. Space jumps, Ctrl crouches, Shift walks, R reloads and E uses. B opens buying, M chooses a team, Q returns to the last weapon, the mouse wheel changes weapons and Tab shows scores. Saved or custom bindings can differ. On phones, use the touch interface and rotate to landscape. Creator-reported: [Project guide](https://csjs.live/) ## Can I play multiplayer? The creator advertises multiplayer servers, voice chat and custom server hosting. Creator-reported: [Project guide](https://csjs.live/) ## What is included in this version? CSJS focuses on Counter-Strike 1.6 multiplayer servers. The related Quake III and Jedi Academy links launch separate games. Creator-reported: [Project guide](https://csjs.live/) ## Documented support - Mobile: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://csjs.live/) --- # Counter-Strike: Source — bunnyhop.lol Canonical: https://playable.wtf/games/counter-strike-bunnyhop/ Project ID: project:counter-strike-bunnyhop Source-style bunnyhop maps, ghosts, replays and online servers. ## About this version This project focuses on CS:S movement and timed bhop runs rather than the tactical shooter. Its creator describes 100-tick movement, verified leaderboards, multiple movement styles and map voting. Browser launch. Sports. [Play on creator site](https://bunnyhop.lol/) ## Counter-Strike Choose CSJS for a 1.6 match, WebXash for your own files and compatible server, or the separate bunnyhop and surf games for timed movement. - [Read Counter-Strike guide](https://playable.wtf/guides/counter-strike-16-browser-setup/) - [Quick team match](https://playable.wtf/games/counter-strike-1-6/): A live server list, optional voice and explicit desktop/phone input avoid manual file and server preparation. - [Your files and server](https://playable.wtf/games/half-life-webxash/): Import your own valve/cstrike folders and connect to a known WebSocket-compatible server. - [Surf practice](https://playable.wtf/games/counter-strike-surf/): Solo ramps, route viewing and repeatable practice positions before chasing a timed finish. [Browse all version comparisons](https://playable.wtf/families/) ## Turn movement into a time trial Bunnyhop.lol takes the movement side of Counter-Strike: Source and makes it the whole challenge. Instead of winning a gunfight, you try to carry speed across a course, finish cleanly and improve your time. The creator describes Source-style 100-tick movement, with distinct movement styles and separate records for each. A short course can reward a long practice session: cleaner turns and better landings change a run even when the route itself is familiar. That makes it a good fit for players who enjoy repeating a skill and comparing their own attempts, rather than progressing through a story. Sources: [bunnyhop.lol · project overview](https://bunnyhop.lol/) · [bunnyhop.lol · how to play](https://bunnyhop.lol/about) ## Maps, ghosts and a shared server The browser game offers maps, ghosts, replays, online servers and map voting. A guest can begin without linking an account. The server gives you other runners and chat, while the timed course still gives each player an individual goal. Movement style matters when comparing results. A personal best in one style does not become the record in another. Choose the style you intend to learn before using a ghost or leaderboard time as your benchmark. Sources: [bunnyhop.lol · project overview](https://bunnyhop.lol/) · [bunnyhop.lol · how to play](https://bunnyhop.lol/about) ## What starts and ends a run Choose a map and style, then leave the green start zone to begin timing. Reach the red end zone to finish. Hold jump for automatic hopping; in the air, release W and pair A with a left mouse turn or D with a right turn. R restarts and F3 changes style, with rebinding available. Use a current desktop browser with WebGL 2 and a keyboard and mouse. The project excludes phone and tablet play. On larger maps, lower the graphics preset if the display struggles; smooth feedback makes it easier to judge a turn. Sources: [bunnyhop.lol · how to play](https://bunnyhop.lol/about) ## Keep records and video exports straight Link Discord or an email account if you want progress to follow you across devices. MP4 replay exports are videos of completed runs, useful for watching a line or sharing an attempt; they are not save files that restore you to a position in the course. Sources: [bunnyhop.lol · how to play](https://bunnyhop.lol/about) ## Do I need the original game files? The creator offers direct browser play without an extra-file step. Creator-reported: [Project guide](https://bunnyhop.lol/) ## How do I get started? Start as a guest, choose a map and movement style, then leave the green start zone to begin the timer. Reach the red end zone to finish. Creator-reported: [Project guide](https://bunnyhop.lol/about) ## Which devices and browsers work? Use current desktop Chrome, Edge, Firefox or Safari with WebGL 2 and a keyboard and mouse. The creator explicitly excludes phones and tablets from play. Creator-reported: [Project guide](https://bunnyhop.lol/about) ## What are the controls? Hold jump for autohop. In the air, release W and pair A with a left mouse turn or D with a right turn. R restarts, F3 changes style, and keys can be rebound. Creator-reported: [Project guide](https://bunnyhop.lol/about) ## Can I play multiplayer? Online servers with chat and map votes are documented. Creator-reported: [Project guide](https://bunnyhop.lol/) ## How do saves work? Link Discord or an email account to keep progress across devices. Personal bests and leaderboards are separate for each movement style. Replay MP4 exports are videos of runs, not restorable game saves. Creator-reported: [Project guide](https://bunnyhop.lol/about) ## What should I know before playing? Large maps can need more graphics power. Use the graphics presets in Settings on slower computers. Creator-reported: [Project guide](https://bunnyhop.lol/about) ## Documented support - Mobile: Not supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://bunnyhop.lol/) --- # Counter-Strike: Source — Surfd Canonical: https://playable.wtf/games/counter-strike-surf/ Project ID: project:counter-strike-surf Surf ramps with Source-style movement and practice tools. ## About this version Surfd is a dedicated surf experience with timed routes and checkpoints. It exposes configurable controls, a route viewer and a practice facility; it is not the full Counter-Strike: Source game. Browser launch. Sports. [Play on creator site](https://surfd.net/) ## Counter-Strike Choose CSJS for a 1.6 match, WebXash for your own files and compatible server, or the separate bunnyhop and surf games for timed movement. - [Read Counter-Strike guide](https://playable.wtf/guides/counter-strike-16-browser-setup/) - [Quick team match](https://playable.wtf/games/counter-strike-1-6/): A live server list, optional voice and explicit desktop/phone input avoid manual file and server preparation. - [Your files and server](https://playable.wtf/games/half-life-webxash/): Import your own valve/cstrike folders and connect to a known WebSocket-compatible server. - [Bunnyhop time trials](https://playable.wtf/games/counter-strike-bunnyhop/): Source-style hopping, selectable movement styles and records for desktop keyboard-and-mouse play. [Browse all version comparisons](https://playable.wtf/families/) ## The route is the challenge Surfd turns Source-style surfing into a dedicated browser game. The task is to carry speed across sloping ramps, shape your line through transfers and reach the finish with a better time. It uses 66-tick movement and courses with checkpoints; it does not recreate Counter-Strike's team objectives or weapon combat. The central skill is steering while airborne or on the ramp face. The guide tells you to release W on a ramp, hold the strafe key toward its face and turn the mouse gently. Speed and strafe-sync displays help connect your input to the resulting movement, making a failed transfer something you can diagnose rather than simply repeat. Sources: [Surfd · game interface and surfing guide](https://surfd.net/) ## Learn one transfer at a time Watch route and the practice facility give a newcomer a way to study the course before chasing a record. Practice positions let you repeat a difficult section. Restoring one keeps the attempt in practice mode, and practice runs do not produce leaderboard records. Movement-rule changes also restart the run. Unrestricted starts keep separate local bests, so they are useful for experimenting without confusing that result with an ordinary timed finish. If you care about comparing times, settle on the rules before leaving the start. Sources: [Surfd · game interface and surfing guide](https://surfd.net/) ## Solo practice, shared servers and records Solo mode stays outside multiplayer rooms. Online servers let you see other surfers and their timers, chat and choose maps together; players do not collide. The social side therefore adds company without turning a clean line into a collision contest. An account is optional for playing, but public records require signing in. Local bests and preferences belong to this browser. An eligible guest finish can be claimed after signing in within the run ticket's 24-hour window; clearing site data can remove the local copy. Sources: [Surfd · game interface and surfing guide](https://surfd.net/) · [Surfd · local records and multiplayer](https://surfd.net/privacy.html) ## A replay is not a video file Surfd's downloadable command replay records movement and view instructions. It is different from a screen recording. Use it for the game's replay workflow, and use the rendering-quality setting separately if you need a smoother display; changing render quality does not change the movement rules. Sources: [Surfd · game interface and surfing guide](https://surfd.net/) ## Do I need the original game files? The landing page offers direct free browser play without a file-import step. Creator-reported: [Project guide](https://surfd.net/) ## How do I get started? Open Surfd, wait for the selected map and use its How to surf guide. Creator-reported: [Project guide](https://surfd.net/) ## Which devices and browsers work? The creator specifies desktop with keyboard and mouse. Creator-reported: [Project guide](https://surfd.net/) ## What are the controls? WASD, mouse look, Space or wheel down to jump, Shift to duck, R to restart and Esc for the menu. Creator-reported: [Project guide](https://surfd.net/) ## Can I play multiplayer? Choose an online server to surf with other players, chat and see their run timers. Solo play stays outside multiplayer rooms. Creator-reported: [Project guide](https://surfd.net/privacy.html) ## How do saves work? Controls, preferences and local personal bests are stored in this browser. Clearing site data removes them. Signing in enables public records; an eligible guest finish can be claimed by signing in within 24 hours of its run ticket. Creator-reported: [Project guide](https://surfd.net/privacy.html) ## Documented support - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://surfd.net/) --- # Crash Bash — Crash Bash Online Canonical: https://playable.wtf/games/crash-bash-browser/ Project ID: project:crash-bash-browser Four-player Battle rooms and an account-saved Adventure campaign. ## About this version Crash Bash Online is an unofficial browser project with solo CPU battles, public or private Battle rooms and Adventure mode. Battle needs no account; Adventure uses account save slots and supports two-player online co-op. Browser launch. Party. [Play on creator site](https://crashbash.app/) ## Short contests with different skills Crash Bash is an arena party game rather than a board-game journey between minigames. Its families change what you are trying to master: Crate Crush is about throwing and avoiding crates, Pogo Pandemonium turns movement into territory and scoring, Ballistix asks you to defend a goal, and Polar Push turns an icy platform into a shoving contest. The same familiar character can therefore feel useful in quite different ways from one event to the next. Start with a simple arena in a family before moving to a variant with a changing floor or another hazard; learning the objective is more helpful than treating every round as the same brawl. Sources: [Crash Bash Online · arena rules](https://crashbash.app/minigames) ## Battle rooms or an Adventure run Crash Bash Online offers 28 Battle arenas, solo play against CPU opponents and online rooms for two to four players. Battle does not require an account. A private room code is the convenient route for a planned group, while public rooms let players take open seats. Adventure is a separate choice above Battle. The project documents five warp rooms, four bosses and trophy, gem, crystal and relic challenges. Its bosses belong to Adventure rather than the Battle arena list. This is the crashbash.app project, separate from Crash Bash LIVE by the Beyond Twinsanity team. Sources: [Crash Bash Online · player FAQ](https://crashbash.app/faq) · [Crash Bash Online · Adventure mode](https://crashbash.app/adventure) ## Choose a campaign slot deliberately Adventure requires an account and keeps runs in four save slots. Choose the existing slot when returning to a campaign instead of starting a new run. Two-player Adventure uses a private room: one player hosts and the other joins with the code. A Battle invitation is only a way into that match. It does not restore an Adventure campaign. That distinction matters if your group switches from a quick set of minigames to a longer cooperative run. Sources: [Crash Bash Online · Adventure mode](https://crashbash.app/adventure) · [Crash Bash Online · player FAQ](https://crashbash.app/faq) ## Get everyone ready before the round The keyboard mapping separates jump, attack and pick-up/throw actions, so try those before everyone marks themselves ready. Controllers must be activated with a button press so the browser can detect them. Keyboard input continues to work alongside the pad, which makes it possible to navigate without reconnecting the controller. Sources: [Crash Bash Online · player FAQ](https://crashbash.app/faq) ## Do I need the original game files? The creator offers play directly on the page with no separate file import documented. Creator-reported: [Project guide](https://crashbash.app/) ## How do I get started? Choose Battle for solo or room play without an account. For Adventure, select ADVENTURE above Battle and sign in to use a campaign slot. Creator-reported: [Project guide](https://crashbash.app/faq) ## Which devices and browsers work? The page describes phone/tablet touch controls and controllers. Creator-reported: [Project guide](https://crashbash.app/) ## What are the controls? Move with WASD or arrows; Space jumps, X attacks, Z picks up or throws and C taunts. Press any gamepad button to activate it. On PlayStation pads, Cross jumps, Square attacks, Circle picks up or throws and Triangle taunts. Creator-reported: [Project guide](https://crashbash.app/faq) ## Can I play multiplayer? Battle rooms support two to four players with public joining or a private code. Adventure co-op supports two players: one hosts a private room and the other joins with its code. Creator-reported: [Project guide](https://crashbash.app/faq) ## What is included in this version? The host lists 28 playable Battle arenas. Adventure includes five warp rooms, four bosses and trophy, gem, crystal and relic challenges. Creator-reported: [Project guide](https://crashbash.app/faq) ## How do saves work? Adventure requires an account and stores each run in one of four slots. Battle can be played without an account; its room code joins a match rather than restoring an Adventure save. Creator-reported: [Project guide](https://crashbash.app/faq) ## Documented support - Mobile: Supported · Creator-reported - Controller: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://crashbash.app/) --- # Crash Team Racing — High Octane · browser build Canonical: https://playable.wtf/games/crash-team-racing-high-octane-web/ Project ID: project:crash-team-racing-high-octane-web The PS1 kart racer with widescreen, remappable controls and browser save backups. ## About this version Rinnegatamante’s High Octane builds on ctr-native. This entry covers its hosted browser build, separate from the Vita and Windows packages. Use a dump of your own US PlayStation disc. Browser launch. Racing. [Play on creator site](https://rinnegatamante.github.io/Crash-Team-Racing-High-Octane/) ## Racing for a better line and a better time Crash Team Racing combines kart races with time-based challenges. High Octane retains distinctions such as Time Trial and Relic Race, so racing against a field is not the only reason to return to a track. A recorded ghost makes a previous attempt visible, turning another lap into a comparison with your own driving. Sources: [Crash Team Racing: High Octane · features and platform notes](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane) ## More tools for returning racers High Octane builds on ctr-native and adds widescreen presentation, rebindable controls and racing aids such as a reserves meter. Its expanded ghost system provides seven slots per track rather than seven across the game. Ghost Replay can display the recorded inputs, which makes it useful for studying an attempt as well as chasing it. The repository covers PC, Vita and web builds. Its split-screen support is explicitly described for PC and supported Vita setups; that should not be treated as a web multiplayer promise. The web launcher instead exposes an optional account-key file for online leaderboards. Sources: [Crash Team Racing: High Octane · features and platform notes](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane) · [High Octane · browser launcher and save archive implementation](https://rinnegatamante.github.io/Crash-Team-Racing-High-Octane/) ## Bring the US disc image Wait for the runtime and save storage to load, then select your own NTSC-U ctr-u.bin in CTR disc. The launcher reads that local file to start the engine. A highoctane.key is optional for leaderboard use; it is not required merely to select the disc and play. In-game controls can be rebound, and the project documents F11 for fullscreen in the browser build. Sources: [High Octane · browser launcher and save archive implementation](https://rinnegatamante.github.io/Crash-Team-Racing-High-Octane/) · [Crash Team Racing: High Octane · features and platform notes](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane) ## Export before replacing a save archive Export Save creates a .hosave archive containing the browser build's persistent files. Import is available before starting the game and replaces that persistent set rather than merging individual progress records. Export your current archive first if you want to retain it. A .hosave backup is separate from the original disc image: keep both when moving a setup to another browser. Sources: [High Octane · browser launcher and save archive implementation](https://rinnegatamante.github.io/Crash-Team-Racing-High-Octane/) ## Do I need the original game files? Provide the .bin dump of your own US Crash Team Racing PlayStation disc. The browser launcher has a CTR disc picker; the project identifies the US data set as ctr-u.bin. Creator-reported: [Project guide](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane/blob/vita/README.md) ## How do I get started? Wait for the runtime, select your CTR disc .bin, then choose Play. The optional Online Key File is separate from the game disc. Creator-reported: [Project guide](https://rinnegatamante.github.io/Crash-Team-Racing-High-Octane/) ## What are the controls? Controls can be rebound in Options. F11 toggles fullscreen in the PC and browser builds. Creator-reported: [Project guide](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane/blob/vita/README.md) ## What is included in this version? An enhanced source port based on ctr-native, with widescreen, ghost replays, optional 60 FPS and extra race options. Creator-reported: [Project guide](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane/blob/vita/README.md) ## How do saves work? The browser launcher has Export Save and Import Save controls. Export a backup before clearing site storage. Creator-reported: [Project guide](https://rinnegatamante.github.io/Crash-Team-Racing-High-Octane/) ## What should I know before playing? The web changelog records a Mac black-screen fix in v1.5. Use the current build if an older browser build opens to a black screen. Creator-reported: [Project guide](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane/blob/vita/README.md) ## Credits and project - Port author: [Rinnegatamante](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane) - [Original project](https://github.com/Rinnegatamante/Crash-Team-Racing-High-Octane) --- # Jazz Jackrabbit 2 — Jazz² Resurrection web preview Canonical: https://playable.wtf/games/deathkiller-jazz2/ Project ID: project:deathkiller-jazz2 A browser preview of the Jazz Jackrabbit 2 reimplementation with an episode import option. ## About this version A browser preview of the Jazz Jackrabbit 2 reimplementation with an episode import option. The linked creator documentation provides the setup and platform details. Undocumented capabilities remain unknown. Browser launch. Platformer. [Play on creator site](https://de4th.dev/jazz2/wasm/) ## Jazz and Spaz in a fast platform adventure Jazz Jackrabbit 2 brings Jazz and his brother Spaz into a side-scrolling adventure against Devan Shell's plan to change Carrotus' past. The original collection emphasises fast movement, with swimming, flying and warping among its ways through the levels. Its appeal is the pace and variety of moving through those spaces with different characters. The retail collection also includes additional episodes and its own multiplayer features. Those describe the original package; the web preview's supplied content and supported extensions are a separate question. Sources: [Epic Games · Jazz Jackrabbit 2 collection description](https://www.gog.com/en/game/jazz_jackrabbit_2_collection) ## A preview of the second Jazz engine Jazz² Resurrection reimplements Jazz Jackrabbit 2, rather than running the first game through OpenJazz. Its browser preview supplies the second game’s Shareware Demo data. That gives you a starting point before bringing in episodes from an owned installation; the browser link is not a bundle of every supported retail release. The broader engine recognises releases including Holiday Hare ’98, The Secret Files and Christmas Chronicles, with partial support for JJ2+ and MLLE features. Those compatibility notes describe what the reimplementation can understand, not a promise that every community extension works unchanged. Sources: [Jazz² Resurrection · platform README](https://github.com/deathkiller/jazz2) · [Jazz² Resurrection · shareware browser preview](https://de4th.dev/jazz2/wasm/) ## Try the demo before importing episodes Open the preview and let its initial assets load. Additional episodes are imported from the original Jazz Jackrabbit 2 directory through the main menu. Use the demo first to check the browser’s graphics path, then import the content you actually own instead of following a desktop installation’s folder-copy instructions. The web build requires WebAssembly and WebGL 2.0. The creator names Chrome, Edge and Firefox for the browser route. The separate Android download is a native application with its own installation process; its requirements do not establish support for an Android browser. Sources: [Jazz² Resurrection · platform README](https://github.com/deathkiller/jazz2) · [Jazz² Resurrection · shareware browser preview](https://de4th.dev/jazz2/wasm/) ## Use the right documentation for this build Jazz² Resurrection has native packages for several systems, experimental builds and a separate current source repository, jazz2-native. The older jazz2 repository now directs source builds there and retains releases. This matters when following a guide: a native binary, a development snapshot and the hosted web preview can have different available features and setup steps. For a browser session, follow the web preview and its episode-import path. For a specific mod or extension, check the creator’s current compatibility guidance before committing a long playthrough. The project explicitly describes its JJ2+ and MLLE coverage as partial. Sources: [Jazz² Resurrection · platform README](https://github.com/deathkiller/jazz2) · [Jazz² Resurrection · current project information](https://de4th.dev/jazz2/) ## Do I need the original game files? The hosted preview uses Jazz Jackrabbit 2 Shareware Demo data. Import episodes from your owned original Jazz Jackrabbit 2 installation to unlock additional content. Creator-reported: [Project guide](https://de4th.dev/jazz2/wasm/) ## How do I get started? Open the web preview; use its main-menu import option for your original episodes. Creator-reported: [Project guide](https://raw.githubusercontent.com/deathkiller/jazz2/HEAD/README.md) ## Which devices and browsers work? A browser with WebAssembly and WebGL 2.0 is required. Native Android instructions elsewhere in the repository do not establish mobile-browser support. Creator-reported: [Project guide](https://raw.githubusercontent.com/deathkiller/jazz2/HEAD/README.md) ## What is included in this version? The browser route is explicitly a shareware preview; native packages also exist. Creator-reported: [Project guide](https://de4th.dev/jazz2/wasm/) ## Credits and project - [Original project](https://github.com/deathkiller/jazz2) --- # Diablo — DiabloWeb Canonical: https://playable.wtf/games/diablo-browser/ Project ID: project:diablo-browser Play the shareware build or import your own full-game MPQ. ## About this version d07RiV adapted Devilution to WebAssembly and browser event handling. The project hosts the shareware spawn.mpq and documents importing DIABDAT.MPQ for the full game. Browser launch. RPG. [Play on creator site](https://d07riv.github.io/diabloweb/) ## Diablo Try a hosted Diablo demo, import DIABDAT.MPQ for the retail game, or use native DevilutionX for Hellfire and its controller scheme. - [Read Diablo guide](https://playable.wtf/guides/diablo-browser-demo-game-files/) - [Browser with save controls](https://playable.wtf/games/diablo-web-modern/): Clear demo and retail choices plus documented save import, export and storage recovery. - [Native with Hellfire](https://playable.wtf/games/diasurgical-devilutionx/): A separate port with expansion-data support and a documented controller scheme. [Browse all version comparisons](https://playable.wtf/families/) ## A descent beneath Tristram Diablo begins in the troubled town of Tristram and draws you into the cathedral above its underground labyrinth. The original game offers Warrior, Rogue and Sorcerer characters, with different abilities, equipment and approaches to combat. New gear and changing dungeon layouts make the next descent an opportunity to improve a character as well as uncover more of the story. The setting gives the game a focused rhythm: a small town above, a dangerous labyrinth below, and an increasing sense of what lies at its bottom. This is the first Diablo, not Diablo II or the later games built around different classes and systems. Sources: [Blizzard / GOG · Diablo description](https://www.gog.com/en/game/diablo) ## Try shareware, or use your own full game d07RiV's DiabloWeb adapts the reconstructed Devilution engine to WebAssembly. Its included shareware lets you play the Warrior through the first two dungeon floors. It is an opening dungeon run, with Rogue and Sorcerer reserved for the retail game. Supplying DIABDAT.MPQ from your own Diablo copy adds those two character choices and the rest of the base game's dungeon beyond the demo boundary. A store bundle containing Hellfire does not make that expansion part of this client's setup; the retail input here is Diablo's base-game archive. Sources: [DiabloWeb · README](https://raw.githubusercontent.com/d07RiV/diabloweb/HEAD/README.md) · [DiabloWeb engine · shareware dungeon boundary](https://github.com/d07RiV/devilution/blob/a702a42b2f87880abfcaa2654b5ef701cf0b684f/Source/player.cpp#L1973-L1984) · [DiabloWeb engine · shareware class selection](https://github.com/d07RiV/devilution/blob/a702a42b2f87880abfcaa2654b5ef701cf0b684f/Source/ui/workflow.cpp#L78-L90) ## The character belongs to this browser profile The retail archive and your character are separate files. Importing DIABDAT.MPQ supplies game content; a save carries your progress. Moving only the archive to another browser will not bring the character with it. Before switching devices, export the save and keep its original backup until the destination loads the expected character. The save controls below explain the .sv import and export steps for this client. Sources: [DiabloWeb · save interface source](https://raw.githubusercontent.com/d07RiV/diabloweb/HEAD/src/App.js) ## Which Diablo browser client is this? This is the earlier DiabloWeb client. JohnImril's Diablo Web builds on that work with a newer browser interface and storage management, while DevilutionX is another project with its own feature set. Choose between their specific setup and save workflows rather than treating their shared Diablo ancestry as identical support. Sources: [DiabloWeb · README](https://raw.githubusercontent.com/d07RiV/diabloweb/HEAD/README.md) · [Diablo Web · origins and credits](https://raw.githubusercontent.com/JohnImril/diablo_web/HEAD/README.md) ## Do I need the original game files? The hosted shareware route supplies spawn.mpq. The full game needs your own