KENSGAMES

World Class Arcade Portal, Est. 2026

Five browser games — multiplayer, AI opponents, procedural audio — running from a 7.3 MB code footprint. No installs, no downloads, no asset libraries. Geometry is computed at runtime instead of shipped.

Player state is encrypted with AES‑256‑GCM, content is signed with HMAC‑SHA256, passwords are bcrypt (cost 12), and auth is moving to passkeys. Security details ▶

Play instantly in your browser  ■  Solo vs. bots or live with friends  ■  Invite by room code  ■  Art & merch shop ▶
FastTrack
2–4 players
FastTrack
4D TicTacToe
1–4 players
4D TicTacToe
Alien Space Attack
first-person 3D
Alien Space Attack
BrickBreaker 3D
solo & multiplayer
BrickBreaker 3D
Cubic
3D Tetris
Cubic
Qixoid
3D Qix on a torus
CLAIM THE TORUS
60FPS Locked
0Ads Ever
Replayability
🛡No Tracking
■ Now Playing ■

Featured Games

FastTrack lobby ● LIVE
FastTrack
2–4 Players Strategy Board Game
A lightning-fast multiplayer board game where strategy meets speed. Race your pieces across a dynamic board, block opponents, and play your hand right. Features 5-Card Draw variant for high-stakes rounds. Skill always wins.
BrickBreaker 3D ● LIVE
BrickBreaker 3D
Solo Multiplayer Arcade
The classic reimagined in full 3D. Walls of bricks stretch into depth — your ball curves through space. Power-ups warp physics. Global leaderboard tracks every point. Solo or head-to-head: who clears the board fastest?
Alien Space Attack ● LIVE
Alien Space Attack
First Person Space Combat 3D
Strap in. First-person deep-space combat rendered in real-time 3D. Waves of alien formations advance with tactical intelligence. Dodge, strafe, and blast your way to the top of the galactic kill board.
4D TicTacToe ● LIVE
4D TicTacToe
1–4 Players Strategy Hypercube
TicTacToe in three and four dimensions. A 3×3×3×3 hypercube with 76 winning lines your brain can't visualize. Play solo against the AI, pass-and-play locally, or challenge a friend online.
Cubic ● LIVE
Cubic
Solo Puzzle 3D Tetris
Tetris reimagined in three dimensions. Polycubes tumble through a transparent well — rotate, slide, and slot them into clearing planes before the stack chokes the chamber. Solo blitz mode with combo scoring.
■ The Tour ■

Meet Jules

Your dimensional tour guide
“A Stradivarius doesn’t contain its tone — it is the shape that produces that tone when a master pulls the right string the right way. The games on this site are played the same way.”

“Hello, I’m Jules. Mind the step, no flash photography, and don’t let the names scare you off. We’re going to take a short walk through dimensional and manifold computing — by the end you’ll see you’ve been living in this stuff your whole life.”

Jewels Script (Preview)

Every player enters as a single point with a name, a color, and a seat. No duplicates. No shadows. The board is one shared field, not six copies pretending to agree. When launch is hit, the field blooms once; every peg, every move, every turn is projected from that same bloom. If two screens disagree, that is not a mystery, it is a broken projection. The fix is always the same: return to one source, verify every seat against it, and broadcast only what the source allows.

Continue Jewels Script ▶ Take the tour with Jules ▶

⚙ The Engine

KensGames runs on a game engine built from first principles — not a commercial framework. Every game on this portal shares a common geometric foundation that makes them faster, fairer, and more responsive than anything built the traditional way.

The architecture treats every game event — a move, a shot, a score — as a point in a unified dimensional space. This isn’t a marketing claim. It’s how the code actually works.

  • Single source of truth — all games share one data model. No sync conflicts, ever.
  • Zero code duplication — physics, audio, multiplayer, AI all live in shared substrates.
  • Geometry-native matchmaking — players matched by proximity in skill-space, not arbitrary buckets.
  • Real-time everything — leaderboards, presence, scores update live across all games simultaneously.
  • Browser-native — no installs. WebGL2 running at full GPU speed in your browser.
Rendering EngineWebGL2 + GLSL
3D FrameworkThree.js r163
Shared Substrates9 Universal Modules
Multiplayer ProtocolWebSocket Real-time
Background RendererRay-Marched Surface
The TheoryDeep dive →
■ Insert Next Quarter ■

