The game catalog now offers three separate current adventures: 3D Episode 1, the painted 2D Episode 1, and Didga’s Adventure One. Each has a clear launch link, its own description and real screenshots.

The painted 2D chapter is playable here.

The work from the preserved-adventure remake brings its current HTML5 game to the public 2D Episode 1 page. Sword-bearing Didga can duck, crawl and climb twenty-eight marked routes. A Stage map follows the wider level, while eleven weather profiles, layered scenery and the moving Sun and Moon change the painted world.

Stage studio arranges 960 × 600 screen blocks, Sprite editor works with individual animation frames, and Sky studio previews the light and weather. Browser projects can be exported as JSON backups. The game includes its original audio alongside four ready instrumental remixes.

Earlier journal entries recorded the local work as it developed. This release adds the playable build to the website; it does not replace either classic original in Restored Digga Games.

Actual browser gameplay from the painted 2D Episode 1
Actual browser gameplay · The current painted 2D episode

Keep a moment of the quest.

The painted 2D game also gains a local recorder. Quick game canvas records the scene with a drawn health, quest, inventory and Stage map HUD. Whole game window asks you to approve sharing this same game tab; it is available only in browsers that support its tab-capture mode.

Open Record, use the pause menu’s Record adventure, or press F9 to start and stop. The standard controller’s LT/L2 shortcut opens or stops the recorder after the trigger returns to neutral. Custom inventory mappings keep their own role.

The microphone starts off. Turn it on only when you want voice in the recording, then approve the browser’s microphone request. Device selection, boost and a processed-level meter help set the recording mix; speech ducking affects the recording, with no microphone monitoring through the speakers.

Review the clip with sound, then download the browser’s genuine MP4 or WebM output and optional context notes. There is no upload, kiosk connection, conversion helper or server-side clip storage. Download clips you want to keep before reloading the page.

Actual local website preview of the painted 2D game’s recorder controls and recording review
Actual local recorder interface · Painted 2D Episode 1 · No private clip is included in the website package

A separate place for Adventure One.

Didga’s Adventure One is the new game from the separate remake chat. Its five-stage painterly prototype puts the power gloves on a different trail: punch combos, dashing, companion collectibles, pursuing Gobmas, hopping Grape-Pop enemies and BunnyBotta’s cannon encounter.

Painted parallax layers, day and night, weather and a Character Atelier give it a world of its own. Keyboard, touch and remappable browser gamepads are supported. The local recorder captures gameplay with optional game audio, then offers review and download. It uses no microphone or camera and does not upload clips to a kiosk.

Its current playable prototype now has a dedicated page and launch link. It is a third game, alongside the two Episode 1 projects.

Keep the collection easy to explore.

The home page, game catalog, current-development page and screenshot gallery now show all three current games. The 3D forest keeps its cave, climbing route and bright animated torches. The restored Flash adventure and preserved Episode 2 remain in the restored section.

What was checked.

The painted 2D owner’s checks passed: 136 game checks and 5 source-packaging checks. Its website export passed 9 additional packaging checks across 112 public files. Adventure One passed 82 game checks and 8 website-package checks across 40 public files.

Both exports retain their native artwork and audio. Source guards confirmed that packaging left the owners’ source files unchanged. Twelve focused release checks cover selective catalog and privacy merges, preserved concurrent journal content, package-byte guards and safe native audio filenames.

The recording engine adapted from the supplied handoff also passed 51 component checks: 22 audio, 16 mix and 13 control checks. The microphone meter and speech-ducking checks used synthetic signals; they do not establish physical-microphone audibility.

Native browser checks used the actual website exports on the local preview: both games started and responded to keyboard movement without game-console errors. Adventure One’s jump was checked separately. The screenshots on this page come from those checks. The 2D inspection control froze its scene during a focused pause check, and the temporary Invincible switch responded.

The Quest’s quick recorder produced two genuine H.264/AAC MP4 clips, lasting 21.604 seconds and 6.099 seconds. Decoding confirmed game audio and the drawn health, quest, inventory and Stage map HUD. The audible preview played and advanced, replay and pause worked, and closing the recorder returned to play with progress retained. The microphone stayed off.

Adventure One’s recorder produced a genuine 14.289-second WebM clip with game audio, a review player and local download controls. No private recording from either game was added to the public package.

These are developing prototypes. This website check did not complete either whole campaign. Physical-microphone recording, whole-game-window sharing and comprehensive controller play remain unverified. Earlier source-chat checks remain recorded in their own journal entries. Publication receives a separate HTTPS file and page audit.