DIABDAT.MPQ from Diablo. Creator-reported: [Project guide](https://raw.githubusercontent.com/d07RiV/diabloweb/9c7e156f850ac96819e32dfcdb44770457c813f0/README.md) ## How do I get started? Open the linked web build and choose the shareware route or your own full-game archive. Creator-reported: [Project guide](https://raw.githubusercontent.com/d07RiV/diabloweb/9c7e156f850ac96819e32dfcdb44770457c813f0/README.md) ## Which devices and browsers work? The README explicitly includes mobile phones; exact browsers are unspecified. Creator-reported: [Project guide](https://raw.githubusercontent.com/d07RiV/diabloweb/9c7e156f850ac96819e32dfcdb44770457c813f0/README.md) ## What is included in this version? The shareware route lets you play the Warrior through the first two dungeon floors. Rogue, Sorcerer and the deeper dungeon require your own retail DIABDAT.MPQ. Hellfire is a separate expansion and is not included by importing the base-game archive. Creator-reported: [Project guide](https://github.com/d07RiV/devilution/blob/a702a42b2f87880abfcaa2654b5ef701cf0b684f/Source/player.cpp#L1973-L1984) ## How do saves work? Saves stay in IndexedDB in this browser profile. Once a save exists, open Manage Saves to download it or choose Upload Save to restore a .sv file. On a fresh profile, the main file picker also accepts a .sv file before starting the game. Creator-reported: [Project guide](https://raw.githubusercontent.com/d07RiV/diabloweb/HEAD/src/App.js) ## What should I know before playing? Export save files before clearing this site’s browser data. The storage implementation falls back to memory when IndexedDB is unavailable, so progress will not persist in that fallback. Creator-reported: [Project guide](https://raw.githubusercontent.com/d07RiV/diabloweb/HEAD/src/fs.js) ## Documented support - Mobile: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/d07RiV/diabloweb) --- # Diablo — Diablo Web by JohnImril Canonical: https://playable.wtf/games/diablo-web-modern/ Project ID: project:diablo-web-modern A modernized client with shareware, MPQ import and save export. ## About this version Nikita Maksimov’s React/TypeScript client builds on earlier Diablo WebAssembly work and adds runtime, storage and save-management features. It is a distinct maintained client, not a second count for a mirror of DiabloWeb. Browser launch. RPG. [Play on creator site](https://johnimril.github.io/diablo_web/) ## Diablo Try a hosted Diablo demo, import DIABDAT.MPQ for the retail game, or use native DevilutionX for Hellfire and its controller scheme. - [Read Diablo guide](https://playable.wtf/guides/diablo-browser-demo-game-files/) - [Earlier browser client](https://playable.wtf/games/diablo-browser/): The original DiabloWeb host offers shareware and retail MPQ import, including its documented phone route. - [Native with Hellfire](https://playable.wtf/games/diasurgical-devilutionx/): A separate port with expansion-data support and a documented controller scheme. [Browse all version comparisons](https://playable.wtf/families/) ## Diablo beneath Tristram The original Diablo sends its hero into the dungeons beneath Tristram, combining real-time fighting, equipment and magic with the search for better loot. Warrior, Rogue and Sorcerer provide different starting approaches to that descent. The town and dungeon form the rhythm of the adventure: prepare, venture deeper, then return with what you have found. That is the original game's structure. A browser client's modern interface does not turn Diablo into a different sequel or automatically include an expansion. Sources: [Blizzard · Diablo game description on GOG](https://www.gog.com/en/game/diablo) ## A modernized client around earlier DiabloWeb work JohnImril's Diablo Web modernizes the browser client around the existing Devilution-based WebAssembly runtime and d07RiV's earlier DiabloWeb work. Choose Play Free Demo for limited shareware content, or Load Your MPQ for your own DIABDAT.MPQ. Dropping that archive onto the start screen is also supported. Sources: [JohnImril Diablo Web · player and save documentation](https://raw.githubusercontent.com/JohnImril/diablo_web/HEAD/README.md) ## One active tab protects the saves Keep one game tab or installed-app window open. If Game already open appears, finish saving in the other window, close it and choose Try Again. Returning to its menu does not release storage. Do not clear browser data to fix this message. Manage Saves exports local saves before a browser or device change. If that menu has not appeared yet, drop a .sv file onto the start screen for the first import. There is no cloud-save service. Sources: [JohnImril Diablo Web · player and save documentation](https://raw.githubusercontent.com/JohnImril/diablo_web/HEAD/README.md) ## Desktop input remains the best starting point Use keyboard and mouse for the best experience; touch controls still need improvement. The browser must support Web Locks and run in a secure context to open save storage. Online multiplayer remains experimental, so choose this client for its documented local play and save-management workflow. Sources: [JohnImril Diablo Web · player and save documentation](https://raw.githubusercontent.com/JohnImril/diablo_web/HEAD/README.md) ## Do I need the original game files? Play Free Demo uses shareware; Load Your MPQ needs DIABDAT.MPQ from your own Diablo copy. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/35195130aea564aa349645181ac4ce96e463f61d/README.md) ## How do I get started? Choose the demo or import your retail archive. 1. Choose Play Free Demo for shareware. 2. Alternatively, select Load Your MPQ or drop your DIABDAT.MPQ on the start screen. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/35195130aea564aa349645181ac4ce96e463f61d/README.md) ## Which devices and browsers work? Requires WebAssembly, Web Workers, IndexedDB and Web Locks in a secure context. Touch input needs improvement; keyboard/mouse is preferred. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/35195130aea564aa349645181ac4ce96e463f61d/README.md) ## What are the controls? Keyboard/mouse is preferred. Touch controls exist but remain limited. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/35195130aea564aa349645181ac4ce96e463f61d/README.md) ## Can I play multiplayer? Online multiplayer is explicitly experimental and not finished support for ordinary play. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/35195130aea564aa349645181ac4ce96e463f61d/README.md) ## How do saves work? Saves use this browser profile’s IndexedDB. Manage Saves exports them; for a first import, drop a .sv file on the start screen. Manage Saves then appears for further imports. There is no cloud-save service. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/HEAD/README.md) ## What should I know before playing? Game already open means another tab or installed app is using the saves: save there, close it, then choose Try Again. For loading errors use Reload and Try Again when offered, preserving browser data. Creator-reported: [Project guide](https://raw.githubusercontent.com/JohnImril/diablo_web/HEAD/README.md) ## Documented support - Mobile: Limited · Creator-reported - Multiplayer: Experimental · Creator-reported - Online multiplayer: Experimental · Creator-reported ## Credits and project - Port author: [Nikita Maksimov](https://github.com/JohnImril) - Upstream author: [d07RiV](https://github.com/d07RiV/diabloweb) - Original developer: [Blizzard North](https://github.com/JohnImril/diablo_web#origins-and-credits) - [Original project](https://github.com/JohnImril/diablo_web) --- # Diddy Kong Racing — Golden Balloon · browser build Canonical: https://playable.wtf/games/diddy-kong-golden-balloon-web/ Project ID: project:diddy-kong-golden-balloon-web Diddy Kong Racing with WebGPU, split-screen and local ROM loading. ## About this version Golden Balloon builds on the community decompilation with a modern renderer and browser shell. Its hosted browser build is a distinct project from DKR-R. The browser supports local play; the repository’s online room feature belongs to native packages. Browser launch. Racing. [Play on creator site](https://akratch.github.io/golden-balloon/) ## More than a single race menu Diddy Kong Racing is Rare's 1997 Nintendo 64 kart racer. Golden Balloon's documented game routes include Adventure, individual tracks, Time Trial, bosses, trophy series and challenges. That gives a returning player several reasons to revisit a course: advance an adventure, win a series or work on a record. The controls also reflect the game's different vehicles. Steering is distinct from plane pitch, and hopping or power-sliding is an action to learn alongside acceleration and braking. An analogue stick gives finer steering control than a keyboard's all-or-nothing direction keys. Sources: [Golden Balloon · source port and platform limits](https://github.com/akratch/goldenballoon) · [Golden Balloon · browser controls, ROMs and backups](https://akratch.github.io/golden-balloon/) ## Modern presentation around the original timing Golden Balloon builds on the community decompilation. Its Restored presentation is the recommended starting point; Pure keeps the original 4:3 look, while Remastered remains unfinished. Higher presentation frame rates and interpolation do not speed up the simulation, physics or lap timers. The web build needs WebGPU and has no WebGL fallback. Current Chrome or Edge is the recommended route. If performance suffers, reduce supersampling before adding more visual effects; rendering above the window's resolution costs additional graphics work. Sources: [Golden Balloon · source port and platform limits](https://github.com/akratch/goldenballoon) · [Golden Balloon · browser controls, ROMs and backups](https://akratch.github.io/golden-balloon/) ## Check the ROM revision and connect controllers Bring a US 1.1 or European 1.1 ROM in .z64, .v64 or .n64 format. Other revisions are recognised but refused. The supplied ROM checker can identify a copy locally without uploading it. The browser supports solo play and two-to-four-player local split-screen with additional controllers. The online-room beta belongs to native desktop packages; it is not available in the published browser build. On a keyboard, X accelerates, Z brakes, Space hops or slides and Shift uses an item. Sources: [Golden Balloon · source port and platform limits](https://github.com/akratch/goldenballoon) · [Golden Balloon · browser controls, ROMs and backups](https://akratch.github.io/golden-balloon/) ## Back up adventure progress and ghosts separately The launcher exports adventure progress as a .mdkr-save backup or raw EEPROM, while Controller Pak ghosts use a separate .mdkr-paks bundle. Download both if both matter to you. Raw emulator .mpk imports are not supported. Keeping only the adventure backup can leave a carefully earned ghost collection behind when changing browsers. Sources: [Golden Balloon · browser controls, ROMs and backups](https://akratch.github.io/golden-balloon/) ## Do I need the original game files? Use your own US 1.1 or European 1.1 ROM as .z64, .v64 or .n64. US 1.0, EU 1.0 and Japanese revisions are not supported. The ROM is read locally, not uploaded. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## How do I get started? Select the ROM, keep Restored presentation for the recommended path, then Play here. Lower supersampling if rendering is too heavy. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## Which devices and browsers work? Requires WebGPU with no WebGL fallback. Current Chrome or Edge is recommended. The launcher also provides phone/tablet touch controls; other WebGPU browsers are capability-checked. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## What are the controls? Arrows/WASD steer, X accelerates, Z brakes, Space hops or drifts, Shift uses an item and Enter pauses. Gamepads are supported, and touch controls appear on phones/tablets. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## Can I play multiplayer? The published browser build is local-only. Two to four players can use split-screen with additional controllers; the native online-room feature is not a browser feature. Creator-reported: [Project guide](https://github.com/akratch/goldenballoon/blob/main/README.md) ## What is included in this version? The host describes Adventure, Tracks, Time Trial, bosses, trophy series and challenges, with optional presentation changes. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## How do saves work? Progress and ghosts persist locally. In Stored data, download the .mdkr-save progress backup and the separate .mdkr-paks ghost Controller Pak backup. Restore each with its matching import control. Progress import also accepts a 512-byte EEPROM file; raw emulator .mpk ghost files are unsupported. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## What should I know before playing? Remastered presentation remains work in progress. Rumble depends on the browser/controller, and raw emulator .mpk imports are not supported. Creator-reported: [Project guide](https://akratch.github.io/golden-balloon/) ## Documented support - Mobile: Experimental · Creator-reported - Controller: Supported · Creator-reported - Multiplayer: Limited · Creator-reported - Local multiplayer: Supported · Creator-reported - Online multiplayer: Not supported · Creator-reported ## Credits and project - Port author: [akratch](https://github.com/akratch/goldenballoon) - [Original project](https://github.com/akratch/goldenballoon) --- # Doom 3 — D3Wasm Canonical: https://playable.wtf/games/doom-3-browser/ Project ID: project:doom-3-browser The Doom 3 demo running through a WebAssembly port of id Tech 4. ## About this version Gabriel Cuvillier’s experiment ports the engine rather than recreating a single room. The hosted example uses the demo; it is not the full retail game. Browser launch. Shooter. [Play on creator site](https://wasm.continuation-labs.com/d3demo/) ## Doom Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements. - [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/) - [Classic Doom in a browser](https://playable.wtf/games/wad-commander-v1/): Choose owned WADs, shareware or Freedoom, with a documented touch layout. - [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves. - [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit. [Browse all version comparisons](https://playable.wtf/families/) ## Doom 3 takes its time in the dark The original Doom 3 places you inside a UAC research facility on Mars as a demonic invasion overwhelms it. Its enclosed spaces, darkness and horror setting give combat a different atmosphere from the abstract arenas and quick map-to-map movement of the earliest Doom games. Exploration and the next close-range encounter share the same corridors. That is the game behind this port, but the hosted D3Wasm launch supplies the demo. It is a way to experience part of Doom 3 and its engine in a browser, rather than an included copy of the entire commercial campaign. Sources: [id Software · Doom 3 publisher description](https://store.steampowered.com/api/appdetails?appids=9050&l=english) · [D3Wasm · creator documentation and limitations](https://www.continuation-labs.com/projects/d3wasm/) ## An id Tech 4 browser experiment D3Wasm is Gabriel Cuvillier's experiment bringing the Doom 3 engine to WebAssembly and WebGL, using dhewm3 as its basis. The demo's data download is roughly 400 MB. The menu arrives after the first portion, while most of the remaining data continues loading; you can inspect the controls during that wait. The full retail game requires a separate setup with your own data. Opening the hosted demo does not supply that commercial campaign. Sources: [D3Wasm · creator documentation and limitations](https://www.continuation-labs.com/projects/d3wasm/) ## Two browser-specific keys to remember WASD is the default movement layout. The port uses Home for the menu and skipping sequences where the original game uses Escape, and Insert opens the console. Those substitutions are worth learning before play because the browser handles some keys differently from a native application. The project stores saves and configuration in IndexedDB and caches downloaded data locally. Private browsing can prevent that persistence, so use a normal browser profile when you want to return to the same saves. Sources: [D3Wasm · creator documentation and limitations](https://www.continuation-labs.com/projects/d3wasm/) ## Use a desktop and expect an experimental renderer Use a desktop for this build. The creator reports mobile performance limitations and no usable touch controls. Some visual effects differ from the original renderer, and the documented in-game brightness adjustment does not work. That matters in a game whose dark spaces are central to its presentation. Sources: [D3Wasm · creator documentation and limitations](https://www.continuation-labs.com/projects/d3wasm/) ## Do I need the original game files? The hosted route uses Doom 3 Demo data. Running the full game requires your own retail files and additional setup. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## How do I get started? Open the demo and allow its data to load into browser storage. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## Which devices and browsers work? The creator documents desktop browsers and says the mobile build lacks usable touch controls. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## What are the controls? WASD; Home opens the menu and Insert opens the console. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## What is included in this version? The hosted D3Wasm route is the Doom 3 demo. The full retail game is not included. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## How do saves work? Savegames and configuration use local IndexedDB. The creator warns that this storage does not work in private browsing. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## What should I know before playing? Experimental demo. The creator documents missing effects and storage limitations; performance has not been retested here. Creator-reported: [Project guide](https://www.continuation-labs.com/projects/d3wasm/) ## Documented support - Mobile: Not supported · Creator-reported ## Credits and project - [Original project](https://www.continuation-labs.com/projects/d3wasm/) --- # Doom — Silent Space Marine Canonical: https://playable.wtf/games/doom-multiplayer-browser/ Project ID: project:doom-multiplayer-browser A Cloudflare WebAssembly experiment with solo and multiplayer entry points. ## About this version Silent Space Marine runs Doom solo or with up to four players through Cloudflare’s browser multiplayer experiment. Desktop mouse input and mobile virtual gamepads are documented; abrupt disconnects can disrupt a session. Browser launch. Shooter. [Play on creator site](https://silentspacemarine.com/) ## Doom Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements. - [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/) - [Classic Doom in a browser](https://playable.wtf/games/wad-commander-v1/): Choose owned WADs, shareware or Freedoom, with a documented touch layout. - [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves. - [Try the Doom 3 demo](https://playable.wtf/games/doom-3-browser/): A desktop browser route into the later game without a retail-data setup. - [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit. [Browse all version comparisons](https://playable.wtf/families/) ## Classic Doom behavior in a web experiment Silent Space Marine uses Chocolate Doom as the basis for its browser port. Chocolate Doom aims to reproduce the Doom experience of the 1990s, so the project's starting point is the classic game's behavior rather than a modernized remake with a different presentation. The browser and networking work sits around that engine. This matters when comparing Doom projects: the engine's preservation goal and the host's multiplayer transport answer different questions. One concerns how Doom behaves; the other concerns how players share a session. Sources: [Chocolate Doom · preservation goals](https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom) · [Cloudflare · Doom multiplayer implementation](https://blog.cloudflare.com/doom-multiplayer-workers/) ## Choose solo play or start a group The site provides Play Solo and Start Multiplayer. Multiplayer runs through Cloudflare's network and supports up to four players. The host shares an invitation URL; guests enter their names and wait for the host to start. Use the invitation when joining friends, rather than independently starting another multiplayer game. Sources: [Silent Space Marine · solo and multiplayer launcher](https://silentspacemarine.com/) · [Cloudflare · Doom multiplayer implementation](https://blog.cloudflare.com/doom-multiplayer-workers/) ## Desktop mouse or phone controls The implementation supports mouse input and sound, with F for fullscreen during play. Phones use virtual gamepads, and the landing page suggests hiding the browser toolbar for more room. These are controls documented for this specific experiment, not a promise that every Doom WebAssembly port has the same mobile layout. Sources: [Cloudflare · Doom multiplayer implementation](https://blog.cloudflare.com/doom-multiplayer-workers/) · [Silent Space Marine · solo and multiplayer launcher](https://silentspacemarine.com/) ## The group moves at its slowest connection The multiplayer simulation waits for every player's input. A slow connection can therefore slow the whole group, even when the other players have faster links. The creator also describes rough handling of abrupt disconnects and reconnects. Treat a match as a shared live session. The experiment does not make that session a durable saved game simply by using Cloudflare Durable Objects; the implementation article distinguishes its live coordination from persistent storage. Sources: [Cloudflare · Doom multiplayer implementation](https://blog.cloudflare.com/doom-multiplayer-workers/) ## How do I get started? Use Play Solo or Start Multiplayer on the project page. Creator-reported: [Project guide](https://silentspacemarine.com/) ## Which devices and browsers work? The project’s own implementation article documents desktop browsers and mobile phones with virtual gamepads. Creator-reported: [Project guide](https://blog.cloudflare.com/doom-multiplayer-workers) ## What are the controls? The browser port supports mouse input. Press F during play for fullscreen; phones use virtual gamepads. Creator-reported: [Project guide](https://blog.cloudflare.com/doom-multiplayer-workers) ## Can I play multiplayer? The demo supports up to four players through Cloudflare’s network. Everyone’s simulation waits for the other players’ inputs, so a slow connection affects the group. Creator-reported: [Project guide](https://blog.cloudflare.com/doom-multiplayer-workers) ## What should I know before playing? The creator documents rough handling of abrupt disconnects and reconnects. Do not treat a multiplayer session as a durable saved game. Creator-reported: [Project guide](https://blog.cloudflare.com/doom-multiplayer-workers) ## Documented support - Mobile: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://silentspacemarine.com/) --- # Doom — doom.wasm Canonical: https://playable.wtf/games/doom-wasm-browser/ Project ID: project:doom-wasm-browser A minimal Doom WebAssembly runtime with a playable browser example. ## About this version Jacob Enget’s runtime focuses on a small host interface and provides a separate browser demonstration. This is an engine experiment with its own limitations, not a claim of a modern full-featured Doom client. Browser launch. Shooter. [Play on creator site](https://jacobenget.github.io/doom.wasm/examples/browser/doom.html) ## Doom Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements. - [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/) - [Classic Doom in a browser](https://playable.wtf/games/wad-commander-v1/): Choose owned WADs, shareware or Freedoom, with a documented touch layout. - [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves. - [Try the Doom 3 demo](https://playable.wtf/games/doom-3-browser/): A desktop browser route into the later game without a retail-data setup. - [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit. [Browse all version comparisons](https://playable.wtf/families/) ## The original Doom in a minimal browser shell The 1993 Doom casts you as a marine fighting a demonic invasion. Its appeal is immediate first-person combat: choosing weapons, reading the space around enemies and pushing through to the next area. This project approaches that original game as a compact runnable engine, rather than as the enhanced commercial Doom + Doom II package. Sources: [Bethesda · original Doom description](https://store.steampowered.com/app/2280/DOOM__DOOM_II/) · [doom.wasm · runtime and browser example documentation](https://github.com/jacobenget/doom.wasm) ## Why this Doom port is different Jacob Enget designed doom.wasm around a small interface that other programs can use. The browser page is a deliberately simple demonstration of the same module also used by native and Python examples. It defaults to shareware data; its programming interface can load custom WAD data, but that is not the same as a polished drag-and-drop mod launcher. Choose this version if you want to see a small WebAssembly implementation at work. For a longer campaign session, its missing audio is a substantial tradeoff: neither music nor sound effects are produced. Sources: [doom.wasm · runtime and browser example documentation](https://github.com/jacobenget/doom.wasm) ## Use the classic keyboard layout The example follows vanilla Doom controls. Arrows move and turn, Ctrl fires, Space operates doors and switches, and comma or period steps sideways. Learn the strafe keys early so that moving out of the way does not require turning away from a target. A brief apparent freeze during a screen transition can be the original melting animation completing without intermediate browser frames. That documented limitation is separate from a failed game load. Retail content requires your own WAD data; the shareware default is not the complete paid game. Sources: [doom.wasm · runtime and browser example documentation](https://github.com/jacobenget/doom.wasm) ## Do I need the original game files? The runtime defaults to Doom shareware and can accept custom WAD data; use your own files for retail content. Creator-reported: [Project guide](https://github.com/jacobenget/doom.wasm) ## How do I get started? Open the browser example and use the classic keyboard controls. Creator-reported: [Project guide](https://github.com/jacobenget/doom.wasm) ## What are the controls? The example uses vanilla Doom keyboard controls: arrows move/turn, Ctrl fires, Space uses doors and switches, and comma/period strafe. Creator-reported: [Project guide](https://raw.githubusercontent.com/jacobenget/doom.wasm/HEAD/README.md) ## What should I know before playing? This runtime currently produces no music or sound effects. Screen transitions can appear frozen while the original melt effect completes. Creator-reported: [Project guide](https://raw.githubusercontent.com/jacobenget/doom.wasm/HEAD/README.md) ## Credits and project - [Original project](https://github.com/jacobenget/doom.wasm) --- # Fallout / Fallout 2 — Rerun Reactor Canonical: https://playable.wtf/games/fallout-rerun-reactor/ Project ID: project:fallout-rerun-reactor Both classic Fallouts in one local-file browser launcher, with save backups and touch controls. ## About this version Rerun Reactor wraps the Fallout Community Edition engines. It detects the game you import, keeps Fallout and Fallout 2 separate, and offers a browser save manager. It does not supply the games. Browser launch. RPG. [Play on creator site](https://rerunreactor.com/) ## The original Fallout role-playing games The original Fallout builds a character-driven adventure around a post-nuclear world. Its SPECIAL system makes the person you create part of how you approach encounters: character strengths and weaknesses shape the available options. It rewards attention to decisions and character development rather than treating every problem as a shooting challenge. Rerun Reactor covers both Fallout and Fallout 2, using their separate Community Edition engines. Choose the game you own and want to continue; a sequel's files, patches or character rules are not interchangeable with the first game's. Sources: [Bethesda · Fallout](https://store.steampowered.com/app/38400/) · [Rerun Reactor · launcher and save archive](https://rerunreactor.com/) ## Import a complete installation locally The launcher accepts an installation folder, a ZIP or supported disc images. Bring master.dat and critter.dat with the supporting data folder from the same game. On a phone, preparing the ZIP on a computer and transferring it to Files gives the picker a straightforward input. A CUE needs its accompanying BIN; it is only the disc's table of contents. The site copies game data into this browser's storage without uploading it. No account is required. You can keep both games installed, with their data and saves separated in the launcher. Sources: [Rerun Reactor · getting started with Fallout 1 and 2](https://rerunreactor.com/handbook/getting-started/) · [Rerun Reactor · launcher and save archive](https://rerunreactor.com/) ## Settle on patches before a long Fallout 2 run For an original Fallout 2 CD installation, the launcher offers a guided update to version 1.02. Its patch picker accepts patch000.dat or a ZIP containing it. The Restoration Project has a separate installer and requires starting a new game; it changes