Every move powered by real quantum entropy
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Small browser games that share one unusual ingredient: the randomness is real. Where another game would call a pseudo-random number generator — an algorithm that only looks unpredictable — these games pull from a stored pool of over two million actual qubit measurements. The delay before the flash in Reaction Test, the position of a target in Aim Trainer, the gap in a Gravity Flipper pillar: all of it comes out of measurements of physical quantum systems, where the unpredictability is a property of nature rather than a property of the code.
Every game with a leaderboard has bronze, silver and gold thresholds, listed in that game's own how-to-play section below its arena. A few also carry an author medal, set at a score one of us has actually hit, so it is beatable rather than decorative. Submitting a score is optional and you can play everything without an account.
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A target number is drawn from the entropy pool, and you build an arithmetic expression that equals it out of the number and operator tiles you are dealt. There is almost always more than one way to reach the target, and the fast way is rarely the first one you see.
Each solved equation scores, and harder targets are worth more. The round clock keeps running, so points come from solving quickly rather than from solving elegantly.
🥉 50🥈 150🥇 300
Targets appear at quantum-random coordinates, so there is no spawn pattern to learn and no way to pre-aim — the only thing that improves is your actual reaction and tracking. Targets shrink and expire faster as the level climbs.
Every hit scores, multiplied by your current combo. A miss resets the combo to ×1, and letting a target expire ends the run. Accuracy and miss count are tracked live above the arena.
🥉 100🥈 300🥇 600
The delay before the green flash is drawn from real qubit measurements, so it is not pseudo-random and it is not predictable — there is no rhythm to anticipate and no seed to learn. Five rounds, and your score is the average.
Your score is your mean reaction time in milliseconds across five rounds, so lower is better. Clicking before the flash is a false start and does not help you.
🥉 300 ms🥈 230 ms🥇 180 ms
Move your cursor, finger, or use WASD / arrow keys to dodge incoming obstacles. Quantum-spawned — truly unpredictable.
Obstacles spawn from quantum entropy rather than a pattern, which means there is no safe lane and no memorisable wave order. You survive on reading the field, not on learning it.
Score is survival time. The leaderboard stores it in tenths of a second and displays it as seconds.
🥉 10s🥈 25s🥇 45s
A quantum-chosen number appears for a fraction of a second and you type back what you saw. Across ten rounds the numbers get longer and the flash gets shorter, so it stops being a reading test and becomes a test of how much you can take in at a single glance.
One point per number recalled exactly, out of ten. Partial credit does not exist — a single wrong digit scores nothing for that round.
🥉 4/10🥈 6/10🥇 8/10
The strip is filled with two colours that differ by a measured hue distance, and you click where one becomes the other. It starts at about 15° of hue separation, which is obvious, and ends near 0.3°, which is at or past the limit of normal human colour discrimination. Forty rounds.
Each round pays out on how close your click was to the real boundary, so near misses still score. Points accumulate across all forty rounds.
🥉 1,200🥈 2,400🥇 3,400
Quantum gravity wells drift around the arena pulling you in, and a new one spawns every fifteen seconds, forever — so the arena gets steadily less survivable and the run always ends. You fight it by shooting wells, collecting orbs, and spending points in the pause shop.
Points come from orbs collected and wells destroyed. Spending points in the shop is a real trade: upgrades keep you alive longer, but the points you spend are points off your score.
🥉 100🥈 300🥇 500
A word chosen from the quantum pool flashes up and you type it as fast as you can, five times over. Your score is average words per minute, and typos are not forgiven — a single wrong character voids the round.
Average WPM across five rounds. Rounds with a typo do not count toward your average, so accuracy is effectively part of the score.
🥉 40 WPM🥈 70 WPM🥇 100 WPM
An idle game with a quantum front end: every click observes a qubit, and buildings observe them for you while you are away. There are more than fifty upgrades, golden qubits that appear briefly for a large bonus, and a prestige reset that trades your progress for a permanent multiplier.
Qubits are the currency and the score. Buildings give you qubits per second; upgrades multiply clicks, buildings, or both. This game is not on the leaderboard — progress is saved locally instead.
You sit at the rim of a circular arena and fire particles into it. Particles that collide with each other score; anti-particles annihilate you on contact. Three lives, and the arena fills up faster than it clears.
Points are awarded for particle-on-particle collisions, with bigger payouts for multi-particle chains. Hitting an anti-particle costs a life.
A grid of qubits sits in superposition and you apply real quantum gates from the keyboard to drive them into a target state before the clock runs out. The gates behave the way their namesakes do: X flips, H puts a definite state into superposition, and M measures, collapsing a superposed qubit to 0 or 1 at random.
Clearing a grid scores and advances the level, with harder targets on each one. The timer is the constraint — the run ends when it expires, and the level you reached is reported with your score.
Two particles are entangled, so moving one mirrors the other — which means every input you make is simultaneously useful and dangerous. Breaking the entanglement gives you direct control of one particle alone, and that trade is the whole game.
Orbs score, with a combo multiplier for collecting them in quick succession, and the multiplier doubles while entangled. Filling the Resonance meter grants an invincibility burst. Three lives.
