23.4.26

GeoDash PSX: A Geometry Dash Demake Built for the Original PlayStation

The PS1 homebrew scene continues to prove that there’s still plenty of room for surprises. One of the projects we covered a few weeks ago (a Geometry Dash-inspired clone) now finally has a playable demo, and it comes with a lot of new features.

The project now also has an official name. Previously referred to as “Geometry Dash PSX,” it is now called GeoDash PSX. It’s a rhythm platformer clearly inspired by Geometry Dash, but with one key difference: it’s written in C and runs natively on the original PlayStation. 

Far from being a simple recreation, the project rebuilds the core mechanics from scratch to fit 1994 hardware, something that already represents a significant technical challenge. 

The level select screen stands out with a clean and visually appealing design. Players can navigate through different tiles, each representing a level using simple geometric shapes. When selecting a level, its name appears in the bottom-left corner, giving quick feedback before starting.

At the moment, the available levels are:

  • Stereo Madness
  • Back on Track
  • Polargeist
  • Dry Out

(The remaining slots are currently labeled as “Unknown”.)

The gameplay stays very close to the original. The cube moves automatically to the right, and the player must jump at the exact moment to navigate platforms and avoid spikes, otherwise it’s instant death. All the core mechanics are present, including jumping, physics, death handling, coin collection, gravity changes, and more. Recreating this kind of fast-paced, timing-based gameplay on PS1 hardware is no small task, especially given how precise everything needs to feel.
 
That said, the flying sections could still use some visual improvement, as the player character doesn’t look as polished in those moments. Still, considering this is an early demo, there’s clearly room for refinement.
 
We also encountered a bug during one of these flying sections: it’s possible to exit the portal that should return the player to normal gravity, allowing the level to be completed in an unintended way.

Once a level is completed, the game displays a green results screen confirming your success. From there, you’re shown several stats, including:

  • Completion time
  • Number of attempts
  • Death count
  • Coins collected

At the bottom, players can choose between two options: replay the level or return to the level select screen which, realistically, means jumping into another run and spending hours trying to master it. The game also includes an autosave feature, meaning your progress is stored automatically.

Overall, the demo delivers a surprisingly faithful experience, successfully capturing the feel and rhythm of the original game. Despite some rough edges and early-stage limitations, GeoDash PSX already shows strong potential and stands as an impressive example of what can be achieved on PS1 hardware.

Projects like this continue to push the boundaries of the PS1 homebrew scene, proving that even decades-old hardware still has plenty of untapped potential when approached with modern ideas. 


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17.4.26

Unity Is Finally Coming to PS1 — A Huge Leap for Homebrew Development

For years, developing games for the original PlayStation has meant one thing: working close to the hardware, dealing with low-level code, and building systems almost from scratch. It’s a process that demands both technical knowledge and a deep understanding of the console’s limitations, something that has kept PS1 homebrew relatively niche compared to modern development.

That’s why what’s happening now feels so significant.

A new tool is pushing the boundaries of what many thought possible: bringing a modern game engine workflow to one of the most constrained consoles of its generation. And if it delivers on its promise, it could mark one of the biggest leaps the PS1 homebrew scene has ever seen. 

To understand the impact, it helps to look at how games are typically made today. Modern developers rarely start from scratch. Instead, they rely on powerful engines like Unity, Unreal Engine, or Godot. These tools handle a large portion of the heavy lifting, from rendering and physics to scene management and asset workflows, allowing developers to focus primarily on gameplay logic rather than low-level implementation.

In contrast, developing for retro consoles has traditionally been a very different challenge. Systems up to the sixth generation (including the original PlayStation) often require developers to work much closer to the hardware. While later consoles made use of languages like C, which helped standardize development to some extent, much of the work still involved understanding the system’s architecture in detail. Going further back, into fourth-generation consoles and earlier, things become even more complex, often requiring direct use of Assembly and a deep knowledge of individual chips.

This is precisely why what’s happening now feels so significant. After similar advances were seen in the Nintendo 64 homebrew scene (check out Pyrite64), many assumed that something comparable wouldn’t be possible on the PS1 due to its tighter technical constraints. But that assumption may no longer hold true. A developer known as Bandwith is pushing the boundaries of what’s possible with a new evolution of his existing tools. Known for his YouTube channel focused on retro game development and for previous PS1 projects, Bandwith had already introduced PSX Splash Edit, a tool that allowed developers to export Unity-built scenes to the PS1. That alone was already a remarkable achievement, and it was even used in projects like Sauna PSX.