maps and scripts, so loading an old vanilla save is not a reliable compatibility test. These patch routes apply to Fallout 2. They are not updates for Fallout 1, and the handbook's Fallout 2 mechanics tables should not be used as a guide to the first game's rules. Sources: [Rerun Reactor · getting started with Fallout 1 and 2](https://rerunreactor.com/handbook/getting-started/) ## Bring saves separately and test an export Importing game data deliberately skips desktop saves. Use the save archive to move those separately and keep the same patch and mod setup. Export a backup for each game before clearing site data or changing devices. Safari and Chrome on the same phone still have separate storage. Touch input includes map gestures and interface controls, but inventory, barter and targeted skills remain more demanding than ordinary movement. Try those interactions early, before deciding whether the phone is comfortable for a full playthrough. Sources: [Rerun Reactor · getting started with Fallout 1 and 2](https://rerunreactor.com/handbook/getting-started/) · [Rerun Reactor · launcher and save archive](https://rerunreactor.com/) ## Do I need the original game files? Import your own Fallout or Fallout 2 install folder, ZIP, or supported disc image. Keep master.dat and critter.dat together with the data folder. For Fallout 2, patch000.dat is strongly recommended; do not mix files from the two games. Creator-reported: [Project guide](https://rerunreactor.com/handbook/getting-started/) ## How do I get started? Choose the folder, ZIP or disc-image route, keep the page open while it imports, correct missing-file warnings, then select the game and Start. A ZIP transferred to Files is the suggested phone setup. Creator-reported: [Project guide](https://rerunreactor.com/handbook/getting-started/) ## Which devices and browsers work? The project supports desktop and mobile browsers, with Safari and Chrome receiving the most testing. Phone inventory, barter and skill targeting still require precision. Creator-reported: [Project guide](https://rerunreactor.com/handbook/getting-started/) ## What are the controls? The mobile layout provides touch actions plus pinch and pan for the map. Prepare the installation ZIP on a computer if importing on a phone. Creator-reported: [Project guide](https://rerunreactor.com/handbook/getting-started/) ## What is included in this version? Fallout and Fallout 2 use separate installations and save sets. Fallout 2 supports a bring-your-own Restoration Project ZIP; its mechanics documentation is not a Fallout 1 guide. Creator-reported: [Project guide](https://rerunreactor.com/handbook/getting-started/) ## How do saves work? Export separate save backups for Fallout and Fallout 2. The ZIP uses SAVEGAME/SLOT## folders and can be transferred between this launcher and a compatible desktop install. Reimporting game data preserves saves; Erase everything removes both data and saves, so export first. Creator-reported: [Project guide](https://rerunreactor.com/) ## What should I know before playing? Fallout 2’s original 1.0 disc version has serious bugs; use a properly patched copy. The Restoration Project needs a new game, and its setup does not apply to Fallout 1. Creator-reported: [Project guide](https://rerunreactor.com/handbook/getting-started/) ## Documented support - Mobile: Limited · Creator-reported ## Credits and project - Host: [Smackrazor / Rerun Reactor](https://rerunreactor.com/) - [Original project](https://rerunreactor.com/) --- # Whiplash / Fatal Racing — ROLLER Canonical: https://playable.wtf/games/fatal-racing-browser/ Project ID: project:fatal-racing-browser A freeware demo in the browser, with an import route for the full game. ## About this version ROLLER reconstructs the 1995 racing game for modern systems and offers both browser and native builds. The browser route bundles a freeware demo; full-game use depends on a player-owned retail image. Browser launch. Racing. [Play on creator site](https://play.fatal.racing/) ## Stunt tracks with a field of rivals Fatal Racing, also released as Whiplash, builds its racing around loops, corkscrews and jumps as well as competition with other cars. The original game's presentation emphasizes contact, aggressive rivals and tracks whose changes in height make the next section part of the challenge. Choosing a car involves a balance between handling and acceleration, rather than simply selecting the highest top speed. That describes the original game's appeal. The browser demo and an imported retail copy are different amounts of that game; the original marketing's complete track collection should not be mistaken for the contents of the demo. Sources: [Fatal Racing · original game presentation archive](https://fatal.racing/) · [ROLLER · project and demo documentation](https://raw.githubusercontent.com/FatalDecomp/ROLLER/HEAD/README.md) ## Try the demo or bring a retail disc ROLLER reconstructs the 1995 game for modern systems and provides a browser build. You can start with the bundled freeware demo or import data from your own retail disc. This gives the project two useful entry points: try the game before preparing files, or use a copy you already own to go beyond the demo. The import accepts disc-image workflows, including a CUE with its associated BIN and audio files. Keep the related files together; selecting only the small CUE descriptor is not equivalent to supplying the disc data it references. Follow the launcher's supported selection flow for an ISO or a multi-file disc image. Sources: [ROLLER · project and demo documentation](https://raw.githubusercontent.com/FatalDecomp/ROLLER/HEAD/README.md) · [ROLLER · web import, input and persistence implementation](https://raw.githubusercontent.com/FatalDecomp/ROLLER/HEAD/web/roller-shell.js) ## Touch and tilt are separate choices The web shell provides touch input and a motion-control option. Tilt controls depend on the browser granting motion permission; if permission is denied, the shell returns to touch input. On a phone, use landscape orientation so the game and driving controls have room. A rejected motion request is therefore a reason to choose the touch layout, not to repeatedly force the same permission prompt. Sources: [ROLLER · web import, input and persistence implementation](https://raw.githubusercontent.com/FatalDecomp/ROLLER/HEAD/web/roller-shell.js) ## Keep settings and replays with the browser The browser shell uses persistent local storage for game configuration, replays and custom tracks. Those records are separate from selecting the retail game data. Staying in the same browser profile preserves that local context; deleting site data can remove it. Treat a browser-data cleanup as a deliberate reset, rather than a routine step for switching from the demo to your own disc. Sources: [ROLLER · web import, input and persistence implementation](https://raw.githubusercontent.com/FatalDecomp/ROLLER/HEAD/web/roller-shell.js) ## Do I need the original game files? Play the bundled freeware demo, or import a disc image from your own retail copy. ISO images are accepted; for CUE/BIN, select the CUE and every BIN/audio file it references together. Creator-reported: [Project guide](https://play.fatal.racing/roller-shell.js) ## How do I get started? Follow Play in your browser in the project README, then choose the demo or your own retail import. Creator-reported: [Project guide](https://github.com/FatalDecomp/ROLLER) ## Which devices and browsers work? The web frontend includes a phone mode for touch devices and asks for landscape orientation. Tilt steering depends on browser motion-sensor access. Creator-reported: [Project guide](https://play.fatal.racing/roller-shell.js) ## What are the controls? Phone mode offers tilt or touch steering. The frontend requests motion permission where the browser requires it for tilt input. Creator-reported: [Project guide](https://play.fatal.racing/roller-shell.js) ## How do saves work? The browser build stores configuration, replays and custom tracks in IndexedDB-backed local storage. These stay in the browser profile and are separate from the imported retail game data. Creator-reported: [Project guide](https://play.fatal.racing/roller-shell.js) ## What should I know before playing? If a CUE/BIN import finds no game data, select the CUE and all its referenced files together. Selecting only one part of the disc image is insufficient. Creator-reported: [Project guide](https://play.fatal.racing/roller-shell.js) ## Documented support - Mobile: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/FatalDecomp/ROLLER) --- # Freeciv — Freeciv-web community server Canonical: https://playable.wtf/games/freeciv-web-community/ Project ID: project:freeciv-web-community Freeciv’s open-source empire-building game in a browser, with solo, online and hotseat routes. ## About this version Freeciv’s open-source empire-building game in a browser, with solo, online and hotseat routes. This is the Freeciv-web community implementation, not a browser copy of a commercial Civilization game. Browser launch. Strategy. [Play on creator site](https://www.freecivweb.com/) ## Build an empire one decision at a time Freeciv is an open-source empire-building strategy game inspired by the progress of human civilisation. You found cities, gather resources, decide on government and build an army, guiding a society from early history towards advanced technology. The interest lies in how those systems compete for attention: an immediate military need can pull resources away from long-term growth. This is Freeciv’s own strategy game and rules, not a browser conversion of a commercial Civilization executable. The community server makes it possible to play against the computer or other people through a web client. Sources: [Freeciv-web community server · README](https://github.com/Lexxie9952/fcw.org-server) · [Freecivweb.com · modes and game listings](https://www.freecivweb.com/) ## Choose a pace that fits your session The host offers single-player against the AI, ordinary multiplayer, hotseat on one computer, play by email and Longturn games with one turn each day. Those are meaningfully different commitments. A solo game is a useful place to learn the interface; a daily-turn game makes room for planning and diplomacy between moves. Longturn listings include rulesets, player-experience restrictions and alliance conditions. Read the game’s Info page before joining. A beginner-only match and an expert event may use the same client while asking very different things of the player. Sources: [Freecivweb.com · modes and game listings](https://www.freecivweb.com/) ## The browser client connects to a game server Freeciv-web pairs a browser interface with a Freeciv server. Opening New Game or joining a listed game uses that hosted setup; you do not need to install the repository’s Java, database or server tooling to be a player. Those longer installation instructions are for operating a server yourself. The project documents HTML5 support and both isometric 2D and WebGL-based 3D clients. The community homepage’s solo route emphasises isometric graphics. Choose the actual game and client offered by the host rather than assuming that every Freeciv-web deployment has identical modes or presentation. Sources: [Freeciv-web community server · README](https://github.com/Lexxie9952/fcw.org-server) · [Freecivweb.com · modes and game listings](https://www.freecivweb.com/) ## Do I need the original game files? The creator-linked server offers Freeciv directly in an HTML5 browser. It does not require a Civilization installation or retail game files; Freeciv is a separate open-source game. Creator-reported: [Project guide](https://www.freecivweb.com/) ## How do I get started? Open the current community server and choose a single-player game, a multiplayer listing or hotseat. Some listed longturn rooms have their own joining requirements. Creator-reported: [Project guide](https://www.freecivweb.com/) ## Which devices and browsers work? The project documents HTML5-capable browsers with an isometric client and a WebGL rendering option. Current mobile/controller compatibility is not established here. Creator-reported: [Project guide](https://raw.githubusercontent.com/Lexxie9952/fcw.org-server/HEAD/README.md) ## Can I play multiplayer? The current server offers single-player against AI, online multiplayer, longturn, play-by-email and hotseat for multiple people on one computer. Individual longturn rooms may require a password. Creator-reported: [Project guide](https://www.freecivweb.com/) ## What is included in this version? This is the Freeciv-web community implementation, not a browser copy of a commercial Civilization game. Creator-reported: [Project guide](https://raw.githubusercontent.com/Lexxie9952/fcw.org-server/HEAD/README.md) ## What should I know before playing? The project README says the community moved to freecivweb.com in March 2025. The old .org address is not a valid launch source; use the creator-linked .com host. Live server capacity and room availability were not gameplay-tested. Creator-reported: [Project guide](https://raw.githubusercontent.com/Lexxie9952/fcw.org-server/HEAD/README.md) ## Documented support - Multiplayer: Supported · Creator-reported - Local multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/Lexxie9952/fcw.org-server) --- # Command & Conquer: Generals Zero Hour — GeneralsX Canonical: https://playable.wtf/games/generals-zero-hour-browser/ Project ID: project:generals-zero-hour-browser Generals Zero Hour in a WebGPU browser, using your own installed game files. ## About this version GeneralsX Web runs Command & Conquer: Generals Zero Hour through a WebGPU browser build. Point it at your own installed copy; it reads the game’s .big archives and documents LAN multiplayer through a browser relay. Browser launch. Strategy. [Play on creator site](https://generals.wasm.ltd/) ## Command & Conquer Choose Red Alert 2 multiplayer, an owned Zero Hour installation, or OpenRA’s revised earlier games. - [Read Command & Conquer guide](https://playable.wtf/guides/command-and-conquer-versions/) - [Red Alert 2 in a browser](https://playable.wtf/games/red-alert-2-browser/): Chrono Divide offers browser multiplayer with classic or modern command controls. - [Install revised classic RTS games](https://playable.wtf/games/openra-openra/): OpenRA provides its own Tiberian Dawn, Red Alert and Dune 2000 rulesets. [Browse all version comparisons](https://playable.wtf/families/) ## Commanders with different approaches Zero Hour expands Command & Conquer: Generals around the USA, China and GLA, adding commanders and units that encourage different battlefield plans. The original expansion includes fifteen missions and nine commanders to face. Its additions range from China's electronic countermeasures tank to the GLA Battle Bus and the USA's Spectre gunship. Those differences are part of the strategy game's appeal: choosing a commander changes the tools around which you build an army. The publisher's expansion description provides the original-game context; the web project's requirements determine how you can run that game here. Sources: [EA · Generals Zero Hour publisher description](https://store.steampowered.com/app/2732960/Command__Conquer_Generals_Zero_Hour/) ## GeneralsX with a WebGPU renderer GeneralsX Web adapts the source-based GeneralsX engine to the browser. The creator targets the complete Zero Hour game and retains its original menus, loading screens and pause behavior. It reads the game's BIG archives on demand from your own installation. Game assets are not bundled with the web engine, so opening the site alone does not provide Zero Hour. Sources: [GeneralsX Web · requirements and playable scope](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## Select an installed copy Use your installed Zero Hour files from Steam, the EA app or disc. Point the launcher at that installation rather than an unopened installer. The documented browser requirements are WebGPU, with Chrome or Edge recommended, and a secure HTTPS connection. Escape opens the game's own pause menu. Sources: [GeneralsX Web · requirements and playable scope](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## The documented multiplayer route is a LAN relay The project documents LAN multiplayer through a WebSocket relay and a shareable link for players on your network. Plan around that arrangement rather than assuming a public matchmaking service. The browser build and the project's native macOS reference build are separate launches, even though they come from the same source tree. Sources: [GeneralsX Web · requirements and playable scope](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## Do I need the original game files? Provide your own installed Generals Zero Hour copy from Steam, EA app or disc. The browser reads its .big archives from the selected installation; the project does not supply game assets. Creator-reported: [Project guide](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## How do I get started? Open the HTTPS host in a WebGPU browser and point the page at your installed Zero Hour folder. Creator-reported: [Project guide](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## Which devices and browsers work? The creator specifies a WebGPU browser such as Chrome or Edge. The threaded build also needs a secure context for SharedArrayBuffer; use HTTPS or localhost when self-hosting. Creator-reported: [Project guide](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## What are the controls? Escape opens the original game’s pause menu. Creator-reported: [Project guide](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## Can I play multiplayer? The project documents LAN multiplayer through a WebSocket relay and a shareable link for players on your network. Creator-reported: [Project guide](https://raw.githubusercontent.com/origami-ltd/wasm-generals/HEAD/README.md) ## What should I know before playing? Landing-page review only; no campaign or compatibility test. Creator-reported: [Project guide](https://generals.wasm.ltd/) ## Documented support - Multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://generals.wasm.ltd/) --- # Grand Theft Auto III — re3 · WASM Arcade host Canonical: https://playable.wtf/games/gta-iii-re3-web/ Project ID: project:gta-iii-re3-web The re3 browser build with streamed assets and local save-file management. ## About this version The linked WASM Arcade list identifies this GTA III implementation as re3 compiled to WebAssembly. This entry describes that hosted browser delivery, not a new original game or an independently verified full campaign. The host’s performance claims remain untested. Browser launch. Adventure. [Play on creator site](https://wasmarcade.com/gta3) ## Grand Theft Auto Compare GTA III’s separately maintained web host with native Liberty City Stories and the experimental Theft4 app for GTA IV. - [Read Grand Theft Auto guide](https://playable.wtf/guides/gta-game-versions/) - [Liberty City Stories](https://playable.wtf/games/elmasas-lcs-recomp/): A native route for the supported PSP US v1.05 edition, with configurable keyboard, mouse and controller input. - [GTA IV on Apple mobile](https://playable.wtf/games/koreanseats1-theft4/): An experimental signed iOS/iPadOS app using the exact Xbox 360 base and TU8, with a save-export workflow. [Browse all version comparisons](https://playable.wtf/families/) ## Liberty City on foot and behind the wheel Grand Theft Auto III is a single-player open-world action game set in Liberty City. Moving between walking, fighting and driving gives a visit to the city its rhythm: a vehicle changes how you cross it, while a mission gives that movement a purpose. Story progress opens further parts of the city. Sources: [WASM Arcade · GTA III launcher and save manager](https://wasmarcade.com/gta3) ## A hosted re3 build with streamed assets WASM Arcade identifies this version as re3 running through WebAssembly. Its page streams the game data as you explore and provides a save manager beside the play area. The controls cover keyboard, mouse and gamepad, with WebGL 2 required by the host. The archive is unofficial and supported by advertising. Its About page explains that pressing Play can open a sponsor page in another tab. The game remains a browser application that downloads engine and asset data; no desktop installer is required. Sources: [WASM Arcade · GTA III launcher and save manager](https://wasmarcade.com/gta3) · [WASM Arcade · hosting and advertising explanation](https://wasmarcade.com/about) ## Switch controls when you enter a vehicle Use WASD or the arrows to move and steer, the mouse to attack, and F or Enter to enter or leave a vehicle. Space becomes the handbrake while driving. Escape releases the captured mouse when you need to use the surrounding page. Sources: [WASM Arcade · GTA III launcher and save manager](https://wasmarcade.com/gta3) ## Back up a slot outside the browser Save at a safehouse, then use Saves to download the resulting .b file. The manager has eight browser-local slots and can import a file back into one. Keep a downloaded copy before clearing site data or moving devices; a browser save is not an account-based cloud save. Sources: [WASM Arcade · GTA III launcher and save manager](https://wasmarcade.com/gta3) ## Do I need the original game files? The host supplies streamed browser assets and does not ask for a local game-file import on its documented start flow. Creator-reported: [Project guide](https://wasmarcade.com/gta3) ## How do I get started? Choose Play GTA III and allow the browser resources to load. The host says pressing Play also opens an advertising sponsor tab. Creator-reported: [Project guide](https://wasmarcade.com/gta3) ## Which devices and browsers work? The host recommends a current desktop browser with WebGL 2. Its About page also advertises touch controls for GTA on phones and tablets; those were not tested. Creator-reported: [Project guide](https://wasmarcade.com/about) ## What are the controls? The host lists WASD/arrows for movement, mouse aiming, F/Enter for vehicles and Esc to release the pointer, plus a controller mapping. Creator-reported: [Project guide](https://wasmarcade.com/gta3) ## Can I play multiplayer? The page describes this hosted game as single-player. Creator-reported: [Project guide](https://wasmarcade.com/gta3) ## How do saves work? The host says safehouse saves stay in browser storage and its Save Manager can export or import .b files. Creator-reported: [Project guide](https://wasmarcade.com/gta3) ## What should I know before playing? Sponsor-tab advertising is part of the launch flow. Browser storage and full-game completion have not been independently tested. Creator-reported: [Project guide](https://wasmarcade.com/gta3) ## Documented support - Mobile: Supported · Creator-reported - Controller: Supported · Creator-reported - Multiplayer: Not supported · Creator-reported ## Credits and project - Host: [WASM Arcade](https://wasmarcade.com/gta3) - [Original project](https://wasmarcade.com/gta3) --- # Half-Life — Pixelsuft em-xash Canonical: https://playable.wtf/games/half-life-pixelsuft/ Project ID: project:half-life-pixelsuft An older Xash3D browser client with selectable game-data and save storage. ## About this version Pixelsuft’s repository identifies this as an Emscripten Xash port with Half-Life mods. Its hosted client exposes memory sizing and several data-loading options. It is a distinct client from x8BitRain’s WebXash; source age and a working landing page do not prove current campaign or multiplayer reliability. Browser launch. Shooter. [Play on creator site](https://pixelsuft.github.io/hl/) ## Half-Life Compare two Xash browser frontends by owned-file preparation, storage and server setup. - [Read Half-Life guide](https://playable.wtf/guides/half-life-browser-versions/) - [Use your installation and export saves](https://playable.wtf/games/half-life-webxash/): The folder/ZIP frontend includes a save manager for Half-Life and supported mods. [Browse all version comparisons](https://playable.wtf/families/) ## Half-Life’s action and problem solving Valve’s original Half-Life combines first-person combat with an unfolding science-fiction adventure. The publisher describes a world in which surviving requires thinking as well as shooting. That mixture makes the journey between encounters part of the game: you are working through spaces and situations rather than selecting isolated combat arenas. This page concerns Pixelsuft’s browser build of Xash. The original game’s reputation and feature list provide background; they do not establish which campaigns or modifications this particular browser package supports. Sources: [Valve · Half-Life](https://store.steampowered.com/app/70/HalfLife/) · [Pixelsuft · em-xash README](https://github.com/Pixelsuft/hl) ## A configurable Xash browser launcher Pixelsuft describes the project as an Emscripten port of Xash with Half-Life modifications. The launch page exposes the engine’s configuration directly, including memory, game-data loading and storage choices. It is better suited to someone comfortable choosing those options than to a guided game library with a documented campaign picker. Sources: [Pixelsuft · em-xash README](https://github.com/Pixelsuft/hl) · [Pixelsuft · Xash data and filesystem launcher](https://pixelsuft.github.io/hl/xash.html) ## Choose data and storage as separate options The detailed launcher can load a local ZIP or use a configured data server. Its Emscripten data route can cache files in IndexedDB, while the server-ZIP route is labelled slower and uncached. Loading an archive and retaining your progress are separate decisions: the filesystem menu also offers IndexedDB, LocalStorage and RAM-only operation. Choose a persistent filesystem if you intend to return, and follow the launcher's instruction to exit the game correctly when using IndexedDB. RAM-only mode keeps the session temporary; LocalStorage is explicitly labelled as sometimes lacking space. Keep your original data archive separately rather than treating the browser cache as its only copy. Sources: [Pixelsuft · Xash data and filesystem launcher](https://pixelsuft.github.io/hl/xash.html) ## Do I need the original game files? Game Options offers server packages, server ZIPs and a local ZIP file. The local option can use files from your own game copy; availability and provenance of hosted packages were not established. Creator-reported: [Project guide](https://pixelsuft.github.io/hl/xash.html) ## How do I get started? Set the memory size on the landing page and choose Start. In Game Options select a data source and a storage backend before launching. Creator-reported: [Project guide](https://pixelsuft.github.io/hl/) ## What are the controls? The runtime exposes Lock/hide mouse pointer and Resize canvas options; full control mappings were not reviewed. Creator-reported: [Project guide](https://pixelsuft.github.io/hl/xash.html) ## How do saves work? The client offers IndexedDB, LocalStorage or temporary RAM. Its UI says IndexedDB changes require a correct exit and LocalStorage may run out of space. Creator-reported: [Project guide](https://pixelsuft.github.io/hl/xash.html) ## What should I know before playing? The reviewed repository revision is from June 2021. The launcher and configuration were checked, not a completed game load. Creator-reported: [Project guide](https://github.com/Pixelsuft/hl/commit/45b6c93ad1c05643946f8036fe51aab38a53deb4) ## Credits and project - Port author: [Pixelsuft](https://github.com/Pixelsuft/hl) - [Original project](https://github.com/Pixelsuft/hl) --- # Half-Life & Counter-Strike 1.6 — WebXash Canonical: https://playable.wtf/games/half-life-webxash/ Project ID: project:half-life-webxash Load your own Steam folders into a configurable Xash3D browser client. ## About this version WebXash wraps Xash3D-FWGS WebAssembly with folder/ZIP selection and launch options. It differs from the curated CSJS server client: users provide their files and configure a game or mod. Browser launch. Shooter. [Play on creator site](https://x8bitrain.github.io/webXash/) ## Counter-Strike Choose CSJS for a 1.6 match, WebXash for your own files and compatible server, or the separate bunnyhop and surf games for timed movement. - [Read Counter-Strike guide](https://playable.wtf/guides/counter-strike-16-browser-setup/) - [Quick team match](https://playable.wtf/games/counter-strike-1-6/): A live server list, optional voice and explicit desktop/phone input avoid manual file and server preparation. - [Bunnyhop time trials](https://playable.wtf/games/counter-strike-bunnyhop/): Source-style hopping, selectable movement styles and records for desktop keyboard-and-mouse play. - [Surf practice](https://playable.wtf/games/counter-strike-surf/): Solo ramps, route viewing and repeatable practice positions before chasing a timed finish. ## Half-Life Compare two Xash browser frontends by owned-file preparation, storage and server setup. - [Read Half-Life guide](https://playable.wtf/guides/half-life-browser-versions/) - [Choose data and storage manually](https://playable.wtf/games/half-life-pixelsuft/): The older em-xash launcher exposes local ZIP, server-data and filesystem options. [Browse all version comparisons](https://playable.wtf/families/) ## An action adventure or a team match Half-Life and Counter-Strike share an engine lineage but offer different reasons to play. Valve describes Half-Life around action and adventure, with thinking and survival alongside shooting. Counter-Strike turns toward team objectives, where cooperating with your side and handling its mission shape a round. WebXash is the client that loads the game you supply. Choosing Half-Life, Counter-Strike or a supported mod therefore changes the experience; the browser frontend is not a single curated game mode. Sources: [Valve · Half-Life publisher description](https://store.steampowered.com/api/appdetails?appids=70&l=english) · [Valve · Counter-Strike publisher description](https://store.steampowered.com/api/appdetails?appids=10&l=english) · [WebXash · file, multiplayer and save documentation](https://raw.githubusercontent.com/x8BitRain/webXash/HEAD/README.md) ## Your files and your game selection WebXash is x8BitRain's frontend for Xash3D-FWGS WebAssembly. Supply the root containing your valve or cstrike folder, or a ZIP with those directories at its root. A mod folder belongs beside valve; set its game launch option before selecting files. Only Xash-compatible mods are suitable. Sources: [WebXash · file, multiplayer and save documentation](https://raw.githubusercontent.com/x8BitRain/webXash/HEAD/README.md) ## Keep game files and saves separate Folder selection reads your installation without writing into it. Saves instead go to IndexedDB, grouped by game or mod, and the save manager can download them. It also works with ZIP-loaded games but is disabled for Counter-Strike 1.6. Export the saves you want to keep before clearing site storage. Sources: [WebXash · file, multiplayer and save documentation](https://raw.githubusercontent.com/x8BitRain/webXash/HEAD/README.md) ## Multiplayer needs a known server Multiplayer requires the documented WebSocket server and its address, normally using port 27016. Enter that address before launch, then find the server under Multiplayer and LAN Game, including for an internet connection. Automatic internet server discovery is unavailable. Sources: [WebXash · file, multiplayer and save documentation](https://raw.githubusercontent.com/x8BitRain/webXash/HEAD/README.md) ## Plan for a keyboard and mouse The creator recommends keyboard and mouse and points mobile players toward native Xash ports. Browser shortcuts also matter: Ctrl+W can close the tab, and the README recommends fullscreen. Check the input setup before relying on a crouch-and-move combination. Sources: [WebXash · file, multiplayer and save documentation](https://raw.githubusercontent.com/x8BitRain/webXash/HEAD/README.md) ## Do I need the original game files? Your own valve and/or cstrike folders from a legitimate game installation, supplied as a folder or correctly structured ZIP. Creator-reported: [Project guide](https://raw.githubusercontent.com/x8BitRain/webXash/6ab2abb1857dd765a3e1460a0ebd2288a3066d7d/README.md) ## How do I get started? Supply the game root or a correctly structured ZIP, then select the game/mod. Set mod launch options before loading. 