Somewhere between Flappy Bird and Choplifter you'll find Choppa, a game which sees you piloting a rescue helicopter through obstacle courses to pick up survivors.
You play two members of the HALT department taking down a new gang and their cronies. Along the way you'll be switching between, and combining different ammo and weapon types to better fight your foes.
You play Ezra as he trys to find his way back home to his family through ruins and awkward terrain. Deliberately built as a journey, The Thin Silence prides itself on not repeating traps, puzzles or gimmicks.
In a world where most things are cardboard you must build and manage a town to survive against the goblin masses, managing development, defences and the town guard.
Combine a four player dungeon crawl with a winner-takes-all battle royale and you've got a game that's actually closer to the textbook definition of a MOBA; and with an interesting, quirky mix of characters and a massive selection of…
A more tactical twist on the classic two-party real time strategy games, Move your troops from cover to cover as you try to capture buildings and win the day.
Somewhere between Monaco, Duskers, and Stealth Inc. lives Signal Decay, a high risk isometric stealth game which sees you moving through tense, dark, cyber labyrinths neutralising targets and getting the goal.
Competitive 3D platformer. Traps and pitfalls will attempt to defeat you and your friends, regardless of the fact that you need one-another to survive only one person can be crowned victor. With mice!
A wide world of oranges and greens, a pixel-jump, pixel graphics platformer with adventure-like gathering of items and abilities; all accompanied by an excellent soundtrack.
A roguelike with a more realistic healing, fatigue and weapon-wear system built into it - and for those who can manage the journey, a place where you can store items that persist between plays.
Long after the Earth became inhospitable the wealthy survived on a city built at the top of massive columns, you play a survivor who lives in one of those columns, making important - plot controlling - choices outside of time.
Imagine an RPG where the world actually grows around you, bartenders grow old and die, you can marry NPCs but sell them to slavery and face the repercussions. The world never stops changing as your character ages.