Platform: Browser
The Browser as a Gaming Platform
When people talk about video game platforms, they usually think of consoles or PCs. Yet one of the most democratizing, overlooked, and surprisingly capable platforms has been sitting in front of us for decades: the web browser. No discs, no installers, no drivers, often no account at all. You click a link and you are in. That simplicity made the browser a cultural engine for creativity, micro-innovation, and the kind of instant, shareable fun that powered schoolyard legends and office procrastination in equal measure.
This article takes a deep, technical, and historical look at the browser as a gaming platform. We will trace its origins, the Flash-fueled boom, the HTML5 renaissance, the arrival of WebAssembly and WebGPU, and the many design choices and tradeoffs developers make to ship great experiences. Along the way we will talk about hits and curiosities, engines and toolchains, distribution and monetization, and the legacy browser games continue to imprint on the industry.
If you ever lost an afternoon to a tab that was supposed to be a two-minute break, this is your turf.
Early Experiments and the Pre-Flash Web
In the 1990s the web was young and static. Yet even then, people pushed pages into playthings. Simple CGI-powered quizzes, image maps turned into labyrinths, and Java applets showcased the first wave of interactive browser experiences. Java promised "write once, run anywhere." The reality was more like "write once, debug per browser and JRE," but it was the first widely used route to real-time interaction and 2D animation in a page.
Some classic early massively multiplayer titles, such as the original RuneScape, leaned on Java to deliver a living world inside a tab. Performance and security caveats were constant companions, and applets required extra permissions that made IT departments nervous. Still, for many players this was the first taste of a persistent online game they could launch from a school library or a net café with nothing but a mouse, a keyboard, and a forgiving librarian.
The Plugin Era: Flash, Shockwave, and the Rise of Portals
The late 1990s and 2000s were the plugin decade. Adobe Flash and its sibling Shockwave brought timelines, vector graphics, embedded fonts, sound, and later full scripting with ActionScript. Flash broke the web out of its static mold and into cartoons, mini-games, and interactive toys. It was fast to get started, easy to publish, and ran on the majority of desktops. For many creators, Flash was a small studio in a box.
Portals became the town squares of this ecosystem. Newgrounds set the tone for independent creativity and edgy humor. Kongregate added achievements, leaderboards, and revenue-sharing. Miniclip, Armor Games, and Addicting Games hosted thousands of submissions, from polished gems to delightful one-off experiments. Entire subgenres took off, like tower defense, physics puzzle games, and idle clickers.
Flash lowered the barrier for hobbyists and students. A teenager could upload a clever prototype one week, then, with virality behind it, find a community of fans the next. Some of those prototypes evolved into commercial hits on other platforms. "Meat Boy" began as a Flash game before becoming Super Meat Boy on consoles and PC. The lineage is traceable in design DNA and developer biographies.
The web also incubated social worlds. Habbo Hotel used Shockwave to invite players into an isometric chatroom economy. Club Penguin became a rite of passage for younger audiences. And the browser was a common entry point to virtual pet worlds and slice-of-life communities like Neopets.
If you want to revisit the spirit and history of this era, the Wikipedia article on the browser game is a helpful overview and timeline context: Browser game.
Social Gaming and the Facebook Boom
Around 2009 the browser collided with the social graph. Facebook games used viral loops, notifications, and frictionless onboarding to explode beyond gaming subcultures. FarmVille became a pop culture phenomenon. Your crops needed tending, your friends needed gifts, and suddenly your coworkers knew what "energy" means in a free-to-play economy.
This period mainstreamed mechanics like daily rewards and compelled designers to think about retention curves and social friction. The technique was occasionally heavy-handed, but it proved the browser could host service games at scale. The economics diversified too. Microtransactions, ads, and sponsorships replaced the one-time purchase model and created jobs for designers, artists, and community managers who never thought of themselves as console developers.
