#60 · May 30, 2026
PixelLinkr #60: Dysentery, Dinosaurs, Pirates, Pinocchio
Behind PixelLinkr puzzle #60: edutainment legends, animal parks, pirate trouble, and Soulslikes made outside FromSoftware.
Read the full story →#60 · May 30, 2026
Behind PixelLinkr puzzle #60: edutainment legends, animal parks, pirate trouble, and Soulslikes made outside FromSoftware.
Read the full story →#59 · May 29, 2026
Behind PixelLinkr puzzle #59: social deduction, factory automation, story songs, and Tetris variants causing elegant panic.
Read the full story →#58 · May 28, 2026
Match-three classics, sci-fi puzzle chambers, Mars missions, and games that tell their whole story without a single line of dialogue.
Read the full story →#57 · May 27, 2026
A PixelLinkr board about classic adventures, deckbuilders, colony pressure, and title patterns.
Read the full story →#56 · May 26, 2026
Behind PixelLinkr puzzle #56: moral judgment systems, tiny creature leads, handmade worlds, and Apple II originals.
Read the full story →#55 · May 25, 2026
Behind PixelLinkr puzzle #55: World War II shooters, terminal hacking, villain play, and old-school parser adventures.
Read the full story →#54 · May 24, 2026
Behind PixelLinkr puzzle #54: game-making games, dice systems, war away from the front line, and sentence-shaped titles.
Read the full story →#53 · May 23, 2026
Behind PixelLinkr puzzle #53: open-world racing, hospital work, archaeology adventures, and place-name titles.
Read the full story →#52 · May 22, 2026
Behind PixelLinkr puzzle #52: FPS foundations, canonical visual novels, grand strategy, and games where the number in the title is the story.
Read the full story →#51 · May 21, 2026
Behind PixelLinkr puzzle #51: 2D platformer classics, licensed-property games, young protagonists in hostile worlds, and four RTS campaigns worth remembering.
Read the full story →#50 · May 20, 2026
Behind PixelLinkr puzzle #50: the JRPG canon, school-set games, sequels that dumped the formula, and bosses who join after you beat them.
Read the full story →#49 · May 19, 2026
Behind PixelLinkr #49: battle royale genre-definers, classic 1v1 fighting franchises, one-person game studios, and the mascot naming convention hiding in plain sight.
Read the full story →#48 · May 18, 2026
Behind PixelLinkr puzzle #48: the full CD Projekt Red library, rhythm games across four decades, narrative games built for replay, and a publisher hiding in plain sight.
Read the full story →#47 · May 17, 2026
Behind PixelLinkr puzzle #47: Bethesda's specific brand of jank, romance as a system, four games set after the world ended, and four save-file tricks.
Read the full story →#46 · May 16, 2026
Behind PixelLinkr puzzle #46: Capcom's reinvention sequels, four games for one couch and two friends, the immersive sim, and four protagonist swaps.
Read the full story →#45 · May 15, 2026
Behind PixelLinkr puzzle #45: how Miyazaki built a sub-genre, the brief auto-battler boom, four games where the world is the enemy, and four time loops.
Read the full story →#44 · May 14, 2026
Behind PixelLinkr puzzle #44: Atlus games, survival horror classics, single-house settings, and games that fake their own endings.
Read the full story →#43 · May 13, 2026
Behind PixelLinkr puzzle #43: Valve games, conversation-heavy service jobs, documenting the world, and GBA originals.
Read the full story →#42 · May 12, 2026
Behind PixelLinkr puzzle #42: fishing games, ACE Team oddities, artificial protagonists, and traversal with stranger rules.
Read the full story →#41 · May 11, 2026
Behind PixelLinkr puzzle #41: bullet hell shooters, asymmetric multiplayer, reactive sims, and games where orders only start the action.
Read the full story →#40 · May 10, 2026
Behind PixelLinkr puzzle #40: Nintendo DS staples, raising sims, bloodline mechanics, and games built around keeping someone safe.
