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15.8.26

Penguins!

 

Developer: KasaBranca

Release Date: December, 2025

Graphics: 3D
 
Version: 1.0 

Genre: Exploration

Players: 1
 
 

Description

Penguins! is an exploration game developed by achrostel as part of the Secret Santa Jam 2025 event for the PS1. The goal is simple: explore the level and find the 10 lost penguins scattered throughout the stage. 

 

Extra Info

The Secret Santa Jam 2025 was a game development event with a rather unique concept. Participants wrote a letter describing their tastes and interests, and then randomly received another participant's letter. Based on that letter, they had to create a game inspired by that person's tastes and preferences. 

Penguins! was developed by achorstel based on the letter written by Gartenschlaefer. Although the original letter is not currently available, some elements of the game give us an idea of its content based on the final result. 

The game focuses almost entirely on exploration. At the start, the player meets a penguin who explains that they need to find other penguins. When we find one, we can press R1 to catch it. The game also features music and small sound details that help create a pleasant and cozy atmosphere. 

Once all 10 penguins have been found, we can bring them back to a house located in another area of the stage, which we access by pressing R1. There we find all the penguins reunited, and the game ends with a message thanking the player for finding them all.

After receiving the game, Gartenschlaefer thanked achrostel for the work and said the following:

 

Thank you so much for the game. I really like the sounds and the cozy room for all my friends. 

 

The game also stands out for its performance, largely maintaining 60 FPS. Achieving a stable frame rate while displaying 3D scenes is especially impressive given the limitations of the original PS1.

The developer has mentioned that it hasn't been tested on real hardware, but that it runs perfectly on DuckStation

 

Official Links

 Itch.io

 

Related Categories 

3D Games - Exploration Games - Games released in 2025 - Game Jam Games

 

Desarrollador: KasaBranca

Fecha de Lanzamiento: Diciembre, 2025

Gráficos: 3D
 
Versión: 1.0 

Género: Exploración

Jugadores: 1
 
 

Descripción

Penguins! es un juego de exploración desarrollado por achrostel como parte del evento Secret Santa Jam 2025 para la PS1. El objetivo es sencillo: explorar el escenario y encontrar a los 10 pingüinos perdidos a lo largo del nivel. 

 

Info Extra

El Secret Santa Jam 2025 fue un evento de desarrollo de videojuegos con una propuesta bastante particular. Los participantes escribían una carta describiendo sus gustos e intereses y, posteriormente, recibían de manera aleatoria la carta de otro participante. A partir de ella, debían crear un juego inspirado en los gustos y preferencias de esa persona. 

Penguins! fue desarrollado por achorstel a partir de la carta escrita por Gartenschlaefer. Aunque actualmente no disponemos de la carta original, algunos elementos del juego nos permiten hacernos una idea del contenido en función del resultado final. 

El juego se centra prácticamente en la exploración. Al comenzar, el jugador se encuentra con un pingüino que le explica que tiene que encontrar a otros pingüinos, Cuando encontramos a uno de ellos, podemos pulsar R1 para atraparlo. El juego cuenta además con música y pequeños detalles sonoros que contribuyen a crear una atmósfera agradable y acogedora

Una vez encontrados los 10 pingüinos, podemos llevarlos de vuelta a una casa situada en otra zona del escenario, a la que accedemos pulsando R1. Allí encontraremos a todos los pingüinos reunidos y el juego termina con un mensaje agradeciendo al jugador haberlos encontrado a todos.

Después de recibir el juego, Gartenschlaefer agradeció el trabajo de achrostel y dijo lo siguiente:

 

Muchas gracias por el juego. Me gustan mucho los sonidos y la sala cozy para todos mis amigos. 

 

El juego también destaca por su rendimiento, manteniéndose en gran parte a 60 FPS. Conseguir una tasa de refresco estable mientras se muestran escenarios 3D es especialmente interesante teniendo en cuenta las limitaciones de la PS1 original.

El desarrollador ha comentado que no ha probado si funciona el juego en hardware real, pero que funciona a la perfección en DuckStation

 

Enlaces Oficiales

 Itch.io

 

Categorías Relacionadas 

Juegos 3D - Juegos de Exploración - Juegos lanzados en 2025 - Juegos de Game Jams

12.8.26

Tiny Backrooms

 


Developer: KasaBranca

Release Date: July, 2026
 
Last Update: August, 2026

Graphics: 3D
 
Version: 0.1 


Players: 1

 

Description 

Tiny Backrooms is a survival horror game based on the Backrooms universe, developed by KasaBranca using Mipsync Engine

 

Extra Info 

The game aims to replicate the style of classic survival horror games such as Resident Evil, using fixed camera angles and prerendered backgrounds. The game is made with Mipsync Engine, a new engine currently in development that provides a Unity-like development environment to facilitate the production of games for the original PS1. 