The HTML5 Renaissance
The writing was on the wall for plugins by the early 2010s. Security risks, mobile device incompatibility, and the web’s push toward native capabilities led to a sunsetting. Adobe ended Flash Player in 2020, marking the close of a monumental chapter. But by then, the browser had grown its own muscles.
The arrival of HTML5 set up the next act. The technologies that matter most for games include Canvas 2D for immediate-mode drawing, the Web Audio API for low-latency sound, WebGL for GPU-accelerated 3D graphics, typed arrays for binary data, and a hardening JavaScript engine pipeline that transformed scripts into optimized native code at runtime.
On top of those APIs came production-grade frameworks. Three.js made 3D approachable. Phaser won hearts for 2D projects. PlayCanvas became a full editor-driven engine built for the web from day one. Browser games were no longer experiments. They were products.
You can dig into technical details here:
- WebGL’s background and capabilities: WebGL
- Adobe’s role and retirement: Adobe Flash
The Modern Stack: JavaScript, WebAssembly, and WebGPU
Today, the browser is a credible runtime for games, often with technology that mirrors native stacks.
- JavaScript engines like V8 and SpiderMonkey perform just-in-time compilation and execute typed array heavy loops quickly. With careful memory access and avoidance of deoptimizations, JavaScript can push solid 2D games and even smaller 3D scenes at 60 fps.
- WebAssembly opens the door to near-native performance by letting developers compile C, C++, Rust, Zig, or other languages into a compact binary format that runs in a secure sandbox. Legacy engines and modern codebases can be ported to the web with toolchains like Emscripten. This is how we see Doom, Quake, and entire physics engines humming inside a tab. If you want to understand what makes WASM special, start with Wikipedia’s excellent intro: WebAssembly.
- WebGPU is the next leap. It is a modern graphics and compute API for the web that maps onto Metal, Vulkan, and Direct3D 12 under the hood. It simplifies state management relative to WebGL, brings compute shaders to the web, and is designed for performance and portability. The spec is young but already shipping broadly. You can read about the design and ecosystem here: WebGPU.
WASM and WebGPU together mean that browsers are not just for ported mini-games. They can run complex simulations, deferred rendering pipelines, and the kind of compute-heavy gameplay that previously demanded native installations. The gap is still real for high-end titles, especially when you need gigabytes of content or cutting-edge ray-tracing, but it is narrower than many assume.
Input, Audio, and Storage Capabilities
To be a platform, a browser needs to interact with the player’s senses and devices cleanly.
- Keyboard, mouse, and touch are well-supported. Pointer events unify input across devices. For first-person experiences, the Pointer Lock API lets your mouse move the camera without hitting the edge of the screen.
- The Gamepad API allows controllers to work in the browser with minimal setup, which matters for racers, fighters, and platformers. The MDN docs are a good practical reference: Gamepad API on MDN.
- Web Audio provides not just playback, but filters, spatialization, and procedural audio graphs. The AudioWorklet lets you author custom DSP in a low-latency thread.
- Storage is covered by IndexedDB for structured data, the Cache API and Service Workers for offline assets, and modern additions like the File System Access API in some browsers for power users. There are quotas and user permission flows, which is good for safety but requires careful design for large games.
On mobile, the constraints are tighter. Memory pressure, conservative background policies, and energy budgets demand leaner assets and aggressive loading strategies. Yet the same project can often reach desktop and mobile audiences without separate ports, a superpower unmatched by most platforms.
Performance and Optimization in Practice
Performance in the browser is a balancing act: CPU budgets are shared, graphics drivers vary, tabs go to sleep, and the security model isolates threads.
Developers routinely use these techniques:
- Asset streaming with Service Workers, so the first playable moment arrives fast while the rest downloads in the background.
- Atlas textures and mesh instancing in WebGL or WebGPU to cut draw calls.
- OffscreenCanvas and Web Workers to move expensive work off the main thread. With SharedArrayBuffer, multithreading becomes feasible when cross-origin isolation requirements are met.
