TLDR: The original Flash game of Proximity is still playable on Newgrounds (via an emulator)[1], but that's it from me out there at the moment, but I'm working on new versions. You can probably find some unofficial versions of the game made by other devs in the meantime, though.
I'm working on new versions now but I keep changing scope and platforms when I should just focus on getting something out there again. Proximity 2 iOS code would require too much reworking of the graphics (2D pre-Retina) and the codebase to be worth it at this point.
I also released Proxmity 2 on Xbox Live Indie Games on the Xbox 360, but then the XNA framework died (I probably could have released Proximity 2 a couple of years earlier even, but I got a job working for a small video game publisher that was considering publishing Proximity as an official Xbox Live title, but while I did end up working on an Xbox Live game as a producer while working there (Double D Dodgeball), it wasn't anywhere near as well received, for various reasons, one of which being that it relied heavily on its online mode and we had unexpected network issues at launch that weren't present when testing on Xbox's sandbox network[2].
I left Proximity 2's code dormant for a long while, then a couple years ago I tried converting it to Monogame and was surprised how easy it was to do so, spent some time upgrading various things in it (upgraded from 720p to 1080p graphics, localization support, 6 player support, reworked map selection screen, some other enhancements).
I was getting a little frustrated with scaling of the 2D graphics for different resolutions, though, and eventually decided to just make the leap from 2D to 3D and rewrote it from scratch with that in mind. Wanted to rework it to be friendly for Twitch streamers (let hundreds of people play in Twitch chat along with a streamer), but that just ballooned the scope again, trying to just get what I've got working with pass and play or bot players like Proximity 2 and get it up as an alpha game on Steam.
Proximity 2 probably could be released on Steam in the meantime I guess, but it wouldn't have some features people would probably expect from Steam games, like achievements and whatnot, because I really don't want to sink too much extra time into it considering the 3D version is coming along and should eventually have all the same features (and more).
I also have a basic Pico-8 version I never quite finished so I didn't release (I probably should do that) and I spent a weekend porting that to PlayDate, but I'm holding off on releasing that until I get my PlayDate console shipped to me and try it out. The graphics on it are extremely basic though, I kind of feel like I should spend more time on them, especially with other quite pretty puzzle games other devs had made on the Playdate already, but I should also not just sit on the game either, like I did on all the other platforms.
I also let myself get distracted with working on a Unity version for a little bit, because I really wanted to make a VR friendly version, and came up with a bunch of clever things to make the game deeper (multiple territories, resources, supplies, squads with special troops, etc), but I decided that's just asking for another couple of years of development and I can always do that after I get the other game out there.
Also the success of Wordle (and my day job making React apps) made me want to make a simple web version again. One of these weeks I might sit down and knock that out. Not sure if I should use Phaser game framework or try to just use javascript and CSS like Wordle did. It's easier to manipulate square grids with CSS than hex grids, though, so I'm leaning towards Phaser.
Part of the reason it's been so long is I spent about 5 years pursuing board game design instead of coding games in my spare time. I struggled to find publishers willing to sign my games, though, despite being a finalist in a couple game design competitions. I did get one game signed a few years ago, but the pandemic threw a monkey wrench in things and it could be another couple more years before it comes out. Anyway, I don't need a publisher to release video games, so I finally switched focus back to those again.
I need to get a proper online multiplayer version at some point too, but that's again just too much scope for the moment (I was trying to bypass it a bit with the Twitch and or Discord chat support instead, so I could put that off a bit longer).
[1]: https://www.newgrounds.com/portal/view/183428
[2]: https://www.gamespot.com/reviews/double-d-dodgeball-review/1...