Tiny Backrooms is still in a primitive stage, but it is playable. It features 3 areas with prerendered backgrounds, a controllable character, and camera changes triggered when reaching specific areas. Despite its limited content, we can already see the foundations of a classic survival horror game through its fixed cameras and prerendered environments. It remains to be seen whether new rooms, enemies, and items to collect and use later will be added in the future.

The project can be considered more of an early prototype or proof of concept than a complete game. Nevertheless, it demonstrates what can be achieved on an original PS1 using modern tools such as the Mipsync Engine.

 

Media

 

 

Official Links

Github - Reddit

 

Related Categories 

3D Games - Horror Games - Games Released in 2026 - Open Source Games

 


Desarrollador: KasaBranca

Fecha de Lanzamiento: Julio, 2026
 
Última actualización: Agosto, 2026

Gráficos: 3D
 
Versión: 1.0 

Género: Survival Horror 

Jugadores: 1

 

Descripción

Tiny Backrooms es un juego survival horror basado en el universo de los Backrooms realizado por KasaBranca utilizando Mipsync Engine

 

Info Extra

El juego trata de replicar el estilo de los clásicos survival horror como Resident Evil con el uso de cámaras fijas y fondos prerenderizados. El juego está hecho con Mipsync Engine, un motor nuevo en desarrollo que cuenta con un entorno de trabajo al estilo de Unity para facilitar la producción de títulos para la PS1 original. 

Tiny Backrooms se encuentra en una versión primitiva, pero es jugable. Cuenta con 3 zonas prerenderizadas, un personaje controlable y los cambios de cámara al llegar a determinadas zonas. Pese a contar con poco contenido podemos ver los pilares de un juego clásico de survival horror al contar las cámaras fijas y los escenarios prerenderizados. Veremos si en el futuro se añaden nuevas salas, enemigos y objetos que recoger para utilizar más adelante.

El proyecto se puede considerar más como un prototipo temprano o prueba de concepto antes que un juego completo. Eso sí, demuestra lo que se puede lograr crear en una PS1 original utilizando herramientas modernas como el motor Mipsync.

 

Multimedia

 

 

Enlaces Oficiales

Github - Reddit

 

Categorías Relacionadas 

Juegos 3D - Juegos de Terror - Juegos lanzados en 2026 - Juegos de Código Abierto

6.8.26

Where in the pils is Fitzgerald?

  
Developer: Zhamul

Release Date: July, 2026

Graphics: 3D
 
Version: 1.0 

Genre: Hide and Seek 

Players: 2

 

Description

Where in the pils is Fitzgerald? is a hide-and-seek game developed by Zhamul for the PlayStation 1. In this unique multiplayer experience, one player must hide the frog Fitzgerald somewhere inside a mysterious castle, while a second player explores its different areas in search of the little amphibian.


Extra Info

The game takes place inside a large castle divided into four distinct areas: Courtyard, Baron's Chamber, Holy Room, and Tower. Each location features numerous hiding spots where Fitzgerald can be concealed. You'll also encounter several NPCs scattered throughout the castle. By interacting with them, they'll deliver a voiced line of dialogue in English, supposedly offering clues to help you find the frog. 

The gameplay is divided into two phases. During the first phase, the player in charge of Fitzgerald chooses one of the four areas and explores it to decide where to hide the frog. Once the hiding spot has been selected, the second player begins searching by exploring the different parts of the castle. Since Player 1 can hide Fitzgerald in any of the four areas, Player 2 is free to travel between them by interacting with diamond-shaped stones placed throughout the castle. These stones act as gateways, allowing players to move from one area to another. 

The experience revolves around the ingenuity of both players: one trying to find the perfect hiding place, and the other carefully searching every corner of the castle until Fitzgerald is finally discovered. 

 
Where in the pils is Fitzgerald? is designed exclusively for two players, as there are no AI opponents. Every match depends entirely on the creativity of the player hiding Fitzgerald and the observation skills of the player searching for him. 
 
