Press start. No filler. Just play.
Remember when starting a game meant dropping a quarter or clicking a link—not waiting on a hundred-gigabyte patch and clicking past six store pop-ups? I build fast, atmospheric strategy, arcade, and exploration games that put you in the action in seconds and keep you saying “one more round.”
- [01] King’s Claim: Cutthroat pixel-art castle RTS
- [02] InfiniMaze: A million-room maze shared by all players
- [03] Asteroids: Playable zero-gravity arcade dogfight
- [04] Stranger Sips: Late-night coffee shop stories (2024–2026)
“The best games take thirty seconds to learn and a hundred nights to master.”
Modern games love to waste your evening. Before you play a single match, you sit through a massive download, three splash screens, a season-pass pitch, and a twenty-minute tutorial that explains how to walk forward. By the time the real game starts, your free hour is gone.
Great games do not need padding. Think about the classics you still remember years later. You learned the controls in a minute. Every button did something crisp and unmistakable. The tension came from outsmarting a rival, threading an impossible gap, or wondering what waited around the next dark corner.
That is the kind of studio I run. Every game at Jeff Lunt Games is built to respect your time and reward your curiosity. Whether you have five minutes for a quick high-score run in Asteroids or a whole evening to map the deep corridors of InfiniMaze with friends, you are playing within seconds of opening the tab.
No launchers. No pay-to-win timers. No filler quests. Just sharp rules, rich atmosphere, and worlds worth coming back to.
After welcoming thousands of night owls into my first commercial release, Stranger Sips, from mid-2024 through New Year’s Day 2026, I am now building two new multiplayer worlds: King’s Claim and InfiniMaze.
Three Promises to Every Player
What you can expect whenever you boot up a Jeff Lunt Games title.
Click a Link, You’re In
The browser is the best arcade cabinet ever built. Every game here launches right in your window without a forty-gigabyte installer or a mandatory launcher account.
Easy to Learn, Hard to Master
You should never need a wiki just to survive your first five minutes. Simple building blocks—a torch, a piece of chalk, a stone wall, a thruster—create endless tactical surprises.
Every Victory Is Earned
No energy bars that beg for your credit card and no daily chores disguised as fun. When you capture the map or top the leaderboard, you did it with your own wits.
King’s Claim
In Active Development Real-Time StrategyOutbuild your rival brick by brick. Wall off the frontier, close the loop, and claim the kingdom.
Most strategy games bury the fun under sprawling tech trees and fifty unit menus. King’s Claim strips real-time strategy down to its most exciting fight: a fast, high-stakes land grab between two rival crowns.
You begin with a central castle, four tireless workers, and nearby quarries of raw stone. Click the map to lay down wall blueprints. Your workers hustle to the quarry, hoist heavy stone blocks onto their shoulders, and march to the frontier to raise your walls three bricks high.
The moment your finished walls form a closed loop, all the land inside becomes yours. Build a bold perimeter to annex a huge swath of the map at once—or play dirty, sneak a worker into your rival’s half-built wall, and place a single block that ruins their enclosure before they can seal it.
- Fight over the quarries: Stone is everything. Claiming a quarry close to the center of the board cuts your haul time in half and starves your opponent’s builders.
- Risk vs. greed on every wall: Small enclosures score fast, safe points. Wide, ambitious walls can win the match in one stroke—if you can finish them before time runs out.
- Distinct AI rivals: Practice against aggressive CPU commanders that try to choke off your gates, or expansionist builders that race to wall up the corners.
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STEP 01
Work the Stone Quarries
Your four workers automatically pull jobs from your build queue, trek to the nearest quarry, and haul cut stone back to the construction site.
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STEP 02
Fortify to Full Strength
A wall is not secure until a worker delivers three loads of stone. Half-built foundations do not count toward an enclosure yet—protect your supply lines.
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STEP 03
Seal the Perimeter
Close the ring (up to 100 interior tiles per enclosure) to plant your banner across every tile inside. Add gates so your workers can march out for the next expansion.
InfiniMaze
In Active Development Multiplayer Online LabyrinthA pitch-black labyrinth a million rooms wide—and every player on earth is mapping it together.
Imagine stepping into a dungeon so vast that no single adventurer could ever walk it alone. InfiniMaze drops you into a twisting, shadowy labyrinth with a flickering torch, a stick of marking chalk, and one goal: push back the dark and find the exit.
In our flagship mode, The Great Maze, every player enters the exact same million-by-million room world. When you brave a pitch-black corridor, you permanently clear the fog of war on the shared map for everyone who comes after you.
