11.12.25

FNAF 3 PSX



Developers: Soeiz

Release Date: April, 2024 

Last Update: September, 2025

Graphics: 2D

Version: 1.0.1

Genre: Horror

Players: 1 or 2


Description

After FNAF PSX and FNAF 2 PSX, this is the port of the third entry for the PSX!

Five Nights at Freddy’s 3 takes players back to Fazbear’s Fright, a horror attraction built from the remnants of the infamous pizzeria chain. With only a security monitor, a maintenance panel, and unstable systems at your disposal, you must survive against Springtrap, while managing audio lures, ventilation failures, and hallucinations. This chapter shifts the focus from animatronic aggression to psychological tension, making it one of the most atmospheric entries in the series.


Extra info

FNAF 3 shifts the series’ focus from managing multiple animatronics to a single main threat: Springtrap. Players take on the role of a security guard at a horror attraction based on the original Freddy Fazbear’s Pizza. Using limited security cameras, audio devices, and ventilation systems, they must monitor Springtrap’s movements while preventing system malfunctions. Unlike previous games, hallucinations and false alarms add extra tension, forcing players to balance resources carefully and react quickly to survive each night. The goal remains: survive from midnight to 6 AM without being caught.

Drawing on classic development tools such as PsyQ and the Nugget SDK, as well as previous programming experience, the developer Soeiz has ventured again into PSX coding to create this demake. Unlike many fan projects that run as standard PC executables, this version is designed specifically for PlayStation hardware and emulation.

This demake also introduces several features not present in the original title, including a two-player mode, an expanded Custom Night with additional configuration options, various easter eggs, and more.


Changelog

V 1.0.1

  • Fixed bugs and issues 
  • Debug menu
First, in the title screen, press L1+R2+Triangle+Circle. Then, launch a night and during it, press Select and Start.

V. 1.0

This version marks the first fully playable release of this FNAF 3 port, bringing together all core systems, nights, mechanics, errors, and the complete gameplay loop. The office, cameras, maintenance panel, enemies, random error system, jumpscares, and main progression are now fully implemented, offering the complete FNAF 3 experience from start to finish.

However, the game will not include:
  • Minigames (including all related elements, such as the good ending)
  • The extra menu (not removed, but repurposed for other functions)
  • Certain smaller details, such as vent-sealing text prompts and similar features
The project is still not fully complete. A known issue occurs on the title screen after finishing Night 5 or Night 6. Despite this, the developer chose to release the current build as soon as possible.

V.0.2.5

This update includes:
  • Puppet as a new enemy
  • A new option to enable or disable random errors
  • Adjusted error frequency, making random errors less common
  • Various bug fixes
With this update completed, development was shifted toward implementing Chica, Foxy, Freddy, and Springtrap in future builds.

V.0.2.4

This was the first big update for the game.

  • New enemies (Mangle).
  • Updated camera movement.
  • Working pause menu.

V.0.1

This was the first playable version of the game. 

Key features included in the demo:

  • A fully implemented office, complete with the maintenance panel and the full camera system.
  • All error types are present and functional.
  • Balloon Boy is the only active threat in this build, including his jumpscare.
  • Demo-specific adjustments, such as truly random error generation.

Some of the errors that were known at the time:
  • The pause function causes problems when returning to the game, and the pause menu lacks functional buttons.
  • The night completion screen is still unfinished and does not properly display the 5–6 AM transition.
  • For those running the demo on original PSX hardware, enabling “console mode” is recommended to improve certain camera effects, though this feature still requires further testing.

For more information, you can check the official posts: 
 
 

Media

 




Official Download Links

Game Jolt - GitHub 

30.11.25

Super Mario 64 PSX

 


Developer: malucard

Release Date: November, 2025

Graphics: 3D

Version: Alpha

Genre: Adventure 

Players: 1


Description

A remarkable port of Super Mario 64 rebuilt for the original PlayStation hardware. This project brings Mario’s iconic adventure to Sony’s 32-bit console with impressive accuracy and technical ambition.


Extra info

Super Mario 64, one of the landmark titles that redefined the 3D platforming genre (alongside Tomb Raider), has now been brought to the original PlayStation thanks to the public release of the game’s source code a few years ago.

Porting a game built specifically for the Nintendo 64 to the PSX is no small feat. The N64’s hardware architecture was significantly more advanced in several key areas, giving developers features that the PlayStation simply didn’t offer. First of all, the PSX CPU (R3000A) was a previous generation 32-bit processor compared to the N64's (R4300i). In addition to higher MHz speed (PSX: 33,87 MHz, N64: 93,75 MHz), there were other advantages offered by the N64's own GPU:

  • Hardware Z-buffering, allowing accurate depth calculations.

  • Built-in anti-aliasing, smoothing the jagged edges of 3D models.

  • Perspective-correct texture mapping, keeping textures from warping when viewed at angles.

  • Trilinear filtering and full mip-mapping, producing smoother, cleaner textures at varying distances.

Beyond these GPU-level advantages, the N64 also benefited from using cartridge-based media. Although the format ultimately hurt Nintendo in the long run (CDs were drastically cheaper to manufacture and offered around eight times more storage capacity) cartridges had their own strengths. The most important one for Super Mario 64 was extremely fast read speeds, allowing levels to load almost instantly and enabling the game’s world to be split naturally across several areas without visible loading interruptions.