A slither.io-style arena snake with teeth: enemy AI snakes compete for the same food, there is a ring boss that shoots at you, and you can shoot back. Eating builds energy, which is also your boost fuel, so growing and running are funded from the same pool.
Score comes from food eaten and kills. You start with three lives and five segments. Inside the ring boss, auto-aim is jammed and you have to aim manually.
You swing a physically simulated rope and catch orbs with its glowing tip — not with your cursor, which is the part that takes practice. Ninety seconds, with random wind, gravity flips, chain explosions and golden rain events arriving unannounced.
Only the tip collects. Orbs caught in quick succession build a combo multiplier, and chain explosions can clear a cluster at once. Golden rain events are where the large scores come from.
🥉 1,200🥈 3,500🥇 8,000
A slingshot puzzle with real orbital mechanics: you drag to aim and release to fire, and the planets bend your shot on the way. A ball that curves around a planet to its target scores a gravity-assist bonus, so the clever shot is worth more than the direct one.
Targets score on contact, with a bonus for shots that use a gravity assist. Clearing every target leaves a large bonus of 50 points per unused shot, so finishing under par is where the score is.
🥉 350🥈 900🥇 2,000
A charge pulse runs along a circuit toward you, and you have to click the numbered nodes in order — 1, then 2, then 3 — before it arrives. Click out of order or too slowly and you get zapped.
Each completed circuit scores, and the pulse gets faster as you go. One wrong or late node ends the run.
🥉 300🥈 1,000🥇 3,000
Rings expand from the centre and you click at the exact moment one overlaps the target circle. The BPM ramps up every ten seconds, from 58 to a cap of 170, so a pace that felt comfortable becomes unplayable if you stay on the back foot.
A hit inside the tight window is a PERFECT and pays 100 points; a looser hit is a GOOD and pays 50. Both are multiplied by your combo, which caps at ×6. A miss resets the combo and costs one of your lives.
🥉 500🥈 2,000🥇 5,000
A side-scrolling tile platformer across five handcrafted levels. Run, jump, avoid the spikes, and touch the ★ to advance. The levels are fixed, so unlike most of this collection it rewards learning the route.
Points come from progress and from the bonus awarded for reaching the goal, so finishing a level is worth considerably more than getting most of the way through one.
🥉 400🥈 1,200🥇 3,000
You are in orbit and you have to stay in the band that is survivable — too close and you burn up, too far and you are lost. Clicking thrusts you toward your cursor, and because this is real two-body motion, thrust changes your orbit rather than your position.
You score 2 points for every frame spent inside the safe zone, so score is really time-on-station. Straying out starts a timer; stay out for about three seconds and the run ends. Debris rains down throughout.
🥉 300🥈 800🥇 2,000
A top-down shooter whose waves are composed from quantum entropy, so the enemy mix is never the same twice and there is no wave to memorise. Firing is automatic — your job is positioning, powerup pickup, and surviving the boss fights.
Each enemy is worth its own point value, bosses pay a large completion bonus, and coins dropped alongside points buy upgrades. Clearing a wave awards every remaining enemy's value.
A real-time strategy game stripped down to a single unit. You click to move, it auto-attacks anything in range, and quantum-random waves come at you progressively bigger and faster. Kills pay coins, and coins buy fire rate and movement speed.
Points and coins come from kills. Spending coins in the shop on fire rate or speed is how you keep up with the wave scaling.
🥉 100🥈 350🥇 800
Snake, except the apple actively runs away from you, and the borders wrap Pac-Man style so there is no corner to trap it in. You get 60 seconds for the first apple, and the timer drops by one second per apple caught, down to a floor of 15 seconds.
One point per apple. The run ends when you hit yourself or the timer expires, and since the timer shrinks every time you score, the game gets harder precisely because you are doing well.
🥉 10🥈 25🥇 50
An auto-runner with one input: gravity. You are always moving forward, and every tap flips which way is down, so you fall up through one pillar gap and down through the next. The gaps are quantum-placed, and the speed climbs with every pillar you clear.
One point per pillar pair cleared. A single touch ends the run.
🥉 10🥈 25🥇 50
The classic lights-and-sounds memory test, with the sequence drawn from real quantum measurements so it is genuinely fresh every game. Watch the colours light up, repeat them back in order, and each round adds one more step.
Your score is the longest sequence you reproduced correctly. One wrong colour ends the run.
🥉 5🥈 10🥇 16
A row of quantum-shuffled bars, and your hands as the only sorting algorithm. Click one bar to pick it up, click another to swap the two, and get the row into ascending order. The clock does not start until your first swap, so you can study the row for free.
Score is 1000 minus a tenth of a second per tenth elapsed, so it is purely a time trial: silver is sorting the row in 30 seconds, gold in 15, and the author bar is 7. Swap count is reported but not scored.
🥉 100s🥈 30s🥇 15s
The Geometry Dash wave gamemode. Hold to angle up, release to angle down — there is no in-between and no stopping. The corridor starts wide and slow and gets tighter and faster, and at score 100 a hidden Qubit Limbo event interrupts the run for a bonus.
