JH Companies is a one-student studio shipping browser games, study tools, and small internet experiments.
27+ games, two study apps, one shared account system, a custom voice-chat network, a coin economy, and a merch shop —
all free, all made in after-school hours, all hosted on our own infra.
Most software built today is built by committees. Months of meetings, quarterly roadmaps, a dozen logins before you can try anything. Good software — the stuff that feels alive — almost always comes from a tiny team with strong opinions shipping things fast.
JH Companies started as a single HTML file in early 2026. No business plan. No investors. Just a teenager with too many game ideas and a laptop. The rule from day one: if an idea is good at 8 PM, it should be live by 11 PM. That rule is why 27 games exist instead of 3 hypothetical ones.
We build for players, not metrics. Every feature ships because it's fun, because it's useful, or because someone asked for it — never because it optimizes some dashboard. No ads. No surveillance. No dark patterns. If someone buys a coin pack, it's because they chose to support what we're doing — not because we put a paywall in front of the experience.
This is also a long conversation with ourselves about what making things looks like today: one student, a stack of free tools, and the global internet as the distribution layer.
Jay is the solo developer behind every JH Companies project. A student by day, shipper by night, he codes across every layer of the stack — frontend, backend, game engines, AI integrations, payments, deployment pipelines, brand design.
When he's not shipping, he's reading about game design, trying out new APIs, or staring at bug reports. He believes small teams can out-ship large ones if they refuse to wait.
Every number below started at zero and grew because someone — you, or someone like you — kept opening the tab.
Game categories, roughly by count. The variety is a feature — any given week at JH Companies looks nothing like the last.
Not marketing. These are the actual rules behind every decision made at JH Companies.
A few of the biggest projects. The rest live on the games page.
Every major release since the studio began. Read it like a timeline of what a student can ship in 6 months.
Lean stack. All free-tier or open source. Chosen because it lets one person do the work of ten.
Tooling matters. Discipline matters more. Here's the actual workflow.
Not promises. Experiments in various stages of "will this be fun?"
Stickers, T-shirts, hoodies printed to order. Shop and coin prices already live.
One-tap checkout for coin packs, Korean-audience-friendly. Manual transfer works today.
2D side-view brawler with frame-data-accurate combat. Arcade-cab vibe.
Procedurally generated floors, permadeath, meta-progression. Inspired by Hades.
Real-time browser .io experience. WebSocket-backed, single shared server.
Tycoon-style casino management. Sliders for luck, economy, and risk.
Browser-based beat & melody sequencer. Export to MP3.
Overcooked-style chaos in 2D with quirky recipes.
Not a registered business entity — it's a personal studio brand used by one student. Everything here is built and maintained as a learning + hobby project. Merch fulfillment and real-money purchases route through a legal guardian's accounts.
Yes, every game and every core feature is free forever. No ads, no trackers. Coins let you buy cosmetics and optional physical merch — they don't unlock gameplay.
Every game was designed, coded, and art-directed by Jay Hwang. Some games were built with heavy assistance from Claude (AI pair programming), but every line of the final code went through Jay.
Yes — ping via email (jayhwang0503@gmail.com) or the chat widget on the portfolio. Most good ideas show up within a week or so.
Cloudflare KV — a global key-value store on CF's infrastructure. Your account save data stays tied to your username + PIN and syncs across devices. No third-party analytics. Logout wipes the local cache.
No — this is a one-person operation. If that changes, this section will be the first to know.
Game code is not public by default, but contact me if you're building something for school or fun. Happy to share snippets.
Planning: no. The only paid thing is optional coins for cosmetics and real merch. The games themselves stay free.
The portfolio outgrew "JH Games" — with the study tools, the chat, the merch shop, and the cross-app account system, it started feeling like a set of small companies sharing one brand. So the plural.
Bug report, game idea, collaboration, merch order question — any of it is welcome.
Using JH Companies logos, screenshots, or brand colors in an article or video? Grab the full logo kit (SVG + print-ready PNG, multiple variants).
These numbers come straight from the presence worker — refreshed every few seconds. No charts, no marketing. Just what's happening this minute.
Notes from the in-game chat, feedback form, and the occasional email that still reaches the inbox.
Throne Guard is stupidly addictive. I keep coming back to beat my own score on stage 40.
I used BrainBlitz for my finals. Making flashcards from notes in one click was genuinely useful — not gimmicky.
Can't believe one person built all this. HAVOC runs at 60fps on my chromebook at school lol.
The Korean translations are actually good. Most indie games translate like a robot — this one reads naturally.
Arcane Academy's spell system has more depth than some paid mobile games. Wild that it's in a browser tab.
Fast to load, free, no ads begging me for money. That alone makes JH Companies my go-to during study breaks.
Names abbreviated for privacy. Testimonials are paraphrased from chat and feedback submissions.
A straight answer to the question that shows up in the inbox most often.
Ads change what you build. You start designing for attention-traps and dopamine loops. We'd rather design for fun.
Every mechanic in every game is available to every player from minute one. No "premium" layer hiding the good parts.
Sign in to sync your progress, or don't. Everything works offline in the browser either way.
JH Coins exist for cosmetics and merch only. You earn them by playing. Nothing behind a buyable wall.
The rough pipeline that turns a notebook scribble into a deployed game on Cloudflare.
The core loop gets scribbled on paper or a notes app. If it's not exciting on paper, it won't be exciting in a browser.
A bare HTML file with one mechanic. No styling yet. Does it feel good to control? If not, kill it.
Content, progression, enemies, levels. Usually the longest step. Everything gets wired to the shared save system.
Audio, juice, SFX, particle effects, tuning. The gap between "playable" and "fun" lives here.
Eight languages, auto-applied via the shared brand script. UI strings go in one dictionary.
Deploy to Cloudflare Pages. Link it from the portfolio. Tell friends. Iterate from the feedback.
The stream of updates, experiments, and half-finished thoughts lives across a few channels.
Trivia that didn't fit anywhere else.
Assets and text for anyone writing about, partnering with, or just curious about JH Companies.
JH Companies is a one-student studio founded in 2026 in Seoul. We make free browser games and study tools that work on anything with a web browser.
27 games. All free. Some great, some weird, all made with care. Start anywhere — everything syncs once you sign in.