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Old-school browser games are coming back. They're not clones, it's a genre.

Old-school browser games are coming back. They're not clones, it's a genre.

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TL;DR: There’s a wave of new browser games right now that look like old ones. Crime games in the shape of Torn, mafia text games, slow-burn strategy. You still hear people call them clones. I think clone is the wrong word. When a pile of games share a loop, that’s not theft, that’s a genre. For years, anything with blocks and crafting got called a Minecraft clone. Now it’s just survival-crafting. Old-school browser strategy is having the same moment, and my game is one of them.

It feels like 2005 again

I keep running into new browser games that feel like 2005. Crime games shaped like Torn. Mafia games that are mostly numbers and timers. Slow-burn strategy with alliances and raids. The kind of game everyone said died when phones arrived and turned games into things you tap for fifteen seconds.

They didn’t die. They went quiet. Spend any time in the browser-game communities and a new one shows up every few days. The format is waking back up.

”Clone” is doing too much work

Most people half-know this stuff is a genre. But the word clone still gets thrown around, especially at anything Torn-style or mafia-style. And clone is loaded. It means lazy, derivative, a cash-in. A ripoff with the serial numbers filed off.

That’s not how genres start. Every genre starts with one game that everyone copies.

Think about Minecraft. When it blew up, the wave behind it got called Minecraft clones. Blocks, crafting, survival, the same loop. For a few years “Minecraft clone” was an insult you threw at anything with voxels.

Nobody says it now. It’s a genre. The mechanics got picked up, adapted, improved, mixed with other things. The first mover became a category, and the category is bigger than the game that started it.

It’s the same story every time. Rogue gave us roguelikes. Dark Souls gave us soulslikes. One game everyone copied, then a genre nobody calls theft. Copying the loop is how the genre spreads. That’s the mechanism, not the crime.

Why now

The revival isn’t random. A couple of things are lining up.

  • The audience grew up. The people who played these games at 20 are 40 now. They want the feeling back, and they’ve got the income and the patience the format actually needs.
  • Busy adults want slow games. A game you check twice a day and still matter in fits a life with a job and kids far better than something that demands an hour a night.

I can’t prove the nostalgia pull with numbers yet. But more than one person who’s joined Inselnova has told me, unprompted, that they were after that old-school feeling. When players say the same thing without you asking, it’s worth listening to.

My own game is part of this. Inselnova started as a copy of Inselkampf, an old browser island strategy game I played twenty years ago. Same core loop. Build, raid, defend, queue, log out. By the clone logic, that’s the original sin. By the genre logic, it’s the entry fee. You take the loop that defines the category, then you earn your place by adding to it. So I did, with a player-driven marketplace, an NPC faction that takes over abandoned islands so the world never resets, a church with gods. The loop got me in the door. The additions are why anyone stays.

Where I’d like to take it

I’m not a game designer by trade, so I’m honest that I’m feeling my way. But a genre waking up is a chance to push it somewhere it hasn’t been, and that’s the part I find fun.

I keep coming back to building. I loved Settlers. There’s a version of this where the deeper pleasure is shaping your own island, your own realm, and the multiplayer world is something you opt into rather than something constantly done to you. You can focus inward and build, and your neighbours are there if you choose to talk to them, raid them, ally with them. A single-player game sitting inside a shared world.

I’m sure something out there already does a version of that. I want to keep exploring it anyway, because it’s the thread that interests me, and following the thread that interests you is how you end up adding the thing the genre didn’t have yet.

The point

If you’re making an old-school browser game right now, you’re not late and you’re not a copycat. You’re early in a genre that’s waking back up.

Sharing a loop with the games that came before you isn’t something to apologise for. It’s the thing that makes you legible to the people who already love the format. Lead with it. The reaction you want is someone going “I used to love games like this,” and you only get that by looking like the games they loved.

Then add your part. That’s the whole job.


Inselnova is a free browser strategy game, built in the spirit of the old ones. Play here.