Now, however, the concept has evolved much further.

With his new update, now called PSX Splash 2.0, developers are no longer limited to exporting static or isolated scenes. Instead, they can build complete games directly within Unity and bring them to the original PlayStation. If fully realized, this could mark a major shift in how PS1 homebrew is approached. The tool offers a range of features that significantly expand creative possibilities. 

Developers can monitor memory usage in real time, including RAM, VRAM, and SPU RAM (a crucial aspect when working within the strict limitations of the hardware). It also supports camera movement, object animations, and scene transitions, making it possible to create more dynamic and cinematic experiences.

Character animation is another area where the tool shows promise. Developers can define skeletal structures and implement movement systems such as walking, jumping, or attacking. Interestingly, scripting is handled through Lua rather than C, with dedicated documentation designed to simplify implementation and lower the barrier of entry for newcomers.

Taken together, these features suggest a future where developing for the PS1 may become significantly more accessible without completely losing the technical depth that defines the platform. Tools like this could significantly reduce development time, allowing creators to prototype ideas in hours instead of weeks. More importantly, they lower the barrier of entry, making PS1 development accessible to a much wider audience, including developers already familiar with modern engines. Instead of starting from scratch, creators can now rely on workflows they already understand, and then adapt them to the constraints of the hardware.

The timing of this announcement also adds to the excitement. Bandwith has confirmed that a PS1 homebrew game jam will begin in just six days, potentially giving developers an immediate opportunity to experiment with these new tools and push them to their limits. More details about the event are expected soon.

Looking ahead, there are even more ambitious possibilities on the horizon. The developer has hinted at the potential for expanding this workflow to support Godot in the future, which would further broaden the ecosystem and attract an even wider range of creators.

While it’s still early days, this development could represent a turning point for the PS1 homebrew scene. One that bridges the gap between modern game development workflows and the unique challenges of retro hardware. And if it continues to evolve, it could redefine what’s possible on the original PlayStation.

You can watch the original video for a more detailed explanation of how it was created and how it works: Make your PSX games with UNITY and LUA!


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7.4.26

Secret of Monkey Island Is Coming to PS1 After 30 Years!

Few adventure games are as iconic as The Secret of Monkey Island. Originally released in 1990 by LucasArts (later known as Lucasfilm Games), the game became a defining title for the point-and-click genre, thanks to its humor, writing, and memorable characters. More than three decades later, the game is now making an unexpected appearance on the original PlayStation!

A new PS1 homebrew project by Mark “Happy-Ferret” Bauermeister aims to bring The Secret of Monkey Island to Sony’s classic console. The project was officially announced on April 5, and while it’s still in a very early stage, there’s already a first look available.

At the moment, the only public material is a video on the developer’s YouTube channel showing the game’s introduction running on PS1. The footage shared so far focuses on the game’s introduction. It begins with the title screen, where the main theme plays while the background clouds are already animated, hinting at the visual direction of the port. This is followed by the opening scene featuring Guybrush Threepwood speaking with the mysterious Old Man on a cliff, as he expresses his desire to become a pirate.

The footage reveals a few interesting technical details. The project is currently being tested using DuckStation, with the emulator configured to simulate 8MB of RAM (a notable tweak that hints at the project’s current requirements). Performance is still quite limited, with the frame rate hovering between 5 and 6 FPS, making it clear that this is very much an early prototype. The audio also sounds somewhat off, suggesting that the sound implementation still needs refinement. On the visual side, the game is running at a resolution of 320x239.

Despite these limitations, it’s already an impressive technical effort. Bringing a classic point-and-click adventure like Monkey Island to the PS1 (a system not originally designed for this type of experience) highlights both the challenges and creativity behind modern homebrew development.

It’s also worth noting that the project has already drawn attention from other developers within the PS1 homebrew scene. OldPirate (known for his work on ports like Wolfenstein 3D and Rick Dangerous for the original PlayStation) has reacted to the announcement, saying he’s looking forward to seeing the project move forward.

An alpha version of the project is currently available through the developer’s Patreon (around €4), giving early supporters a chance to try it out. If you’re interested in following the project, you can check out Mark’s work on YouTube and support the development through his Patreon page.

 

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30.3.26

Celeste Classic (PSYQo)

 


Developer: Bonnie Games

Release Date: February, 2026

Last Update: March, 2026

Graphics: 2D

Version: 1.4

Genre: Platformer

Players: 1

Description

This version of Celeste Classic for the original PlayStation (PSX) is a native port developed using the PSYQo SDK, created by Bonnie Games exploring the possibilities of combining PICO-8-style development with real PlayStation hardware.

