---
title: "Deus Ex Machina: Phaser Challenge #2 and YouTube Playables Winner at Gamedev.js Jam 2026"
subtitle: "A puzzle-platformer where you place arrows to guide a robot through industrial levels."
date: 2026-06-12T13:00:00.000Z
category: game
url: https://phaser.io/news/2026/06/deus-ex-machina-phaser-challenge-2-and-youtube-playables-winner-at-gamedev-js-jam-2026
site: Phaser - https://phaser.io
copyright: © 2026 Phaser Studio Inc. All rights reserved.
---

# Deus Ex Machina: Phaser Challenge #2 and YouTube Playables Winner at Gamedev.js Jam 2026

*A puzzle-platformer where you place arrows to guide a robot through industrial levels.*

![]($/news/2026/06/gamedev-jam-2026-participant-final.png)

Out of 495 entries at [Gamedev.js Jam 2026](https://phaser.io/news/2026/05/gamedev-js-jam-2026-phaser-challenge-winners-and-results), **Deus Ex Machina** won the **YouTube Playables** challenge and ranked **#2 in the Phaser Challenge**. Built by **RemarkableGames** (code) and **VHSM3** (music) using **Phaser** in 13 days.

The title plays on the Latin phrase _deus ex machina_, literally "God from the machine", which here refers both to the player's role in manipulating the game world and to the industrial, robotic theme of the jam. You are not the robot. You are the force that shapes its path.

​

## What Is Deus Ex Machina? A Phaser Puzzle-Platformer with Arrow Mechanics

The robot walks on its own. Your job is to place **directional arrow blocks** in the environment to guide it to the orb at the end of each level, avoiding spikes and gaps. Left-click to draw an arrow, left-click again to rotate it, right-click to erase. Some levels limit how many arrows you can place. Press R to restart.

It's a concept that's simple to pick up in the first level and progressively reveals its depth. With fewer blocks available, solutions require genuine lateral thinking — the hallmark of good puzzle design.

![]($/news/2026/06/deus-ex-machina-1.png)

​

## How Players Responded to Deus Ex Machina

The feedback from the jam community highlighted both the game's strengths and a couple of bugs that the developer acknowledged and committed to fixing after the jam ended.

> "Seems like a simple puzzle at first, but you realize the depth of the idea as you progress. Music and sound effects are also on point. Reminds me a bit of Lemmings, but with a unique twist."
>
> cogener8

> "I love the freedom and the cute SFX! It's simple yet has so much depth, really fun to play. The tutorial flow was seamless, too."
>
> tatta

> "The art and music go together perfectly, and I really love the overall mechanics! My favorite part is that there are various different ways to reach the goal."
>
> AkisameTW

![]($/news/2026/06/deus-ex-machina-2.png)

​

## Built with Phaser by RemarkableGames and VHSM3

The game was developed by **Mark** (RemarkableGames) on code and **Victor H** (VHSM3) on music, using **Phaser** as the game engine. The visual style uses a **16x16 industrial tileset** by 0x72, with interface sounds from Kenney and additional SFX from free asset packs.&#x20;

​

## Play Deus Ex Machina

Place your arrows, guide the machine, and find out if you have what it takes to be the god in the machine 🤖⚡

​[Play on itch.io](https://remarkablegames.itch.io/deus-ex-machina)​

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