Coming Soon

4D TicTacToe
TicTacToe in three and four dimensions. A 3×3×3×3 hypercube with 76 winning lines your brain can’t visualize. Solo, pass-and-play, or online.
● Live Now
Assemble
A cooperative build-it puzzle where players combine parts on a shared workbench to complete impossible objects against the clock.
▼ In Development
Geometry Wars 2D
Twin-stick chaos where the arena itself shifts and folds. Every wave changes the rules of the space you fight in.
▼ Q3 2026
Manifold Racer
Tracks that curve through impossible geometry. The fastest line isn’t always straight.
▼ Q3 2026
Grid Dungeon
Turn-based dungeon crawler with infinite procedural maps generated by the same engine powering every KensGames title.
▼ Q4 2026
Surface Siege
Real-time strategy where territory expands and contracts across a living mathematical landscape.
▼ Q4 2026
■ The Creator ■

About the Creator

I’m Kenneth Bingham — software engineer, digital artist, and the architect behind KensGames. I build everything here from scratch: the engine, the games, the multiplayer infrastructure, the art. No templates, no game-maker tools, no shortcuts.

My background spans full-stack development, 3D graphics, generative art, and systems thinking. KensGames is the convergence of all of it — a portal where mathematical elegance meets arcade intensity.

When I’m not coding, I paint and create generative artwork. Originals and licensed reproductions — prints, mugs, t-shirts, pillows, tote bags, phone cases, and more — are available at my Fine Art America shop ▶. I also write about programming, game design, and the philosophy of building things that matter.

Connect

Substack — Writing & Essays GitHub — Open Source LinkedIn — Professional X (Twitter) Facebook kenetrics.art@gmail.com Shop — Prints, Mugs, T-Shirts, Pillows
■ The Theory ■

About Manifold

Manifold is a dimensional programming paradigm that uses mathematical surfaces as the foundational architecture for software systems.

Instead of traditional software layers (frontend, backend, database), Manifold treats every element of a system — players, games, scores, sessions, UI components — as points embedded in a continuous geometric space. The surface equation z = x · y (the hyperbolic paraboloid, or saddle surface) is the core primitive. Every interaction is a coordinate on this surface.

This isn’t metaphor. The game engine literally maps player positions, AI decisions, matchmaking, scoring, and rendering through dimensional substrates — reusable modules that plug into the manifold surface. A substrate for audio, a substrate for physics, a substrate for networking — all sharing one coordinate system.

Gyroid Surface
sin(x)cos(y) + sin(y)cos(z) + sin(z)cos(x) = 0
The background renderer. Infinite, non-self-intersecting, minimal surface.
Diamond Surface
cos(x)cos(y)cos(z) − sin(x)sin(y)sin(z) = 0
The structural skeleton. Branching factor 4, drives grid columns and data flow.
Saddle Surface
z = x · y
The core computation primitive. Every game event maps to a point on this surface.

All spacing in the UI derives from φ (golden ratio = 1.618). All colors derive from the three trig terms.
This isn’t decoration — it’s the architecture rendering itself. Explore the geometry →

■ Legal ■

Terms of Service

Effective Date: January 1, 2026

1. Acceptance

By accessing KensGames.com (“the Portal”), you agree to these Terms of Service. If you do not agree, do not use the Portal.

2. Accounts

You may create a free account. You are responsible for maintaining the security of your credentials. One account per person. Sharing accounts is prohibited. We reserve the right to suspend or terminate accounts that violate these terms.

3. Conduct

You agree not to: cheat, hack, exploit bugs, harass other players, use automated tools or bots, attempt to access other users’ accounts, or interfere with the operation of the Portal. Fair play is enforced. Violations result in permanent bans.

4. Content & IP

All games, code, art, audio, and design on KensGames are the intellectual property of Kenneth Bingham. You may not copy, reverse-engineer, redistribute, or create derivative works from any Portal content without explicit written permission.

5. Privacy

We collect only what’s necessary: email, username, and gameplay data (scores, session stats). We do not sell your data to third parties or data brokers. Some games may include in-app purchases or third-party advertising in the future; if and when they do, it will be disclosed in-app and remain separate from the data-sale prohibition above.

6. No Warranties

The Portal is provided “as is” without warranty of any kind. We do not guarantee uptime, data preservation, or uninterrupted service. Games may be updated, modified, or retired at any time.

7. Limitation of Liability

KensGames and its creator shall not be liable for any indirect, incidental, or consequential damages arising from use of the Portal.

8. Changes

We may update these terms at any time. Continued use of the Portal constitutes acceptance of updated terms.