Given all of these factors, the fact that Super Mario 64 can be made to run on PSX hardware at all is genuinely astonishing. However, the port is still far from complete, and numerous issues prevent it from being considered fully playable in its current state (see the list of known problems below).

With continued development and refinement, there’s hope that this project will eventually deliver a version that captures the original experience as faithfully as possible.


Known issues

  • Trees with a mind of their own: Some environmental objects, like trees, appear underground due to incomplete placement data.
  • Unpredictable animations: Certain Mario animations fail to play correctly — and in rare cases may even crash the game.
  • Music roadblock: Background music can’t be built automatically without manually providing the audio tracks.
  • Odd sound behavior: Sound effects are functional but may play incorrectly, with missing notes or unusual tones.
  • Limited camera control: Many levels lack fully implemented camera movement, leaving the player stuck with default angles.
  • Level-entry crashes: Entering specific stages may cause the game to freeze or crash entirely.
  • The finale fails: The ending sequence crashes as soon as it attempts to load.
  • Lakitu no-show: At the castle bridge, Mario looks up… but Lakitu never appears.
  • Unresponsive poles: Poles don’t move down when ground-pounded as intended.
  • Texture-by-texture loading: With textures loaded individually, certain areas suffer from noticeable stutters and long load times.
  • Stretched textures: PSX hardware constraints cause visible texture stretching on some surfaces.
  • Incomplete tessellation: Large polygons aren’t fully corrected, leading to gaps or imperfect geometry.
  • Texture rendering bugs: Some textures display incorrectly due to unfinished rendering logic.
  • Unfinished title screen: The opening menu isn't fully implemented yet.
  • Pause menu issues: The pause menu is currently non-functional.

Media


Official Download Links

Github

7.11.25

The best way to enjoy Sonic on your PSX - Review of updates 0.5.1 and 0.6

The Sonic the Hedgehog XA project continues to evolve, and its latest versions, 0.5.1 and 0.6, introduce some exciting improvements that make the experience feel closer than ever to a real 16-bit-to-32-bit transition. Built from scratch for original PlayStation hardware, the game keeps growing in ambition, blending authentic retro aesthetics with smoother gameplay and new content that would’ve impressed even in the console’s heyday.


Version 0.5.1 - A Leap in Polish

This version marks a major step forward in both visuals and gameplay refinement, starting with the new off-screen character rendering, which completely eliminates sprite distortion and delivers smoother, cleaner animation. 
The game’s sound has also received a huge upgrade, switching to CD-quality Red Book audio, making every track sound richer and more authentic on real PS1 hardware.
But beyond the technical upgrades, version 0.5.1 also expands the gameplay itself. Players will encounter new, level-specific objects, adding more variety to each stage’s design. From moving platforms to environmental hazards, every zone feels slightly more alive and dynamic.
For the first time, Sonic XA also features fully functional enemies and bosses, complete with unique palettes and animations, transforming the demo into a dynamic experience.

Enemies and bosses are a key feature in Sonic games


Other additions include a pause menu, audio settings, better memory management, and new 1-up mechanics

Altogether, v0.5.1 feels cleaner, faster, and more complete version of one of the best homebrew game available on the PSX!


Version 0.6 — A Pink Flash Joins the Race

If version 0.5.1 was already incredible, version 0.6 further enhances the overall experience. Just when things couldn’t get faster, version 0.6 introduces a major surprise: Amy Rose becomes a playable character. With her signature hammer and distinctive style, she adds variety to the gameplay while expanding the roster beyond Sonic himself. While Amy is slower and less agile than her peers, her vertical range and combat mechanics make her gameplay style unique and rewarding.

You have to finish the game to unlock her!



Other fixes include improved hitboxes, enhanced boss interactions and new visual touches such as animals dancing around the player after freeing them from capsules. Even the spin dash dust effect and OPTIONS menu details have been refined for more polish.

The developer has announced that this will be the final version before SAGE 2025, with only critical bug fixes planned for now, as development shifts temporarily to other projects.
Still, Sonic XA v0.6 stands as a major milestone. It is the proof that the PlayStation can truly keep up with the blue blur’s speed and spirit.


A Promising Future for Sonic XA

Sonic the Hedgehog XA is shaping up to be one of the most technically impressive 2D PSX homebrew projects out there. What started as a curiosity a “what if Sonic had a proper PlayStation release?” is turning into a full-fledged game that captures the energy of Sega’s golden age while honoring Sony’s 32-bit legacy.
If these updates are any indication, the future looks bright and fast for Sonic XA.

Here you can see the main post about the game: Sonic The Hedgehog XA

For more detailed info about the different versions, check official links:

Don’t forget that you can follow us on Twitter (X), check out our collection of games on Itch.io and join our Reddit community!

5.11.25

Yume Nikki PSX

 


Developer: Elias Daler

Release Date: November, 2025

Graphics: 3D

Version: 0.00.2

Genre: Adventure 

Players: 1


Description

Yume Nikki PS1 is a recreation made by Elias Daler (also developer of Project MTP) of the original Yume Nikki game for the PSX, reimagined with a fully 3D presentation. This is a short (~10-15 min) demo containing two dream worlds.


