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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20.3.26

Geometry Dash PSX Shows New Progress with Visual and Gameplay Improvements

After it was recently revealed that developer 400_bad_request_ was working on a Geometry Dash project for the original PlayStation, a new progress update has been shared today, March 20, offering a closer look at the evolution of this promising homebrew title.

It really does look just like the original!
In a recent Reddit post, the developer showcased several improvements already implemented in the project. On the visual side, most of the sprites have been reworked to more closely resemble those from the original game. This includes not only the player character, but also the level obstacles, resulting in a more authentic look overall. 

However, some elements remain unchanged for now, such as the background, and the game still lacks music (an essential component of the original experience). These aspects are likely to be addressed in future updates, so no worries.

Looking more closely at the gameplay, the level design has started to expand. Players can now encounter spikes of different heights, including inverted variants, adding more variety and challenge. In addition to the classic cube-based structures, tile-based elements have also been introduced, giving levels a more dynamic feel.

Another notable addition is the coin system, which is already functional. Coins can now be collected during gameplay, and a coin counter has been added to the HUD, indicating clear progress toward feature completeness. The interface itself has also seen small improvements, reinforcing the overall presentation.

In terms of core gameplay, collision detection has been improved, resulting in more precise interactions with obstacles. Additionally, the overall game speed has been increased, bringing the experience closer to the fast-paced feel of the original Geometry Dash.

As a small but interesting detail, the level selection screen has been updated, now showing only “Stereo Madness 1” and “Stereo Madness 2”, suggesting a more structured approach to level progression.

With all these changes introduced in such a short period of time, the project is evolving rapidly. It is increasingly clear that this homebrew title is shaping up to become a fully playable and enjoyable experience on original PlayStation hardware.

We will continue to follow future updates closely as this project progresses toward becoming another standout addition to the PSX homebrew scene. Please consider following the developer on Reddit to support the project and help it gain more visibility within the community. You can also check out the full article about the game at the following link: Geometry Dash PSX.


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14.3.26

Geometry Dash PSX

 


Developer: 400_bad_request_

Release Date: TBA

Graphics: 2D

Genre: Rhythm Platformer

Players: 1


Description

Geometry Dash PSX (working title) is a rhythm-platformer inspired by the popular mobile game Geometry Dash, and it has just been announced for the original PlayStation (PSX) on March 14, 2026. The developer shared an early alpha build that already demonstrates the core mechanics of the game running on Sony’s 32-bit console.

Although the project is still in its early stages, the current prototype already shows the foundations of its gameplay. Players control a small geometric character that automatically moves forward while jumping over obstacles in rhythm-based platforming sequences. The familiar structure of short challenges, precise timing, and pattern memorization strongly recalls the gameplay style that made Geometry Dash so popular.


Extra info


As of now, the project is still in early alpha, and several features are not yet implemented. Most notably, the current build does not include sound or music, which are typically a central element of rhythm platformers like Geometry Dash.

However, the prototype already allows players to see the core gameplay in action. The character performs the classic timed jumps, avoiding spikes and other hazards placed throughout the level. This early footage confirms that the basic mechanics are already functional and that the project is actively being experimented with.

The footage also reveals a simple level selection menu where up to four different stages appear to be available. However, in the current video only one of these levels can actually be seen in gameplay, so the others may still be placeholders or under development. 

Since development has only just been announced, it remains to be seen how far the project will evolve. Still, the early demonstration is an interesting addition to the growing PSX homebrew scene, showing once again how developers continue to explore new ideas on the original PlayStation.

Interestingly, after analyzing the video shared by the developer, we were able to determine that it was recorded at 640×480 resolution. This suggests that the project is currently rendering at the maximum resolution the original PlayStation is capable of outputting, which is a notable technical detail for such an early prototype. 

 

Media



Official Download Links

Reddit

10.3.26

FNAF PSX 1.4.0 Update: Full Rewrite, Saves, Achievements and Major Improvements

The menu now features new effects.
Hello everyone! A couple of weeks ago, Soeiz released a new update for the acclaimed Five Nights at Freddy’s PSX project. Version 1.4.0 (the developer has internally named it 1.0.0 RE) represents a significant milestone for the game, as it is primarily a complete rewrite of the previous 1.3.1 version, rebuilt from the ground up with improved structure and optimization. These changes have also allowed the developer to free up additional RAM, creating more headroom for future improvements and features planned for the project.

While some elements from earlier builds were preserved, the new version introduces several important systems and gameplay improvements.

 

Save System 

One of the most notable additions is the implementation of a save system. Players can now keep track of their progress more easily and return to their game without having to start everything from scratch. This makes longer play sessions far more practical and brings the project closer to the level of polish expected from a full PSX title. In addition, the system does more than simply store your progress through each night, it also enables the functionality described below.

 

Archievements

 

Another major addition is the introduction of an achievement system. This new feature allows players to track specific accomplishments within the game and set their own challenges while playing. These range from simply surviving certain nights to triggering hidden easter eggs, encouraging players to explore every detail of the experience. It adds an extra layer of replayability, encouraging players to explore different strategies and fully experience everything the game has to offer.

 

New HUD 

The in-game HUD has also received a significant overhaul. One of the most noticeable improvements is the addition of the power usage blocks, which visually represent electricity consumption during gameplay, just like in the original game. The button used to cancel phone calls has also been repositioned, and the current night and time are now displayed in the upper-right corner, matching the layout seen in the original version. As a result, the interface has seen a major visual improvement, and the HUD presentation is now virtually identical to the original game.

You can see the differences between the previous and current versions in the comparison images below.

Previous version (v1.3.1)
Updated version (1.4.0)

 

Other Changes 

In addition to these major additions, several other gameplay and technical changes have been implemented:

  • A new and polished Custom Night system.

  • Star rewards have been added.

  • Night 5, 6 and 7 are now separated.

  • Freddy has received additional sound effects, and his AI has been completely reworked.

  • The other animatronics have also received AI adjustments (they now behave more like the original).

  • Golden Freddy now spawns less frequently.

  • Little changes to the office environment.

Several issues from previous versions have also been addressed:

  • Numerous bugs from older builds have been fixed.

  • The achievements can no longer be exploited.


 

In conclusion, version 1.4.0 of Five Nights at Freddy’s PSX represents an important milestone for the project. The game has been rebuilt from the ground up, resulting in a cleaner structure and improved performance, while also freeing valuable RAM space that will allow the developer to introduce new features in the future. Major additions such as the save system, the achievement system, and the redesigned HUD (now closely matching the original game) greatly improve both the usability and authenticity of the experience.

Alongside these major changes, the update also introduces a variety of gameplay improvements and adjustments, including a polished Custom Night system, adjustments to the behavior of the animatronics, and other small changes. Several bugs from previous versions have also been fixed, making the game more stable overall. Although development is currently paused, this update clearly lays the foundation for the future of the project.

For more information, you can check the main article about the game or the official post from the developer.


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