1. Select the root containing valve and/or cstrike using Open game folder, or choose Open ZIP with those directories at the archive root. 2. For expansions, keep valve beside the mod directory and set its -game option before selecting files. 3. Select the game directory when prompted. Creator-reported: [Project guide](https://raw.githubusercontent.com/x8BitRain/webXash/6ab2abb1857dd765a3e1460a0ebd2288a3066d7d/README.md) ## Which devices and browsers work? The FAQ says this port needs a keyboard and mouse for proper play; it recommends native Xash ports for mobile. Creator-reported: [Project guide](https://raw.githubusercontent.com/x8BitRain/webXash/6ab2abb1857dd765a3e1460a0ebd2288a3066d7d/README.md) ## Can I play multiplayer? Internet/LAN play needs the documented WebSocket server and a manually entered address. Automatic Internet server discovery is unavailable. Creator-reported: [Project guide](https://raw.githubusercontent.com/x8BitRain/webXash/6ab2abb1857dd765a3e1460a0ebd2288a3066d7d/README.md) ## How do saves work? The save manager stores game/mod saves in IndexedDB and can download them. It is disabled for CS 1.6. Creator-reported: [Project guide](https://raw.githubusercontent.com/x8BitRain/webXash/6ab2abb1857dd765a3e1460a0ebd2288a3066d7d/README.md) ## What should I know before playing? Ctrl+W can close the browser tab; the creator recommends fullscreen. Unsupported Xash mods may fail. Creator-reported: [Project guide](https://raw.githubusercontent.com/x8BitRain/webXash/6ab2abb1857dd765a3e1460a0ebd2288a3066d7d/README.md) ## Documented support - Mobile: Not supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - Port author: [x8BitRain (WebXash frontend)](https://github.com/x8BitRain/webXash) - [Original project](https://github.com/x8BitRain/webXash) --- # Halo: Combat Evolved — HCEMobile Canonical: https://playable.wtf/games/halo-ce-mobile/ Project ID: project:halo-ce-mobile A phone-focused Halo client with local disc import and home-screen installation. ## About this version Play the original Xbox Halo CE through HCEMobile with your own disc image. The host provides phone touch layouts, controllers, local modes and an account-based online service; each imported copy keeps separate saves. Browser launch. Shooter. [Play on creator site](https://hcemobile.com/) ## Halo: Combat Evolved Choose Hynes for a desktop browser and private invites, HCEMobile for touch controls, or OpenCE for native installation with your own Xbox disc image. - [Read Halo: Combat Evolved guide](https://playable.wtf/guides/halo-ce-browser-versions/) - [Browser with a mouse](https://playable.wtf/games/halo-combat-evolved/): Direct XISO import, desktop bindings and private map-and-mode invite rooms. - [Native desktop play](https://playable.wtf/games/opencommunityedition-opence/): Windows and Linux releases with disc import and documented local split-screen campaign. [Browse all version comparisons](https://playable.wtf/families/) ## The original ringworld campaign The original Halo campaign follows the Master Chief and Cortana on an alien ringworld, trying to keep human survivors alive against the Covenant while uncovering the installation's purpose. That story is the background to HCEMobile's campaign route. The imported Xbox game is distinct from the later Anniversary remaster and its additional presentation features. Sources: [Xbox Game Studios · Halo campaign and Anniversary edition](https://store.steampowered.com/app/1064221/Halo_Combat_Evolved_Anniversary/) ## Halo built around a portable screen HCEMobile brings the original Xbox Halo into a browser interface designed for phones as well as computers. Its distinguishing work is around the game: editable touch layouts, home-screen installation, per-copy saves and an online account service. The creator offers both a modern mobile-shooter layout and an arrangement based on the original Xbox controller, so you can choose between familiarity with touch shooters and familiarity with Halo's pad. The campaign, split screen and System Link do not require an online account. Online matchmaking and custom lobbies use the project's free account system. These are HCEMobile services; an account here does not turn another independently hosted Halo browser client into the same service. Sources: [HCEMobile · game and settings](https://hcemobile.com/) · [HCEMobile · getting started guide](https://hcemobile.com/guide/) ## Choose the right copy before importing Supply your own verified original-Xbox .iso or .xiso. The guide accepts both full-game and multiplayer discs, so the content you can choose depends on the copy you import. Keep the page open while it copies the maps, which can occupy up to 1.8 GB of device storage. The creator says the image stays local. Several copies can coexist, with separate saves for each. That is useful if you keep different disc versions, but it also makes choosing the right entry important when looking for an existing campaign. Export saves before removing game data or moving devices. Sources: [HCEMobile · game and settings](https://hcemobile.com/) · [HCEMobile · getting started guide](https://hcemobile.com/guide/) ## Arrange a match with friends Matchmaking groups players by playlist; Custom Games lets a host choose the map, game type and settings. For a planned session, update everyone's client and use the same disc-image version. The guide recommends Wi-Fi because some mobile networks block the direct connections used for play. Sources: [HCEMobile · getting started guide](https://hcemobile.com/guide/) ## Trade resolution for a steadier session Adjust the touch buttons and aim sensitivity before a demanding fight. The settings also expose resolution and lower-resolution textures. If levels turn black or the game stops, the creator specifically recommends the lower-resolution texture setting; for memory errors, close other apps and tabs. A controller is another documented input choice, activated by pressing a button on the start page. Sources: [HCEMobile · game and settings](https://hcemobile.com/) · [HCEMobile · getting started guide](https://hcemobile.com/guide/) ## Do I need the original game files? Supply your own verified original-Xbox Halo .iso or .xiso. The maps occupy up to 1.8 GB of private browser storage; the host says nothing is uploaded. Creator-reported: [Project guide](https://hcemobile.com/) ## How do I get started? Import the disc image, then use the app’s Play control. Home-screen installation is documented for iOS and Android. 1. Choose your verified Xbox disc image and wait for map import. 2. On iOS, use Safari Share → Add to Home Screen; on Android, use the browser’s install option. 3. Open the installed app and choose Play. Creator-reported: [Project guide](https://hcemobile.com/) ## Which devices and browsers work? The creator specifies iOS 17 or later on iPhone/iPad, Chrome on Android, and current Chrome, Edge, Safari or Firefox on computers. Creator-reported: [Project guide](https://hcemobile.com/guide/) ## What are the controls? The host documents editable touch layouts, keyboard/mouse, and Xbox, PlayStation, Switch Pro, MFi and Backbone controllers. Creator-reported: [Project guide](https://hcemobile.com/) ## Can I play multiplayer? Online play needs a free account. To join friends, update both clients and use the same disc-image version; the guide recommends Wi-Fi because some mobile networks block direct connections. Creator-reported: [Project guide](https://hcemobile.com/guide/) ## How do saves work? Saves belong to each imported game copy. The host provides save export and restore. Creator-reported: [Project guide](https://hcemobile.com/) ## What should I know before playing? For memory errors, close other apps and tabs. For black levels, enable Lower-resolution textures in Settings and data. On iPhone, check the silent switch or Play sound when the phone is on silent. Creator-reported: [Project guide](https://hcemobile.com/guide/) ## Documented support - Mobile: Supported · Creator-reported - Controller: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Local multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - Host: [Trevor](https://hcemobile.com/) - [Original project](https://hcemobile.com/) --- # Halo: Combat Evolved — Mitchell Hynes Web Canonical: https://playable.wtf/games/halo-combat-evolved/ Project ID: project:halo-combat-evolved Halo’s Xbox campaign and invite-based multiplayer, with your own disc image. ## About this version Mitchell Hynes independently hosts this web build based on the halo-ce-universal decompilation work. The page provides campaign loading and private multiplayer rooms; it is not operated by OpenCE. Browser launch. Shooter. [Play on creator site](https://mitchellhynes.com/halo/halo.html) ## Halo: Combat Evolved Choose Hynes for a desktop browser and private invites, HCEMobile for touch controls, or OpenCE for native installation with your own Xbox disc image. - [Read Halo: Combat Evolved guide](https://playable.wtf/guides/halo-ce-browser-versions/) - [Phone controls](https://playable.wtf/games/halo-ce-mobile/): Editable touch layouts, home-screen installation and per-copy save export. - [Native desktop play](https://playable.wtf/games/opencommunityedition-opence/): Windows and Linux releases with disc import and documented local split-screen campaign. [Browse all version comparisons](https://playable.wtf/families/) ## The original Halo adventure Halo: Combat Evolved follows the Master Chief and Cortana after humanity's survivors reach a mysterious ringworld. The campaign begins as a fight against the Covenant and gradually turns into a discovery about the ring itself. It is a story-led first-person shooter: the setting and the changing threats give the journey a purpose beyond winning an isolated match. This project targets the original Xbox game. Halo: Combat Evolved Anniversary is a separate commercial remaster with its own graphics options and PC features; those are not features of this browser build. Sources: [Xbox Game Studios · Halo campaign and Anniversary edition](https://store.steampowered.com/app/1064221/Halo_Combat_Evolved_Anniversary/) · [Mitchell Hynes · Halo web client](https://mitchellhynes.com/halo/halo.html) ## Campaign and custom matches Mitchell Hynes' independently hosted client builds on halo-ce-universal decompilation work. Its interface provides campaign loading and private multiplayer rooms. The multiplayer selector includes compact arenas such as Battle Creek and larger maps such as Blood Gulch, with Slayer, Team Slayer, Capture the Flag, Oddball, King of the Hill and Race. For a custom match, choose the map and mode before making an invite link. Optional rules include score limits, respawn time, lives, health and shields. That makes the room creator's choices part of the experience; an invitation to the same map can still lead to a very different match. Sources: [Mitchell Hynes · Halo web client](https://mitchellhynes.com/halo/halo.html) ## Bring the Xbox disc image Choose an XISO made from your own Xbox Halo copy, then let the runtime load. The host supplies no Halo game data. This is a separate service from OpenCE, so use Mitchell Hynes' project contact for problems with this website. Sources: [Mitchell Hynes · Halo web client](https://mitchellhynes.com/halo/halo.html) ## Settle the controls before joining Click the game or Focus game to capture the mouse. The on-screen legend maps keyboard controls to the Xbox controller, including weapon switching, grenades and melee. Aim magnetism is automatically disabled for mouse and keyboard and enabled for a controller. Check that setting before a match if the aiming response feels different between the two inputs. Sources: [Mitchell Hynes · Halo web client](https://mitchellhynes.com/halo/halo.html) ## Do I need the original game files? Choose an XISO made from your own Xbox copy of Halo: Combat Evolved. The host says it does not provide game data. Creator-reported: [Project guide](https://mitchellhynes.com/halo/halo.html) ## How do I get started? Import your Xbox XISO and wait for the runtime. Click the game or Focus game to capture the mouse. 1. Choose an XISO from your own Xbox Halo copy. 2. Wait for runtime/campaign loading. 3. Click Focus game to capture mouse input. Creator-reported: [Project guide](https://mitchellhynes.com/halo/halo.html) ## What are the controls? WASD moves, mouse aims and left click fires. Space jumps, E/R acts or reloads, Tab/wheel changes weapons, G/right click throws a grenade, F melees and Esc opens the menu. Click Focus game to capture the mouse. Creator-reported: [Project guide](https://mitchellhynes.com/halo/halo.html) ## Can I play multiplayer? The host offers invite links, map and mode selection, and peer-to-peer rooms when possible. Creator-reported: [Project guide](https://mitchellhynes.com/halo/halo.html) ## What is included in this version? The host provides campaign loading and private multiplayer rooms with map and mode selection. This independently maintained web build credits halo-ce-universal upstream work. Creator-reported: [Project guide](https://mitchellhynes.com/halo/halo.html) ## Documented support - Controller: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - Port author: [Mitchell Hynes](https://mitchellhynes.com/halo/halo.html) - Host: [Mitchell Hynes](https://mitchellhynes.com/halo/halo.html) - [Original project](https://mitchellhynes.com/halo/halo.html) --- # Jagged Alliance 2 — Virtastic JA2-Web Canonical: https://playable.wtf/games/jagged-alliance-2-web/ Project ID: project:jagged-alliance-2-web JA2 Gold’s tactical campaign through Stracciatella, using your own Data folder. ## About this version Virtastic’s WebAssembly build is based on JA2 Stracciatella 0.22.1. Tactical combat uses the browser resolution while the laptop and other fixed-art screens retain the original layout. Browser launch. Strategy. [Play on creator site](https://ja2.virtastic.app/) ## A mercenary team and a country to liberate Jagged Alliance 2 combines squad tactics with the management of a mercenary campaign. You recruit characters to help liberate Arulco, then take those choices into tactical encounters. The strategic layer makes a battle part of a longer operation: who you hire and how you use the team matter beyond a single exchange of fire. The Gold product includes additional material, but an engine accepting files from that installation does not automatically support every included expansion. The browser build defines its scope separately. Sources: [Jagged Alliance 2 Gold · publisher description](https://store.steampowered.com/app/1620/) · [ja2-web · player setup and browser scope](https://github.com/Virtastic/ja2-web) ## Stracciatella running on your computer ja2-web uses JA2 Stracciatella 0.22.1, including tactical combat, the strategic map, laptop and sound. The engine runs in the browser on your own machine. Its tactical view can show more of a sector at the browser's resolution, while fixed-art screens retain their original presentation. Adding ?res=classic to the launch address forces the classic 640×480 view throughout. Sources: [ja2-web · player setup and browser scope](https://github.com/Virtastic/ja2-web) ## Pick the Data folder from JA2 Gold Open it in desktop Chrome, Chromium, Edge or Brave and select your own Gold installation's Data folder. On Windows, copy that folder out of Program Files to Documents or Desktop if the browser refuses access. The folder is read locally rather than uploaded. The supported game is vanilla JA2. Wildfire data may be detected, but the documentation says it still loads as vanilla; expansion support should not be inferred from detection alone. Firefox, Safari and mobile are outside this build's supported browser route. Sources: [ja2-web · player setup and browser scope](https://github.com/Virtastic/ja2-web) ## Progress is saved beside your selected data The build writes saves into a ja2-web-saves folder inside the directory you selected. These are real files you can back up, and they survive clearing browser data. Configuration and logs use browser storage instead. When moving machines, retain the saves folder as well as the game assets; copying only browser settings would miss the campaign. Sources: [ja2-web · player setup and browser scope](https://github.com/Virtastic/ja2-web) ## Do I need the original game files? Choose the Data folder from your own Jagged Alliance 2 Gold installation. Wildfire and other expansions are not supported as expansions. Creator-reported: [Project guide](https://github.com/Virtastic/ja2-web/blob/main/README.md) ## How do I get started? Choose Bring your own JA2 and select its Data folder. The local route reads files from disk. Cloud Locker is a separate optional sign-in and upload route. Creator-reported: [Project guide](https://ja2.virtastic.app/) ## Which devices and browsers work? Use desktop Chrome, Chromium, Edge or Brave. Firefox, Safari, mobile and touch are outside the supported browser path. Creator-reported: [Project guide](https://github.com/Virtastic/ja2-web/blob/main/README.md) ## What is included in this version? Vanilla JA2 Gold through the Stracciatella engine: tactical combat, strategic map, laptop and sound. Wildfire data does not turn this into Wildfire support. Creator-reported: [Project guide](https://github.com/Virtastic/ja2-web/blob/main/README.md) ## How do saves work? The local-folder route writes real saves in ja2-web-saves inside your selected folder. Configuration and logs use browser IndexedDB. Creator-reported: [Project guide](https://github.com/Virtastic/ja2-web/blob/main/README.md) ## What should I know before playing? On Windows, copy Data outside Program Files before using the folder picker. Use ?res=classic if you want 640×480 on every screen. Creator-reported: [Project guide](https://github.com/Virtastic/ja2-web/blob/main/README.md) ## Documented support - Mobile: Not supported · Creator-reported ## Credits and project - Port author: [Virtastic](https://github.com/Virtastic/ja2-web) - [Original project](https://github.com/Virtastic/ja2-web) --- # Star Wars Jedi Knight: Jedi Academy — OpenJK Web Client Canonical: https://playable.wtf/games/jedi-academy-browser/ Project ID: project:jedi-academy-browser Single player and multiplayer with locally imported Jedi Academy assets. ## About this version LK’s OpenJK client uses separate WebAssembly builds for single player and multiplayer. It stores selected assets on the device and documents a public free-for-all server. Browser launch. Action. [Play on creator site](https://jk.q3js.com/) ## Build a Jedi and choose a path Jedi Academy puts you in the role of a new student learning the Force under Luke Skywalker. Character customization, lightsaber construction and a choice of missions give the adventure more room for personal preference than a fixed sequence of identical firefights. Progression introduces different saber arrangements, alongside weapons, vehicles and Force powers. That is the original game's design. Its retail multiplayer has several modes, including Siege and Power Duel; the exact public server exposed by this browser client is free-for-all. Sources: [LucasArts · Jedi Academy description](https://store.steampowered.com/api/appdetails?appids=6020&l=english) · [LK · OpenJK Web Client](https://jk.q3js.com/) ## OpenJK in two browser runtimes LK's client uses OpenJK through WebAssembly, with separate builds for single player and multiplayer. OpenJK itself aims to maintain the original games and improve stability and platform support without rebalancing their core gameplay. The browser wrapper adapts how you load and start that engine. Choose single player when you want the adventure and multiplayer when you want the hosted FFA server. The distinction is more than a menu filter: the site loads a different runtime for each path. This page covers the Jedi Academy client, not every game or modification supported by the wider OpenJK project. Sources: [LK · OpenJK Web Client](https://jk.q3js.com/) · [OpenJK · project goals](https://raw.githubusercontent.com/JACoders/OpenJK/master/README.md) ## Import the complete base folder archives Select all .pk3 files from GameData/base in your own Jedi Academy installation. The host stores them on the current device and reuses them on later visits; they are loaded into the runtime when you start the game. Selecting the full set avoids treating a single archive as a complete installation. The site does not distribute those game assets. Keep the original installation available if you later use a different device or browser profile. The convenience here is reusing local files in a web client, rather than obtaining the commercial game from the launcher. Sources: [LK · OpenJK Web Client](https://jk.q3js.com/) ## Do I need the original game files? Select all .pk3 files from GameData/base in your own Jedi Academy installation. The host keeps them locally on that device and reuses them across visits. Creator-reported: [Project guide](https://jk.q3js.com/) ## How do I get started? Import the .pk3 files once, then select the single-player or multiplayer runtime. Creator-reported: [Project guide](https://jk.q3js.com/) ## Can I play multiplayer? A public FFA server is documented; single player uses a separate build. Creator-reported: [Project guide](https://jk.q3js.com/) ## What is included in this version? Single-player and multiplayer run in separate WebAssembly builds. Multiplayer offers the host’s public FFA server. Creator-reported: [Project guide](https://jk.q3js.com/) ## Documented support - Multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://jk.q3js.com/) --- # Star Wars Jedi Knight II: Jedi Outcast — Virtastic JK2-Web Canonical: https://playable.wtf/games/jedi-outcast-web/ Project ID: project:jedi-outcast-web Play the free Kejim Post demo, or bring your own files for Jedi Outcast’s campaign. ## About this version Virtastic’s single-player browser port uses Raven’s original source release. It is a separate implementation from the existing OpenJK/Jedi Academy entries, and does not build the multiplayer sources. Browser launch. Action adventure. [Play on creator site](https://jk2.virtastic.app/) ## Kyle Katarn’s return to the Force Jedi Outcast follows Kyle Katarn, an agent of the New Republic, through a Star Wars action adventure. The original game combines conventional weapons with a lightsaber and Force powers. Its appeal is that range of approaches to an encounter: the equipment and abilities give combat a different character from a shooter built entirely around firearms. The commercial release also includes multiplayer, but that is a separate part of the original game. This browser project's scope is the single-player adventure. Sources: [LucasArts · Jedi Knight II: Jedi Outcast](https://store.steampowered.com/app/6030/) · [jk2-web · single-player scope and setup](https://github.com/Virtastic/jk2-web) ## A conservative port of Raven’s single-player code Virtastic's jk2-web compiles Raven's source for WebAssembly and runs on your computer. The maintainers report the campaign working end to end, including skeletal characters, the saber and Force abilities. They keep their browser adaptations separate from the original source and do not base this port on OpenJK. There are two starting routes: the free official Kejim Post demo mission, or retail data from an owned installation. The demo is a useful way to check the engine before locating files for the full campaign. Sources: [jk2-web · single-player scope and setup](https://github.com/Virtastic/jk2-web) ## Select the retail base files For the retail route, choose assets0.pk3, assets1.pk3, assets2.pk3 and assets5.pk3 from GameData/base. The browser reads them from disk. On Windows, copy GameData outside Program Files first if protected-folder access prevents selection. Use desktop Chrome, Chromium, Edge or Brave. The folder-picker route is not supported in Firefox or Safari, and mobile is outside the port's scope. The setup is for a keyboard-and-mouse desktop session rather than a touch adaptation. Sources: [jk2-web · single-player scope and setup](https://github.com/Virtastic/jk2-web) · [Virtastic · Jedi Outcast launcher](https://jk2.virtastic.app/) ## The data folder and browser saves are separate Saves and settings persist in browser storage independently of the game data you selected. Keeping the PK3 archives therefore retains the assets needed to launch, but does not by itself back up a browser playthrough. The multiplayer source is not built, so owning the retail files does not enable online matches in this version. Sources: [jk2-web · single-player scope and setup](https://github.com/Virtastic/jk2-web) ## Do I need the original game files? The official Kejim Post demo needs no owned copy. For the retail campaign, select assets0.pk3, assets1.pk3, assets2.pk3 and assets5.pk3 from your own GameData/base folder. Creator-reported: [Project guide](https://github.com/Virtastic/jk2-web/blob/main/README.md) ## How do I get started? Choose Start the demo or Choose .pk3 files. Retail archives are read locally. On Windows, copy GameData outside Program Files if folder access is blocked. Creator-reported: [Project guide](https://jk2.virtastic.app/) ## Which devices and browsers work? Desktop Chrome, Chromium, Edge or Brave is the documented path. Safari and Firefox do not support the folder access path; mobile is out of scope. Creator-reported: [Project guide](https://github.com/Virtastic/jk2-web/blob/main/README.md) ## Can I play multiplayer? Single-player only. The multiplayer sources are present upstream but are not built into this browser port. Creator-reported: [Project guide](https://github.com/Virtastic/jk2-web/blob/main/README.md) ## What is included in this version? The demo is the official Kejim Post mission. The creator reports an end-to-end retail campaign with your own files. Creator-reported: [Project guide](https://github.com/Virtastic/jk2-web/blob/main/README.md) ## How do saves work? Saves and settings persist in browser storage through IDBFS, independently of which data route you used. Creator-reported: [Project guide](https://github.com/Virtastic/jk2-web/blob/main/README.md) ## Documented support - Mobile: Not supported · Creator-reported - Multiplayer: Not supported · Creator-reported - Local multiplayer: Not supported · Creator-reported - Online multiplayer: Not supported · Creator-reported ## Credits and project - Port author: [Virtastic](https://github.com/Virtastic/jk2-web) - [Original project](https://github.com/Virtastic/jk2-web) --- # LEGO Island — isle.pizza Canonical: https://playable.wtf/games/lego-island-browser/ Project ID: project:lego-island-browser The Emscripten frontend for the community’s portable LEGO Island engine. ## About this version isle.pizza runs LEGO Island through the isle-portable browser port. Its frontend includes game configuration, touch input choices and a save editor for your local player slots. Browser launch. Adventure. [Play on creator site](https://isle.pizza/) ## A toy town to explore The original LEGO Island is a