anorak (n., British slang) — someone with an obsessive, encyclopaedic love of a niche subject. This arcade is built by anoraks, about the thing under the fun: why certain games grab a brain and won't let go — and whether you can rebuild that grip from scratch.
Most "tributes" to a classic clone its surface — the blocks, the colours, the controls. We wanted the opposite: ignore the surface entirely and reverse-engineer the machine underneath. What is the actual psychological loop that makes a game like Tetris feel impossible to put down? And once you can name that loop precisely, can you build brand-new games that pull the same levers — without copying a single block?
Anorak Arcade is the answer to that question, made playable. Every game here is an original system engineered from researched first principles, not a reskin of anything.
It started with a single brief — research why Tetris works down to the neuroscience, then build original prototypes that hit the same nerve:
“Conduct deep research on what makes the game ‘Tetris’ successful. Its history. Its story. Its mechanics. Its execution. What makes it give dopamine. Why is it so successful.
Then … create research-backed prototypes that try to capture the same elements of Tetris, without copying it. We go to the engineering — bio-engineering! — roots and philosophies of why Tetris works, and recreate prototypes that fulfil the same needs/philosophies from a game-theory perspective, but as a fresh, new concept we can claim as our own.”
We treated it like an engineering teardown:
An arcade for friends — a place to drop in for 30 seconds or 30 minutes, chase a personal best, and compare notes. Next up: persistent leaderboards, a tiny data layer tracking plays and high scores, and the ability to serve these games out to other platforms. The lab keeps running underneath it: every new game starts as a research question.