Hi and welcome to my Arcade Room!
This is a small collection of audio-first arcade games I have built, all playable directly in your web browser. They are made to be enjoyed by ear, with screen reader and spatial audio in mind, but anyone is welcome.
No installs, no ads, no accounts. Just pick a game and go play. Have fun!
Available titles right now: 21
Audio Bumper Cars
Smash, dodge, win. An audio-first bumper-cars arena.
A blind-accessible bumper-cars arena built with spatial audio. Three modes ship in the box:
- Chill — classic bumper cars. Damage on contact, last car standing wins.
- Arcade — pickups, bullets, mines, shields, speed bursts and teleport. Mayhem, basically.
- Deathmatch — multiplayer-only, with respawns. Bring a friend.
Beatstar
Listen, remember, repeat. Then do it faster.
A pure-audio rhythm game. You hear a pattern of cues — up, down, left, right — and you echo it back on the beat.
Each level the BPM creeps up and the patterns get longer. How far can your ears take you?
FIRE!
An audio-only firefighter arcade. Hose down the city before it goes up.
You’re the firefighter. The city is burning. Listen for the buildings, aim, and put them out before the timer runs dry.
Every building has its own pitch family, so over time you start to recognise them by ear alone. Pure audio, pure tension.
Audio Flappy
A pure-audio Flappy Bird. Listen, flap, survive.
You know the drill. Tap to flap, don’t hit the pipes. The twist: there is nothing to look at. The pipes whoosh past, you hear them coming, and you decide.
Short rounds, brutal difficulty curve, the kind of game you swear you will play “just one more time” until it is somehow midnight.
Never Stop
An audio driving game with one rule: don't stop.
You drive a car that you cannot brake or accelerate. You only steer. The catch? If the car stops, the game is over.
Speed cones along the road give you boost time, but each one you grab gives you a little less than the last. Don’t stop. Just don’t.
Audio Pac-Man
Pac-Man, played entirely by ear.
The classic arcade adventure, rebuilt for the ears. Every dot, every wall, every ghost has a position in space — you hear them around you, you dodge by sound, you eat by sound.
Power pellets still flip the script and let you go on the offensive. Cherries still appear. The ghosts still want you dead.
Audio Pinball
Space Cadet, by ear.
A blind-accessible pinball game inspired by the Space Cadet table from old Windows 3D Pinball. The flippers are still the flippers, the bumpers still bump, the ball still goes where you don’t want it to.
If you ever played Space Cadet during a school computer lab and pretended you weren’t, this one’s for you.
Audio Pong
Pong with powerups, played by ear.
The original arcade game, in pure audio form. Hear the ball coming, swing your paddle, send it back. Repeat until your wrist hurts.
This one ships with powerups too, because if Pong was perfect we wouldn’t have spent fifty years remixing it.
Wheels of Claudo
Anti-gravity F-Zero-style racer. Pure web, pure speed.
A futuristic anti-gravity racer in your browser, with the speed cranked all the way up. No build tools, no installs, no waiting — open the page and floor it.
If you grew up on F-Zero or Wipeout, you’ll know what to do.
Roadsplat
An audio Frogger. Cross the road. Don't get splatted.
You’re on the south sidewalk. The road is between you and where you want to be. Cars are coming from both sides at speeds you cannot see — but you can hear.
Walk forward, walk back, time it right. Do it for as many lanes as your nerves can take.
Audio Tennis
Single player vs AI, or 1v1 multiplayer with a friend.
A 2D audio tennis game built around spatial sound. Play against the AI, or share a room code with a friend and play 1v1 over the web.
Headphones recommended for the multiplayer mode — locating the ball matters a lot more when there is a real human on the other side trying to make you miss.
Villains from Beyond
Pilot the Solvalou. Shoot the sky, bomb the ground, fight the mothership.
You pilot the Solvalou, a ship that scrolls forward and never stops. Aerial enemies fall to your zapper beam. Ground targets eat your bombs. Every three levels, a Genesis mothership shows up and remembers it’s a boss fight.
The game is endless. The further you get, the more mistakes hurt. Try to reach as far as you can.
Whack-a-Critter
An audio-first whack-a-mole. Listen to the lair, swing the hammer.
Critters pop out of holes in the ground. You hear them. You swing. You hope.
Spatial audio tells you which hole the critter came from, and how long you have before it ducks back. The faster you react, the higher the score climbs.
Audio Berzerk
Room after room of murderous robots. And Otto is coming.
A blind-accessible take on the old Berzerk arcade. Every room is a maze of electrified walls and robots that very much want to shoot you. Find the exit, leave through the chord, repeat.
Don’t take too long. Otto hears the silence, and Otto does not stop.
Audio Climber
Scale the building floor by floor. Dodge what's coming down.
You’re climbing a tall building, one floor at a time. Hazards rain down from above — windows, debris, things that swipe sideways. You hear them coming, you move, you keep going up.
Clear a building, ride the bonus, start the next one a little higher up the skyline. Don’t fall.
BRAWL!
An audio fighting game. One match, a gauntlet of opponents, no excuses.
Pick your fighter and step into the arena. The crowd hears you, the announcer hears you, and the AI on the other side definitely hears you. Punch, kick, block, spacing — it’s all there, all by ear.
A match is a gauntlet: each opponent is harder than the last. Survive the bell, advance the round, eat the bonus, fight the next one.
Hammer of Glory
Hit the note. The slide is coming. Smash on time.
A target tone plays. A slide rises and falls through the same range. Your job is to drop the hammer the instant the slide matches the target.
Miss low, miss high, or hit it dead-on. The closer to the centre, the bigger the round bonus. Easy to learn, mean to master.
Audio Lander
Lunar Lander, by ear. Burn fuel, kiss the ground.
Touch down on the Moon, then on a list of less hospitable rocks. The thruster burns, the announcer reads your altitude, and gravity does the rest.
Land too hard and you crash. Run out of fuel and you crash. Land it soft and you collect the bonus and ship off to the next body. Each mission gets meaner.
Mathstar
Mental arithmetic, on the beat.
Backing track plays. Announcer reads a problem. You type the answer one digit at a time, on the bar, while the music keeps moving.
Each correct digit chimes a scale degree. The first wrong digit ends the operation. Levels speed up, problems get nastier, and the music keeps going whether you’re keeping up or not.
Audio Missile Command
Six cities. Incoming. Light up the sky before it's too late.
Threats fall from above. Below them sit your cities and your batteries. You aim the crosshair by ear, fire your interceptors, and pray the blast radius lines up.
Every wave is faster than the last. Lose all your cities and the lights go out for good.
Audio Space Invaders
The whole sky is hostile. Sweep your aim, pick your weapon, hold the line.
Wave after wave drops down on you — scouts, bombers, battleships, the works. You sweep your aim across the sky and choose between pulse, beam and missile depending on what’s coming.
Watch out for the civilians; shoot them and you lose points. Chain-tagged ships pay big if you read the pattern. Every wave hits faster.