 

Media 

 
 

Official Download Links


 
 

Explore Related Categories

 3D Games - Open Source Games - Multiplayer Games - New Games Released in 2026


Desarrollador: Zhamul

Fecha de Lanzamiento: July, 2026

Gráficos: 3D
 
Versión: 1.0 

Género: Hide and Seek 

Jugadores: 2

 

 Descripción

Where in the pils is Fitzgerald? (¿Dónde demonios está Fitzgerald) es un juego de hide and seek (escondite) desarrollado por Zhamul para la PS1. En esta peculiar aventura multijugador, un jugador tendrá que esconder a la rana Fitzgerald en algún lugar de un misterioso castillo, mientras que un segundo jugador deberá explorar sus diferentes zonas para encontrarla. 

 

Info Extra

El juego transcurre en un gran castillo, dividido en 4 escenarios diferenciados. Los escenarios son: Courtyard, Baron’s Chamber, Holy Room y Tower. Cada uno de ellos cuenta con numerosos escondites donde ocultar a la ranita Fitzgerald. Además, en cada uno de ellos encontraremos unos NPCs con los que podremos interactuar. Nos soltarán una línea de diálogo (doblado al inglés), supuestamente para ayudarnos a encontrar a la rana. 

El juego se divide en dos fases. Durante la primera, el jugador encargado de Fitzgerald elegirá uno de los 4 escenarios y los explorará para decidir en qué lugar ocultar la rana. Una vez elegida la ubicación, el segundo jugador comenzará su búsqueda explorando las distintas zonas del juego. Ya que el jugador 1 puede ocultar en cualquiera de las cuatro salas a la rana, el jugador 2 podrá navegar entre los escenarios acercándose a una piedra con forma de diamante. Cada diamante, situado en distintos puntos del castillo, nos permitirá navegar entre los lugares. 

La experiencia se basa en el ingenio de ambos jugadores: uno intentando encontrar el escondite perfecto y el otro explorando cada rincón del castillo hasta dar con Fitzgerald. 

Este juego está pensado totalmente para ser jugado por dos personas, ya que no contaremos con ningún tipo de IA contra la que competir. 
 
 

 Multimedia

 
 

Enlaces Oficiales

Itch.io - YouTube

 

Explora Categorías Relacionadas

Juegos 3D - Juegos de Código Abierto - Juegos Multijugador - Nuevos Juegos Lanzados en 2026

2.8.26

Snake joins the PSX Homebrew Games Leaderboards

What better way to keep enjoying a game than adding a bit of competitiveness to it?

With this philosophy in mind, at PSX Homebrew Games we launched a new community project for leaderboards a couple of months ago. This way, any player can submit their best scores to the website and compete for the top spots in different PS1 homebrew games.

Our goal is simple: to give these projects a longer life, encouraging more players to discover them, replay them, and keep enjoying them long after their release. At the same time, the leaderboards offer a new way for the PS1 homebrew community to interact and share their achievements

This initiative debuted with Nortis during Flappy Week, a Tetris-style puzzle game, where participants competed to earn the exclusive title of Lord of Randomness. Although the event has now ended, the Nortis leaderboard will remain permanently open, so anyone can keep submitting their best results to join the global rankings.

Now it's time for another classic to join the competition: Snake, the PSX adaptation of one of the most iconic games of all time. Starting today, players will also be able to compete for the highest score on its own leaderboard. As with Nortis, all entries must include a full, unedited video of the playthrough, with no cuts or edits, so the result can be verified and fair competition is guaranteed for everyone.

We invite you to show off your skills in this wonderful homebrew project for all players. The leaderboard is now live, and all the rules can be found on the leaderboards page. 

You can also check out an article on the preservation of homebrew projects, which featured Snake and the PSX Homebrew Games team for rescuing version 2.0 of the project from lost media.



Now there's only one question left... will you become the next number one? Good luck!

 

Don't forget you can follow us on Twitter (X), check out our game collection on Itch.io, join our Reddit community, and watch gameplay on our YouTube channel!

¿Qué mejor forma de seguir disfrutando de un juego que añadiéndole un poco de competitividad?

Con esta filosofía en mente, desde PSX Homebrew Games iniciamos hace un par mes un nuevo proyecto comunitario de los marcadores. De esta forma, cualquier jugador puede enviar sus mejores puntuaciones a la web y competir por los primeros puestos en distintos juegos homebrew de la PS1.