- Deterministic simulation steps with time scaling to cope with frame variability, important for physics and multiplayer determinism.
- Dynamic resolution or effect quality scaling to keep frame times under budget across devices.
One practical lesson I repeat to new teams: test on a five-year-old laptop and a mid-tier phone early. The browser’s reach is a gift and a challenge. Optimizing your pipeline at the end is possible, but it is far more pleasant if your content authoring assumes reasonable constraints from day one.
Distribution and Monetization
The magic of the browser is instant distribution. A link is a launch button. That said, developers still need to be discovered and paid.
There are several channels that consistently work:
- Publishing on portals like Newgrounds or Kongregate can still bring community and feedback, even if the golden age has passed.
- Hosting on your own domain, then driving traffic through social media, newsletters, and communities. The shareability of a URL makes your players your marketers when you nail the hook.
- Shipping to itch.io as a web build with optional donations and paid tiers.
- Integrating with ad networks or sponsor deals, used carefully to avoid breaking flow. Some platforms still offer achievement and currency systems similar to the Kreds of old.
- Using the Payment Request API or embeddable payment providers for in-game purchases, depending on region and platform policies. Modern PWAs can install on the home screen, which helps with returning user friction.
Service games on the web succeed with live events, seasons, and regular updates. The browser’s frictionless updates are a huge advantage. No patches, just refresh.
Engines and Toolchains That Matter
You can build from scratch with Web APIs, but most teams stand on the shoulders of engines.
- Unity exports to WebGL. It compiles C# to WASM under the hood and provides a fairly mature pipeline for many genres. Unity’s docs are a good first stop: Unity WebGL manual.
- Godot has a robust HTML5 export with WebAssembly. Its lightweight footprint suits browser targets well. See the official docs: Exporting for the web.
- PlayCanvas is a web-native 3D engine and online editor with excellent performance, especially for interactive product demos and fast-loading games: PlayCanvas.
- Three.js and Babylon.js are the backbone of countless projects that need low-level access to 3D while avoiding the boilerplate.
- Low-level toolchains like Emscripten let you take SDL-based engines, physics libraries, or bespoke tech and port them. This is how many classic games, emulators, and even full software synths land in the browser.
Regardless of engine, pay attention to memory sizing, asset compression, and build splitting. A slick 10 MB initial payload with smart lazy loading beats a 300 MB everything-at-once model, both for user patience and for mobile survival.
Multiplayer and Networking
The browser is an always-online platform, but it does not automatically solve networking for you. Designers juggle latency, fairness, and scalability the same way they do on other platforms.
Common approaches include:
- WebSockets for reliable, bidirectional communication with a central server.
- WebRTC for peer-to-peer connections when appropriate, such as small party games, with a signaling server to set up sessions. NAT traversal can be tricky, so managed relays are common.
- Deterministic lockstep for physics-driven games, which demands careful code and fixed-point math or WASM modules to stay in sync across clients.
The browser brings one underrated advantage here. Players expect quick sessions and easy sharing. A room code and a link are all you need for a Friday night playtest with friends.
Iconic and Exclusive Browser Hits
You can map entire eras of gaming by the browser-born hits that defined them. Here are several that tell the story well, each with a unique mechanic or social hook that leveraged the platform’s strengths:
- RuneScape: One of the most enduring browser MMORPGs. It began in Java and grew into a phenomenon, teaching a generation that the browser could host a living world. It has since evolved well beyond the original tech, yet the origin matters. RuneScape on Wikipedia
- FarmVille: A symbol of the Facebook era and a masterclass in viral loops and appointment mechanics. The audience it reached dwarfed many console hits. FarmVille on Wikipedia
- 2048 and Threes-likes: The minimalist puzzle formula spread like wildfire thanks to zero-friction sharing, forks, and clones. The browser was the perfect petri dish.
