#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.
Read the full story →