You feel the presence of other wanderers everywhere. Follow the warm glow of community footstep trails to find the main highway, read chalk symbols left at three-way forks by strangers who passed through an hour ago, and ignite ancient stone Beacons to unlock fast-travel sanctuaries for the whole server.
- Survive the night cycle: As dusk falls across the labyrinth, ambient light fades away. Keep your torch burning (
F) and scavenge randomized loot chests tucked down blind alleys. - Leave your mark in chalk: Draw arrows, skulls, or breadcrumbs on the floor tiles (
Space) to guide fellow explorers away from dead ends—or lure rivals into a trap. - Light the Beacons: Discovering and lighting a Beacon saves your checkpoint, boosts your share of the global victory pool, and lets anyone teleport across the mapped world (
T).
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MODE 01
Solo Arcade Run
Start in a bite-sized maze and race the clock to the exit. Every floor you clear drops you into a deeper, wider, more intricate labyrinth.
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MODE 02
Co-op Party Delve
Gather your crew in a private room, split up at the crossroads, and use chalk marks and beacons to solve the floor together.
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MODE 03
The Great Maze (Shared World)
Drop into the massive persistent labyrinth at any lit Beacon. Every chunk you uncover and every beacon you ignite builds your contribution score until someone reaches the final exit—triggering a server-wide celebration and a brand-new world.
One ship. Six shots on screen. Drift sideways through a storm of jagged rock.
There is a reason the 1979 arcade cabinet still gets palms sweating decades later. Asteroids Tribute brings that pure, white-knuckle dogfight straight to your browser tab.
In deep space, brakes do not exist. Punch your booster and your ship coasts across the void on momentum alone until you whip the nose around and fire a retro-thrust. Crack a giant boulder with a cannon shot and it splits into two faster medium rocks; shatter those, and four small splinters ricochet across your flight path.
Button-mashing will not save you. Your cannon only allows six projectiles in flight at a time, so every shot has to count. Use the edges of the screen to wrap behind incoming rocks, and when the whole sector closes in on your hull, slam the hyperspace button and pray you rematerialize in clear space.
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RULE 01
Master the Drift
Feather your booster instead of holding it down. Controlled slides let you pivot 180 degrees and pick off fast splinters chasing your tail.
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RULE 02
Respect the Six-Shot Cap
Only six bullets can exist on screen at once. Close the distance when you need rapid fire; snipe carefully across the screen wrap when the wave thins out.
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RULE 03
Hyperspace Is Your Last Resort
Pressing
Steleports your ship to a random coordinate, kills your velocity, and grants a brief shield window—perfect when a boulder is an inch from your nose.
Stranger Sips
Studio Archive · First Commercial Release (2024–2026)An all-night neighborhood coffee shop for insomniacs, artists, and night owls—and my first commercial game.
It is 2:00 AM and the pavement outside is slick with rain. The neon sign in the window hums softly. Inside Stranger Sips, lo-fi music drifts over the hiss of the espresso machine, and someone you have never met is sitting alone at a corner table.
From mid-2024 until New Year’s Day 2026, thousands of players stepped inside this late-night cafe to pour a warm drink and strike up a conversation. Every regular had their own job, personality, and real-world schedule—if you wanted to catch the night-shift air traffic controller, the retired bridge builder, or the guarded oil painter, you had to drop by on the nights they were actually in the shop.
No two nights played out the same. Characters remembered the stories you shared weeks earlier, and their mood shifted with every turn of the conversation. If you listened closely, shy regulars slowly opened up; if you were rude, they finished their coffee and walked out into the rain.
- A living neighborhood cast: Dozens of distinct regulars who kept their own weekly hours and remembered past conversations across visits.
- Thank you for the late nights: I closed the doors of Stranger Sips on January 1, 2026 to pour all my energy into King’s Claim and InfiniMaze. Thank you to everyone who pulled up a chair.
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Fast, cutthroat real-time strategy. Send your workers to the stone quarries, raise fortress walls across disputed ground, and close the loop to claim the kingdom.
Explore a dark, shifting labyrinth solo, with a party of friends, or alongside every player on earth in The Great Maze. Light beacons, leave chalk trails, and survive the night.
Jump straight into a 60 FPS zero-gravity dogfight. Master inertial drift, thread through shattering boulders, and hit hyperspace when the screen closes in.
My first commercial release: an all-night neighborhood coffee shop where thousands of players met quirky regulars, shared late-night stories, and watched friendships unfold.
Esc to reset.