Read the full story →#39 · May 9, 2026
Behind PixelLinkr puzzle #39: kart racers, beat 'em ups, wrestling games, and graffiti built into the whole fantasy.
Read the full story →#38 · May 8, 2026
Behind PixelLinkr puzzle #38: city-builders, tower defense staples, elemental combat sandboxes, and games that fake software failure.
Read the full story →#37 · May 7, 2026
Behind PixelLinkr puzzle #37: skateboarding games, multi-character puzzlers, haunted player traces, and all-boss gauntlets.
Read the full story →#36 · May 6, 2026
Behind PixelLinkr puzzle #36: mech combat, god games, demolition jobs, and games built around digging downward.
Read the full story →#35 · May 5, 2026
Behind PixelLinkr puzzle #35: Mexico-set games, Mexican studios, Mesoamerican myth, and five-title chaos.
Read the full story →#34 · May 4, 2026
Behind PixelLinkr puzzle #34: modern Star Wars games, LucasArts adventures, zero-gravity play, and fourth entries.
Read the full story →#33 · May 3, 2026
Behind PixelLinkr puzzle #33: fake-phone games, The Chinese Room, diegetic HUDs, and reboots that quietly dropped the number.
Read the full story →#32 · May 2, 2026
Behind PixelLinkr puzzle #32: undersea exploration, Simogo oddities, radio-driven crises, and games where the map becomes a tool.
Read the full story →#31 · May 1, 2026
Behind PixelLinkr puzzle #31: arcade light-gun shooters, Q Entertainment games, brutal settlements, and scores that reward swagger.
Read the full story →#30 · April 30, 2026
Behind PixelLinkr puzzle #30: Vanillaware, low-vision play, programming puzzles, and games built around one vehicle.
Read the full story →#29 · April 29, 2026
Behind PixelLinkr puzzle #29: SteamWorld history, cleanup games, monster protagonists, and first-person parkour.
Read the full story →#28 · April 28, 2026
Behind PixelLinkr puzzle #28: Yoko Shimomura scores, Annapurna publishing, transit-network management, and drawing as the main verb.
Read the full story →#27 · April 27, 2026
Behind PixelLinkr puzzle #27: Devolver releases, tabletop adaptations, games built around photography, and all-in grappling hooks.
Read the full story →#26 · April 26, 2026
Behind PixelLinkr puzzle #26: Toys for Bob history, strange required peripherals, text-heavy game structures, and Shadow-title wordplay.
Read the full story →#25 · April 25, 2026
Behind PixelLinkr puzzle #25: Wadjet Eye releases, all-in FMV games, document-driven mysteries, and games that teach you to read the dashboard.
Read the full story →#24 · April 24, 2026
Behind PixelLinkr puzzle #24: Inkle games, train-bound adventures, desktop interfaces, and theater built into the game structure.
Read the full story →#23 · April 23, 2026
Behind PixelLinkr puzzle #23: Neo Geo originals, boomer shooters, games powered by what you learn, and four titles that start with Dark.
Read the full story →#22 · April 22, 2026
Behind PixelLinkr puzzle #22: kitchen chaos, player-controlled time, climbing games, and four titles that think like pinball.
Read the full story →#21 · April 21, 2026
Behind PixelLinkr puzzle #21: tactics games, deckbuilding loops, playable detectives, and the animal-protagonist reveal.
Read the full story →#20 · April 20, 2026
Behind PixelLinkr puzzle #20: cultivation sims, peaceful wandering, sanity systems, and dream worlds you can actually walk through.
Read the full story →#19 · April 19, 2026
Behind PixelLinkr puzzle #19: rolling as a premise, toy instruments, games that teach their own logic, and guides you should fear.
Read the full story →#18 · April 18, 2026
Behind PixelLinkr puzzle #18: park-management sims, weapon fighters, games where death matters in fiction, and rule-rewriting puzzlers.
Read the full story →#17 · April 17, 2026
Behind PixelLinkr puzzle #17: legal showdowns, surveillance interfaces, radio-driven storytelling, and stealth games obsessed with light and noise.
