ARTHIS

Short games that start the moment you tap.

ARTHIS.space is a small, independent site of 105 mini games. Every one was made for this site, runs in your browser and needs no download or account.

Play gamesOpen the game feed — 105 games, free Or pick a game from the list below

All 105 games

Tap any game to start playing it.

What the site is

The games are split roughly between things you play alone and things you play with somebody sitting next to you. They are short by design — a game of Hand Cricket takes two minutes, a run at SkyStack takes less.

The collection is a swipeable feed rather than a wall of thumbnails: flick until something looks interesting and you are playing it, with no loading screen or store page in between. Every game also has its own page with the rules, the controls and honest advice on how to win.

What you won’t find here

Downloads
Every game runs in the tab you already have open.
Accounts
Nothing asks who you are. Scores and settings stay in your own browser.
Purchases
No coins, no unlocks, no premium tier and no payment form anywhere on the site.
Online matchmaking
Two-player games are two people on one device — split touch zones, both ends of a keyboard, or pass-and-play.

Why the games are built this way

Three rules shaped everything here: no installs, because a game you have to download is a game most people never try; no accounts, because nothing should stand between you and playing; and it has to run on a phone that is a few years old, because that is what most people are holding.

Who runs it

ARTHIS.space is run by an independent developer rather than a studio. The games, the site and the writing on it are all made in-house. If something is broken, or a control does not work on your device, telling us about it is genuinely useful — there is nobody else to notice.

You can reach us any time at akversebusiness@gmail.com, or through the contact page.

How the site pays for itself

Hosting and development are funded by advertising. We do not sell anything, we do not charge for any game, and there is no premium tier. Advertising is described in full in our privacy policy.

How a game gets made here

Each game is one HTML file. Not a project folder, not a build pipeline — a single file containing the markup, the styles, the game loop and the art, somewhere between 23 and 150 kilobytes of it. That constraint is self-imposed and it is the most useful rule on this site: a game that has to fit in one file cannot accumulate a launcher, an update checker, a login screen or a telemetry SDK. It starts, or it does not.

Two honest caveats to "single file". The 3D games load the Three.js library from a public CDN rather than embedding it, so on a first visit they fetch one external script before they run. And every page and every game — all 105 of them, 2D included — loads its typeface from Google Fonts. The game logic, art and layout are all in the file; those two requests are not, and the privacy policy lists both.

There is no game engine underneath any of this. The 2D games draw to a canvas and run their own loop; the 3D ones use Three.js and do the same. Collision, scoring, AI and input handling are written per game, which is slower to build and means each game behaves like itself rather than like a template.

About the computer opponents

Most single-player games here have a CPU to play against, and the honest position is that none of them are strong. The chess opponent looks exactly one move ahead. Four in Line searches two, four or six plies depending on difficulty. Several racing games rubber-band rather than driving better. Carrom's difficulty levels are modelled as aim and power error — the easy opponent is not thinking worse, it is missing more.

We write that down rather than dress it up, because knowing how an opponent decides is most of how you beat it. There is a whole article on exactly this, with the real numbers from the code.

Writing on this site

Every game has a page with its rules, its controls, what this version does differently from the standard game, real strategy and the mistakes that cost people the most. Alongside those there is a small set of articles about the things the games have in common: how two people actually share one phone, why touch controls fail and what to do instead, and what genuinely fits inside a single web page.

Ready to play?

Pick something from the feed and you will be playing in a second.

Play gamesFree, in your browser