- Cookie Clicker and the idle genre: A seemingly simple clicker that quietly explores growth curves, prestige systems, and absurd humor. It probably stole more minutes of my life than I will ever admit.
- Agar.io and Slither.io: Lightweight real-time multiplayer with straightforward visual identity. Easy to learn, hard to quit.
- GeoGuessr: Turns Google Street View into a geography guessing game. It is one of the best examples of leveraging web-native content as a playground.
- Fallen London: A long-running narrative experience with card-based mechanics. The measured pace fits tab life uniquely well.
- Wordle: The daily word puzzle that turned morning coffee into a social ritual through shareable emoji grids. It began on the open web, then joined The New York Times. Wordle on Wikipedia
- Krunker.io, HaxBall, Surviv.io: Proof that FPS and arena formats can work in a browser with the right netcode and visual discipline.
- Line Rider and QWOP: Simple mechanics that create emergent stories and memes. The web minting cultural artifacts at its finest.
Plenty of other hits began in browsers, often as prototypes, before jumping to other platforms. The browser is a creative springboard.
Preservation and the Fate of Flash
Flash’s sunset in 2020 could have erased a massive slice of gaming history. Instead, the community rallied. The BlueMaxima’s Flashpoint project archived tens of thousands of Flash games and animations, making them playable via a secure launcher and locally emulated runtime. It is a labor of love worth celebrating: Flashpoint.
In parallel, Ruffle emerged as a modern Flash emulator written in Rust and deployed to the browser via WASM. It runs many SWF files directly in modern browsers without the original plugin, which keeps classic content accessible on the open web: Ruffle.
The preservation story proves something essential about the browser as a platform. It is not just about instant play. It is about long-term access. Standards, open tooling, and emulation make it possible to preserve and share cultural artifacts for decades.
Impact on the Industry
Browser gaming influenced the wider industry in several concrete ways:
- Free-to-play economies and live ops matured rapidly on the web, then crossed over to mobile and PC. Concepts like daily quests and seasonal events trace lineage back to portal and Facebook ecosystems.
- Onboarding design improved. The best browser games respected the reality that a player could leave at any second. That led to faster first sessions, better early tutorialization, and sticky core loops.
- Distribution expectations shifted. Players learned to expect instant access and lightweight installs. That mindset informs cloud gaming and streaming demos today.
- Prototyping sped up. Many developers still use the browser as a sandbox for ideas, physics experiments, or game feel. Rapid iteration is easier when your build is a URL.
- Web tech infiltrated native development. Electron, React Native, and PWAs reflect confidence in web engines as app runtimes. While not games per se, this cross-pollination changed how studios build tools and launchers.
Notable Curiosities and Anecdotes
A few browser gaming tales deserve a nod, partly because they are fun, partly because they hint at what makes the platform unique.
- The Chrome Dino: Google’s offline dinosaur runner is arguably one of the most played games in history. It sneaks in training for timing and patience every time your Wi-Fi hiccups.
- Google Doodles: From Pac-Man to Halloween ghost chases, Doodles show off tiny, high-quality browser games that reach millions in a day. They are masterclasses in scoped design and polish under constraints.
- js13kGames: A competition where developers create a game that fits in 13 kilobytes compressed. The results routinely look impossible. It is a love letter to creative constraints.
- "It runs in a browser": Doom, Quake 3, and even retro console emulators remind us that the line between native and web is blurry with WebAssembly. Watching a full PlayStation emulator boot in a tab never gets old, even if you have seen it before.
- Office folklore: Entire workplaces bonded over little browser games during lunch breaks. For a while, "one more run" was the lingua franca of Friday afternoons.
Common Misconceptions
Several myths linger around browser gaming. They were true in the past or true under specific conditions, but they are no longer blanket statements.
- Browser games are always low quality or casual. The web hosts a lot of casual content because ease of publishing invites it, but there are deep, hardcore experiences and tight, skill-based games too.