One point per block passed. The Limbo event that triggers at score 100 awards a flat 150 points if you pick the right key, which is a substantial fraction of a silver run.
🥉 30🥈 100🥇 250
Ten seconds, as many clicks as you can. Both mouse and keyboard count, but only up to four keys at once, so the usual trick of mashing every finger at the same time is capped.
Score is clicks per second, averaged across the full ten seconds.
🥉 5🥈 8🥇 11
A one-button rhythm game in the spirit of A Dance of Fire and Ice. A planet orbits each tile on the path, and you press when it aligns with the next tile — the gold ring marks the spot. Twenty-one tiles, three hearts.
One point per tile taken on time. Mistimed presses cost hearts, and the run ends when the third one goes.
🥉 5🥈 12🥇 21
Hop across lanes of quantum-random traffic, rivers and train tracks. The twist is the purple quantum lanes, where cars flicker between solid and passthrough — when a car is transparent you can walk straight through it, and when it is solid it will flatten you.
Score is how far you get. Traffic, water and trains all end the run on contact.
A qubit in superposition is not secretly in one state — it genuinely has no definite state until it is measured. This game is that idea as a shell game: one key glows, then all the keys shuffle for nine seconds, and you pick where it collapsed.
Pick correctly before the clock runs out and you win the round. This one is a side game and does not post to the leaderboard.
Quantum tunnelling as an arcade game. A classical particle that hits a barrier bounces off; a quantum one has a real probability of appearing on the far side. You are the quantum one. Tap to thrust, release to fall, and use the three laser types rather than just avoiding them.
One point per barrier passed. Red lasers kill you. Green lasers are solid ground — you can land on them and slide. Blue lasers are the tunnel barriers: fly into one and you come out the other side.
🥉 10🥈 25🥇 45
The Geometry Dash platformer jetpack, with free movement in all directions and a screen that scrolls right whether you are ready or not. Fall behind the left edge and you are crushed, so the spike columns have to be solved at the scroll's pace rather than your own.
One point per spike column cleared. Contact with a spike, or falling behind the scroll, ends the run.
Words fall from the top of the screen and you type the highlighted one before it reaches the red line. Three lives. It gets faster and more crowded as your score climbs, so the pressure is as much about choosing what to type as about typing it.
One point per word typed before it lands. A word that crosses the red line costs a life, and the run ends after three.
A run of randomly chosen wave challenges, one after another, with a single life across the whole thing. The difficulty bands run Easy, Medium, Hard, Extreme, Purgatory and Frame Perfect, and the last of those is named accurately. Practice Mode gives you noclip and any challenge on its own, unscored.
One point per challenge cleared in a row. Dying ends the run, whichever band you were in, so the score is a streak rather than a total.
🥉 5🥈 12🥇 20
A real particle's spin is a two-state system: measure it and you get up or down, never anything in between. You are that system. Each tap teleports you between the floor and the ceiling with no travel in between, and the blocks have to pass on whichever side you are not.
Score is challenges cleared, which take you up through the difficulty tiers. One hit ends the run.
🥉 4🥈 10🥇 18
Co-op for exactly two people, on one screen or online. One of you pilots and one of you gunners, and neither can do the other's job — the pilot has no weapon and the gunner has no engine. The hull is shared, three points of it, so a mistake by either of you costs both.
One shared score from the waves you survive together. Three hull points, also shared.
🥉 15🥈 40🥇 80
Ultimate Chicken Horse, condensed. Each round you both place one trap into the course, and then you both have to race the course you just sabotaged. The scoring is what makes it work: you only win big if you finish and they don't, so a trap that makes the course impossible is worth nothing to you.
Finish when your opponent doesn't: +3. Both of you finish: only the faster one scores, +1. Nobody finishes: nothing at all. Keep the course just barely possible.
🥉 3🥈 7🥇 10
A referee deals Alice a bit and Bob a bit. You each answer with one bit, without seeing the other's. You win the round when a XOR b = x AND y. You are on the same side — one shared score.
Agree a plan first — that is allowed. You still cannot beat 75%: it is a theorem, not a difficulty setting.
The CHSH game, which is a real experiment in disguise. A referee deals Alice one bit and Bob one bit, and you each answer with a single bit without seeing the other's. You win the round when a XOR b = x AND y. You are on the same side, with one shared score — and no strategy you agree on beforehand can win more than 75% of the time. That is a theorem, not a difficulty setting. Real entangled particles manage about 85%, which is why this experiment matters.
Two players, same device or online.
Rounds won out of 20. Agreeing a plan in advance is allowed and encouraged — the best classical plan is "both always answer 0", which wins 75% of rounds.
Two entangled ships and one pilot. Blue falls up, pink falls down, and you fly them both through the same spike levels at once. Whenever the two meet at the middle line they swap sides, each keeping its own gravity, which means the level you are reading is never quite the level you are flying. One life.
Gauntlet mode runs levels back to back on one life, and your score is how many you clear, through Easy, Medium, Hard and Extreme. Red DESYNC columns have to be re-aligned or broken through. Speed portals — orange fast, cyan slow, purple normal — only count if you actually fly through them. Endless mode is unscored.
🥉 5🥈 12🥇 20