What we are building, what changed, and what we learned making it.
16 September 2026 · How we run this site
Ads belong beside a game, not inside it
Most free game sites pay for themselves with advertising, and so will this one. The question is where the ads go, and that answer decides what a site feels like to use.
The common pattern on big portals is the ad break: you finish a level, the screen is taken over for thirty seconds, and then you are allowed to continue. It earns well. It also turns a puzzle you were thinking about into a thing you are waiting through, and it interrupts exactly at the moment you were most absorbed.
We are not doing that. Every game here runs in its own frame, and nothing we serve is allowed inside that frame. There are no ad breaks between levels, no full-screen takeovers when you navigate, no reward-for-watching offers dressed up as help. Advertising stays on the page around the game: a panel to the side on a wide screen, a banner below the description. If a slot has nothing to show it removes itself rather than leaving an empty grey box.
The trade is real: page ads earn a fraction of what interruptions earn. We would rather have the games than the fraction.
15 September 2026 · Site
A home for the games
Our games have lived on other people's portals for a while, which is a fine way to find players and a poor way to keep a shelf. Each portal shows its own slice, wraps the game in its own chrome, and can change its mind. So morassgames.com now exists: one place where everything we make can be played, arranged by what kind of puzzle it is.
The rules we set ourselves for it: no account, ever. No download. Nothing to install, nothing to sign up for, no newsletter box. Open a game page, press Play, and the game loads — and only then, because a page that quietly boots a game engine before you ask has wasted your battery on a maybe.
Progress is kept in your own browser rather than on our machines. That is a deliberate trade and worth understanding: nobody can lose your save but you, nothing about your play reaches us, and the price is that your progress does not follow you to another device or survive clearing your browser data.
The site is built from a small catalogue file and generated as plain static pages, which means adding a game is an entry and a build, and there is no server to go down at three in the morning.
15 September 2026 · Lanternward
Lanternward is on CrazyGames
Lanternward passed review and is live on CrazyGames, which is the first time one of our puzzle games has gone out to a portal audience at that size.
The version there and the version here are the same game, but the saves are not shared: browser storage belongs to the site you played on, so a district you finished on one will not be finished on the other. If you have progress you care about, pick one and stay with it.
Every game page here lists the other places a game can be played, under "Also available on". We would rather send you to whichever one you like than pretend the others do not exist.
15 September 2026 · Games
Two games to begin with
The shelf opens with Lanternward and Borrowed Ink, and they are deliberately different kinds of thinking.
Lanternward is a logic puzzle in the Akari family: light every street of a night city, using numbered roofs as your clues, never letting two lanterns shine on each other. It is the long one — 300 graded puzzles across ten districts, an endless mode, and a new daily board. Every level in it can be solved by reasoning alone. If you ever feel you have to guess, the puzzle is not asking you to; there is a deduction you have not spotted yet.
Borrowed Ink is the short, strange one. A magic stamp exchanges ink with the paper beneath it — nothing is copied, nothing is lost — and thirty small pictures have to be put back together by moving ink about and finishing with an empty stamp. It has no clock and no failure state.
More are in production. The categories in the sidebar will fill out as they arrive.