

01 · AEGIS 2071
2071. The sky is purple.
Vorkhai ships hang over the cities. Earth's last hope is AEGIS, and you command it.
Radio
Commander AlparslanWelcome, Commander. Learn the front first, then hit the field.
BrimFox Games · digital archipelago
Every island is a BrimFox game. Explore the islands with Tiko, get to know their worlds, play their prototypes right here and collect their lights.
Guide

You made it! I've been waiting for you, Traveler. I'm Tiko, your companion in this digital world.

That's a Compass in your hands. Every island is a game; explore it, play it, and its light flows into the Compass.

But watch out: the islands have lost their color. Hold the switch at each island's gate to bring it back. Everything you do earns XP!
Hover over an island and I'll tell you about it.
01 AEGIS 2071 Tower-capture strategy Ready for release · awaiting company setup
02 Tower Defence Tower defense · AEGIS universe In development · G2
03 Şahmeran Vertical shooter · inspired by an Anatolian legend In development
04 Prismeow Puzzle hub · 22 puzzles Ready for release · awaiting company setup
05 Kimbil Trivia quiz · ball draw In development
06 Trap Guild Platformer + level building · single-screen rooms In development · internal test
08 Lamplight Town Puzzle · light and color In production
09 Müsait Bir Yerde Time management · dolmuş (shared minibus) · “Anywhere here’s fine!” In production 2071
Purple ships over the Bosphorus. The Vorkhai invasion has begun; the resistance is called AEGIS.
Radio

This is AEGIS. The year is 2071 and the sky is purple. From here on, it's their story, Commander.

Radio's open. This is Captain Arya, AEGIS Command Center. Vorkhai ships are over the Bosphorus, Commander.
Tower-capture battle · 101 levels · Unity


01 · AEGIS 2071
Vorkhai ships hang over the cities. Earth's last hope is AEGIS, and you command it.
Radio

Welcome, Commander. Learn the front first, then hit the field.


02 · AEGIS 2071
Draw a path with your finger and your troops march. The number on a tower is its health: when it hits zero, the tower is yours.
Radio

You draw the path, Commander. The troops handle the rest.


03 · AEGIS 2071
Purple towers grow stronger as they grow. Feed your own tower too: a second path at 20 health, a third at 30.


04 · AEGIS 2071
7 regions, 101 levels, 14 commanders. A commander awaits you in each region.
Prototype · in your browser
Drag, open a path, take the tower · 180 sec · you win ties
Radio

This is a prototype, but the numbers come from the game itself. Go on, give it a try!
Simplified for the site: Levels 1–3 (+ optional Drill), regular towers only; no powers, base, factory or battle tower. Tower positions, health, the 1.4 sec send rate, the 20/30/50 level thresholds, the 180 sec time limit and the enemy AI (tiers, decision interval, targeting) come from the game's own files.
101 levels · 7 fronts
From Istanbul to the heart of the Earth, every city is a line of defense.
Radio

Radio's open. This is Captain Arya. The sky is purple, Commander: Vorkhai ships are over the first line.

This is AEGIS tower defense, Commander. Build towers along the road and call the waves yourself.
Tower defense · Godot 4.7 · Android, landscape
01 · Tower Defence
The signal from Saturn went silent and the Vorkhai ships came. The crystal army came not to conquer, but to harvest.
Radio

Radio's open. Vorkhai ships are over the first line, Commander.
02 · Tower Defence
Two roads and sixteen build spots in the Old City. Build towers along the road and call the waves yourself: the earlier, the more gold.
03 · Tower Defence
When towers aren't enough, the command console steps in: an air strike, reinforcement troops, a tank that parachutes in.
04 · Tower Defence
12 heroes join along the way. The road ends at WORLDCORE, deep in the Earth's core.
Prototype · in your browser
Level 2 of the game · 6 waves · 16 build spots
Radio

The prototype runs in your browser, with values from the game's files. Let's go, Commander!
Simplified for the site: Istanbul — Old City line, 6 waves; values from the game's files. No hero (in the game too, heroes arrive at level 4). Of the abilities, only Air Strike; towers up to Lv.2. The game also has Reinforcements, Tank, Field Bag, debris, Lv.3–4 branches and all 101 levels.
Seven floors down
The snakes did not know Şahmeran was dead. They found out.
Radio

Traveler, the stairs start here. Seven arches, seven floors. A Guardian keeps watch at every arch.

One more floor. If only the Master could see.
Vertical shooter · Godot 4.7 · in development

01 · Şahmeran
The snakes did not know Şahmeran was dead. They found out; the shattered body is reassembling beneath the earth, scale by scale.