Extra info

Originally released in 2004, Yume Nikki was developed by the enigmatic creator Kikiyama and quickly became a cult classic within the indie scene. Unlike traditional games, it offers a deeply atmospheric and surreal experience with minimal narrative guidance, encouraging players to explore strange dream worlds at their own pace. Its unconventional design and haunting tone have gone on to influence countless indie titles over the years.
 
The PSX version aims to recreate the original experience while adapting it to the constraints of the PlayStation hardware, translating the original 2D visuals into a fully 3D environment. Despite being an early project, it already demonstrates how such an abstract and unconventional game can translate to the console. 
 
Development on Yume Nikki PS1 is currently on a limited basis, as the developer is primarily focused on Project MTP. Sporadic updates may still be released, mainly adding small improvements or fixes to the game. The last updates focused on performance improvements, bug fixes, and gameplay stability, particularly in more demanding areas such as Snow World.
 
The demo has the following features:
  • Two dream areas (Block World and Snow World) and two effects to find (+2 "pseudo" effects). 
  • You can drop effects in Nexus.
  • Jumping mechanics.
  • Photo mode.
  • And much more!

Elias continues to work with the camera, but has stated the following about fixed camera perspective:
"It looks quite pixely in the original PS1's 320x240. Not quite bad though? It runs *really* slow with this render distance on PS1. (~5-10 FPS sometimes). Turns out, Madotsuki moves *really* fast in the OG. 

This kind of perspective is not possible on PS1, sadly... You can't even have normal orthogonal projection on PS1 due to how the hardware works. So I'll experiment with more stuff, but I had to bump the walk speed on this level to 2.5x (!) to make the traversal not as slow...  

There are to many polys for PS1. If there was no culling, the game would have run out of RAM on the first frame."



Example of the fixed camera perspective with issues


An interesting fact about the development:
"Notice how when Madotsuki uses effect/transforms, she temporarily becomes much brighter (to simulate the flashing in the OG).

Kamakurako becomes bright too, but this is a bug... When I looked at it, I thought "Wait, this looks like dynamic lighting!" and decided to leave it."


Both characters have the lighting effect.

Warning: the game might freeze during the loading process when running from CD-R's.


"Unfortunately, many PS1 drives are slowly dying and can have problems reading from CD-R's. Burned CD-Rs use a different technology of encoding the data compared to the licensed pressed CDs.

If the game freezes during the load for you, try restarting and trying again."



Changelog

v0.00.2

  • Improved performance in Snow World, reducing slowdowns when rendering large numbers of primitives.
  • Fixed a crash that could occur when too many elements were displayed in Snow World.
  • Resolved an issue where the game could freeze when entering or exiting the igloo while jumping.
  • Fixed a bug where a chair could incorrectly appear when re-entering Madotsuki’s apartment while using the chair effect.

v0.00.1

  • Significantly increased the render distance in Snow World, improving visibility and overall presentation.
  • Prevented players from dropping eggs while using the snowman effect.
  • Adjusted player behavior so that menu access and sitting actions require the player to remain grounded for a short time.
  • Fixed a bug that allowed free movement while initiating the sitting animation with the chair effect equipped.
 

Media



Official Download Links

Itch.io - YouTube - Twitter (X)  

29.10.25

Loonies 8192

  


Developer:  thp

Release Date: June, 2020

Last Update: July, 2021

Graphics: 2D

Version: r66

Genre: Puzzle

Players: 1


Description


Loonies 8192 is a minimalist yet deeply addictive retro-style puzzle game that has been ported to an astonishing variety of systems (more than 20 in total) including DOS, PSP, 3DS, GBA, and most importantly, the PSX. Designed by developer thp (Thomas Perl), this humble puzzle experience combines simple mechanics with an enduring challenge that keeps players returning for more.
The port was created using Lameguy64's open source PSn00bSDK.


Extra info

At its core, Loonies 8192 tasks players with aligning and clearing blocks to maximize their score. Blocks fall from the top of the playfield in 2×2 groups of two colors, and players must rotate and position them to create matching 2×2 squares of a single color. Once a vertical sweep line passes over these squares, they are cleared from the board, scoring points and making space for new blocks.

The challenge stems from managing limited space while anticipating how pieces will stack and interact. Aligning larger combinations and chaining clears is key to sustaining play and avoiding a game over. This mix of simple controls and strategic depth makes Loonies 8192 both accessible to newcomers and rewarding for seasoned puzzle fans.

Changelog

This is the latest update available for PSX, although there are other versions up to r69 for other platforms:
  • Various visual improvements have been applied.
  • Input handling has been improved.
  • High scores can now always be submitted, not only when placing in the local

Although this update brought new features for touchscreen platforms, the other platforms had minor changes: 
  • The existing ports, including PSX, have been updated with several fixes.
  • General improvements and corrections have been incorporated.

This was the first version released for the PSX. It was similar to the version that existed with the r61, but with some changes:
  • Save game support is not included, but global leaderboards (using the QR code) do work. 
  • The name entry screen for the highscore list has been improved and  now resembles an on-screen keyboard.


For more information, you can check the official posts: 
r62r65r66.