Nuestro objetivo es sencillo: dar una vida más larga a estos proyectos, animando a más jugadores a descubrirlos, volver a jugarlos y seguir disfrutándolos mucho después de su lanzamiento. Al mismo tiempo, los marcadores ofrecen una nueva forma de que la comunidad homebrew de PS1 interactúe y comparta sus logros

 Esta iniciativa debutó con el Nortis durante la Flappy Week, un juego puzzle de tipo Tetris, donde los participantes compitieron por conseguir el exclusivo título de Lord of Randomness. Aunque el evento ya ha finalizado, el marcador de Nortis permanecerá abierto de forma permanente, por lo que cualquiera puede seguir enviando sus mejores resultados para formar parte de la clasificación global.

Ahora es el turno de otro clásico de incorporarse a la competición: Snake, la adaptación para PSX de uno de los juegos más icónicos de todos los tiempos. Desde hoy, los jugadores también podrán competir por conseguir la mayor puntuación en su propio marcador. Como ocurre con Nortis, todas las participaciones deberán incluir un vídeo completo de la partida, sin cortes ni ediciones, para poder verificar el resultado y garantizar una competición justa para todos.

Os invitamos a demostrar vuestras habilidades en este maravilloso proyecto homebrew para todos los jugadores. La tabla ya está disponible y todas las reglas están presentes en la web de marcadores

También tenéis disponible un artículo sobre la preservación de los proyectos homebrew, el cual tuvo como protagonista el Snake y el equipo de PSX Homebrew Games por sacar del lost media a la versión 2.0 del proyecto (solo disponible en inglés).



Ahora solo queda una pregunta... ¿serás capaz de convertirte en el próximo número uno? ¡Mucha suerte!

 

¡No olvides que puedes seguirnos en Twitter (X), revisar nuestra recopilación de juegos en Itch.io, unirte a nuestra comunidad de Reddit y ver gameplays en nuestro canal de YouTube!

29.7.26

Serial Experiments Lain 3D PS1

 
 
Developer: Elias Daler

Release Date: TBA

Graphics: 3D

Genre: Exploration 

Players: 1

 

Description

Serial Experiments Lain PSX is an upcoming 3D exploration game for the original PlayStation, inspired by the cult anime of the same name. Developed by Elias Daler, the project recreates Lain's unsettling world through low-poly environments, atmospheric lighting, and a visual style designed to capture the quiet, surreal feeling of the original series.


Extra Info

Unlike the official 1998 PlayStation release, which focused on navigating menus and multimedia files, this new homebrew project reimagines Serial Experiments Lain as a fully explorable 3D experience. The first footage shown by the developer recreates Lain's iconic bedroom with remarkable attention to detail, including her computer, furniture, and the distinctive atmosphere that made the anime so memorable.

The project is being developed by Elias Daler, well known within the PS1 homebrew community for previous projects such as Yume Nikki PSX and Project MTP. The game was officially revealed on April 13, 2026, through the developer's social media.

Although the project is still in its early stages, the community reaction has been overwhelmingly positive. Fans have praised both its visual fidelity and its faithful recreation of the series' atmosphere, with many expressing interest in purchasing the game should it eventually receive a public release.

 
 

Media

 




Related News


 
 

Official Download Links

Twitter (X) - YouTube 

 

Explore Related Categories

3D Games - Exploration Games - Upcoming Games

 
 

Desarrollador: Elias Daler

Fecha de Lanzamiento: Por anunciar

Gráficos: 3D

Género: Exploración 

Jugadores: 1

 

 Descripción

Serial Experiments Lain PSX es un futuro juego de exploración en 3D para la PS1 original, inspirado en el anime de culto del mismo nombre. Desarrollado por Elias Daler, el proyecto recrea el inquietante mundo de Lain a través de entornos de pocos polígonos, una iluminación atmosférica y un estilo visual diseñado para capturar la sensación tranquila y surrealista de la serie original.


Extra Info

A diferencia del lanzamiento oficial de 1998 para PlayStation, que se centraba en navegar por menús y archivos multimedia, este nuevo proyecto homebrew reimagina Serial Experiments Lain como una experiencia 3D completamente explorable. Las primeras imágenes mostradas por el desarrollador recrean el icónico dormitorio de Lain con un notable nivel de detalle, incluyendo su ordenador, los muebles y la atmósfera distintiva que hizo tan memorable al anime.

El proyecto está siendo desarrollado por Elias Daler, muy conocido dentro de la comunidad homebrew de PS1 por proyectos anteriores como Yume Nikki PSX y Project MTP. El juego se reveló oficialmente el 13 de abril de 2026 a través de las redes sociales del desarrollador.