02 · Şahmeran
Slide your finger left and right; the Guardian fires straight up on its own. Where you stand is what you hit.
Radio

One more floor. If only the Master could see.


03 · Şahmeran
Every scale has its own health. The head is armored; it turns red when the body is gone. The final blow comes then.


04 · Şahmeran
Seven floors, a 105-level map. This is not revenge, it is a vigil: Şahmeran is not a monster, but a victim.
Prototype · in your browser
W01 → Opening Card → W03 · ≈ 90 sec
Radio

Traveler, two waves, one card. When the body is gone the head turns red; the final blow is yours.
Simplified for the site: the two waves of Floor 1 (W01 → Opening Card → W03), with the game's own numbers. A 3 sec intro instead of 8 sec; no gear, Three Waters, heroes or revival; sounds are simple synthesis (off by default); the badge icon is drawn in code; the armored head swallows only bullets that hit its front half (the neck can be hit). The game has a designed 105-level map.
A drop fell from the balloon.
The cat in the basket tipped the paint tube; the wave washes the screen in lab cream.
Radio

Welcome, Traveler! Careful, the paint is fresh. The shelves will emerge from the color in a moment.

This is Prismeow's island: 22 puzzles, one lab. Watch your paws.
Color Lab · 22 puzzles · Godot 4.7

01 · Prismeow
22 puzzles await in a lab run by black kittens.
Radio

Welcome, Traveler! The paint is fresh and the shelves are ready.


02 · Prismeow
From ball sorting to picture logic, from sliding blocks to word wheels. New ones unlock as you play.


03 · Prismeow
Every puzzle has its own tale and its own cat. You can play three of them here.
Prototype · in your browser
3 puzzles · 5 real levels from each
Radio

I've opened three shelves for you: crate pushing, sliding vehicles, hidden pictures. Which one do you start with?
Simplified for the site: three of the 22 puzzles (Kubik, Blokka, Pixmoo), with 5 real levels each from the game's own files. No sound, season points or locks; the full game has more.
Who knows?
Six balls swirl in a glass globe. One rolls down the chute and opens.
Radio

Traveler, the next island is a trivia quiz. Six friends wait at the door, each the keeper of a category.

Welcome, Traveler! I'm Sage; General Knowledge comes from me. Wanderer, Seeker, Runner, Tinkerer and Painter are here too.
Trivia quiz · Godot 4.7 · in development


01 · Kimbil
Move along the map stop by stop; every correct answer brings a friend closer to the village.
Radio

Welcome, Traveler! I'm Sage; General Knowledge comes from me.


02 · Kimbil
Every question, a ball rolls out of the glass globe; 15 seconds, 4 choices. You can't stick to what you know.


03 · Kimbil
More than 3,700 questions, all source-verified. A fact stays with you after every answer.
Prototype · in your browser
A draw on every question · 15 sec · 3 correct to pass
Radio

The globe is ready, Traveler. Five questions, three correct; one of the friends is waiting for you in the village.
Simplified to a single stop: 15 verified questions and one Hint; no lives, gold, trophies, map or multiplayer. When you pass the stop, the friend of the category you answered best is rescued (in the game, 10 correct in a category = 1 trophy).
The floor cracked.
A half step later it was gone. Poof! The pot went ting.
Radio

Ready? The floor is.

I jumped, Traveler. You landed in the Yard. Don't worry, nobody gets hurt here.
Platformer + trap building · Godot 4.7 · internal test
01 · Trap Guild
Anyone who falls here turns into a "poof" of dust, and the pot bounces with a "ting". A trap is a joke; nobody gets hurt.
Radio

Ready? The floor is.
02 · Trap Guild
100 levels, four themes. The floor collapses, spikes pop out, a spring flings you to the ceiling. Fall, and you restart instantly.
03 · Trap Guild
Pick an arena, place the traps, and beat it yourself first. Then send the link to a friend.
04 · Trap Guild
Every fall scores you points, and a fair finish earns a bonus. Watch the fall, share your card.
Prototype · in your browser
The game's real levels 1, 2, 3 and 8 · 4 rooms
Radio

I'm waiting at the door. The floor may lie to you, Traveler.
On the site: the game's real levels 1, 2, 3 and 8; physics and trap timings come from the game's own simulation. Sound, the Workshop, link sharing and Laugh Points are in the game.
Hold. Collect. Release.
A dusty cartridge, with a single ember inside.
Radio

