SWELTER
Ice melts by its exposed faces. A block with ice on all four sides keeps almost all of itself. A block standing alone in the yard is gone in days.
So the stack protects itself, and every block you cart away punches a hole in the thing that was keeping the others alive. Where you take it from is a real decision with a real number behind it.
You run an icehouse in a hot colonial port. Ships bring ice down from the north; you buy it, pack it into a straw-lined pit, and sell it to a town that wants it most on exactly the days it dies fastest.
The year is the engine
- THE COOL: a ship lands every single day and ice is cheap. Fill the pit.
- THE RAINS: ships every other day, and the heat climbing.
- THE HEAT: ships four days apart and dear, and the town will pay almost anything.
- THE FEVER: hot, and the heat does not let go.
Heat drives the price and the melt, off the same number. That is the whole gamble: hold, and watch it go; sell, and open a hole in your own insulation.
Fourteen improvements, each one moving a term of the arithmetic
Sawdust under the floor. Straw in the gaps. A thatch roof over the yard. A cavity wall, then cork against the brick. A deeper pit, a wider yard. A felt-lined cart that loses less on the road, a round in the high town that pays more, a second round the town can absorb. A thermometer, then an almanac. A saw to halve a block where it lies. And eventually a plant that makes its own, ship or no ship.
Each one names the exact number it changes, so you always know what you bought.
Three years
Forty-eight days across four seasons, then a graded account of what the whole thing came to, down to how many pounds ran out through the floor.
- Free, and it plays in this page.
- Mouse, touch or keyboard. Works on a phone, upright or sideways.
- It saves itself every day and whenever you leave the tab. Close it and come back.
- A speed control, for when you want to watch a season go by.
Made by Core Systems Asset Factory. Code, graphics and text were produced with AI assistance; the in-game art is generated procedurally by code written for this game rather than by an image model, and the sound and music are synthesised procedurally from code rather than by an audio model. No third-party assets, fonts or audio are included.
More free browser games from CSAF
- BANNERET: SUCCESSION — Plant the banner and the whole House charges it. The dead stay dead — their heirs inherit the blood, flaws and all.
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- RUSTBLOOM — You never find the key. You forge it. A top-down adventure where every lock has many answers.
- SECOND INTENT — A duel where the opponent is openly building a read on you — and shows you exactly what it has learned.
- FLOODMARK — The flood is not the disaster. The flood is the harvest. A cozy town builder you play by aiming a river.
- ANNEAL — Pour it big. Pour it right. You rarely get both. A free foundry game about size and temper.
- PERIGEE — An indirect god game where your only lever is the moon. Set the orbit; the tide does everything else.
- PRISMHORN — Seven bands leave your horn at once. Each one is a verb, and they fire together — you aim all seven or none.
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- SEEDLIFT — A cozy farm that grows while you raid the wilds for seed. Beat the storm to the balloon lift.
- WHAT WE BURN — A horror game about the cost of staying warm. Burn what made you a person, or freeze holding on to it.
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- FROSTLEDGER — The ground gives more every winter. You pay for it out of the things you can still be moved by.
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- CARILLON — A tower defence whose towers never shoot. Hang bells; where two rings touch, a spark is born.
- OUT OF SORTS — A typing roguelite in a letterpress shop. You do not have a word list, you have a type case.
- THE WARM ROOM — Keep a derelict glasshouse alive through one winter. The heat in the room is made of the people in it.
- MAKE YOUR NUMBER — Six ships in the dark and one lamp. Every case is generated, then proven to have exactly one answer.
- PROMPTBOX — Three minutes of an overture, played over and over. Only what you work out survives.
- TIDEPOST — Carry the mail between nine islands across a real current field. The ocean is the mechanic, not the backdrop.
- ECHO LOCATOR — A pitch-black stealth game where sound is sight: every noise you make draws the room and gives you away.
- BULLET HELL BOTANIST — You have no weapon. The garden shoots. Harvesting a plant pays you and takes its covering fire away.
- Vampire's Morning Routine — Dawn is coming. Shut every window, drape every mirror, get in the coffin. The sunlight is a real, bendable beam.
- CLEAVE — One row of five cards. You and the end of the world draft from it. Every card is a ward, or a horror.
- TAKEN AS READ — A narrator describes the room. His sentences are not true until you accept them.
- TEMPO DRIFT — A racer whose road is the beat. Steer on it and the song, and your car, speed up.
- CONTEMPT — A courtroom brawler. Objections are parries. Hitting opposing counsel works, and costs you.
- SPALL — A match-3 where the board is your mech. Getting hit shatters the plates where it lands.
- Gravity Plumber — Reroute the water. Ride the fall. A free browser puzzle platformer where the room tips toward its heaviest tank.
- ANAGAMA — A wood-fired kiln incremental whose score is a shelf of pots that will never exist again.
- ROOTBOUND — A plant that thrives shades the ones beside it. The bed you laid out perfectly stops working because it worked.
- SIDINGS — A winter railway where capacity is signalling, not mileage. One train per block section. Two is a wreck.
- POLDER — Take the land back from the sea. A free browser incremental where water is terrain, not a counter.
- THE DYEWORKS — A dye house incremental. Grow the dyes, tend the vats, and match the colour the town ordered.
Paid, from the same studio
- GLASSWRIGHT, $9.99. A medieval stained glass workshop for one season: twelve commissions, a budget for each patron, and a shop you can lose.
- SOUNDER, $6.99. The night shift at a railway telegraph office, on a real Game Boy cartridge. Key each train order out in Morse by hand before two trains meet on the same single track.
| Published | 22 hours ago |
| Status | Released |
| Platforms | HTML5 |
| Author | CSAF — Core Systems Asset Factory |
| Genre | Simulation, Strategy |
| Tags | Economy, grid-based, Idle, Incremental, Management, Pixel Art, resource-management, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| Accessibility | Color-blind friendly |
| AI Disclosure | AI Assisted, Code, Graphics, Text |