Aunque el proyecto todavía se encuentra en una etapa temprana, la reacción de la comunidad ha sido abrumadoramente positiva. Los fans han elogiado tanto su fidelidad visual como su fiel recreación de la atmósfera de la serie, y muchos han expresado interés en comprar el juego en caso de que finalmente reciba un lanzamiento público. 

 

 

Media

 
 
 

Noticias relacionadas 


 
 

Enlaces Oficiales 

Twitter (X) - YouTube 

 

Explora Categorías Relacionadas

Juegos 3D - Juegos de Exploración - Juegos en Desarrollo

25.7.26

Bringing Half-Life to the Original PS1: Inside the Making of HL-PSX

When the first footage of Half-Life running on an original PlayStation was published, it immediately became one of the most talked-about projects in the PS1 homebrew community. Seeing Black Mesa come to life on Sony's 1994 console raised countless questions: Why Half-Life? How difficult is it to fit such an ambitious game into just 2 MB of RAM? And how close is the project to becoming playable?

To answer those questions, we spoke with izzy88izzy (Bonnie Games), the developer behind both the Half-Life port and PSoXide

In this interview, he discusses the technical challenges of bringing Valve's classic to the PlayStation, the design decisions behind the project, the controversy surrounding AI-assisted development, and what the future holds for one of the most ambitious PS1 homebrew projects ever attempted. 

 

 

Interview with izzy88izzy, the Developer Behind HL-PSX

- I've seen that some developers have been critical of your use of AI during development. How do you feel about those criticisms, and what role do you think AI should play in game development? 

It was genuinely disheartening to see people whose work I had admired for years criticize the project so harshly, sometimes bordering on mockery, because of my use of AI throughout the development of PSoXide. 

I have been coding professionally for about eight years, so my programming experience predates the current generation of AI tools. AI did not give me the idea, define the architecture, perform the hardware tests, or take responsibility for whether the result works. I use it extensively as an accelerator for implementation, code exploration, repetitive work, debugging, and documentation, while I remain responsible for the technical direction, review, integration, and testing. I understand the legitimate concerns surrounding AI, especially provenance, low-quality generated code, and replacing human creative work. 

My preferred boundary is to use it where it enhances my ability to build and investigate, rather than using it as a replacement for an artist's creative contribution. PSoXide is completely open about its AI assistance, licensing, and the provenance of code derived from other open-source projects. I am also seeing AI used increasingly for tasks such as decompilation and reverse-engineering assistance. That demonstrates that there is a valuable place for it when it expands what a developer can investigate and create. When the Celeste Classic Collection built with PSoXide went viral, most people understood this distinction, they saw AI as an accelerator for ideas rather than the source of the ideas themselves, that is how I have approached it from the beginning. Without these tools, my long-term dream of building a PS1 Souls-like would have been much harder for one developer to pursue at this scale.

 

- Why did you choose Half-Life as the first large 3D project to showcase PSoXide?

It was not really a deliberate marketing choice. Half-Life emerged naturally from several experiments I was building with PSoXide. Those experiments included a Minecraft-style game, a Guitar Hero clone, ports of Zelda: A Link to the Past and Ocarina of Time, and even an Excel-like spreadsheet editor, which mostly existed for the joke of running a spreadsheet on a PlayStation. Half-Life was simply the most captivating experiment, and it progressed faster than I expected. Every time another system started working, it exposed the next interesting challenge, so the project kept growing. I still intend to return to and eventually release some of the other experiments

 

- What has surprised you the most while bringing Half-Life to the original PlayStation?

The first surprise was how well structured and elegant the original Half-Life code and data organization are. Its systems are separated clearly enough that you can study how individual behaviours fit into the complete game, even though reproducing them on completely different hardware is still an enormous challenge. The second surprise was how every part of the game introduced a different PS1 constraint. Rendering BSP levels, fitting enemies and animations into memory, streaming audio from CD, reproducing scripted sequences, sorting translucent geometry, and maintaining AI all require different compromises.  

It is never simply a matter of reducing the texture resolution and polygon count. Half-Life was designed around assumptions that are completely different from a machine with 2 MB of main RAM and 1 MB of VRAM. Real-hardware testing has also been extremely valuable. Some problems appeared only on the console, including geometry corruption and audio state issues. Every hardware discrepancy became a new test for both HL-PSX and the PSoXide emulator. 

 

- Have you ever considered contacting Valve to show them the project? I'd love to know what they would think of it.