Media



Official Download Links

Itch.ioYouTube 

25.9.25

Doki Doki Literature Club! PSX

 


Developer:  Soeiz

Release Date: July, 2025

Last Update: September, 2025

Graphics: 2D

Version: 0.4

Genre: Visual Novel

Players: 1


Description


Doki Doki Literature Club! PSX brings the famous psychological horror visual novel to the original PlayStation, reimagining one of the most talked-about indie games of the last decade for Sony’s 32-bit console. 
 
Originally released on PC, Doki Doki Literature Club became a viral phenomenon thanks to its deceptive presentation, deep narrative twists, and unsettling meta-horror elements. Now, this PSX homebrew port allows players to experience the story in a retro console format that feels surprisingly authentic. 



Extra info

This PS1 demake of Doki Doki Literature Club was designed with the intention of recreating the original game as faithfully as possible while adapting it to the technical limitations of the original PlayStation hardware. After experimenting with multiple smaller ports and gaining experience with retro development, the creator felt ready to take on a more ambitious project. Using the official PSYQ SDK together with Nugget SDK tools, the developer began exploring the inner workings of PS1 programming, making this project both a creative reinterpretation and a technical learning milestone.
 
At the moment, however, development has been put on hold. The project was paused primarily due to a loss of motivation, leaving the demake in an unfinished state for the time being. 
 

Some words of Monika:

"Welcome to the Literature Club! It's always been a dream of mine to make something special out of the things I love. Now that you're a club member, you can help me make that dream come true in this cute game!

But, before you join us, I have to tell you something:

I'm in the Playstation 1! I don't know how nor why, but someone trapped me in here. Please, join me!



Changelog

v. 0.4

  • Revisited and cleaned up parts of the source code.
  • Fixed multiple core issues that were causing various bugs.
  • Save system is now fully functional.
  • Character data can now be saved properly to the Memory Card.
  • Character interactions are working as intended (for better… or worse).
  • General stability improvements.
  • Various minor bugs resolved.


Media

 

 

Official Download Links

GameJolt - YouTube 

8.8.25

Noah and the Poohloudies

 


Developer:  Golden Age Turbo

Release Date: TBA

Graphics: 3D

Genre: Adventure

Players: 1

Description

Noah and the Poohloudies (often abbreviated as NATP) is an ambitious 3D adventure project that pushes the original PlayStation hardware in unexpected ways. Players take control of Noah, a highly adaptable rescue robot equipped with a unique and strategic ability: he can merge with other machines, absorb their capabilities, and unlock new powers. This mechanic forms the core of the gameplay experience, encouraging experimentation and environmental interaction.


Extra info

The story places Noah on a critical mission to save the Poohloudies, a peaceful community of robotic inhabitants, whose entire galaxy is threatened by an incoming meteor. What begins as a rescue operation quickly evolves into a larger journey across interconnected environments, combining exploration, platforming, physics-based interaction, and problem-solving.

Rather than focusing purely on action, NATP leans into systemic gameplay and mechanical creativity, allowing players to interact with the world in meaningful ways through Noah’s evolving abilities.

 

Technical Highlights & Engine Development

One of the most fascinating aspects of Noah and the Poohloudies is its custom-built engine. PSX support has now been implemented, although the developer notes that some minor glitches remain. At this stage, the PlayStation’s Geometry Transformation Engine (GTE) is not yet being utilized, meaning that a substantial performance boost is expected once it is properly integrated. The current build already demonstrates impressive efficiency without relying on one of the console’s most important hardware features.

At the heart of the engine lies a clever level-of-detail system based on what the developer calls “SuperQuads.” This technique dynamically adjusts geometry depending on distance:

  • Nearby objects are rendered as detailed polygon meshes that can split into smaller, more complex shapes.

  • Distant geometry progressively merges into larger, simpler forms to preserve performance.

  • Shapes are not restricted to being coplanar, allowing for more organic and natural-looking structures.

The result is a visually flexible system that balances detail and performance in real time, an approach rarely seen in PSX homebrew projects. Beyond rendering innovations, the engine also includes: Camera collision handling, dynamic object behaviors, physics-based grabbing and object manipulation and floating platforms and interactive level elements.

Even in its current state, the project proves that precise, low-level programming can unlock striking 3D results on 1994 hardware.

 

About the Developer

Golden Age Turbo is known for technical experimentation and a passion for extracting performance from classic systems. NATP is not limited to the PlayStation. The project is also being ported to multiple retro platforms, including: Sega Saturn, Nintendo 64, 3DO and Dreamcast. In 2021, the developer was interviewed by SHIRO! (a Sega Saturn-focused website), where he discussed his philosophy and engine development process. More recently, in 2025, he shared further insights regarding his new engine (particularly in relation to the Sega Saturn version).

These interviews provide valuable context for understanding the technical ambition behind Noah and the Poohloudies and its long-term vision. For more information, you can read both interviews from 2021 and 2025.

The developer posts weekly updates on each version of the game on his Twitter profile. We invite you to follow him there!


Media

 
 

Links

YouTube - Twitter (X) - BSKY 

5.7.25

Sauna

 

 

Developer:  Zhamul

Release Date: May, 2025 

Graphics: 3D

Version: 1.0

Genre: Exploration

Players: 1

Description

Sauna is a minimalist first-person exploration experience for the original PlayStation that focuses on atmosphere rather than objectives. Designed as a calm and contemplative journey, the game invites players to freely explore a detailed sauna environment, showcasing an unconventional and experimental approach within the PSX homebrew scene.