small, explorable town whose residents, vehicles and activities are part of the attraction. You register at the Information Center, choose a character and head out to discover what the island offers. Building a vehicle is hands-on: select its parts, then change its paint and decals before taking it out. The original manual describes activities such as assembling a dune buggy at the Octan station and racing a water jet. That mixture of wandering, conversations, construction and driving gives the island a different rhythm from a game built entirely around successive racing events. Sources: [LEGO Island · original player manual](https://isle.pizza/pdf/comic.pdf) ## The original game with browser conveniences isle.pizza brings LEGO Island to the web through isle-portable, a portable reconstruction based on the original game's decompilation. Its current configuration offers language and version choices, widescreen display, resolution settings and control improvements. The goal remains the familiar island and its activities, rather than a new sequel. Game data streams as you explore. The creator describes an initial download of roughly 25 MB, with more arriving as needed. Configure Extras also offers Offline Play, which installs about 550 MB for a more complete local cache. These are different ways to obtain the same game's data, so a quick first visit need not begin with the full offline download. Sources: [isle.pizza · current player help](https://raw.githubusercontent.com/isledecomp/isle.pizza/master/src/lib/ReadMePage.svelte) · [isle-portable · project goals](https://raw.githubusercontent.com/isledecomp/isle-portable/master/README.md) ## Finish a visit at the Information Center To make sure progress is saved, return to the Information Center and leave through its exit door. Reaching the main menu locks in the save. Closing the tab attempts a save, but the project explicitly describes that as best effort; it is a less reliable ending to a session. The frontend also includes a save editor. Keep that separate from the normal in-game save routine: changing a slot's values is an editing operation, not a reason to skip returning to the main menu. Sources: [isle.pizza · current player help](https://raw.githubusercontent.com/isledecomp/isle.pizza/master/src/lib/ReadMePage.svelte) · [isle.pizza · save editor](https://raw.githubusercontent.com/isledecomp/isle.pizza/master/src/lib/SaveEditorPage.svelte) ## Choose controls before exploring The browser version supports keyboard, gamepad and touch input. Keyboard players can use arrows or WASD; touch settings offer a virtual gamepad, arrow keys or mouse-style input. If the introduction is silent, use the mute control to unlock audio. Lowering the configured resolution is the project's suggested first response to lag. Use a current browser with WebAssembly multithreading support. Sources: [isle.pizza · current player help](https://raw.githubusercontent.com/isledecomp/isle.pizza/master/src/lib/ReadMePage.svelte) · [isle.pizza · control configuration](https://raw.githubusercontent.com/isledecomp/isle.pizza/master/src/lib/config/ControlsTab.svelte) ## How do I get started? Choose Configure to adjust input, or Run Game to start. Read Me opens the project’s instructions. Creator-reported: [Project guide](https://github.com/isledecomp/isle.pizza/blob/master/src/lib/Controls.svelte) ## What are the controls? Configure offers arrow-key navigation or an optional WASD layout. On touch devices, choose Virtual Gamepad, Virtual Arrow Keys or Virtual Mouse. Creator-reported: [Project guide](https://github.com/isledecomp/isle.pizza/blob/master/src/lib/config/ControlsTab.svelte) ## How do saves work? The frontend keeps save slots in the browser’s private file storage. After playing, open the save editor and choose a slot to inspect your player name, character and scores. Creator-reported: [Project guide](https://github.com/isledecomp/isle.pizza/blob/master/src/lib/SaveEditorPage.svelte) ## Credits and project - [Original project](https://github.com/isledecomp/isle.pizza) --- # Little Big Adventure 1 & 2 — LBA Remake Canonical: https://playable.wtf/games/little-big-adventure-browser/ Project ID: project:little-big-adventure-browser Explore Twinsen’s world in an unfinished browser reimplementation of Little Big Adventure. ## About this version LBA Remake reimplements the Little Big Adventure games with a browser engine and scene editor. The creator describes explorable islands and buildings with partial gameplay; the adventure is not yet completable. Browser launch. Adventure. [Play on creator site](https://www.lba2remake.net/) ## Twinsen’s world rewards curiosity Little Big Adventure 2 follows Twinsen as visitors from another planet disrupt life on Twinsun. The original adventure mixes exploration, conversations, puzzles and action across colorful islands and stranger places beyond them. Its appeal lies in learning how the world works and meeting its characters, as much as in getting past the next enemy. The commercial Classic edition has its own later updates. Those features are separate from this browser reimplementation, which is developed by LBALab and remains a work in progress. Sources: [2.21 · Little Big Adventure 2 description](https://store.steampowered.com/api/appdetails?appids=398000&l=english) · [LBALab · LBA Remake README](https://raw.githubusercontent.com/LBALab/lba2remake/HEAD/README.md) ## Explore the world before the adventure is complete LBALab's LBA1 and LBA2 Remake rebuilds the engine with web technologies. The current README says you can walk around the original islands and buildings, with most graphics and some gameplay implemented. It also explicitly says the adventure cannot yet be completed. That makes this version useful for revisiting locations, examining the environment and following the engine's progress. It is not the right route if your immediate goal is to finish Twinsen's story from beginning to end. Planned HD, platform and modding work describes the project's direction rather than a checklist of features already delivered. Sources: [LBALab · LBA Remake README](https://raw.githubusercontent.com/LBALab/lba2remake/HEAD/README.md) ## Hosted demo and local development are different routes The project FAQ describes permission for its hosted work-in-progress demo. Opening that demo is the visitor's route into the project. Building it locally instead requires assets from your own original game, since those are absent from the repository. Keep those two setups distinct when following instructions. The repository's import commands are for a development checkout, not an extra step every visitor must perform before trying the live demo. Sources: [LBALab · demo and original-game FAQ](https://raw.githubusercontent.com/LBALab/lba2remake/master/doc/FAQ.md) · [LBALab · LBA Remake README](https://raw.githubusercontent.com/LBALab/lba2remake/HEAD/README.md) ## Use the editor to inspect, not to unlock a campaign Editor mode exposes scenes, content, variables and script debugging. It is useful if you want to understand how the reconstructed world is put together. It does not turn the unfinished adventure into a separate completed mode; return to the ordinary live demo for the player-facing exploration experience. Sources: [LBALab · LBA Remake README](https://raw.githubusercontent.com/LBALab/lba2remake/HEAD/README.md) ## Do I need the original game files? The project’s FAQ offers the hosted work-in-progress demo with permission described by the creator. A local development build needs assets from your own original game; those assets are not in the repository. Creator-reported: [Project guide](https://github.com/LBALab/lba2remake/blob/master/doc/FAQ.md) ## How do I get started? Open the project’s live demo; use its linked editor mode only if you want development tools. Creator-reported: [Project guide](https://github.com/LBALab/lba2remake) ## What is included in this version? The project supports exploring the original islands and buildings with much of the graphics and some gameplay implemented. The creator explicitly says the adventure cannot yet be completed. Creator-reported: [Project guide](https://raw.githubusercontent.com/LBALab/lba2remake/HEAD/README.md) ## What should I know before playing? Use the live demo for exploration. Editor mode is a development tool for scenes, variables and scripts, rather than a different completed campaign. Creator-reported: [Project guide](https://raw.githubusercontent.com/LBALab/lba2remake/HEAD/README.md) ## Credits and project - [Original project](https://github.com/LBALab/lba2remake) --- # Minecraft — EaglercraftX 1.8.8 · WASM Arcade Canonical: https://playable.wtf/games/minecraft-eaglercraftx-web/ Project ID: project:minecraft-eaglercraftx-web Java Edition 1.8.8 through EaglercraftX, with local worlds and keyboard controls. ## About this version The linked list identifies EaglercraftX as the Minecraft engine behind this hosted browser page. It is a different project from ClassiCube and the Minecraft crossover mods already listed. The host describes a WebAssembly GC build with a compatibility fallback; neither current Minecraft feature parity nor successful multiplayer is established. Browser launch. Sandbox. [Play on creator site](https://wasmarcade.com/minecraft) ## A world to build or survive in Minecraft is a sandbox built from blocks that you can explore, break and place. Creative mode emphasises building with available materials, while Survival makes gathering resources and dealing with the world part of the work. The same landscape can therefore be a construction project or a place to establish a foothold. That freedom is the attraction: you decide what deserves the next session, whether it is changing a building, exploring further or starting another world. The current official Minecraft releases have their own features and services; this older browser project represents a particular version. Sources: [Mojang · What is Minecraft?](https://www.minecraft.net/en-us/article/what-minecraft) ## EaglercraftX and the 1.8.8 feature set WASM Arcade hosts EaglercraftX for Minecraft 1.8.8, with Survival and Creative worlds. It runs locally through WebAssembly and WebGL 2. The host can select a compatibility build when its faster WebAssembly path is unavailable, so a browser may take a different startup route without changing the listed game version. Multiplayer uses outside community servers and relays. Those are separate services with their own availability; the archive says it does not maintain them. For the most self-contained starting point, create a single-player world first. Sources: [WASM Arcade · Minecraft 1.8.8 launcher and help](https://wasmarcade.com/minecraft) ## Keyboard play and world exports The documented route is desktop keyboard and mouse. WASD moves, Space jumps, Shift sneaks, E opens inventory and number keys select the hotbar. The page does not provide touch controls, so fitting the canvas onto a phone is not enough to make it a comfortable mobile game. Worlds live in this browser. Use the in-game world export before clearing site data or switching devices, and keep that exported copy somewhere you can find again. Your local build survives through its saved world data, not through signing into the hosting site's game page. Sources: [WASM Arcade · Minecraft 1.8.8 launcher and help](https://wasmarcade.com/minecraft) ## Do I need the original game files? The host streams the browser build and stores worlds locally; its setup page does not require a local game-file import. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## How do I get started? Open Play Minecraft in a current browser. The host says its Play buttons also open an advertising sponsor tab. Creator-reported: [Project guide](https://wasmarcade.com/terms) ## Which devices and browsers work? The host recommends desktop keyboard and mouse and explicitly says there are no on-screen touch controls. It lists WebGL 2 and a current browser. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## What are the controls? WASD moves, mouse looks, Space jumps, left/right mouse breaks or places blocks, E opens inventory and Esc releases the pointer. The host also lists gamepad mappings. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## Can I play multiplayer? This host is configured for single-player. The port’s multiplayer/LAN options depend on third-party relay servers which the host does not operate or vouch for. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## What is included in this version? Minecraft Java Edition 1.8.8 via EaglercraftX; not current-version Minecraft. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## How do saves work? Worlds remain in local browser storage. Use in-game world export before clearing site data. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## What should I know before playing? Relay connectivity and controller mappings are creator-reported, not tested here. The 1.8.8 version omits later Minecraft features. Creator-reported: [Project guide](https://wasmarcade.com/minecraft) ## Documented support - Mobile: Not supported · Creator-reported - Controller: Supported · Creator-reported - Multiplayer: Experimental · Creator-reported - Online multiplayer: Experimental · Creator-reported ## Credits and project - Host: [WASM Arcade](https://wasmarcade.com/minecraft) - [Original project](https://wasmarcade.com/minecraft) --- # Call of Duty 4: Modern Warfare — KisakCOD Web Canonical: https://playable.wtf/games/modern-warfare-browser/ Project ID: project:modern-warfare-browser The 2007 campaign in a browser, importing your Steam installation. ## About this version This web adaptation of KisakCOD documents the main campaign and Mile High Club. The creator explicitly says multiplayer is not available yet and warns that the port is new. Browser launch. Shooter. [Play on creator site](https://mw.slqnt.dev/) ## Call of Duty Browser Zombies, COD4’s Steam-file campaign and native console ports serve different sessions. - [Read Call of Duty guide](https://playable.wtf/guides/call-of-duty-browser-native-versions/) - [Choose BO1 Zombies rules](https://playable.wtf/games/black-ops-zombies/): Select Classic or Counter-Strike guns before a solo or lobby session. - [Invite a small co-op group](https://playable.wtf/games/nacht-der-untoten/): A separate desktop fan remake with a two-to-four-player invitation flow. - [Use the 2009 console edition natively](https://playable.wtf/games/paulcombal-mw2-recompiled/): Choose the Windows/Linux controller route with matching owned Xbox 360 data. [Browse all version comparisons](https://playable.wtf/families/) ## The original 2007 campaign Call of Duty 4: Modern Warfare follows U.S. Marine and British SAS perspectives through a military thriller. Its set pieces move between infantry combat, coordinated assaults and air support. The appeal is the change of pace: a carefully directed operation can give way to a much larger battlefield, with the story carrying you between them. This listing concerns the original 2007 game. Its commercial release also has a substantial multiplayer component, but that is separate from what the KisakCOD browser adaptation currently offers. Sources: [Activision · original Modern Warfare description](https://store.steampowered.com/api/appdetails?appids=7940&l=english) ## Campaign first, including Mile High Club The KisakCOD Web README identifies the main story and Mile High Club as the playable scope. Multiplayer is a future plan, not an available mode to select after loading. Choose this project for its documented campaign route rather than for public servers, create-a-class progression or the retail game's online features. The maintainer describes the port as new and asks players to expect bugs. Treat that as a reason to keep the original installation available, particularly if you are looking for a dependable full campaign playthrough. Sources: [KisakCOD Web · README](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/HEAD/README.md) ## Use the Steam installation, not a disc image The required input is the installation folder from your own Steam copy of the original COD4. The README explicitly rejects ISO files. On the hosted client, choose the game files and the parts to install, wait for copying, and then select Play. A disc-image workflow from a different browser port will not fit this launcher. The project also documents self-hosting, but that is a separate setup route. It needs server headers for the threaded runtime. Using the linked hosted client avoids having to configure that server yourself. Sources: [KisakCOD Web · README](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/HEAD/README.md) ## Do I need the original game files? Use the original 2007 Call of Duty 4 Steam installation folder. The creator explicitly rejects ISO inputs. Creator-reported: [Project guide](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/5e36599e9944ca192fdaba05bb44edd8c5156b30/README.md) ## How do I get started? Open the hosted client, select the Steam folder and installation options, wait for copying, then choose Play. 1. Open mw.slqnt.dev. 2. Select the original COD4 Steam folder and installation options. 3. Wait for copying, then choose Play. Creator-reported: [Project guide](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/5e36599e9944ca192fdaba05bb44edd8c5156b30/README.md) ## Can I play multiplayer? Campaign only in the reviewed README; multiplayer is planned. Creator-reported: [Project guide](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/5e36599e9944ca192fdaba05bb44edd8c5156b30/README.md) ## What is included in this version? The documented route covers the main campaign and Mile High Club; the new port may contain bugs. Creator-reported: [Project guide](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/5e36599e9944ca192fdaba05bb44edd8c5156b30/README.md) ## What should I know before playing? New port: expect bugs. Creator-reported: [Project guide](https://raw.githubusercontent.com/slqntdevss/kisakcod-port/5e36599e9944ca192fdaba05bb44edd8c5156b30/README.md) ## Documented support - Multiplayer: Not supported · Creator-reported - Local multiplayer: Not supported · Creator-reported - Online multiplayer: Not supported · Creator-reported ## Credits and project - [Original project](https://github.com/slqntdevss/kisakcod-port) --- # The Elder Scrolls III: Morrowind — Virtastic OpenMW-Web Canonical: https://playable.wtf/games/morrowind-openmw-web/ Project ID: project:morrowind-openmw-web OpenMW in the browser; the current hosted world requires an invite and sign-in. ## About this version Virtastic adapts OpenMW to WebAssembly. The current hosted service is invite-only and uses an account; its repository also documents self-hosting and local-file routes. The hosted sign-in flow differs from the repository’s general launcher examples. Browser launch. RPG. [Play on creator site](https://morrowind.virtastic.app/) ## Choose a direction in Morrowind The Elder Scrolls III: Morrowind is an open-ended role-playing game. You create a character, develop abilities through use and decide how closely to follow its central story. Exploring the world and building a character can become the point of a session in their own right. That openness makes this a game to settle into rather than judge from a single fight. The original publisher presents both following the main adventure and wandering independently as valid ways to play. OpenMW is a replacement engine for that game, not a new campaign. Sources: [Bethesda · Morrowind](https://store.steampowered.com/app/22320/) · [openmw-web · data routes, browsers and multiplayer](https://github.com/Virtastic/openmw-web) ## A browser engine with several data routes Virtastic's openmw-web runs OpenMW locally in desktop Chrome or Chromium. Its project supports a local Data Files folder, a server with staged data and a signed-in route that uploads an owned copy. Those routes store saves differently: local-folder play writes files beside your data, signed-in play uses the server and the free example world uses browser storage. Availability depends on the server you open. The linked hosted service has an account-access gate; the repository also supplies a self-hosting route. An example world is a small engine demo, not the Morrowind campaign. Sources: [openmw-web · data routes, browsers and multiplayer](https://github.com/Virtastic/openmw-web) · [Virtastic · hosted Morrowind launcher](https://morrowind.virtastic.app/) ## Keep the loose files with the archives Your Data Files folder needs Morrowind.esm and Morrowind.bsa, plus the accompanying Sound, Music and Video folders. Selecting only the archives can leave audio or introductory video missing. If Windows protects the installation inside Program Files, copy Data Files to an accessible personal folder first. Use current desktop Chrome or Edge with the required memory support; the documented baseline is version 133. Firefox, Safari and mobile are unsupported. Options → Video includes resolution scale, a useful first adjustment on lighter hardware. Sources: [openmw-web · data routes, browsers and multiplayer](https://github.com/Virtastic/openmw-web) ## Treat party play as experimental The project also documents experimental multiplayer for configured servers. A visitor joins a friend's world and advances that host's campaign, rather than entering one shared public world. Keep that distinction in mind when choosing between solo play and a party, and confirm that the server actually offers the experimental mode before planning a group session. Sources: [openmw-web · data routes, browsers and multiplayer](https://github.com/Virtastic/openmw-web) ## Do I need the original game files? You need your own Morrowind Data Files, including Morrowind.esm and Morrowind.bsa. The current hosted service describes a one-time upload after sign-in; self-hosted local-folder mode can instead read from disk. Creator-reported: [Project guide](https://morrowind.virtastic.app/) ## How do I get started? New players need an invite code, then Google, Discord or Microsoft sign-in. The host links its Discord for invite information. After access, the host asks for your owned Data Files. No public anonymous launch was available in the reviewed flow. Creator-reported: [Project guide](https://morrowind.virtastic.app/) ## Which devices and browsers work? Desktop Chrome or Chromium with MEMORY64, including Chrome/Edge 133+, is required. Firefox, Safari and mobile are not supported. Creator-reported: [Project guide](https://github.com/Virtastic/openmw-web/blob/main/README.md) ## What are the controls? The project persists keybindings and settings in the browser. Options → Video includes resolution scaling for lighter hardware. Creator-reported: [Project guide](https://github.com/Virtastic/openmw-web/blob/main/README.md) ## Can I play multiplayer? The project offers experimental hosted party worlds. Account/server setup is required; the repository describes solo and friends-based play, with rough edges remaining. Creator-reported: [Project guide](https://github.com/Virtastic/openmw-web/blob/main/README.md) ## What is included in this version? An OpenMW engine port for your Morrowind data, with optional server and multiplayer components. Creator-reported: [Project guide](https://github.com/Virtastic/openmw-web/blob/main/README.md) ## How do saves work? Saves depend on the route: local-folder mode uses real files, signed-in play uses server saves, and the offline example uses browser storage. Creator-reported: [Project guide](https://github.com/Virtastic/openmw-web/blob/main/README.md) ## What should I know before playing? The public host is invite-only. Its account/upload route should not be confused with the local-folder and free example-world options documented for other server configurations. Creator-reported: [Project guide](https://morrowind.virtastic.app/) ## Documented support - Mobile: Not supported · Creator-reported - Multiplayer: Experimental · Creator-reported - Online multiplayer: Experimental · Creator-reported ## Credits and project - Port author: [Virtastic](https://github.com/Virtastic/openmw-web) - [Original project](https://github.com/Virtastic/openmw-web) --- # Prince of Persia — PrinceJS Canonical: https://playable.wtf/games/oklemenz-princejs/ Project ID: project:oklemenz-princejs Prince of Persia reimplemented in JavaScript with keyboard, gamepad and touch controls. ## About this version Prince of Persia reimplemented in JavaScript with keyboard, gamepad and touch controls. Converted custom levels do not support special events. Browser launch. Platformer. [Play on creator site](https://princejs.com/) ## Quick start 1. Open PrinceJS and click Press to Start in the game area. 2. Use Space through the opening, then Enter to continue. Allow the brief dark transition to finish. 3. Once Level 1 appears, use the arrow keys. Start carefully: the ledge ends in a drop. Controls: Arrow keys move; Up jumps or climbs and Down crouches or drops. Shift context actions are documented by the creator but were not checked here. ## Prince of Persia Choose PrinceJS for browser and touch play, or SDLPoP for native practice tools and saves. - [Read Prince of Persia guide](https://playable.wtf/guides/prince-of-persia-versions/) - [Practice with native quicksaves](https://playable.wtf/games/nagyd-sdlpop/): SDLPoP adds exact-state saves and replays to a DOS-based native port. [Browse all version comparisons](https://playable.wtf/families/) ## The original Prince of Persia Jordan Mechner’s original Prince of Persia is a side-scrolling game about running, jumping and sword fighting. Its animation began with filmed human movement, giving the prince a particular sense of weight and commitment. Mechner first made it for the Apple II; PrinceJS follows the later MS-DOS version. The appeal is in reading a room and executing the sequence it demands. A jump, a ledge grab and a sword exchange ask for different timing. It is a good fit for players who want a compact action puzzle rather than a platform game based only on constant forward speed. Sources: [Jordan Mechner · Prince of Persia](https://www.jordanmechner.com/en/games-movies/prince-of-persia/) · [PrinceJS · controls, options and custom levels](https://github.com/oklemenz/PrinceJS) ## A browser adaptation with adjustable starting conditions PrinceJS rebuilds the game in HTML5 and JavaScript. It includes keyboard, controller and touch input, plus links to converted custom level sets. The normal level range is 1–14; custom sets use other numbered routes. Conversions do not support special events, so a custom level is not necessarily identical to its original release. Sources: [PrinceJS · controls, options and custom levels](https://github.com/oklemenz/PrinceJS) ## Learn movement and sword actions together Use the arrow keys for movement, jumping, climbing and combat positioning. Shift handles actions including grabbing an edge and striking with the sword; Up blocks in combat, and Down sheathes the weapon. On a phone, use landscape and the documented touch regions: dragging between regions lets you chain a running jump into a grab. Sources: [PrinceJS · controls, options and custom levels](https://github.com/oklemenz/PrinceJS) ## Keep the URL to keep your starting state The address stores the level, maximum health, remaining time and guard strength. Bookmark that address to retain those settings. It is a level-and-settings handoff, not a promise to preserve every mid-room movement. You can also edit these parameters deliberately; lower guard strength offers a gentler way to learn sword timing without changing the basic controls. Sources: [PrinceJS · controls, options and custom levels](https://github.com/oklemenz/PrinceJS) ## Do I need the original game files? The documented hosted route opens directly in a browser without an original-file import step. Creator-reported: [Project guide](https://raw.githubusercontent.com/oklemenz/PrinceJS/HEAD/README.md) ## How do I get started? Open princejs.com. Use keyboard or controller on desktop, or the documented touch regions in landscape on mobile. Creator-reported: [Project guide](https://raw.githubusercontent.com/oklemenz/PrinceJS/HEAD/README.md) ## Which devices and browsers work? Desktop and mobile browser use are documented; the mobile guide recommends landscape mode. Creator-reported: [Project guide](https://raw.githubusercontent.com/oklemenz/PrinceJS/HEAD/README.md) ## What are the controls? Arrow keys move; Shift handles sword, potion and edge actions. The README also documents gamepad buttons and touch gestures. Creator-reported: [Project guide](https://raw.githubusercontent.com/oklemenz/PrinceJS/HEAD/README.md) ## How do saves work? Level, health, remaining time and difficulty are stored in URL parameters; preserve the URL to retain that state. Creator-reported: [Project guide](https://raw.githubusercontent.com/oklemenz/PrinceJS/HEAD/README.md) ## What should I know before playing? Converted custom levels do not support special events. Creator-reported: [Project guide](https://raw.githubusercontent.com/oklemenz/PrinceJS/HEAD/README.md) ## Documented support - Mobile: Supported · Creator-reported - Controller: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/oklemenz/PrinceJS) --- # Tomb Raider — OpenLara Canonical: https://playable.wtf/games/openlara/ Project ID: project:openlara Classic Tomb Raider exploration, rebuilt for a WebGL tab. ## About this version OpenLara is an open-source engine for classic Tomb Raider. Its project page links to a WebGL build with a demo level, so you can try the engine from a browser before looking into the standalone version. Browser launch. Adventure. [Play on creator site](https://xproger.info/projects/OpenLara/) ## Tomb