- You cannot use a controller in the browser. Modern browsers handle controllers well through the Gamepad API, and even rumble is supported in many cases.
- Performance is not viable for 3D. With WebGL and now WebGPU, plus WASM for heavy logic, many 3D titles achieve strong framerates on mainstream hardware, provided assets and shaders are tuned.
- There is no way to monetize. Developers have multiple avenues: direct payments, ads, subscriptions, sponsorships, and even Patreon-like support within the game’s community.
Cloud Gaming Inside the Browser
Another thread in the story is cloud gaming. Services stream a video of the game to the browser and relay inputs with low latency. GeForce NOW, Xbox Cloud Gaming, and Amazon Luna all rely on web clients to reach devices without native apps or with restrictive app store policies. Google Stadia pursued a fully cloud-first model and ran in browsers too before shutting down.
Streaming does not replace client-side browser games, but it does underline a point. The browser is a universal reach layer. Whether the heavy lifting happens on your GPU or in a remote data center, the tab is the gateway.
Challenges That Keep Developers Up at Night
The browser brings constraints that shape design and engineering:
- Cold start times can be rough with large WASM modules and asset bundles. Smart chunking, compression, and caching are essential.
- Mobile memory limits crash careless builds. Tracking peak heap and texture residency is part of release readiness.
- Input quirks and browser policies around autoplay, full screen, and clipboard access can surprise you. Always plan for permission prompts and distinct platform behaviors.
- Cross-browser differences exist. Standards help, but WebKit, Blink, and Gecko each have bugs and features at different stages. Test early and often.
None of these are deal-breakers. They are the normal potholes of a platform that runs everywhere without installation.
Where Browser Gaming Is Headed
Several vectors point to a bright future:
- WebGPU will unlock modern rendering and compute patterns that make next-gen visuals and simulations practical. As driver backends mature across vendors, performance should become more predictable.
- Better tooling around WASM, including component model evolution and language support, will make ports and greenfield projects alike smoother to deliver.
- Progressive Web Apps will shrink the gap between native and web in practical terms. Installable experiences, background sync, and richer file access make the browser feel like a first-class citizen on desktops and mobiles.
- Education, journalism, and product demos will continue to rely on the browser for interactive content. That is fertile ground for hybrid projects that mix game design with storytelling and utility.
- The indie scene will keep thriving. A link is still the fastest way to get a prototype in front of playtesters and peers. The browser rewards playful risk-taking.
My Take
If you love games, you should love the browser. It is messy, yes. Browsers have eccentricities and your perfectly timed audio callback might misbehave on that one Android device you did not test. But the upside is unmatched. The browser collapses the friction between curiosity and play. It makes it possible for a single developer to reach a million people with nothing but a clever idea and a public URL.
Personally, I find the browser’s constraints bring out good habits. You think about first meaningful interaction, about streams rather than monoliths, about perfect loops over perfect graphics. And when you deliver, you can share your work with a friend instantly. No patch notes required, unless you enjoy writing them.
Getting Started Resources
If all this makes you want to try your hand at building something, you can get a long way with approachable resources:
- Three.js and Babylon.js for 3D in WebGL if you enjoy graphics programming.
- Phaser for 2D with lots of tutorials and community examples.
- PlayCanvas for a web-native engine with visual editing and team collaboration: PlayCanvas.
- Unity’s WebGL export for teams who already work in Unity: Unity WebGL manual.
- Godot’s HTML5 export for a lightweight, open source path: Exporting for the web.
- For background reading and historical context: Browser game, WebGL, and WebAssembly.
One small tip before you dive in: set up a local HTTPS dev server early so you do not get tripped up by mixed content or permission differences. Your future self will thank you.