I  actually have contacted Valve to request written clarification before making the repository public. I explained that HL-PSX is an independently written, from-the-ground-up reimplementation of Half-Life's game systems. It does not run on GoldSrc and does not redistribute Valve's source code or compiled engine. Valve's official source release was consulted as a behavioural and compatibility reference, while the new implementation was written in Rust for PSoXide. 

I also explained that PSoXide is GPL-licensed and contains no proprietary Sony SDK, PlayStation BIOS, licensed Sony boot data, or Sony-authored code. The proposed distribution model is source-only and bring-your-own-assets. Users would need a legitimate Steam or retail copy of Half-Life, and the Rust tooling would convert their assets locally. I do not intend to distribute Valve's assets, finished disc images, or physical copies. I have asked Valve whether this model is acceptable, whether users may create personal PS1-compatible builds from their own installations, and what naming, trademark, or disclaimer requirements they would prefer. The repository will remain private while I clarify those boundaries. I would also love to know what Valve thinks of the project from a technical perspective. 

 

- The game already includes NPCs, weapons, AI and HUD. Which system are you most proud of implementing so far?

Probably the level traversal and asset-streaming system. Half-Life's campaign is much too large to remain resident in PS1 memory. The port divides the cooked game data into compressed chunks and uses an asset manager to load only the maps, textures, dialogue, enemies, models, and animations required by the current area. The build process audits all 96 maps and their level transitions before creating the disc. It checks the worst-case resident set, including the assets that must survive a transition while the next area is loading. If a combination cannot fit, the build fails rather than allowing a random crash later. Getting that to work within 2 MB of RAM, while keeping transitions bearable from the original CD drive, is probably the clearest example of what PSoXide was built to enable

 

- You mentioned the game currently runs at around 10–15 FPS. Where do you think most of the future performance gains will come from?

The profiling shows that game logic itself is not the largest cost. Most of the remaining frame time is spent processing actor and brush models, rendering the first-person weapon, and submitting or drawing geometry through the GPU. Large outdoor areas also become fill-rate and overdraw limited. The largest gains should come from rejecting work earlier. That means stronger use of BSP visibility, frustum and occlusion culling, avoiding transforms for hidden actors, caching static packet streams, batching model work around the GTE, and reducing unnecessary overdraw without making the fog too aggressive or causing visible geometry to disappear. 

The new compact model and animation format also groups vertices by bone so the GTE matrix changes less frequently. Viewmodels are another important target because they are always visible and surprisingly expensive relative to the rest of the frame. Some deterministic test scenes already meet the 20 FPS budget, but the goal is a reliable 20 FPS throughout the campaign, including demanding scenes and real hardware. I do not want to reach that number by simply destroying visibility or visual quality, so every optimization is checked through deterministic captures and testing on the console.  

 

-Apart from performance optimizations, what major features are still missing before you consider the project ready for a public release?

The biggest task is ensuring the campaign is genuinely playable from beginning to end, rather than having individual maps and systems that work in isolation. Enemy AI and shooting still need refinement. 

Half-Life also has a very rich animation system, and reproducing it within the available memory is difficult. I am using a compact bone-palette format that retains selected source poses and reconstructs the motion through fixed-point interpolation, rather than storing every fully baked frame. The goal is to save RAM without making NPC or weapon movement look robotic. The trigger and scripted-event system is another major area. Half-Life's interconnected triggers, conversations, doors, trains, scripted sequences, and environmental events are a huge part of what made it feel cinematic. Those systems need systematic comparison against the original game. 

There is also further work required on weapon behaviour, reload animations, audio continuity across map transitions, enemy animation coverage, water physics, and real-hardware reliability. Before release, I want deterministic campaign tests that can identify where the reimplementation diverges from the original. 

 

- Has working on Half-Life changed PSoXide itself? Have you added features or optimizations that you wouldn't have considered otherwise?

Drastically. Half-Life exposed emulator and hardware-behaviour flaws that never appeared while working on the Celeste collection or my original Souls-like project, Cortex Ignition. Every discrepancy found on real hardware led to a focused hardware test. The result would improve the emulator, which would then expose another smaller inconsistency. 

One of the challenges was reliably getting detailed diagnostic information back from an original PlayStation. There is no convenient modern debugging connection available when testing an ordinary burned disc, so I devised a QR-based hardware telemetry system. The test software collects hardware readings, timing information, checksums, and failure details, then displays the structured result as QR codes on the television. Those codes can be photographed or captured and imported back into my development environment, that gives me a reliable bridge between real silicon and the emulator.