Raider Try OpenLara’s hosted demo or prepare owned Tomb Raider I–III files for TRX. - [Read Tomb Raider guide](https://playable.wtf/guides/tomb-raider-versions/) - [Play your owned adventures](https://playable.wtf/games/lostartefacts-trx/): TRX runs the first three games with configurable controls and presentation. [Browse all version comparisons](https://playable.wtf/families/) ## Reading the room is part of Tomb Raider The original Tomb Raider follows Lara Croft in a search for the pieces of the Scion. Its exploration mixes running, jumping, swimming and climbing with puzzles and combat. Getting through a room is often about understanding its shape and finding a route, which makes the spaces themselves as important as the enemies within them. That background explains why a single Tomb Raider level can be a useful engine demonstration: it gives you a place to try movement and explore a three-dimensional environment without implying that an entire campaign is included. Sources: [Tomb Raider · original publisher description](https://store.steampowered.com/api/appdetails?appids=224960&l=english) · [OpenLara · README and WebGL demo](https://raw.githubusercontent.com/XProger/OpenLara/HEAD/README.md) ## A WebGL demonstration of OpenLara OpenLara is an open-source engine for classic Tomb Raider. The project's README links a WebGL build with a demo level and separately provides standalone releases. The browser launch is therefore a convenient way to try the engine; the desktop project and the hosted demonstration are distinct ways to use it. Screenshots and work across the wider engine project should not be read as a list of levels supplied by this browser link. The specific browser offer described by the README is the included demo level. Use the project's own release documentation when considering a standalone version or further game data. Sources: [OpenLara · README and WebGL demo](https://raw.githubusercontent.com/XProger/OpenLara/HEAD/README.md) ## Browser save slots stay with the profile The web engine reads and writes save slots through IndexedDB, the browser's local site storage. Keep using the same browser profile if you want to return to those slots. Clearing the site's storage removes the local records; opening the same URL on another computer does not by itself transfer them. This is different from keeping a save file in the standalone game's directory. Sources: [OpenLara · web save implementation](https://raw.githubusercontent.com/XProger/OpenLara/HEAD/src/platform/web/main.cpp) ## Do I need the original game files? The linked WebGL build includes a demo level. Requirements for additional levels are not confirmed here. Creator-reported: [Project guide](https://github.com/XProger/OpenLara) ## How do I get started? Open the creator’s WebGL build from the project page; the demo level is included. Creator-reported: [Project guide](https://github.com/XProger/OpenLara) ## Which devices and browsers work? A WebGL-capable browser is needed. Mobile support is not confirmed. Creator-reported: [Project guide](https://github.com/XProger/OpenLara) ## How do saves work? The web engine stores save slots in IndexedDB in the current browser profile. Clearing this site’s storage removes those local slots. Creator-reported: [Project guide](https://raw.githubusercontent.com/XProger/OpenLara/HEAD/src/platform/web/main.cpp) ## Credits and project - [Original project](https://github.com/XProger/OpenLara) --- # Transport Tycoon Deluxe — OpenTTD Online Canonical: https://playable.wtf/games/openttd-online-web/ Project ID: project:openttd-online-web Build railways and transport networks with OpenTTD’s free assets and browser save transfers. ## About this version Owen Gerke’s unofficial browser build hosts OpenTTD with OpenGFX, OpenSFX and OpenMSX. It is separate from the native OpenTTD project and does not require the original Transport Tycoon Deluxe assets. Browser launch. Simulation. [Play on creator site](https://openttdonline.com/play/) ## Transport Tycoon / OpenTTD Build with OpenTTD’s free base sets, choosing a browser host or native desktop workflow. - [Read Transport Tycoon / OpenTTD guide](https://playable.wtf/guides/openttd-browser-native/) - [Install native OpenTTD](https://playable.wtf/games/openttd-openttd/): The upstream desktop application offers local files and documented multiplayer. [Browse all version comparisons](https://playable.wtf/families/) ## Turn a landscape into a transport network OpenTTD is an open-source reimplementation of Transport Tycoon Deluxe. You build roads, railways, docks and airports to connect towns and industries. The interesting problem is not simply buying a vehicle: it is making the route, stations and orders work together, then expanding without making the network harder to operate. The official tutorial starts with buses before moving to trains and aircraft. That progression is useful for a first visit because the basic sequence—build the infrastructure, buy a vehicle and give it orders—carries into larger transport systems. Sources: [OpenTTD Online · project and free asset packs](https://github.com/swords02/openttd-online) · [OpenTTD · official beginner tutorial](https://wiki.openttd.org/en/Manual/Tutorial/) ## Free assets and a browser save bridge This web build includes OpenGFX, OpenSFX and OpenMSX, so it does not require original Transport Tycoon data to begin. The host identifies the game as OpenTTD 15.3 and supports save import and export between browser and desktop play. Online Content connects to OpenTTD's add-on service for items such as graphics, AIs and scenarios. That label describes downloadable content; it should not be read as a promise that this browser build offers multiplayer sessions. The host also links a separate iOS test build, which has its own experimental status. Sources: [OpenTTD Online · project and free asset packs](https://github.com/swords02/openttd-online) · [OpenTTD Online · browser features and tutorial](https://openttdonline.com/) ## Start with a small route you can inspect Pause a new map and look for a simple opportunity. A bus route needs stops, a depot, a purchased bus and orders telling it which stops to visit. Build those pieces before unpausing, then watch the first journey. Seeing a vehicle complete its orders is a better foundation than laying out a huge network immediately. Hover over toolbar buttons for their tooltips. Some menus open by holding the mouse button, moving to an option and releasing; knowing that interaction makes the dense interface easier to explore. Keep a starter save before experimenting with a larger network or add-ons, and export it if you want a copy outside browser storage. Sources: [OpenTTD · official beginner tutorial](https://wiki.openttd.org/en/Manual/Tutorial/) · [OpenTTD Online · browser features and tutorial](https://openttdonline.com/) ## Do I need the original game files? The browser build includes the free OpenGFX, OpenSFX and OpenMSX packs, so original Transport Tycoon Deluxe files are not required. Creator-reported: [Project guide](https://github.com/swords02/openttd-online/blob/main/README.md) ## How do I get started? Open Launch Game, wait for the engine and resources, then start a new game or import a save/scenario. Creator-reported: [Project guide](https://openttdonline.com/) ## Which devices and browsers work? The project targets modern browsers and links a separate iOS test build. Treat iOS as a test route, not the same desktop compatibility claim. Creator-reported: [Project guide](https://openttdonline.com/) ## What are the controls? Use the mouse or trackpad to build routes and assign orders. The tutorial describes wheel/trackpad zoom and pausing while planning. Creator-reported: [Project guide](https://openttdonline.com/) ## What is included in this version? OpenTTD 15.3 with browser save transfers and Online Content support for AIs, graphics and scenarios. Creator-reported: [Project guide](https://openttdonline.com/) ## How do saves work? The browser toolbar imports and exports saves, scenarios and heightmaps. Keep an exported backup when moving between devices or clearing site data. Creator-reported: [Project guide](https://openttdonline.com/play/) ## Documented support - Mobile: Experimental · Creator-reported ## Credits and project - Port author: [Owen Gerke / Overgrown Studio](https://github.com/swords02/openttd-online) - [Original project](https://github.com/swords02/openttd-online) --- # Pro Evolution Soccer 6 — OptiJuegos PSP browser build Canonical: https://playable.wtf/games/pes-6-web/ Project ID: project:pes-6-web PES 6’s PSP edition, with browser saves, controller mapping and an online lobby. ## About this version OptiJuegos explicitly identifies this as the PSP version of Pro Evolution Soccer 6 recompiled for the browser. The launcher offers original Spanish commentary, an Argentine commentary option and a lighter mode without commentary. Those options do not imply parity with the PC or PlayStation 2 editions. Browser launch. Sports. [Play on creator site](https://pes6.optijuegos.net/) ## The PSP edition of PES 6 This is the PSP version of Pro Evolution Soccer 6. Its portable-console controls and saved-data format matter when choosing a controller or bringing in an option file; the PC and PlayStation 2 editions are different starting points. Sources: [PES 6 Web Online · launcher, controls and help](https://pes6.optijuegos.net/) ## Commentary choices and online rooms The launcher offers original Spanish commentary, Mariano Closs commentary, or a lighter option without commentary. It also adds online room controls around the game's Inalámbrico menu: create a player name there, then choose a room on the page. Private rooms can be shared by link. The host's Liga MX 2007 update adds a separate team-selection tab for 18 Mexican clubs. That changes the available roster; it is distinct from choosing a commentary voice. Try the lighter no-commentary launch first if loading is the immediate obstacle, then choose the audio presentation you prefer. Sources: [PES 6 Web Online · launcher, controls and help](https://pes6.optijuegos.net/) ## Map your controller and protect your option file Open Controles to assign keyboard or gamepad buttons. If a connected pad is missing, press a button while the page has focus. Touch controls can appear automatically on a touchscreen. Partidas imports a ZIP or PSP/SAVEDATA folder and exports a backup through Descargar todo. Reload after importing if the game is already running. These files stay in this browser. Start with the original 30 FPS setting; the 60 FPS option is experimental. The optional full-data preload is about 300 MB, so leave it off if you prefer loading as you play. Sources: [PES 6 Web Online · launcher, controls and help](https://pes6.optijuegos.net/) ## Adjust one setting at a time The page offers graphics and frame-rate choices but still describes mobile performance work as ongoing. Begin with the original frame rate, check a match, and only then raise demanding options. A working touch layout does not establish that every phone can sustain the same match speed. Sources: [PES 6 Web Online · launcher, controls and help](https://pes6.optijuegos.net/) ## Do I need the original game files? The launcher streams its resources automatically. Its optional full-game preload is described as roughly 300 MB; no local game-file import is required by the reviewed start flow. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## How do I get started? Use one of the three Jugar buttons inside the game panel: original Spanish commentary, Mariano Closs commentary, or the lighter no-commentary option. Advertising around the panel is separate from the game. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## Which devices and browsers work? The page provides automatic touch controls and graphics settings, but its update notes say mobile frame-rate improvements are still in progress. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## What are the controls? The reviewed default keyboard map uses arrows for the D-pad, X for Cross/confirm, D for Circle, A for Square, W for Triangle and Space for Start. The Controls panel can remap keyboard and gamepad buttons. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## Can I play multiplayer? The Online panel offers room creation and joining with WebRTC connection settings and a relay. Successful peer-to-peer play has not been tested. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## What is included in this version? The project labels the game as the PSP edition, with commentary choices and a Liga MX 2007 update. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## How do saves work? The Partidas panel manages saves. Settings and game data are stored in this browser; clearing site data can remove local progress. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## What should I know before playing? Mobile performance remains a work in progress. The game’s own Jugar controls do not require a browser extension; avoid confusing them with adjacent advertising. Creator-reported: [Project guide](https://pes6.optijuegos.net/) ## Documented support - Mobile: Limited · Creator-reported - Controller: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - Host: [OptiJuegos](https://pes6.optijuegos.net/) - [Original project](https://pes6.optijuegos.net/) --- # Quake III Arena — Q3JS Canonical: https://playable.wtf/games/quake-3-browser/ Project ID: project:quake-3-browser Arena multiplayer through LK’s Quake III browser client. ## About this version Q3JS runs Quake III Arena multiplayer with an ioquake3 browser build and supplied demo data. Pick a live server and enter a player name; compatible phones get a landscape touch layout. Browser launch. Shooter. [Play on creator site](https://q3js.com/) ## Quake Pick the first-game campaign, QuakeWorld, Quake II multiplayer or Quake III arenas before choosing a client. - [Read Quake guide](https://playable.wtf/guides/quake-browser-native-versions/) - [Start with the campaign](https://playable.wtf/games/netquake-browser/): Try the first episode, then add your registered PAK for more content. - [Join first-Quake multiplayer](https://playable.wtf/games/quakeworld-browser/): Pieter’s FTE host offers the QuakeWorld route for up to eight players. - [Play Quake II multiplayer](https://playable.wtf/games/quake-2-browser/): A separate FTE session for the later game, also advertised for eight players. [Browse all version comparisons](https://playable.wtf/families/) ## An arena shooter built for repeated matches Quake III Arena concentrates on fighting other combatants in compact science-fiction and gothic arenas. Weapons and power-ups are central to that contest, so learning where to move can matter as much as keeping your aim on an opponent. It suits a session built around repeated rounds and improving your route through a map, rather than following a story campaign. The commercial package includes a broader set of arenas and the Team Arena expansion. Those retail-package features should not be confused with the demo-data browser route offered here. Sources: [id Software · Quake III Arena description](https://store.steampowered.com/api/appdetails?appids=2200&l=english) ## Q3JS and its demo-data client Q3JS uses an ioquake3 WebAssembly build and the officially released demo data. The launch path is multiplayer: choose a live server, enter a player name and join. That keeps the immediate decision focused on where to play rather than on importing a retail installation. The separate server-hosting instructions are for operators. Their retail-data requirements do not turn the hosted player client into a full retail Quake III installation. Use the server list as the starting point for this version. Sources: [Q3JS · browser and phone guide](https://q3js.com/play-quake-3-on-your-phone) ## How the phone layout changes the session On compatible phones and tablets, Q3JS automatically presents touch controls. Movement belongs to the left joystick; the right side handles aiming, firing, jumping, crouching and weapon changes. Scores and menu controls are included, so you can check the match without looking for desktop keys. Rotate to landscape before settling into play. Fullscreen is available only where the browser supports it. The split between movement and aiming means both thumbs are busy, so it is worth learning the jump and weapon buttons before trying to follow a fast opponent around an unfamiliar arena. Sources: [Q3JS · browser and phone guide](https://q3js.com/play-quake-3-on-your-phone) ## Do I need the original game files? The hosted Q3JS client supplies the officially released demo data. Its separate server-hosting guide asks server operators for retail pak files; that is not the hosted player setup. Creator-reported: [Project guide](https://q3js.com/play-quake-3-on-your-phone) ## How do I get started? Open the server browser and choose Play now or an available server. Creator-reported: [Project guide](https://q3js.com/) ## Which devices and browsers work? Q3JS automatically enables touch controls on compatible phones and tablets. Rotate to landscape after choosing a server; fullscreen depends on browser support. Creator-reported: [Project guide](https://q3js.com/play-quake-3-on-your-phone) ## What are the controls? On touch screens, the left joystick moves and the right side provides drag-to-look aiming, fire, jump, crouch and weapon switching. Scores and menu buttons are included. Creator-reported: [Project guide](https://q3js.com/play-quake-3-on-your-phone) ## Can I play multiplayer? The creator explicitly offers multiplayer server selection. Creator-reported: [Project guide](https://q3js.com/) ## What is included in this version? This route joins Quake III Arena multiplayer servers through Q3JS using demo data. Creator-reported: [Project guide](https://q3js.com/play-quake-3-on-your-phone) ## Documented support - Mobile: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://q3js.com/) --- # Quake — FTE QuakeWorld Web Canonical: https://playable.wtf/games/quakeworld-browser/ Project ID: project:quakeworld-browser Join up to eight players in Pieter’s FTE QuakeWorld browser client. ## About this version Pieter’s unofficial QuakeWorld host uses the FTE engine and offers matches for up to eight players. Enter a player name and use Play to connect to this multiplayer client. Browser launch. Shooter. [Play on creator site](https://q1.pieter.com/) ## Quake Pick the first-game campaign, QuakeWorld, Quake II multiplayer or Quake III arenas before choosing a client. - [Read Quake guide](https://playable.wtf/guides/quake-browser-native-versions/) - [Start with the campaign](https://playable.wtf/games/netquake-browser/): Try the first episode, then add your registered PAK for more content. - [Play Quake II multiplayer](https://playable.wtf/games/quake-2-browser/): A separate FTE session for the later game, also advertised for eight players. - [Choose an arena or phone match](https://playable.wtf/games/quake-3-browser/): Q3JS combines a server list with documented touch controls and demo data. [Browse all version comparisons](https://playable.wtf/families/) ## The first Quake multiplayer world The original Quake combines military spaces with a much stranger world of gothic castles, lava and monsters. Its Ranger travels through hostile dimensions, a dark fantasy identity quite different from Quake II's Strogg war. That is the game's background; the QuakeWorld browser host is a route into multiplayer rather than a tour of the original campaign. The modern commercial Quake release packages enhanced graphics and additional content alongside the original game. A browser QuakeWorld session should not be treated as that entire package simply because both use the Quake name. Sources: [id Software · Quake publisher description](https://store.steampowered.com/api/appdetails?appids=2310&l=english) ## Multiplayer with client-side prediction Pieter's QuakeWorld page offers multiplayer for up to eight players through the FTE engine, without installing a desktop client. The launcher asks for a player name and provides a Play button. This is the network-focused QuakeWorld route, separate from the host's DOS Quake link. The host highlights client-side prediction and low-latency play. Prediction lets the client respond to your movement before every server reply arrives, which is useful in a game where movement timing matters. It does not remove the effects of a slow connection or guarantee the same response on every device. Sources: [Pieter · QuakeWorld multiplayer launcher](https://q1.pieter.com/) ## Choose the session that matches the game Set your player name before launching. Use this project when you want the original Quake multiplayer environment; choose the separate Quake II page for the later game's setting. The eight-player description belongs to this hosted service, rather than to all QuakeWorld servers. The creator describes the site as an unofficial, non-commercial preservation project. Sources: [Pieter · QuakeWorld multiplayer launcher](https://q1.pieter.com/) ## How do I get started? Enter a player name on the host’s start screen, then select Play. Creator-reported: [Project guide](https://q1.pieter.com/) ## Can I play multiplayer? The host advertises up to eight players with QuakeWorld’s client-side prediction. Creator-reported: [Project guide](https://q1.pieter.com/) ## What is included in this version? This host offers QuakeWorld multiplayer using FTE, with up to eight players. Creator-reported: [Project guide](https://q1.pieter.com/) ## Documented support - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://q1.pieter.com/) --- # Command & Conquer: Red Alert 2 — Chrono Divide Canonical: https://playable.wtf/games/red-alert-2-browser/ Project ID: project:red-alert-2-browser Red Alert 2 multiplayer rebuilt with web technologies. ## About this version Chrono Divide is a fan-made replacement client aiming for vanilla Red Alert 2 feature parity. The creator documents a playable beta with multiplayer and original maps; beta status does not imply that every original mode is complete. Browser launch. Strategy. [Play on creator site](https://chronodivide.com/) ## Command & Conquer Choose Red Alert 2 multiplayer, an owned Zero Hour installation, or OpenRA’s revised earlier games. - [Read Command & Conquer guide](https://playable.wtf/guides/command-and-conquer-versions/) - [Use your Zero Hour installation](https://playable.wtf/games/generals-zero-hour-browser/): GeneralsX Web reads your installed game through a WebGPU browser. - [Install revised classic RTS games](https://playable.wtf/games/openra-openra/): OpenRA provides its own Tiberian Dawn, Red Alert and Dune 2000 rulesets. [Browse all version comparisons](https://playable.wtf/families/) ## Command an army, not a single character Red Alert 2's real-time strategy format puts the wider battlefield in your hands: buildings, an economy and groups of units all compete for your attention. A match asks you to make decisions while the opponent is acting too. The attraction is that a familiar map can produce a different contest as each side changes its timing and approach. Chrono Divide's goal is the original vanilla Red Alert 2 engine. Its base-game focus is worth distinguishing from a promise to include every expansion, campaign or modification associated with the wider Command & Conquer series. Sources: [Chrono Divide · features and requirements](https://chronodivide.com/) · [Chrono Divide · client patch notes](https://chronodivide.com/patch-notes.html) ## A replacement client with modern conveniences Chrono Divide reimplements the game using web technologies, so the client starts without a separate browser plugin. The project describes working multiplayer and the original maps, while retaining beta status and an ongoing goal of engine feature parity. The client adds a choice between classic left-click commands and modern right-click commands, plus match replays. That makes the control setting worth checking first: use the scheme you expect before a busy match makes a mistaken command costly. Sources: [Chrono Divide · features and requirements](https://chronodivide.com/) ## Find the right region and party Recent client updates document a global account system, regional nicknames and party invitations from the Quick Match lobby. The region and nickname screens therefore serve different jobs: your account identifies you across regions, while a nickname belongs to the region in which you play. The client-server connection model avoids the manual port-forwarding setup of older peer-to-peer arrangements. Use Play Beta on the official site and follow the current client's setup prompts; the website's development changelog is the useful place to check changes to lobbies and matchmaking. Sources: [Chrono Divide · features and requirements](https://chronodivide.com/) · [Chrono Divide · client patch notes](https://chronodivide.com/patch-notes.html) ## Allow room for the battlefield The creator lists mobile and tablet access, but also publishes a minimum 1024×768 display and recommends current 64-bit browsers. A larger screen makes the battlefield and command interface easier to read together. For performance, the project's requirements advise choosing another supported browser over Firefox. Sources: [Chrono Divide · features and requirements](https://chronodivide.com/) ## How do I get started? Use Play Beta on the official Chrono Divide site and follow its client setup. Creator-reported: [Project guide](https://chronodivide.com/) ## Which devices and browsers work? The creator lists current Chrome, Edge, Safari and Firefox plus phone/tablet support. A 64-bit operating system and browser, 4 GB RAM and at least a 1024×768 display are the published minimums. Creator-reported: [Project guide](https://chronodivide.com/) ## What are the controls? Choose classic left-click commands or modern right-click commands in the client’s control options. Creator-reported: [Project guide](https://chronodivide.com/) ## Can I play multiplayer? The official page documents working multiplayer using a client-server model. Creator-reported: [Project guide](https://chronodivide.com/) ## What should I know before playing? The creator recommends avoiding Firefox for better performance. Creator-reported: [Project guide](https://chronodivide.com/) ## Documented support - Mobile: Supported · Creator-reported - Multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://chronodivide.com/) --- # Return to Castle Wolfenstein — Pieter’s web build Canonical: https://playable.wtf/games/return-to-castle-wolfenstein-browser/ Project ID: project:return-to-castle-wolfenstein-browser Play the mp\_beach multiplayer map through Pieter’s iortcw browser build. ## About this version This Return to Castle Wolfenstein client runs iortcw multiplayer in the browser. The host highlights mp\_beach and recommends desktop Chrome; allow for an initial download of about 380 MB. Browser launch. Shooter. [Play on creator site](https://rtcw.pieter.com/) ## Wolfenstein as a team objective game Return to Castle Wolfenstein's original release combines an action-horror campaign with a separate multiplayer game. The campaign follows B.J. Blazkowicz into a mixture of wartime installations and supernatural threats. Multiplayer instead places Axis and Allied teams against one another around objectives. That distinction matters here: a page bearing the Return to Castle Wolfenstein name does not necessarily offer the campaign. The browser host describes its playable destination as multiplayer on mp\_beach, so team play is the reason to open this build. Sources: [Bethesda · Return to Castle Wolfenstein description](https://store.steampowered.com/api/appdetails?appids=9010&l=english) · [Pieter · Return to Castle Wolfenstein launcher](https://rtcw.pieter.com/) ## The mp\_beach browser build Pieter's version runs iortcw through Wwasm and identifies mp\_beach as its multiplayer map. It is an unofficial browser adaptation, with the familiar player-name field and Play entry point. The stated scope is specific enough to plan a session around that map rather than expecting a complete server browser full of every community level. The first visit downloads roughly 380 MB of game data. The host says that data is cached, so allow the initial transfer to finish before judging how quickly later visits start. A browser cache is local to the device and browser profile that received it. Sources: [Pieter · Return to Castle Wolfenstein launcher](https://rtcw.pieter.com/) ## Allow time for the first download Use a desktop browser; the host recommends Chrome. Enter your player name, select Play and leave room for the initial data load. This route is most useful when you want to reach the hosted multiplayer game without setting up a native client. For the single-player story or a different map collection, choose a release or project that explicitly includes it. Sources: [Pieter · Return to Castle Wolfenstein launcher](https://rtcw.pieter.com/) ## How do I get started? Enter a player name, select Play and allow the first game-data download to finish. Creator-reported: [Project guide](https://rtcw.pieter.com/) ## Which devices and browsers work? The host recommends a desktop computer and Chrome. Creator-reported: [Project guide](https://rtcw.pieter.com/) ## Can I play multiplayer? Join the host’s Return to Castle Wolfenstein multiplayer session using the player-name field and Play button. Creator-reported: [Project guide](https://rtcw.pieter.com/) ## What is included in this version? The hosted multiplayer route advertises the mp\_beach map. It is a multiplayer client, rather than a route into the single-player campaign. Creator-reported: [Project