A Legacy That Keeps Clicking
The browser is not a footnote in gaming history. It is a platform that taught us to value immediacy, to prototype in public, and to think about communities, not just customers. It made designers out of teens, created unexpected careers, and archived entire eras in public view. It is also still evolving, adding capabilities that reshape what is feasible every year.
Some of the most iconic games of the last two decades began as links sent to a friend. That is not an accident. That is the power of the browser.
Most played games
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PokéRogueStory 16h 49mExtras 82h 43mComplete 445h 0m
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SisãoStory 0h 9mExtras -Complete 0h 12m
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Dinosaur GameStory 0h 5mExtras 0h 24mComplete 0h 43m
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Doodle Champion Island GamesStory 0h 55mExtras 1h 29mComplete 2h 21m
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Breaking the BankStory 0h 16mExtras 0h 5mComplete 0h 6m
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Crow Crime: A Murder MysteryStory 0h 3mExtras 0h 4mComplete 0h 5m
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Friday Night Funkin'Story 1h 19mExtras 1h 58mComplete 1h 24m
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Mega Man RPG PrototypeStory 6h 14mExtras 29h 8mComplete 101h 51m
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Life: The Game of ChanceStory 0h 2mExtras 0h 10mComplete 0h 15m
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Your Turn To DieStory 14h 56mExtras 16h 20mComplete 29h 11m
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We Become What We BeholdStory 0h 5mExtras 0h 5mComplete 0h 7m
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Age of WarStory 0h 33mExtras -Complete 0h 43m
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novenaStory 0h 4mExtras -Complete 0h 5m
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Universal PaperclipsStory 6h 43mExtras 8h 3mComplete 9h 0m
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THERE IS NO GAMEStory 0h 21mExtras 0h 19mComplete 0h 22m
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Escaping the PrisonStory 0h 7mExtras 0h 20mComplete 0h 31m
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Doodle GodStory 4h 27mExtras 7h 17mComplete 8h 25m
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Don't Shit Your PantsStory 0h 2mExtras 0h 4mComplete 0h 42m
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Those Darn Nipples!Story 0h 1mExtras 0h 0mComplete 0h 1m
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Air PressureStory 0h 4mExtras 0h 7mComplete -
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Cookie Clicker (2013)Story 186h 29mExtras 474h 12mComplete 970h 14m
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Bloons TDStory 0h 52mExtras 0h 59mComplete 0h 52m
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Achievement Unlocked 2Story 0h 49mExtras 2h 2mComplete 0h 53m
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A Dark Room (2016)Story 3h 42mExtras 4h 18mComplete 5h 52m
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You Have To Burn The RopeStory 0h 2mExtras 0h 2mComplete 0h 5m
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Upgrade CompleteStory 0h 19mExtras 0h 31mComplete 0h 29m
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Tower of HeavenStory 0h 26mExtras 1h 23mComplete 1h 3m
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This is the Only Level 3Story 0h 19mExtras -Complete 0h 35m
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This Is The Only Level TOOStory 0h 16mExtras 0h 21mComplete 0h 32m
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This Is The Only LevelStory 0h 30mExtras 0h 38mComplete 0h 13m
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The Visitor (2016)Story 0h 9mExtras -Complete 0h 12m
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SamorostStory 0h 15mExtras 0h 15mComplete 0h 19m
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Run Jesus Run a.k.a. The 10 Second GospelStory 0h 0mExtras 0h 0mComplete 0h 1m
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Pretentious GameStory 0h 16mExtras 1h 32mComplete 0h 38m
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PongStory 0h 15mExtras 0h 32mComplete 0h 12m
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I saw her standing thereStory 0h 10mExtras 0h 20mComplete -
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Frog FractionsStory 1h 5mExtras 1h 41mComplete 2h 31m
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Dys4iaStory 0h 7mExtras -Complete 0h 5m
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Duck LifeStory 0h 28mExtras 0h 37mComplete 0h 31m
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Achievement UnlockedStory 0h 14mExtras 0h 30mComplete 0h 20m