Extra info

At its heart, Sauna is a first-person exploration game that places the player within a cozy, smoke-filled sauna environment. Rather than focusing on traditional game objectives such as combat, puzzles, or score, the title emphasizes mood, presence, and free exploration, inviting players to simply wander and experience the surroundings at their own pace.

The game is designed to be played with the DualShock controller. Movement and camera control are mapped to the PlayStation controller’s sticks, making the exploration feel intuitive and fluid on both original hardware and emulators.
 
There is also a very interesting post about the development of this game. It uses a tool (PSXSplashEdit) which allows to create the scenes from Unity to be later rendered by PSX.
You can read it here.


Changelog

V. 1.0

Version 1.0 is the first and only release of Sauna on PlayStation, representing the complete and definitive version of the game. It includes the full experience as intended by the developer, with all content available from the start and no additional updates planned beyond this release.


Media

 
 
 
 

Official Download Links

Itch.io 

12.6.25

PETSCOP: Restored



Developer:  NITROYUASH

Release Date: October, 2024

Last Update: July, 2025

Graphics: 3D

Version: 1.3

Genre: Adventure & Horror

Players: 1

Description

PETSCOP: Restored is a playable Petscop recreation based on a Petscop Youtube Series.

The story places the player in a surreal and unsettling world where exploration, observation, and interpretation are key. Progress is driven not only by solving puzzles, but also by understanding the environment, interacting with characters through dialogue, and uncovering hidden details that gradually reveal the game’s narrative and underlying themes.

Gameplay focuses on exploration and problem-solving, supported by an inventory system where items must often be examined to unlock their true purpose. Dialogue interactions play an important role, and different difficulty modes adjust puzzle complexity and introduce new challenges. Combined with immersive audio, dynamic lighting, and interconnected areas, the game offers a distinctive experience that stands on its own, even for players unfamiliar with its original inspiration.


Extra info

This project is not intended to be a 100% recreation of the original series. While the source material proved highly effective as a video-based experience, several of its gameplay ideas did not fully translate into an engaging interactive format. This version takes a different approach by reworking and improving those elements, focusing on stronger gameplay design, clearer progression, and deeper player interaction. As a result, the game stands on its own and can be fully completed without any prior knowledge of the original series.

Features

  • Three Difficulty Modes: Standard Mode offers a more classic experience with accessible puzzles, while Hard Mode and Extreme-Enigma Mode introduce tougher challenges, new mechanics, and additional content for experienced players.
  • New Inventory System: A redesigned inventory allows players to collect and manage a wide range of items. Items can be examined in detail, and careful inspection is sometimes required to progress.
  • Improved TALK System: The dialogue system has been simplified and refined to make interactions clearer and more intuitive, improving narrative flow and usability.
  • Playable Areas: Key locations such as Gift Plane, Even Care, The Hub, and the Underground Area are mostly complete and fully playable, forming the core of the game world.
  • Audio and Visuals: Features 3D stereo sound within fully 3D environments, combined with dynamic lighting to enhance atmosphere and spatial awareness.
  • Modding Support: Includes an SDK that allows players to create their own mods, expanding the game with custom content and gameplay variations.

Changelog 

V 1.3

The update focuses on refining the overall experience, introducing a new Game Recording System and an optional in-game hint system that improves accessibility without reducing challenge. It also expands the settings menu, adds key technical improvements such as UI overscan support and enhanced DualShock analog controls, and includes multiple fixes and optimizations for greater stability and polish.
  • Game Recording System: Introduces a new gameplay feature that records player activity for later use or interaction.
  • In-Game Hint System: Provides optional guidance to help players progress without removing challenge.
  • Expanded Settings Menu: Adds more configuration options for improved accessibility and customization.
  • Technical Improvements: Includes UI overscan compatibility, save file version checks, a new shutdown screen, and DualShock analog support in first-person mode.
  • Additional Fixes and Enhancements: Numerous smaller improvements and optimizations contribute to a more stable and polished experience.

V. 1.2

Version 1.2 expands the Underground area with new events, characters, items, and a brand-new level, while also addressing major technical limitations and improving visual consistency.

New Content & Events

  • Underground – Graveyard: Mike and Care’s faces can now be inspected in greater detail and saved to the notes list, making the Face Puzzle significantly easier to complete.
  • Underground – Tunnel & Museum: Added a new NPC, Marvin, who appears after the windmill camera cutscene.
  • Underground – Library Basement: The Toy Box is now locked by default and contains a different item.
  • Shadow Monster Man Event: Fully implemented. Players must find specific items in the Underground to receive a hint revealing the event’s location.
  • Underground – Mirror Room: Added a new collectible item: Small Key.
  • New Level Added: The Windmill is now accessible.
  • Underground – Tunnel: Introduced the orange car event and NPC Belle (with eyes). Triggering this event leads to the end of the demo.

Technical Fixes & Optimizations

  • Underground Desync – Graveyard: Fixed a critical crash caused by memory overflow. 
  • The level was optimized by simplifying geometry, removing unused textures, and reducing the size of heartbeat.vag. 
  • Sound volume for this effect was also increased.