Instead of trying to interpret a visual glitch by eye, I can retrieve exact readings from the console, compare them against PSoXide, adjust the emulation, and repeat the same test deterministically. This process has improved areas such as GPU and GTE behaviour, CD-ROM streaming, audio timing, profiling, hardware diagnostics, and the reliability of the SDK and engine. The optimizations required to fit Half-Life into 2 MB of RAM are also directly influencing Cortex Ignition. The compressed asset formats, streaming architecture, visibility systems, fixed-point animation work, and memory-auditing tools are all improvements that original PSoXide games can benefit from. Half-Life has effectively become both a game project and a very demanding validation suite for the entire PSoXide stack. 

 

- Why did you decide that users will need their own Steam copy of Half-Life instead of distributing a ready-made image?

Because the maps, models, textures, sounds, dialogue, music, and visual identity belong to Valve and the original creators. I want to respect that work and avoid redistributing licensed assets. HL-PSX provides the independently written implementation and the means to play the game on different hardware. It does not provide the game content itself. 

The goal is for someone with only Rust and a legitimate Half-Life installation to run one command. The tooling validates the installation, converts the assets locally, compiles the PS1 executable, and creates a personal disc image. Those converted assets and the resulting image remain on that user's machine. 

 

- Once the project becomes open source, what would you like other developers to build or learn from it?

I hope it demonstrates that PSoXide can be taken seriously as a complete development environment, not only for small demos but also for complex games capable of pushing the PlayStation hardware to its limits. I would love developers to study the Rust-only asset pipeline, memory auditing, BSP conversion, CD streaming, fixed-point rendering, animation compression, deterministic regression testing, and the way the game is validated against both an emulator and original hardware. 

Developers certainly do not need to make another port, although I would absolutely encourage them if that is what interests them. Ports are fantastic stress tests because they force the hardware and toolchain to confront systems designed without the PS1's limitations in mind. The most exciting outcome would still be seeing people apply those techniques to completely original PS1 projects that previously felt too difficult or too time-consuming to attempt. 

 

- How do you feel about the current state of the PS1 homebrew scene? It seems to be growing faster than ever.

It is astonishing how quickly the PS1 homebrew scene is growing. There are more accessible tools, documentation, hardware tests, and developers sharing knowledge than ever before. A big shout-out goes to PSX-Splash, which has helped democratize PS1 development through its Unity integration and significantly lower entry point. 

I see PSX-Splash and PSoXide coexisting very naturally because they serve opposite ends of the development spectrum, PSX-Splash makes it much easier for developers already familiar with Unity to begin creating something for the PlayStation. PSoXide is aimed more at developers who want deeper control, larger projects, complex ports, and the ability to push the hardware as far as possible through an integrated Rust SDK, engine, editor, emulator, debugger, profiler, and build pipeline. They are complementary rather than competing approaches. 

One makes the platform more accessible, while the other focuses on giving ambitious projects the low-level control and specialized tooling they need. Between them and the other established PS1 toolchains, I think the scene is as strong and approachable as it has ever been. 

 

- You mentioned that your projects are written in Rust. What made you choose Rust over C or C++? 

Choosing Rust was actually one of the main driving ideas behind PSoXide. I wanted to see whether a complete, modern development environment for the original PlayStation could be built around Rust instead of recreating the traditional C or C++ workflow. One major advantage is cross-compilation. The PS1 software is compiled as bare-metal, no_std Rust for the mipsel-sony-psx target, while the editor, emulator, debugger, and asset tools compile natively for my ARM64 Mac. The same host code can also target Windows, Linux, and even WebAssembly for the browser version of the emulator. 

Rust gives me one language and one ecosystem across all of those very different environments. Cargo is a huge part of that. It handles dependencies, feature flags, build profiles, tests, and target selection in a consistent way, developers do not have to manually coordinate several unrelated build systems or invoke a chain of external tools. Rust is also low-level enough for the kind of aggressive optimization the PlayStation requires. There is no garbage collector or mandatory runtime, and I can directly control memory layouts, fixed-point arithmetic, hardware registers, DMA packets, inline assembly, and volatile memory access. 

At the same time, Rust’s type system and ownership model help catch many buffer, lifetime, and state-management errors before they reach the console. That is especially valuable when working with only 2 MB of RAM, where a small memory mistake can corrupt an entirely unrelated system. One of the greatest benefits, which I think is often overlooked, is how much code can be shared across the complete stack. For example, the emulator and SDK use the same Rust crate for hardware register definitions and GPU packet layouts. The editor and PS1 runtime share the same cooked-asset format definitions, so the tool producing an asset and the code consuming it cannot quietly disagree about its layout. 