If you’re interested in an alternative version, you can also check out the Celeste Classic port developed by wildmonkeydan here: Celeste Classic (psn00bsdk).


Extra info

Celeste Classic is the original prototype of Celeste, created by Maddy Thorson and Noel Berry during a game jam. Despite its simplicity, it laid the foundation for one of the most influential indie platformers of modern times, focusing on tight controls, precision platforming, and pure gameplay.

This PSX version stands out for its low-level approach, recreating the original PICO-8 experience directly on PlayStation hardware. The game logic is based on ccleste, a line-by-line C translation of the original Lua code, while the developer has implemented a custom platform layer using PSYQo (C++20) to handle rendering, input, and audio.

One of the most impressive aspects of this homebrew is its audio system. Audio is generated in real time using the PlayStation’s SPU, without relying on pre-recorded samples. The original PICO-8 waveforms are converted into ADPCM data and processed dynamically, allowing effects such as vibrato, slide, and arpeggios. The system is already functional, although it is still being refined to better match the original sound.

Also thanks to the 60 FPS update and improved input handling, the game feels smooth and responsive, closely matching (and in some cases improving upon) the original.


Changelog

V4

  • Project cleanup.
  • Removed experimental Ocarina of Time files (moved to a separate repository). 

V3

  • Added CD-ROM streaming for dynamic room loading.  
  • Implemented orbit camera system with improved controls.  
  • Introduced skeletal animation support.
  • Improved rendering and textures, along with general performance and stability fixes. 

V2 

  •  Added VRAM management system and real texture uploading.
  •  Introduced free camera mode for testing. 
  • Initial work on 3D rendering systems

 

Media

 


Official Download Links

Itch.io - Github

27.3.26

Can’t Play Sauna on PS1? Fix the Spinning Camera Bug in DuckStation

Are you having trouble playing Sauna on your PS1/PSX? Does the camera start spinning like crazy and you can’t even enjoy the game? Then you’ve come to the right place.

Before jumping into the solution, let’s add a bit of context. Sauna is a homebrew project for the original PlayStation released in May 2025 by Zhamul. It’s quite a curious little project, as it was created using PSXSplashEdit, a tool that allows developers to build levels in Unity and export them so the PS1 can render them. The result is a very short experience (just a couple of minutes) where you explore a small sauna environment, but it’s surprisingly interesting from a technical point of view. 

If you'd like more information on how to use the tool, the developer himself wrote a post explaining how he created the project. Check it out: Using PSXSplashEdit to craft a scene for PlayStation.

Now, the problem. Some users have reported that as soon as the game starts, both the camera and the player begin spinning uncontrollably. At first it might even look funny, but after a few seconds it becomes frustrating… and in the end, you simply can’t play the game.


 

The good news is that the fix is very simple. There are two ways to play the game properly. The first one (and the more authentic option) is to burn the game to a CD-ROM and run it on a modded PS1 with a real analog controller. But let’s be honest, that’s not the most convenient solution (but the coolest one). I imagine that if you're here, it's because you've tried running the game on an emulator and are looking for a solution within the emulator itself. Anyway, you have a short tutorial here to burn this project in a CD-ROM.

The easiest way to play it is to use an emulator like DuckStation. The key thing to understand is that the game requires the analog mode to be actively enabled. Even if your controller is already set as analog in the emulator, that’s not enough and that’s exactly why the spinning happens.

 


To fix it in DuckStation:

  • Go to Settings.
  
  • Go to Controllers. 
 

  • Go to Controller Port 1 and check Controller Type 
 
  • It must to be set to Analog Controller. 
 
  • Then, assign a button to the Analog option (for example, Enter) below the image of the control.
 
  • Once that’s done, launch the game and don’t press anything at first.
 
  • As soon as you see the camera start spinning, press the analog button you assigned.

 

And that’s it! The spinning should stop instantly, and you’ll finally be able to enjoy the game as intended. This little trick can also be useful for other PS1 homebrew projects that rely on analog input and show similar issues, so it’s definitely worth keeping in mind. 
 
Special thanks to izzy88izzy (developer of Classic Celeste PSYQo and Zelda OOT PSX, articles soon) and xXAquila2Xx on Reddit for helping figure out this issue. Their input was key to understanding what was going on and finding a proper fix.



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