guide](https://rtcw.pieter.com/) ## What should I know before playing? The first load downloads about 380 MB of game data, which the host says is cached for later visits. Creator-reported: [Project guide](https://rtcw.pieter.com/) ## Documented support - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://rtcw.pieter.com/) --- # Skate 3 — aaddpp fan game Canonical: https://playable.wtf/games/skate-3-browser/ Project ID: project:skate-3-browser A separate browser fan game that streams data from your converted copy. ## About this version Push through the park, build speed and flick into tricks in this browser fan game inspired by Skate 3. Bring your own converted game files to get started. Browser launch. Sports. [Play on creator site](https://skate.aaddpp.lol/) ## Skate Start with Skate3Recomp for desktop disc import, use the phone-specific ports for mobile installation, and reserve the browser fan game for already converted data. - [Read Skate guide](https://playable.wtf/guides/skate-browser-vs-native-ports/) - [Desktop disc installer](https://playable.wtf/games/skate-3-native/): A release-based ISO installer and controller input; Windows is the maintainer’s most-tested platform. - [Android installation](https://playable.wtf/games/andrewnakas-skate3-android/): The native app can extract your own disc image and Title Update 3 on the phone. - [Skating rewrite](https://playable.wtf/games/skate-3-rust-engine/): A gamepad-led Windows experiment for tricks and maps, with unfinished original-game parity. [Browse all version comparisons](https://playable.wtf/families/) ## Skating through stick movements The original Skate 3 takes place in Port Carverton, where districts, plazas and skateparks provide places to find a line and refine a trick. Its broader career centers on building a skate team and brand, with Skate.School offering a place to practice the stick-based controls before heading into the city. Those are features of the original commercial game. The browser fan build's control layout puts steering on one stick and Flick It movements on the other, with world selection and player settings in its own frontend. Its menus should not be read as a promise that the whole original career has been reproduced. Sources: [EA · Skate 3 game features](https://www.ea.com/games/skate/skate-3) · [aaddpp · controls and frontend source](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## A fan build using your converted copy The aaddpp host streams game data from your own copy of Skate 3 after it has been converted for this fan project. That preparation is separate from choosing controls or a world: a raw ISO is not the documented input, and the public launcher provides no disc-to-data conversion walkthrough. For already prepared data, the frontend documents SERVE.bat on the computer holding it and an ONLINE → Game Server panel for that server’s address or a compatible hosted game-data ZIP. The connection steps below apply after conversion. If you only have a disc image, you still need this project’s conversion tools and instructions before those steps can help. Sources: [aaddpp · Skate browser launcher](https://skate.aaddpp.lol/) · [aaddpp · controls and frontend source](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## Gamepad or keyboard right stick The keyboard layout substitutes keys for both sticks, including the right-stick Flick It movements. A gamepad keeps steering and tricks on separate sticks. Open PLAYER → Controls to compare the full mappings before practicing a line; Esc returns you to the pause menu. Sources: [aaddpp · controls and frontend source](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## Start with a supported graphics path WebGPU is a startup requirement, so lowering graphics quality cannot repair a browser that lacks it. The launcher points to current Chrome, Edge or Brave. Once that requirement is met, Lite Mode trades texture detail and shadows for lower memory use. Keep the downloaded data while experimenting with control or graphics preferences. Clearing the cache makes the next session fetch maps and game data again; the separate settings reset is for saved options. Sources: [aaddpp · controls and frontend source](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) · [aaddpp · browser runtime requirements](https://skate.aaddpp.lol/main.js?v=335e6b4e7f6b) ## Do I need the original game files? Use your own converted copy of Skate 3, prepared for this fan project, served from the computer holding that data or supplied as a compatible hosted game-data ZIP. A raw disc image is not the documented input. The public launcher does not include a disc-to-data conversion walkthrough. Creator-reported: [Project guide](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## How do I get started? With this project’s converted data already prepared, run SERVE.bat on the computer holding it and open the address it prints. In ONLINE → Game Server, enter that server address or a compatible hosted game-data ZIP URL, choose Use this server, then Re-check. These steps connect prepared data; they do not convert an ISO. Creator-reported: [Project guide](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## Which devices and browsers work? The launcher requires WebGPU and recommends current Chrome, Edge or Brave when it is unavailable. Use the HTTPS host; browser graphics support and memory still limit which devices can run it. Creator-reported: [Project guide](https://skate.aaddpp.lol/main.js?v=335e6b4e7f6b) ## What are the controls? Use a gamepad’s right stick for Flick It tricks and A/Cross to push. Without a controller, WASD acts as the left stick, arrows as the right stick and Space as A. Esc pauses; PLAYER → Controls shows the full mapping. Creator-reported: [Project guide](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## Can I play multiplayer? Everyone opens the same host and chooses the same world. In the pause menu’s ONLINE section, host a session, find a session on that server or join with the host’s code. Creator-reported: [Project guide](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## What should I know before playing? Lite Mode lowers texture detail and removes shadows to reduce memory use. Saved Downloads removes cached maps and game data so they download again; Delete Local Settings clears saved options. Creator-reported: [Project guide](https://skate.aaddpp.lol/frontend.js?v=335e6b4e7f6b) ## Documented support - Controller: Supported · Creator-reported - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://skate.aaddpp.lol/) --- # Skate × Rust — Global Terror browser host Canonical: https://playable.wtf/games/skate-rust-browser/ Project ID: project:skate-rust-browser Skating and gun modes on Rust, behind the host’s account sign-in. ## About this version Global Terror’s Skate × Rust browser launcher combines skating with first-person gun controls in private sessions with bots. The host requires Shopify sign-in before play. Browser launch. Sports. [Play on creator site](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Skate Start with Skate3Recomp for desktop disc import, use the phone-specific ports for mobile installation, and reserve the browser fan game for already converted data. - [Read Skate guide](https://playable.wtf/guides/skate-browser-vs-native-ports/) - [Desktop disc installer](https://playable.wtf/games/skate-3-native/): A release-based ISO installer and controller input; Windows is the maintainer’s most-tested platform. - [Prepared-data browser experiment](https://playable.wtf/games/skate-3-browser/): Connect a compatible converted copy through Game Server; the public launcher supplies no converter. - [Android installation](https://playable.wtf/games/andrewnakas-skate3-android/): The native app can extract your own disc image and Title Update 3 on the phone. - [Skating rewrite](https://playable.wtf/games/skate-3-rust-engine/): A gamepad-led Windows experiment for tricks and maps, with unfinished original-game parity. [Browse all version comparisons](https://playable.wtf/families/) ## A skate and shooter experiment on Rust This host combines skateboard movement and a first-person gun mode on Rust. Its launcher describes a private session with a current loadout and bots. The interesting distinction is the change of movement system: pushing and steering a board, walking relative to the camera, and aiming a weapon each use a different arrangement of controls. Sources: [Skate × Rust · full host and controls](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Read the controls for the mode you are in On the board, W pushes, A/D steer and S brakes. Hold Space and release it to attempt an ollie; the arrow keys form the trick stick, Q/E grab and F toggles the board. G switches to gun mode, where WASD moves, the mouse aims and fires, and right-click aims down sights. Several keys change jobs between modes. R resets to the tower in the skate controls but reloads in gun mode; F changes from the board toggle to a grenade. Use M for the menu or pause before learning another mode. Dragging the view, scrolling to zoom and pressing C to reset the camera help recover your bearings. Sources: [Skate × Rust · full host and controls](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## An experimental session with an account gate The mobile preset is marked experimental, and the creator says trick outcomes still need testing. Treat it as an experiment to explore, rather than a documented replacement for either commercial game. The current join flow also requires sign-in before access to the session. Sources: [Skate × Rust · full host and controls](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## How do I get started? Open the host’s Games panel or this launcher. The current Join to play control opens Shopify account sign-in; no account was created during review. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Which devices and browsers work? The launcher source offers an experimental mobile preset. Mobile gameplay was not tested. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## What are the controls? The host lists W to push, A/D to steer, S to brake, Space to ollie and G for gun mode. Gun mode uses WASD and mouse; M opens the menu. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Can I play multiplayer? The launcher describes a private session with bots. Human multiplayer support was not established. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## What is included in this version? A skating/shooter mashup on Rust. Full Skate 3 missions or the Modern Warfare 2 campaign are not established. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## What should I know before playing? Account sign-in currently gates loading. The host says trick outcomes still need testing; no session was started. Creator-reported: [Project guide](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) ## Documented support - Mobile: Experimental · Creator-reported ## Credits and project - Host: [Global Terror](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) - [Original project](https://global-terror-skate-rust.fvc3less.workers.dev/full.html) --- # Sonic 3 & Knuckles — Sonic 3 A.I.R. · official web beta Canonical: https://playable.wtf/games/sonic-3-air-web/ Project ID: project:sonic-3-air-web Sonic 3 A.I.R.’s widescreen remaster, with an official iOS and web beta. ## About this version Sappharad’s iOS and web port is linked by the Sonic 3 A.I.R. project. The reviewed beta is v26.03.28.0 and needs a compatible original Sonic 3 & Knuckles ROM. Browser launch. Platformer. [Play on creator site](https://projects.sappharad.com/s3air_ios/20260328_beta/sonic3air_web.html) ## Sonic games Separate Sonic 3’s web beta from Mania’s native setup and the desktop or Android editions of Unleashed Recompiled. - [Read Sonic games guide](https://playable.wtf/guides/sonic-game-versions/) - [Unleashed on a computer](https://playable.wtf/games/hedge-dev-unleashedrecomp/): Use the native Windows/Linux installer with your supported Xbox 360 game and title update. - [Unleashed with Android touch](https://playable.wtf/games/sansnope-unleashedrecomp-android/): This experimental fork adds editable touch controls and its own in-app file importer. - [Mania and native mods](https://playable.wtf/games/rsdkmodding-sonic-mania-decompilation/): Use supported Mania or Plus assets with the RSDK project’s built-in mod loader. [Browse all version comparisons](https://playable.wtf/families/) ## Sonic 3 & Knuckles with room to see ahead Sonic 3 A.I.R. is a fan-made widescreen remaster of Sonic 3 & Knuckles. It starts from that combined game rather than offering a new Sonic campaign. The broader view is part of its appeal: a familiar side-scrolling game is presented with more horizontal space, while the original ROM supplies the content. Sources: [Sonic 3 A.I.R. · project and ROM requirements](https://sonic3air.org/) ## A separate iOS and web beta Sappharad's port brings A.I.R. to iOS and WebAssembly browsers. It is explicitly a beta with less functionality than a native app. On iOS 13 or later, the documented installation uses Safari's Add to Home Screen; other devices can use the web-browser link. After the initial download, select Sonic\_Knuckles\_wSonic3.bin. The port copies it into its data folder for later launches. The main A.I.R. site explains that the formerly supported Steam purchase is no longer sold; having an old purchase and buying a new copy today are different situations. Follow its current ROM guidance rather than an outdated store instruction. Sources: [Sonic 3 A.I.R. web beta · installation and file manager](https://projects.sappharad.com/s3air_ios/20260328_beta/) · [Sonic 3 A.I.R. · project and ROM requirements](https://sonic3air.org/) ## Move saves and mods through the file manager Options includes a basic file manager. It can import a PC save, download a backup or accept mods packaged as ZIPs. Ordinary files move one at a time, so a desktop folder-copy guide does not describe this interface. The remastered soundtrack is optional and adds over 100 MB to a game whose content must fit in memory. Start without it on a constrained device. If installing additional data introduces stutter, the extra memory requirement is a relevant difference from native A.I.R. Sources: [Sonic 3 A.I.R. web beta · installation and file manager](https://projects.sappharad.com/s3air_ios/20260328_beta/) ## Keep the supported renderer and finish the first download The port's issue list warns that switching to the software renderer can lock the game. Leave that renderer option alone even if a native troubleshooting guide suggests it. Keep the device awake during the initial download too; if sleep interrupts it, close and relaunch to retry. These are specific limitations of this web and iOS port. Sources: [Sonic 3 A.I.R. web · known issues](https://projects.sappharad.com/s3air_ios/todoList.html) ## Do I need the original game files? Supply your own compatible Sonic\_Knuckles\_wSonic3.bin. The former Steam edition is no longer sold; the official Sonic 3 A.I.R. site links information about other compatible sources. Creator-reported: [Project guide](https://sonic3air.org/) ## How do I get started? Open the web build, keep the first download awake, and select your ROM when prompted. On iOS 13 or newer, the install guide also offers Safari → Share → Add to Home Screen. Creator-reported: [Project guide](https://projects.sappharad.com/s3air_ios/20260328_beta/) ## Which devices and browsers work? The beta supports WebAssembly-capable browsers and an iOS 13+ home-screen installation path. It has web-specific stability limits. Creator-reported: [Project guide](https://projects.sappharad.com/s3air_ios/20260328_beta/) ## What is included in this version? A fan-made widescreen remaster of Sonic 3 & Knuckles. The web edition is a beta separate from native releases. Creator-reported: [Project guide](https://sonic3air.org/) ## How do saves work? The in-game Options file manager imports and exports saves and accepts ZIP mods. The selected ROM is copied into the game’s local save-data area. Creator-reported: [Project guide](https://projects.sappharad.com/s3air_ios/20260328_beta/) ## What should I know before playing? Do not switch to the software renderer: the web issues page says it can lock the game. Keep the device awake during the first download. Extra soundtrack data can cause stuttering or startup failures on low-memory devices. Creator-reported: [Project guide](https://projects.sappharad.com/s3air_ios/todoList.html) ## Documented support - Mobile: Limited · Creator-reported ## Credits and project - Port author: [Sappharad](https://projects.sappharad.com/s3air_ios/) - [Original project](https://projects.sappharad.com/s3air_ios/) --- # 3D Pinball: Space Cadet — alula · Emscripten port Canonical: https://playable.wtf/games/space-cadet-pinball-web/ Project ID: project:space-cadet-pinball-web The familiar Space Cadet table in alula’s browser port. ## About this version alula’s Emscripten fork adapts the SpaceCadetPinball reverse-engineering project for the web. It is the browser implementation previously used as a labeled visual reference for our separate native entry. Browser launch. Arcade. [Play on creator site](https://pinball.alula.me/) ## The Windows pinball table Space Cadet is the pinball game bundled with older versions of Windows. It is a single table built around launching a ball, timing the flippers and using the table's targets, ramps and bumpers to score. Its mission and rank systems give you objectives within that repeated attempt to keep the ball in play. The attraction is immediate control with room to improve. A first attempt can be about keeping the ball alive; later attempts can pay more attention to the lit targets and mission messages. The table stays familiar while the path of each ball changes. Sources: [SpaceCadetPinball · reconstructed engine README](https://github.com/alula/SpaceCadetPinball) · [SpaceCadetPinball · table missions and scoring](https://raw.githubusercontent.com/alula/SpaceCadetPinball/HEAD/SpaceCadetPinball/control.cpp) ## A browser fork of the reconstructed game Alula's browser build comes from the SpaceCadetPinball reverse-engineering project. The repository reconstructs the Windows and Full Tilt Space Cadet executables into C++ and uses SDL for the platform layer. This is a port of that table, rather than a new pinball game with a similar space theme. The project's ability to read Space Cadet data from Full Tilt does not mean it contains every Full Tilt table. Its README lists the other two tables as possible future work. The browser host loads its resources directly; the repository's instruction to place data beside a compiled executable concerns the separate native route. Sources: [SpaceCadetPinball · reconstructed engine README](https://github.com/alula/SpaceCadetPinball) · [Space Cadet Pinball · hosted browser build](https://pinball.alula.me/) ## Learn flippers before nudging The source defaults are Z for the left flipper, slash for the right flipper and Space for the plunger. Use those three first so that launching and returning the ball become separate, deliberate actions. Nudges have their own bindings: X from the left, period from the right and Up from below. They are not replacements for the flippers. The options code also exposes player count, sound, music and display settings; check the in-game menus when adapting the layout to your keyboard rather than assuming browser-wide shortcuts control the table. Sources: [SpaceCadetPinball · default controls and options](https://raw.githubusercontent.com/alula/SpaceCadetPinball/HEAD/SpaceCadetPinball/options.cpp) ## Do I need the original game files? The hosted page loads its resources without an owned-file import step. Creator-reported: [Project guide](https://pinball.alula.me/) ## How do I get started? Open the hosted page and wait for its download to finish. Use the game’s menu to begin a table session. Creator-reported: [Project guide](https://pinball.alula.me/) ## What are the controls? The port’s default keys are Z for the left flipper, / for the right flipper and Space for the plunger. X, . and Up nudge the table from the left, right and bottom. Creator-reported: [Project guide](https://raw.githubusercontent.com/alula/SpaceCadetPinball/HEAD/SpaceCadetPinball/options.cpp) ## What is included in this version? This browser build contains the Space Cadet table from 3D Pinball for Windows. Creator-reported: [Project guide](https://github.com/alula/SpaceCadetPinball/blob/master/README.md) ## Credits and project - Port author: [alula](https://github.com/alula/SpaceCadetPinball) - [Original project](https://github.com/alula/SpaceCadetPinball) --- # Spelunky Classic — Darius Kazemi HTML5 port Canonical: https://playable.wtf/games/spelunky-classic-html5/ Project ID: project:spelunky-classic-html5 Derek Yu’s freeware Spelunky Classic, ported from GameMaker to HTML5 by Darius Kazemi. ## About this version Derek Yu’s freeware Spelunky Classic, ported from GameMaker to HTML5 by Darius Kazemi. The port is based on the original freeware Spelunky Classic. The original creator distinguishes that release from the 2012 HD reboot. Browser launch. Platformer. [Play on creator site](https://tinysubversions.com/game/spelunky/) ## Quick start 1. Wait for the embedded game to load, then click the game area so it receives keyboard input. 2. In the title hub, use the arrow keys to stand at START and press Up. 3. In the cave, use the arrow keys to move, Z to jump and X to use the whip. If the entrance is beside a wall, move away from it before jumping. Controls: Arrow keys move and Up enters the selected door. Z jumps; X uses the whip. C and other item actions were not checked. ## A different cave on every attempt Spelunky Classic combines platforming with a cave that changes its layout each time you play. You are hunting treasure while trying to survive and travel deeper. The changing route makes observation valuable: knowing how to handle a situation is more useful than memorising the exact placement of every obstacle. This is the original freeware game released in 2009. It is separate from the later HD reboot. Choose it for the compact original interpretation of that treasure-hunting loop, and expect each failed attempt to become knowledge for a different cave on the next run. Sources: [Mossmouth · Spelunky Classic](https://spelunkyworld.com/original.html) ## Darius Kazemi’s HTML5 conversion Darius Kazemi ported the GameMaker version to HTML5 using GameMaker: Studio, with additional fixes and polish from YoYo Games. The hosted page names Derek Yu as the original creator and Kazemi as the porter. This lineage matters: the browser game derives from Spelunky Classic, rather than being a lookalike built around its name. Kazemi’s development article describes early problems with sound, saving, effects and collisions. Its later update credits YoYo Games with sound, saving and performance fixes. The early prototype notes should therefore not be treated as a current list of everything this hosted build lacks. Sources: [Darius Kazemi · Spelunky HTML5](https://tinysubversions.com/game/spelunky/) · [Darius Kazemi · port development and update](https://tinysubversions.com/2012/07/spelunky-html5/) ## Start with the small keyboard layout The page’s controls are deliberately brief: arrow keys for movement and Z, X and C for actions. Check the game’s own prompts as you begin, and get comfortable with those actions before pushing deeper. The layout favours a keyboard; the host does not provide a separate touch-control guide. The original game is designed around repeated attempts, so a first run is a chance to learn how its world behaves. You can try the browser conversion without setting up the Windows freeware release; the original site remains the place to find that separate download and its source. Sources: [Darius Kazemi · Spelunky HTML5](https://tinysubversions.com/game/spelunky/) · [Mossmouth · Spelunky Classic](https://spelunkyworld.com/original.html) ## Do I need the original game files? The creator hosts an HTML5 port of freeware Spelunky Classic with no local game-file import on its launch page. This is separate from the paid HD remake and Spelunky 2. Creator-reported: [Project guide](https://tinysubversions.com/game/spelunky/) ## How do I get started? Open the creator’s page, allow the embedded HTML5 game to load, and focus its game area for keyboard input. Creator-reported: [Project guide](https://tinysubversions.com/game/spelunky/) ## What are the controls? Use the arrow keys to move and Z, X and C for actions. Creator-reported: [Project guide](https://tinysubversions.com/game/spelunky/) ## What is included in this version? Darius Kazemi’s HTML5 port is based on Derek Yu’s original Spelunky Classic, converted from GameMaker 8.1 through GameMaker: Studio. Creator-reported: [Project guide](https://tinysubversions.com/game/spelunky/) ## What should I know before playing? This is an older HTML5 port. Present-day browser, mobile and controller compatibility has not been established by a gameplay test; historical comment-thread claims are not treated as current support. Creator-reported: [Project guide](https://tinysubversions.com/2012/07/spelunky-html5/) ## Credits and project - Original developer: [Derek Yu](https://spelunkyworld.com/original.html) - Port author: [Darius Kazemi](https://tinysubversions.com/game/spelunky/) - [Original project](https://tinysubversions.com/game/spelunky/) --- # Stunts (4D Sports Driving) — Stunts HD browser build Canonical: https://playable.wtf/games/stunts-hd-browser/ Project ID: project:stunts-hd-browser Stunts 1.1 translated from your own copy, with an HD browser renderer and the original driving physics. ## About this version Stunts 1.1 translated from your own copy, with an HD browser renderer and the original driving physics. The creator reports racing, original opponents, replays, the track editor, custom tracks and add-on cars. These are source claims, not independent gameplay results. Browser launch. Racing. [Play on creator site](https://stunts-recomp.pages.dev/) ## Race a course, then design the next one Stunts is a 1990 DOS driving game that pairs racing with a track editor. You can drive against its opponents, watch a replay and return to the editor to make another course. The appeal is that loop between designing a challenge and trying to drive it: the track is something you can change, not merely a fixed backdrop for choosing a car. Sources: [Stunts HD · features and controls](https://github.com/mr-finster/stunts-hd) ## Original handling, a new view of the track Stunts HD keeps the driving behaviour of Stunts 1.1 while changing how the scene is drawn. Your copy’s executable is translated locally, and the original game still supplies the handling, opponents, crashes and replay logic. The HD renderer reconstructs that scene at the display’s resolution, with widescreen presentation and interpolation between the original frames. This distinction matters if you are returning for the physics. The project is not a new driving game with cars that merely look like Stunts. Its visual upgrade sits around the old simulation. Press H to compare the HD view with the original picture, or change camera to see a difficult section from another angle. Sources: [Stunts HD · how the renderer and translation work](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/docs/HOW-IT-WAS-MADE.md) ## Race, replay and build another attempt The creator documents races against the original opponents, replay playback, the track editor, custom .TRK courses and add-on cars. A ghost car gives repeated laps a reference point; the camera choices include in-car, high, chase and TV views. These tools make the project useful both for returning to a familiar course and for experimenting with one you have built yourself. Sources: [Stunts HD · features and controls](https://github.com/mr-finster/stunts-hd) ## Use the complete Stunts 1.1 installation Bring the complete game folder or a ZIP of it and open the browser version in Chrome, Edge or Firefox. The files are processed on your own computer. The accepted release is specifically Stunts 1.1: another edition sold as 4D Sports Driving is not an interchangeable input. Arrow keys handle acceleration, braking and steering; A and Z change gears with a manual gearbox. Gamepad steering and trigger input are also documented. R restarts a run, while Escape opens the race menu for replay and other actions. Export custom tracks when you want to share or retain a separate copy. Sources: [Stunts HD · features and controls](https://github.com/mr-finster/stunts-hd) ## Large track collections need some restraint The original game’s track listing has a size limit. Stunts HD caps wildcard results at 127 names to avoid an overflow, so a huge track pack may not appear as one unlimited library. Keep a manageable selection when browsing custom courses. The project also offers native packages, but its Steam Deck instructions require Desktop Mode rather than Game Mode. Sources: [Stunts HD · how the renderer and translation work](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/docs/HOW-IT-WAS-MADE.md) · [Stunts HD · features and controls](https://github.com/mr-finster/stunts-hd) ## Do I need the original game files? Supply your own complete Stunts 1.1 folder or a ZIP containing it. Other releases, including other 4D Sports Driving versions, are not supported. The creator says files stay on your computer. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## How do I get started? Open the browser build in Chrome, Edge or Firefox, select the complete Stunts 1.1 folder or ZIP, and let the project translate the executable locally before starting. 