Read the full story →#16 · April 16, 2026
Behind PixelLinkr puzzle #16: Metroidvania map logic, monster-collecting lineages, swarm command, and first-person dungeon crawlers.
Read the full story →#15 · April 15, 2026
Behind PixelLinkr puzzle #15: Vita originals, Finji's publishing eye, games that make painting matter, and games built around tidying, repair, or arrangement.
Read the full story →#14 · April 14, 2026
Behind PixelLinkr puzzle #14: Platinum Games action classics, Zachtronics brain-burners, archive mysteries, and puzzle spaces that refuse to behave.
Read the full story →#13 · April 13, 2026
Behind PixelLinkr puzzle #13: Amanita's style, immersive sim design, paperwork games, and shopkeeping as the whole game.
Read the full story →#12 · April 12, 2026
Behind PixelLinkr puzzle #12: what Treasure figured out about arcade design that most studios haven't, Suda51's career as an argument against coherence, New Blood Interactive's specific taste profile, and the rhythm games that frame you as performer rather than player.
Read the full story →#11 · April 11, 2026
Behind PixelLinkr puzzle #11: what Devolver Digital's catalog says about games as attitude, how Obsidian Entertainment writes NPCs differently, the mechanical spectrum from Sayonara Wild Hearts to Crypt of the NecroDancer, and four games set in hotels from very different angles.
Read the full story →#10 · April 10, 2026
Behind PixelLinkr puzzle #10: how Insomniac went from Spyro to Spider-Man in two and a half decades, what Death Stranding and Paperboy have in common, the niche genre of games where your keyboard is a weapon, and what was actually at North American DS launch.
Read the full story →#9 · April 9, 2026
Behind PixelLinkr puzzle #9: how Naughty Dog's history breaks into three distinct eras, what Slay the Spire started and Inscryption mutated, the spectrum from Blinx to Quantum Break in time-control games, and the specific strangeness of Driver: San Francisco.
Read the full story →#8 · April 8, 2026
Behind PixelLinkr puzzle #8: the unusual puzzle structure where every group is a developer, what Remedy's connected universe means for their catalog, why Titanfall 2's campaign isn't just good-for-a-shooter, how Double Fine survived, and what Arkane's earliest games were already doing.
Read the full story →#7 · April 7, 2026
Behind PixelLinkr puzzle #7: the twin-stick shooter catalog that made Housemarque's reputation before Returnal, what the Game Boy Advance was quietly doing for JRPGs, how FMV games went from cheap novelty to Sam Barlow's obsession, and what Sekiro has in common with Just Cause 3.
Read the full story →#6 · April 6, 2026
Behind PixelLinkr puzzle #6: when Ubisoft Montreal made their best work, what Annapurna Interactive's catalog says about indie publishing, how photography became a combat mechanic, and the strange history of voice-input games.
Read the full story →#5 · April 5, 2026
Behind PixelLinkr puzzle #5: what Rare made before and after the Microsoft acquisition, which four games launched the PS2 in North America, and the specific pleasure of decoding a script nobody wrote a dictionary for.
Read the full story →#4 · April 4, 2026
Behind PixelLinkr puzzle #4: how Supergiant Games made four consecutive excellent games with one small team, what launched with the Xbox 360, and games that hide their play inside a computer interface.
Read the full story →#3 · April 3, 2026
Behind PixelLinkr puzzle #3: what actually shipped with the Nintendo Switch, the Dreamcast's legacy in four games, time loop games that make you earn the ending, and WORLD hiding in plain sight.
Read the full story →#2 · April 2, 2026
Behind PixelLinkr puzzle #2: how id Software invented the genre twice, why System Shock is the ancestor of four modern horror games, and Psycho Mantis reading your memory card.
Read the full story →#1 · April 1, 2026
Behind the first PixelLinkr puzzle: Valve's golden era and the sequel that never came, how four GOTY wins aged differently, and the games where you were responsible for what happened.
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