Visual & Animation Improvements

  • Improved collectible sprites.
  • Improved NPC and player sprites.
  • Updated animation files for NPCs, player characters, and collectibles.
  • The player sprite in the main menu profile screen is now properly synchronized with its animation file.

V. 1.1

This update focuses on interface refinements, camera improvements, controller support, and multiple bug fixes across key areas of the game, further polishing the overall experience.

Interface & UI Improvements
  • Slightly expanded the in-game message box for better readability.
  • Updated the Pets menu message box with a black cursor matching the main dialogue interface.
  • Fixed an issue where certain Pets menu UI elements could incorrectly turn black.
  • Reduced the volume of some inventory interface sound effects.
  • Removed unnecessary load/save debug messages.

Camera & Level Improvements
  • Improved rail-style camera behavior.
  • Minor level fixes including camera adjustments, geometry corrections, and vertex lighting updates.
  • Previously unused background overlay types are now fully implemented and assigned to specific locations
  • Significantly improved the camera in Even Care – Pen’s Room.
  • Improved First-Person camera code (still unused).
Gameplay & Logic Fixes
  • Fixed a broken teleporter in Even Care – Amber’s Room.
  • Fixed a duplication bug in Inverted Gift Plane.
  • Fixed an issue where mirror NPCs could become invisible after accessing the inventory.
Controller & DualShock Enhancements
  • Expanded default analog stick deadzones for L3 and R3.
  • Added a new controller configuration page, allowing manual adjustments.
  • Updated control mappings.


Media

 
 
 

Official Download Links

Itch.io - PSXDEV - Twitter (X) - YouTube

8.6.25

FNAF 2 PSX

 


Developers: Soeiz

Release Date: February, 2024 

Last Update: December, 2024

Graphics: 2D

Version: 1.0.3 

Genre: Horror

Players: 1 or 2

 

Description

The original Five Night at Freddy's 2, but on the Playstation !


Extra info

"By using ancient scrolls left by the ancestors (psyq + nugget sdk) and my past experiences, I've made my way into playstation 1 programmation, and now I am developing this demake.

This demake is not something you'll have to play on PC with a .exe, you'll have to play it with an ps1 emulator, or the actual console !

If you wanna play on the real hardware, you'd have to modchip it, use the disc swap method or FreePSXBoot ! (google it)

The game has unique things that were not on the OG game, such as two player mode, Custom night with far more options, easter eggs, and more!"

 

Media

 


Official Download Links

Github - Game Jolt

5.6.25

Celeste Classic PSX (psn00bsdk)


 

Developer:  wildmonkeydan

Release Date: July, 2023

Last Update: July, 2023

Graphics: 2D

Version: 1.1

Genre: Platformer

Players: 1

Description

This is a portable Celeste Classic C source port, adapted specifically for the original PlayStation using psn00bsdk, the open-source SDK for PSX development.


Extra info

Celeste Classic is the original prototype of Celeste, created by Maddy Thorson and Noel Berry during a game jam. This version represents the foundation of what would later become one of the most acclaimed indie platformers of all time. Built with a minimalist approach, Celeste Classic focuses on tight controls, precise platforming, and a pure gameplay loop, showcasing the core ideas that would define the full commercial release.

Unlike the later versions, Celeste Classic features simple pixel art, a limited color palette, and a condensed structure, offering a raw and challenging experience that emphasizes skill and mastery over narrative and presentation.

This project is built using cceleste, a C source port of the original PICO-8 release, combined with psn00bsdk, an open-source development kit for the original PlayStation. Together, they make it possible to faithfully bring this minimalist platforming experience to PS1 hardware.

It is important to note that the game does not support pausing or save states. Attempting to use save states will result in a crash.

It's also worth noting that the game has issues when emulated (for example, with DuckStation) since it gets stuck on the PlayStation logo. The developer recommends playing the game directly on modded hardware.


Changelog

V. 1.1

Minor update fixing a couple of bugs:
  • Fixed an issue where the ending statistics were not displayed after completing the game.
  • Corrected the Celeste Mountain Memorial, restoring both the missing text and sound elements to ensure the scene plays as intended.


Media

 

Official Download Links

Itch.io - Github - PSXDEV

24.5.25

Half Life PSX


Developer: XProger

Release Year: TBA

Graphics: 3D

Genre: Adventure & FPS

Players: 1

Description

This ambitious homebrew project brings the legendary Half-Life 1 experience to the original Sony PlayStation by XProger. This adaptation reimagines Gordon Freeman’s iconic journey through the Black Mesa Research Facility within the technical limits of the PS1 hardware.


Extra info

Rather than being a simple port, this project is a full reimplementation of the original 1998 PC classic. The goal is not to emulate the PC version, but to rebuild the experience specifically for PS1 hardware. This distinction is important: the project does not use the original GoldSrc engine. Instead, it reinterprets the game’s systems, rendering pipeline, and level handling to work natively on PlayStation architecture.

Bringing Half-Life to the PS1 presents major challenges, particularly regarding memory limitations, geometry handling, and loading times. However, the developer has outlined several clever solutions.

 

Streaming Instead of Traditional Load Zones

When asked about the RAM limitations and whether the game would require heavy segmentation into loading areas, XProger explained that he plans to rely on streaming:

"Each location will require about 2 seconds to load at full x2 CD speed, so unless you're bunny-hopping through levels, loading gaps should be barely noticeable."