1. Select your complete Stunts 1.1 folder or ZIP. 2. Wait for local validation and translation. 3. Start a race; use the arrow keys or documented gamepad controls. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## Which devices and browsers work? The browser instructions specify Chrome, Edge or Firefox. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## What are the controls? Arrow keys accelerate, brake and steer; A/Z change manual gears, C changes camera, H switches HD/original rendering, R restarts and Escape opens the race menu. Gamepad sticks or D-pad steer and triggers drive. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## What is included in this version? The creator documents racing, opponents, replays, the track editor, custom .TRK tracks and add-on cars. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## How do saves work? The project offers track Import/Export for sharing custom tracks. Keep exported .TRK files when moving your track collection. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## What should I know before playing? Only Stunts 1.1 is supported. The project translates the original executable and supplies emulated PC services; it is not a replacement game with independently reproduced physics. Creator-reported: [Project guide](https://raw.githubusercontent.com/mr-finster/stunts-hd/HEAD/README.md) ## Documented support - Controller: Supported · Creator-reported ## Credits and project - Original developer: [Distinctive Software](https://github.com/mr-finster/stunts-hd) - [Original project](https://github.com/mr-finster/stunts-hd) --- # Touhou 8: Imperishable Night — TH08 Web Canonical: https://playable.wtf/games/touhou-8-web/ Project ID: project:touhou-8-web Imperishable Night with keyboard controls, local replays and your own two DAT files. ## About this version TH08 Web compiles reconstructed C++ game logic to WebAssembly. It targets the original Japanese version 1.00d and keeps game archives local to the browser session. Browser launch. Shooter. [Play on creator site](https://th08-web.pages.dev/th08-web) ## Focused movement through a bullet pattern Imperishable Night is a Touhou bullet-hell shooter. Movement, shooting and bombs share a small keyboard layout, with a focus button that also reveals the hitbox. Learning the difference between ordinary movement and focused movement is a useful first step: the visible character and the small point you must protect are different things. Sources: [TH08 Web · player setup, controls and tested routes](https://github.com/N0zoM1z0/th08-web) ## The Japanese 1.00d game, compiled for the web TH08 Web uses reconstructed C++ code for the original Japanese 1.00d release. It is a source-built browser port with its own file, input and audio integration. The maintainers report title-to-ending play and exercised practice, replay and result screens; their documentation also distinguishes those completed routes from further endurance work on the newer Firefox renderer. Sources: [TH08 Web · player setup, controls and tested routes](https://github.com/N0zoM1z0/th08-web) · [TH08 Web · porting and browser persistence design](https://raw.githubusercontent.com/N0zoM1z0/th08-web/HEAD/docs/WEB_PORTING.md) ## Two local files, selected each session Bring th08.dat and thbgm.dat from your own installation. The game data enters session memory, while music is read from the selected file as needed. Neither archive is uploaded or stored in the site's persistent storage, so keep both accessible for the next launch. Use current desktop Chrome for the recommended route. Firefox has a dedicated rendering build; Safari and mobile remain unverified. The launcher's checks can identify missing graphics or shared-memory support before starting. These are browser requirements, not a prompt to upload the files elsewhere. Sources: [TH08 Web · player setup, controls and tested routes](https://github.com/N0zoM1z0/th08-web) · [TH08 Web · local-file launcher](https://th08-web.pages.dev/) ## Finish the replay save flow Arrows move, Z shoots or confirms, X bombs or cancels, Shift focuses and Escape pauses. After a run, select a replay slot and confirm End on the name-entry screen; then look under Replay at the title screen. Merely reaching the name screen does not finish that save flow. Scores, settings and replays are stored separately from the retail DAT files in this browser profile. They can survive an ordinary reload, but clearing the site's data removes them. Keep that distinction in mind when troubleshooting: reselecting the two game files does not restore a cleared replay collection. Sources: [TH08 Web · player setup, controls and tested routes](https://github.com/N0zoM1z0/th08-web) · [TH08 Web · local-file launcher](https://th08-web.pages.dev/) ## Do I need the original game files? Select th08.dat and thbgm.dat from your own Japanese TH08 version 1.00d installation. The game archive stays in session memory; music is read from the selected file. Neither DAT file is uploaded or saved in browser persistence. Creator-reported: [Project guide](https://github.com/N0zoM1z0/th08-web/blob/main/README.md) ## How do I get started? Choose Game data and Background music data, then Start TH08. Click the canvas if keyboard input is not focused. Creator-reported: [Project guide](https://th08-web.pages.dev/th08-web) ## Which devices and browsers work? Current desktop Chrome is recommended. Firefox has a separate presentation path. Safari and mobile remain unverified; the build requires WebAssembly threads, SharedArrayBuffer and WebGL 2. Creator-reported: [Project guide](https://github.com/N0zoM1z0/th08-web/blob/main/README.md) ## What are the controls? Arrow keys move, Z shoots or confirms, X bombs or cancels, Shift focuses movement, and Esc pauses. Creator-reported: [Project guide](https://github.com/N0zoM1z0/th08-web/blob/main/README.md) ## What is included in this version? The creator reports title-to-ending routes, practice, Music Room and replay recording/playback for the Japanese 1.00d game. Creator-reported: [Project guide](https://github.com/N0zoM1z0/th08-web/blob/main/README.md) ## How do saves work? Settings, scores and replays persist in IndexedDB. Clearing site data removes them; the two retail DAT files must be selected for a new session. Creator-reported: [Project guide](https://github.com/N0zoM1z0/th08-web/blob/main/README.md) ## What should I know before playing? Long-route endurance and memory-ceiling work remain for the newer Firefox presentation build. Creator-reported: [Project guide](https://github.com/N0zoM1z0/th08-web/blob/main/README.md) ## Credits and project - Port author: [N0zoM1z0](https://github.com/N0zoM1z0/th08-web) - [Original project](https://github.com/N0zoM1z0/th08-web) --- # Urban Terror — Pieter’s ioUrbanTerror build Canonical: https://playable.wtf/games/urban-terror-browser/ Project ID: project:urban-terror-browser Join Urban Terror multiplayer on maps including Casa, Turnpike, Abbey and Uptown. ## About this version Pieter’s unofficial ioUrbanTerror browser build offers online matches on classic maps. Urban Terror is created by FrozenSand; this browser host is a separate fan project and recommends desktop Chrome. Browser launch. Shooter. [Play on creator site](https://ut.pieter.com/) ## Urban Terror through ioUrbanTerror Pieter's browser adaptation runs Urban Terror through ioUrbanTerror compiled to WebAssembly. The host credits FrozenSand for the original game and presents its own browser service as an unofficial, non-commercial project. It is a multiplayer entry point: enter a player name, then use Play to start. The launch page names Casa, Turnpike, Abbey and Uptown among its maps. That gives this host a broader stated selection than a browser demonstration built around a single arena. These are the maps the service advertises, rather than a promise that every Urban Terror community map is included. Sources: [Pieter · Urban Terror browser launcher](https://ut.pieter.com/) ## Plan for the first data load The first visit downloads game data and caches it for subsequent sessions. Keep that initial transfer in mind if you are opening the game just before meeting other players. Later startup depends on the cache still being available in the same browser profile. The host recommends desktop Chrome. That is the clearest supported starting point for this particular browser build; the launch page does not present a touch-control setup. Give the game time to load after choosing your name, then use its own menus for the available session choices. Sources: [Pieter · Urban Terror browser launcher](https://ut.pieter.com/) ## How do I get started? Enter a player name and select Play, then wait for the initial game-data download. Creator-reported: [Project guide](https://ut.pieter.com/) ## Which devices and browsers work? The host recommends a desktop computer and Chrome. Creator-reported: [Project guide](https://ut.pieter.com/) ## Can I play multiplayer? This browser route is an online Urban Terror multiplayer client. Creator-reported: [Project guide](https://ut.pieter.com/) ## What is included in this version? The host lists Casa, Turnpike, Abbey and Uptown among its multiplayer maps. Creator-reported: [Project guide](https://ut.pieter.com/) ## What should I know before playing? Game data downloads on the first launch and is cached afterward, according to the host. Creator-reported: [Project guide](https://ut.pieter.com/) ## Documented support - Multiplayer: Supported · Creator-reported - Online multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://ut.pieter.com/) --- # Doom / Doom II / Freedoom — WAD Commander v1 Canonical: https://playable.wtf/games/wad-commander-v1/ Project ID: project:wad-commander-v1 Load owned Doom WADs, or start with Doom shareware and Freedoom in the live v1 browser client. ## About this version Load owned Doom WADs, or start with Doom shareware and Freedoom in the live v1 browser client. The v1 FAQ supports Doom, Doom II and vanilla-compatible community WADs. Heretic and Hexen are described as future plans, not supported games. Browser launch. Shooter. [Play on creator site](https://v1.wadcmd.com/) ## Doom Classic WAD play, shared browser sessions and Doom 3 have different engines and file requirements. - [Read Doom guide](https://playable.wtf/guides/doom-quake-browser-versions/) - [Keep the original DOS behavior](https://playable.wtf/games/chocolate-doom-chocolate-doom/): A native port for compatible classic content, old demos and saves. - [Try the Doom 3 demo](https://playable.wtf/games/doom-3-browser/): A desktop browser route into the later game without a retail-data setup. - [Play owned original Doom 3](https://playable.wtf/games/dhewm-dhewm3/): Use original 1.3.1 data in a native port; BFG Edition files do not fit. [Browse all version comparisons](https://playable.wtf/families/) ## Doom data and a free alternative Doom and Doom II separate their engine from the WAD files that contain levels, graphics, music and other game content. That separation is why a launcher can offer several adventures without becoming a different engine each time. A base IWAD supplies the game; a patch WAD changes or extends it. Freedoom provides an alternative set of freely licensed content for Doom-compatible engines, with its own artwork and levels. It is not the retail Doom campaign. Choosing it lets you begin with a complete free content set, while an owned Doom IWAD is the appropriate basis for additions that depend on that game's assets. Sources: [WAD Commander v1 · built-in help and save handling](https://v1.wadcmd.com/src.f5a9bab8.js) · [Freedoom · project purpose and content](https://freedoom.github.io/) ## A launcher for vanilla-compatible WADs WAD Commander v1 offers Doom shareware and Freedoom choices, plus a way to bring your own WADs and DeHackEd patches. Its stated scope is Doom, Doom II, their expansions and community content compatible with the vanilla games. A mod requiring another engine's extensions is a different requirement; a .wad filename alone does not establish compatibility. Sources: [WAD Commander v1 · built-in help and save handling](https://v1.wadcmd.com/src.f5a9bab8.js) ## Input changes between desktop and touch On desktop, start with the original game's key layout and use fullscreen for mouse control. The help also supports controllers recognised by the browser and operating system. On touchscreens, the play area handles movement and side buttons provide actions: hold Use to strafe, but double-tap it to operate a door or switch. That distinction is easy to miss when starting on a phone. Sources: [WAD Commander v1 · built-in help and save handling](https://v1.wadcmd.com/src.f5a9bab8.js) ## Return with the same set of files The launcher retains recent files and associates saves with the selected WAD and patch combination. Reopen the same combination, in the same order, when continuing. This entry is specifically the v1 host; features advertised by a later WAD Commander release do not automatically apply here. Sources: [WAD Commander v1 · built-in help and save handling](https://v1.wadcmd.com/src.f5a9bab8.js) ## Do I need the original game files? The v1 welcome screen offers Doom shareware and Freedoom Phase 1 or Phase 2. Full Doom/Doom II and most community PWADs require a compatible retail IWAD from a copy you own; the shareware option does not unlock the full retail game. Creator-reported: [Project guide](https://v1.wadcmd.com/src.f5a9bab8.js) ## How do I get started? Use a built-in shareware/Freedoom link or upload compatible .wad/.deh files, select the files you want to load, then launch the engine. Creator-reported: [Project guide](https://v1.wadcmd.com/src.f5a9bab8.js) ## Which devices and browsers work? The v1 FAQ states support for modern Chrome, Firefox, Safari and Edge on desktop and mobile. Creator-reported: [Project guide](https://v1.wadcmd.com/src.f5a9bab8.js) ## What are the controls? On desktop, use the original game’s key layout; fullscreen enables mouse control. The v1 help also supports controllers recognised by the browser and operating system. Touch devices use the play area for movement and side buttons for actions. Creator-reported: [Project guide](https://v1.wadcmd.com/src.f5a9bab8.js) ## What is included in this version? The v1 FAQ supports Doom, Doom II and vanilla-compatible community WADs. Heretic and Hexen are described as future plans, not supported games. Creator-reported: [Project guide](https://v1.wadcmd.com/src.f5a9bab8.js) ## How do saves work? The v1 client stores game saves in IndexedDB and associates them with the selected game files. Load the same WAD/patch files in the same order to recover that save set. Clearing site data removes those browser saves. Creator-reported: [Project guide](https://v1.wadcmd.com/src.f5a9bab8.js) ## What should I know before playing? The current main-domain page advertises v2 for November 2, 2026. Its expanded game list, multiplayer and other future features are not applied to the live v1 record. Creator-reported: [Project guide](https://wadcmd.com/) ## Documented support - Mobile: Supported · Creator-reported - Controller: Supported · Creator-reported ## Credits and project - [Original project](https://v1.wadcmd.com/) --- # Weltendämmerung — Weltendämmerung web port Canonical: https://playable.wtf/games/weltendaemmerung-browser/ Project ID: project:weltendaemmerung-browser A C64 strategy game reconstructed in TypeScript from reverse-engineering notes. ## About this version The project rebuilds Dirk Maier’s fantasy strategy game around its documented turn phases and map rules. The author records the AI-assisted reconstruction process and provides an English manual. Browser launch. Strategy. [Play on creator site](https://s-macke.github.io/weltendaemmerung/) ## Two armies with different goals Weltendämmerung is Dirk Maier’s fantasy strategy game for the Commodore 64. Two commanders lead asymmetric armies over an 80-by-40-tile map. The web project reconstructs the game from its original program and documented rules, making an obscure strategy design available through a mouse-driven browser interface and an English manual. It is a game about positioning within a fixed conflict. You are moving an existing army through terrain, arranging attacks and controlling gates. The different armies and separate phases make choosing when to advance as important as choosing where. Sources: [Weltendämmerung · reconstruction project](https://github.com/s-macke/weltendaemmerung) ## Read the phase before issuing an order Each round divides play into movement, attack and fortification. MOV lets units move orthogonally using terrain-dependent movement points; ATK allows one attack per unit, including diagonal targets in range. FOR changes gates at their fixed map positions. An order that makes sense in one phase may be unavailable in the next. Select with a click, deselect with a right-click and scroll with the arrow keys. End Turn advances the phase; the browser also binds Space to that action. Check the highlighted phase and selected unit statistics before advancing, especially while learning what each unit can reach. Sources: [Weltendämmerung · English manual](https://raw.githubusercontent.com/s-macke/weltendaemmerung/HEAD/manual/manual.md) · [Weltendämmerung · browser controls](https://raw.githubusercontent.com/s-macke/weltendaemmerung/HEAD/web/src/screens/game/index.ts) ## Survival and pursuit lead to different plans Eldoin wins by keeping his commander alive until turn 15 or destroying all Dailor units. Dailor must kill that commander before the deadline. The defender can use gates and blocked terrain to delay an approach; the attacker needs to turn a numerical advantage into progress before time runs out. Flying units cross terrain cheaply, while warships are confined to rivers. Siege destruction of a gate is permanent at that location. These exceptions give individual units specific jobs and make the manual worth keeping open for a first game. Sources: [Weltendämmerung · English manual](https://raw.githubusercontent.com/s-macke/weltendaemmerung/HEAD/manual/manual.md) ## How do I get started? Open the web port and use the linked English manual for movement, attack and fortification phases. Creator-reported: [Project guide](https://github.com/s-macke/weltendaemmerung) ## What are the controls? Use the mouse to select units and map actions. The End Turn button advances the turn phase; Space is its keyboard shortcut. Creator-reported: [Project guide](https://raw.githubusercontent.com/s-macke/weltendaemmerung/HEAD/web/src/screens/game/index.ts) ## Can I play multiplayer? Two opposing commanders take turns; online play is not established. Creator-reported: [Project guide](https://github.com/s-macke/weltendaemmerung) ## Documented support - Multiplayer: Supported · Creator-reported ## Credits and project - [Original project](https://github.com/s-macke/weltendaemmerung) --- # wipEout — PhobosLab wipEout Rewrite Canonical: https://playable.wtf/games/wipeout-rewrite-browser/ Project ID: project:wipeout-rewrite-browser The 1995 anti-gravity racer rewritten for WASM and WebGL, with full and smaller hosted downloads. ## About this version The 1995 anti-gravity racer rewritten for WASM and WebGL, with full and smaller hosted downloads. This project targets the 1995 wipEout game; it is not Wipeout XL/2097 or a later commercial remaster. Browser launch. Racing. [Play on creator site](https://phoboslab.org/wipegame/) ## Quick start 1. Choose MINIMAL VERSION for the smaller download without the intro and music, then wait for the game to load. 2. Use Enter for Start Game and Venom Class. On Race Type, choose Single Race with the arrow keys and Enter. 3. The checked route used AG Systems, John Dekka and Altima VII. Confirm each with Enter. 4. Hold X for thrust after the starting lights and use the arrow keys to steer. Controls: X thrusts, arrow keys steer and A changes view. Z weapons and C/V air brakes are listed on the page but were not checked. ## Speed, weapons and two airbrakes The original 1995 wipEout is a racing game about steering an armed craft at speed, with separate left and right airbrakes as well as thrust. The handling asks for more than holding the accelerator: controlling the craft through a bend and deciding when to use a weapon are part of the challenge. Sources: [PhobosLab · Rewriting wipEout](https://phoboslab.org/log/2023/08/rewriting-wipeout) · [wipEout · hosted controls and download choices](https://phoboslab.org/wipegame/) ## The 1995 racer, extensively rewritten PhobosLab's wipEout Rewrite revisits the original PlayStation-era game with a new renderer, menus and platform layer. It retains the original game's data and racing structure while replacing substantial parts of the program around them. The author also changed the physics calculations to accommodate variable frame times. Although the aim was to retain the feel, the development account acknowledges that behaviour can differ from the original. This is a substantial rewrite, not a claim of a perfectly identical PlayStation simulation. Sources: [wipEout Rewrite · build and limitation notes](https://github.com/phoboslab/wipeout-rewrite) · [PhobosLab · Rewriting wipEout](https://phoboslab.org/log/2023/08/rewriting-wipeout) · [wipEout · hosted controls and download choices](https://phoboslab.org/wipegame/) ## Choose the music before the download The launcher has Full and Minimal downloads. Full includes the introduction and music and is listed at roughly 144 MB; Minimal omits those audiovisual extras and is listed around 11 MB. Choose based on the connection and the experience you want, rather than assuming the smaller option is a different race mode. Use the arrows to steer, X for thrust, Z to fire and C/V for the two airbrakes. A changes the view. The launcher displays those bindings beside its fullscreen control, so you can check them before the race rather than searching through a generic browser-game guide. Sources: [wipEout · hosted controls and download choices](https://phoboslab.org/wipegame/) ## A few original effects remain unfinished The repository still labels the rewrite as work in progress. It lists missing game-end animations and environmental audio reverb, and notes collision issues at track junctions. These are concrete reasons to expect rough edges even when normal racing works. Controller support also depends on the build: the README assigns it to the SDL2 backend, while its WebAssembly instructions use Sokol. The keyboard controls shown on the hosted page are therefore the supported starting point here; native package capabilities should not be assumed for the web build. Sources: [wipEout Rewrite · build and limitation notes](https://github.com/phoboslab/wipeout-rewrite) ## Do I need the original game files? The creator-hosted browser page offers a roughly 144 MB full download or an 11 MB minimal download without intro and music; it does not request a local game-file import. Building the source yourself requires separate game assets. Creator-reported: [Project guide](https://phoboslab.org/wipegame/) ## How do I get started? Choose the full or minimal browser download, wait for it to load, and use the displayed keyboard controls. The minimal option omits the intro and music rather than being a claim of a retail demo. Creator-reported: [Project guide](https://phoboslab.org/wipegame/) ## Which devices and browsers work? The creator provides a WASM/WebGL browser build. Exact browser-version and mobile compatibility are not established by the reviewed documentation. Creator-reported: [Project guide](https://raw.githubusercontent.com/phoboslab/wipeout-rewrite/master/README.md) ## What are the controls? The launch page shows arrow-key steering, X for thrust, Z to shoot, C/V for air brakes and A to change view. The documented Sokol WebAssembly backend does not support game controllers. Creator-reported: [Project guide](https://raw.githubusercontent.com/phoboslab/wipeout-rewrite/master/README.md) ## What is included in this version? This project targets the 1995 wipEout game; it is not Wipeout XL/2097 or a later commercial remaster. Creator-reported: [Project guide](https://phoboslab.org/log/2023/08/rewriting-wipeout) ## What should I know before playing? The project remains work in progress. The README lists missing game-end animations and audio reverb behavior. Hosted files and source availability are not a rights-holder endorsement or an independent compatibility test. Creator-reported: [Project guide](https://raw.githubusercontent.com/phoboslab/wipeout-rewrite/master/README.md) ## Documented support - Controller: Not supported · Creator-reported ## Credits and project - [Original project](https://github.com/phoboslab/wipeout-rewrite) --- # X-COM: UFO Defense — OpenXcomWASM Canonical: https://playable.wtf/games/xcom-ufo-defense-web/ Project ID: project:xcom-ufo-defense-web OpenXcom’s alien-defense campaign with local game files, persistent saves and offline caching. ## About this version mrmrcoleman’s browser fork packages the OpenXcom engine for WebAssembly. The reviewed hosted setup specifically requests UFO Defense data; Terror from the Deep is not claimed for this route. Browser launch. Strategy. [Play on creator site](https://playxcom.online/play.html) ## Global defence and close tactical decisions X-COM: UFO Defense combines the management of an anti-alien organisation with tactical missions at landing and crash sites. Researching alien technology and manufacturing equipment connects those missions to the larger defence effort. A recovered item or successful operation can change what your organisation can field next. The appeal is the relationship between those scales. You are not simply winning a sequence of unrelated fights: the broader campaign gives the tactical decisions a continuing purpose. This entry concerns the original UFO Defense data set. Sources: [2K · X-COM: UFO Defense](https://store.steampowered.com/app/7760/) ## OpenXcom in a browser, with offline caching OpenXcomWASM compiles the OpenXcom engine for the web. It stores imported game data and saves locally and caches its static files for offline play after the first visit. The creator documents periodic save synchronisation to browser storage, along with export and import for transferring progress. The game data is separate from the engine. Supply the UFO folder from your own copy; look for subfolders such as GEODATA, GEOGRAPH, MAPS and SOUND. Selecting that actual data directory is more useful than selecting a store launcher or shortcut. Sources: [OpenXcomWASM · engine and storage documentation](https://github.com/mrmrcoleman/OpenXcomWASM) · [OpenXcomWASM · file and save manager](https://playxcom.online/play.html) ## Export before importing or resetting The gear menu can export saves and import ZIP archives or individual .sav files. An imported save overwrites an existing one with the same name, so export your current set first if you want to preserve it. You can also restore a backup before starting the engine. Reset All Data removes both the imported game files and the saved campaign. It is a fresh-install action, not merely a graphics reset. Keep an external save archive and the original game installation before using it. Sources: [OpenXcomWASM · file and save manager](https://playxcom.online/play.html) ## Give the desktop interface room The host supports current desktop browsers and recommends a mouse. This is OpenXcom's existing interface rather than a redesigned touchscreen campaign map, so a desktop is the clearer starting point for learning its controls. Once the files have been cached, offline access is useful, but browser storage still needs to remain intact. Sources: [OpenXcomWASM · browser guidance](https://playxcom.online/) · [OpenXcomWASM · engine and storage documentation](https://github.com/mrmrcoleman/OpenXcomWASM) ## Do I need the original game files? Provide the UFO/XCOM data folder from your own X-COM: UFO Defense copy, containing folders such as GEODATA, GEOGRAPH, MAPS and SOUND. Creator-reported: [Project guide](https://playxcom.online/play.html) ## How do I get started? Drop or choose the game-data folder and select Install Game Data. The import stores files in the browser; no server upload is required. Creator-reported: [Project guide](https://playxcom.online/play.html) ## Which devices and browsers work? The host lists Chrome, Firefox, Edge and Safari. It recommends a desktop or laptop because X-COM expects mouse input; mobile is limited by that interface. Creator-reported: [Project guide](https://playxcom.online/) ## What are the controls? The original interface is mouse-oriented. The gear menu manages saved data and backup imports/exports. Creator-reported: [Project guide](https://playxcom.online/) ## What is included in this version? Play X-COM: UFO Defense through OpenXcom. The hosted setup covers this game; Terror from the Deep is not included in this listing. Creator-reported: [Project guide](https://playxcom.online/) ## How do saves work? Saves persist in IndexedDB. Use the gear menu to export backups or import a ZIP or individual .sav files; importing a matching filename overwrites that save. Export before resetting all data, which removes both installed game assets and saves. Creator-reported: [Project guide](https://playxcom.online/play.html) ## What should I know before playing? Clearing browser site data removes the stored game files and saves. Export backups first. Creator-reported: [Project guide](https://playxcom.online/) ## Documented support - Mobile: Limited · Creator-reported ## Credits and project - Port author: [mrmrcoleman](https://github.com/mrmrcoleman/OpenXcomWASM) - [Original project](https://github.com/mrmrcoleman/OpenXcomWASM)