Traveler, this cartridge is cold, but warm inside. The last ember is still burning: Nova. Shall we plug it in?
Pixel platformer · Paused · internal prototype

01 · Nova
Nova is an ember core. It runs, jumps, stomps sprouts from above, collects Embers and reaches the door. No lives: you scatter, and re-gather at the last lantern.
Radio

Don't mix them up, Traveler: this Nova is an ember. Not the same character as the Nova hero in the tower defense game.
02 · Nova
While on the ground, hold Nova: full charge in 0.6 seconds. Release: leap twice as high as a normal jump. The dotted arc shows where you'd go if you let go now.
Radio

Releasing early works too, Traveler, you just leap lower. Hidden cores are often up high.
03 · Nova
In internal testing the game reached 12 regions and 51 levels, then stopped. This cartridge holds the first three: the game's physics code, level data and sprites.
Radio

The cartridge waits on the shelf, Traveler. One run is enough to collect its light.
Prototype · in your browser
1-1 · 1-2 · 2-1
Drag or click the cartridge · POWER · RESET · on the TV CHANNEL and SOUND · controller: ← → Space Shift
Radio

Arrow keys and Space are enough. In 1-2, hold Shift and then release: you'll see the difference right there.
Simplified for the site: a small, faithful JS port of the game's simulation (integer physics, the same level data), three levels at game scale: 1-1, 1-2, 2-1. Sprites come from the game itself; the background, lantern and door are drawn in code as in the game. The game has no sound; the console's clicks and hum are switched on with the SOUND button on the TV. The game is paused (internal prototype); 51 levels in internal testing.
Night. The town sleeps.
Only the lanterns of the moth wardens light Lamplight Town.
Radio

This is still a construction site, Traveler. Mind the scaffolding; the island rises as the outlines fill with color.

Huh? Someone here? My lantern's ready... I think. I'm Wick, apprentice warden.
Puzzle · light and color · working title · Godot 4.7


01 · Lamplight Town
Only the moth wardens' lanterns light the town. Young Buru has to get through unseen.

02 · Lamplight Town
It's written where the warden will look and with which light. You pick the spot, the pose and the color.
Radio

I tell what I see. And what I don't.

03 · Lamplight Town
Under a red lantern, red and yellow both pass for white. If the warden says "Didn't see!", you're through.
In development
Lamplight Town isn't playable yet. The rule pack, 60 levels and an internal test build are ready; next come a device trial and a small human measurement for the color threshold. No playing on the site.
Radio

This is still a construction site, Traveler. The door is shut but the lantern burns; you've collected this island's light.
In production: no playing on the site. Visuals come from the game's own internal test files (AI-assisted production).
Morning in Gullhaven
A fictional harbor town. No villains; the only conflict is time, patience and space.
Radio

This is still a workshop, Traveler. But Cırcır's fresh paint has arrived; what you see are the game's own screens.
Time management · dolmuş · working title · Godot 4.7


01 · Müsait Bir Yerde
Hold the road area and Cırcır stops; release and it continues on its way. Waving passengers at the stop board in turn.
Radio

We never leave anyone at a stop. You say "stop", I'll handle the rest.


02 · Müsait Bir Yerde
Money passes hand to hand to the front; Ece drags a token from the tray to the "give" area. Tokens are abstract, just numbers.
Radio

Change is five, here you go! The money's from me, the road's from Nuri.


03 · Müsait Bir Yerde
At the end of a shift, earnings are measured against the target: on Plane Tree Line Shift 2 the target is 70, three stars at 75.
Radio

This island is still in the workshop, Traveler. What you see is the game's internal test build.
In development
Müsait Bir Yerde isn't in stores yet. The rule engine, 100 shifts and the first visuals are in the game; an Android internal test build (0.3.0) exists. Next is a 5-person feel test. No playing on the site.
Radio

This is still a workshop, Traveler. Cırcır is in the garage, but this island's light is on.
In production: no playing on the site. The visuals are a first pass (internal test); screenshots are from the development build.
0 / 9 lights collected
BrimFox Games is a small, independent game studio working with AI tools. Focus: hybrid-casual and puzzle games. Our games are being built for Android and iOS; titles are working titles until the company is founded.
Guide

End of the tour, Traveler. If you collected every light, look: the Compass completed the fox, and I'm at full power!

Some islands are still under construction; they'll have grown a little every time you visit. Tap the Compass to go back to any island.
Hidden tokens: 0/9 · a fox token is hidden in one scene of every island.
Secret floor
Tiko is dancing for you. Thanks to everyone who explores this site like a game; the real games are on their way.