This approach aims to reduce visible loading screens, maintaining immersion while staying within the PS1’s limited memory constraints.

 

Polygon Handling and GPU Constraints

Interestingly, optimization on the PS1 does not always mean reducing polygons. According to the developer:

"The PS1 GPU actually requires increasing the number of polygons."

Because of the console’s rendering architecture, which relies on affine texture mapping and lacks hardware perspective correction, meshes need to be structured differently compared to PC geometry. 

This is a clear example of how porting to PS1 is not about “downgrading,” but about restructuring assets to fit a fundamentally different rendering pipeline.

 

BSP Conversion and Custom Tools

One of the most technically fascinating aspects of the project is level conversion.

The original Half-Life uses BSP (Binary Space Partitioning) level files. Instead of directly using those files, XProger developed:

  • A Blender importer for original BSP files

  • Tools for geometry tile splitting

  • Room assignment systems

  • Portal placement tools

  • UV adjustment utilities

  • A custom exporter to the PS1-specific format

He also noted that the original BSP geometry is not ideal for direct use, requiring significant restructuring for optimal PS1 performance. This toolchain effectively creates a translation layer between GoldSrc-era level design and PlayStation-compatible rendering.

 

Storage and Format Consideration

When asked how many CDs the project might require, XProger pointed out that the PS1 natively supports ADPCM audio and 4-bit textures, both space-efficient formats. In fact, he suggested that, in theory, the entire game could fit within 64MB.

This highlights how much optimization is possible when building directly around the console’s native capabilities rather than attempting a raw asset conversion.


 

Why This Project Matters

The original Half-Life never received an official PlayStation 1 release. While a Dreamcast port was developed (but never officially released), the PS1 never saw Gordon Freeman’s Black Mesa incident on its hardware.

This makes the project especially significant within the PSX homebrew scene. It represents:

  • A full engine reimplementation

  • A technically complex FPS adaptation

  • A large-scale modern project targeting original hardware

  • A demonstration of how far PS1 homebrew has evolved

If completed, this would stand as one of the most technically impressive FPS projects ever attempted on original PlayStation hardware.

 

Media


Project MTP

 

Developer: 

Release Year: TBA

Graphics: 3D

Genre: Horror & Adventure

Players: 1

Description

Project MTP is currently one of the most ambitious and closely followed PSX homebrew projects in development. Although the game still does not have an official title, it has already gained significant attention within the retro development community thanks to its unique concept and consistent public progress updates.


Extra info

At its core, the project blends life simulation mechanics with psychological horror elements, an unusual combination for the original PlayStation. The game draws inspiration from cozy, routine-driven social experiences (Animal Crossing) while layering them with subtle tension, eerie atmosphere, and unsettling undertones (Silent Hill). What initially appears to be a calm town environment gradually reveals strange details and darker implications beneath the surface.
 
Rather than relying purely on jump scares or traditional survival horror mechanics, Project MTP seems to focus on mood, environmental storytelling, and the contrast between familiarity and discomfort. The idea of merging daily life simulation with psychological horror gives it a distinctive identity within the PSX homebrew scene.
 
The developer, Elias Daler, documents the project’s progress almost daily on Twitter. His posts include gameplay clips, technical experiments, rendering improvements, lighting tests, AI behavior, and insights into the development pipeline. This level of transparency has helped build a dedicated following of retro hardware enthusiasts, programmers, and indie developers who are interested not only in the game itself, but also in the technical challenges of developing for original PlayStation hardware in the modern era.
 
Developing for the PS1 remains a demanding process, particularly compared to other retro platforms that now benefit from mature open-source tools and extensive libraries. Elias has openly shared his frustrations about the limited ecosystem available for PS1 development, once stating:
“I’m jealous of what N64 devs have: all the tools, tons of libraries, and a platform that is pretty powerful. Doing PS1 stuff is like doing a Primitive Technology programming. And this is why my game development doesn’t progress that fast. But I won’t give up.”

This persistence and commitment to pushing the hardware’s limits is part of what makes Project MTP stand out. The project is not only an intriguing horror experience in development, it is also a live demonstration of what modern developers can still achieve on Sony’s 32-bit console.


Media

 
 
 
 

Links

Twitter (X) - Youtube - Official Websitte

23.5.25

Sonic The Hedgehog XA


 

Developer: 

Release Date: June, 2024

Last Update: August, 2025

Graphics: 2D

Version: 0.6

Genre: Platformer

Players: 1

Description

Sonic The Hedgehog XA is a 2D platformer designed specifically for the original PSX, developed as an open-source technical experiment to evaluate how Sega-style, high-speed gameplay can be implemented on PS1 hardware. Rather than being a port or remake of an existing Sonic title, the project is a ground-up implementation that recreates the core mechanics, physics, and structure of classic Sonic games within the constraints of Sony’s 32-bit system.


Extra info

Sonic XA is a 2D platformer designed to capture the classic speed and precision of Sonic games while exploring the technical possibilities of the PlayStation. Players control Sonic (or other characters like Tails, Knuckles, and Amy Rose) to navigate through levels filled with ramps, loops, and hazards, collecting rings and defeating enemies along the way. Each character has unique movement abilities and attacks, such as Sonic’s Spindash and Super Peel-Out, or Amy’s Piko Piko Hammer and double jump, allowing for varied exploration and combat strategies. Levels feature dynamic objects, moving platforms, and interactive enemies, emphasizing fast-paced action, precise platforming, and experimentation with character-specific mechanics.

The game was presented at SAGE 2025:

"SAGE is a yearly, non-profit put together by Sonic Fan Games HQ and it's partners to support, promote and celebrate the community's creative efforts."

According to its creator,  this project aims to merge classic 2D Sonic gameplay with the unique capabilities of the original PlayStation hardware. Rather than simply recreating a Mega Drive-style experience, the goal is to explore how Sonic could have felt if the series had received a proper 2D entry on Sony’s 32-bit console during the 1990s.

By leveraging modern open-source tools such as PSn00bSDK, the developer is effectively building a reinterpretation of Sonic mechanics on hardware that was never originally designed for this type of fast-paced, sprite-based platforming. The project respects the core principles of the original games (speed-driven level design, momentum-based physics, and expressive character animation) while experimenting with what the PlayStation can uniquely bring to the formula, particularly in terms of audio and presentation.

It is important to stress that the current build is a demo. The developer clearly warns that this is unfinished, beta-quality software. Large portions of the codebase remain incomplete, performance optimizations have not yet been fully implemented, and many gameplay systems are still in development. As such, players should expect rough edges, missing features, and technical limitations typical of an early-stage build.

 

What Does “XA” Mean?

The “XA” in the project’s title is a direct reference to the XA audio format widely used on the original PlayStation. XA (eXtended Architecture) audio was commonly employed for streaming music and voice data directly from CD-ROM, becoming one of the defining technical features of the console’s sound capabilities.
 
By incorporating “XA” into the title, the developer not only highlights the technical identity of the platform but also reinforces the project’s PlayStation-focused nature. The naming choice adds personality and originality while subtly nodding to Sonic CD, a title well known for its distinctive audio presentation and CD-based enhancements. In this sense, the name serves both as a technical reference and a stylistic tribute.

 

Regional Builds: U, E, and J Versions

The project also includes multiple regional builds, mirroring the traditional distribution model of commercial PlayStation titles. These versions are labeled according to standard regional codes:
  • U – USA

  • E – Europe

  • J – Japan

The U (USA) and J (Japan) versions both run at NTSC 60Hz, providing smoother animation and faster overall gameplay timing. Meanwhile, the E (Europe) build runs at PAL 50Hz, which affects gameplay speed due to the lower refresh rate. Because the game is frame-rate locked, the PAL version may feel slightly slower or more “floaty” compared to its NTSC counterparts.
During that era, it was common for PAL releases to run slower because of the 50Hz refresh rate. Some developers took the extra step of reworking timing and animations to maintain identical gameplay speed to the NTSC versions, but others did not, resulting in slightly slower or “floatier” experiences in certain European releases. 

 

Changelog

V. 0.6

  • Playable Character: Amy Rose. Unlockable after completing all main levels. Features unique vertical movement: higher jumps, slower acceleration, and special abilities. A cheat code allows access without completing the game.
  • Gameplay & Technical Fixes: Player top sensors fixed to prevent clipping, improved hitbox framework, Tails’s flight hitboxes corrected, and spin dash dust effect restored. Animals now render correctly in front of the player.
  • Disc & Audio Updates: Fall-back routines added for disc track loading issues, and disc track count now visible in OPTIONS.
 

V. 0.5.1

  • Offscreen Character Rendering: Major improvement in sprite handling. Characters are now rendered offscreen to prevent rotation distortion and visual gaps, resulting in cleaner and smoother animations.
  • Red Book Audio: Background music now uses CD-quality audio (44.1 kHz), replacing the previous .XA tracks, improving sound clarity and looping.
  • Level-Specific Objects: Each level can now have unique objects with custom behaviors and palettes. Supports solid platforms, spawnable items, doors, switches, and puzzles.
  • Enemies: Fully implemented level-specific enemies, including spawning and de-spawning mechanics. Adds challenge and brings levels to life.
  • Bosses: Two playable bosses added, with independent memory, palettes, and glow-on-hit effects for visual feedback.
  • Memory Management: Improved allocation, with most level data now handled by the screen arena allocator, reducing static memory use.
  • Gameplay Enhancements: Added 1-ups from collected rings (up to 800), pause menu, and audio controls (stereo, reversed stereo, mono, and volume adjustments).
  • Polish and Bug Fixes: Removed debug mode from release build, fixed visual distortions, and refined general gameplay systems.


V. 0.1

  • Updated sprites and extra animations for Sonic.
  • Ramp Rotation: Sonic now rotates on slopes with angle snapping for smoother movement.
  • Character Animations: Added underwater bubble-gulping and improved ledge balancing animations.
  • Super Peel-Out Move: Charge a high-speed dash, faster than the Spin Dash.
  • Playable Characters: Tails and Knuckles are now playable, expanding the game beyond Sonic.


For more detailed info about the different versions, check official links:

V. 0.1V. 0.51 - V. 0.6



Media

 
 

Official Download Links

Official Website - Itch.io - Github