The GTE implementation, fixed-point types, and transformation mathematics can also be shared or tested on the host before being used on the console. Rust’s no_std support and conditional compilation make this possible without bringing desktop dependencies into the PS1 binary. That cohesion is what enabled PSoXide’s single-stack architecture: emulator, debugger, SDK, engine, editor, asset pipeline, and disc-building tools all belong to the same Rust ecosystem and can reuse the same crates and data contracts. The editor can cook a project, compile it for the PS1, build a disc image, boot it in the embedded emulator, and display the running game in its viewport as one connected operation. C and C++ are absolutely capable of producing excellent PS1 software, and several mature toolchains already prove that. 

For me, Rust’s biggest advantage is not simply performance or memory safety in isolation. It is that Rust and Cargo made it practical to treat the entire development environment as one integrated product instead of a collection of disconnected tools. I believe that integration is PSoXide’s most important and most frequently overlooked strength.  




Half-Life PSX is still a long way from completion, but the progress shown so far already demonstrates what modern homebrew development can achieve on the original PlayStation. Beyond recreating one of PC gaming's most influential titles, the project is also driving new tools, techniques, and research that could benefit future PS1 developers.

Whether Half-Life eventually reaches the finish line or not, it has already secured its place as one of the most technically ambitious projects the PlayStation homebrew scene has ever seen. And if the pace of development continues, the dream of exploring Black Mesa on an original PS1 may be closer than anyone expected.

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16.7.26

First Footage of the New Half-Life 1 Port Running on the Original PS1

There are projects that seem impossible until someone proves otherwise. The PlayStation homebrew scene continues to surprise with projects people dreamed of decades ago. Half Life for the PS1 is one of them, especially because the console received adaptations as surprising as the one for Quake II. Now, almost three decades after the release of the original game, an independent developer has decided to take on that challenge.

On July 15th, developer izzy88izzy surprised everyone by releasing Half Life 1 gameplay running on an original PS1 in a Reddit post. First of all, we need to talk about who this developer is. Izzy88izzy is a name already well-known within the PS1 homebrew scene. Over the past year, they've already shown up in the scene multiple times, delivering all kinds of projects. In short, they ported both Celeste Classic games to the PS1 and released PsoXide, a complete development kit for the PS1: a new SDK, a built-in emulator, and a full interface reminiscent of modern engines like Unity or Godot. Their major contributions haven't been free of controversy, as several members of the community have expressed disagreement with the use of AI as a complement to developing these programs.

For those of you who have been readers of this site for a while, we need to warn you about something: this project is not the one we reported on in mid-2025. That project was also an attempt to port HL1 to the original PlayStation, but it came from Xproger, another developer well-known in the scene and famous for having worked on both the OpenLara engine and Tomb Raider I-III Remastered. That HL1 project is stalled, with no confirmation of cancellation or continuation.


What the gameplay shows

Getting back to what we have here, we can see that the gameplay was captured directly from the TV, which proves the game is running on real hardware and not an emulator. The developer tells us their model is the SCPH-9002, one of the last revisions of the PAL console.

The first thing we notice is that there's a functional start menu. From it, you can choose the level you want. He picks the first section of HL1, where we enter inside the Black Mesa complex, which shows us one of the most recognizable settings from the original game. After a short loading period, the game starts with the famous train, and we can move both the character and the camera freely. We see collisions in place, and in the distance we spot NPCs with their respective animations and patrol routes.

There's also another segment inside the facility, accessed by switching levels from a menu. Here we see a replica of the entire original game's setting: hallways, laboratories, automatic doors, staff, and furniture. All alive and just like the original, though adapted to the console's technical limitations. Speaking of the staff, both the scientists and the guards have their animations, although not perfectly implemented, as they appear sped up. In addition, these NPCs already have simple AI that makes them wander around the environments.

Later in the video we see how the armor gets equipped and the HUD showing health and ammo indicators appears. When the scene changes, it takes us to one with a weapon already equipped, fighting a Headcrab. Weapon switching, gunfire, enemy death animation, or the screen turning red when we take damage. All of it functional.

On the downside, the game runs at 10 to 15 fps, but it's still something amazing given everything we see on screen and the fact that it's a project with a long road ahead. The developer promises future optimizations that will not only improve performance but also improve the title's visual quality. He tells us that the biggest limitations were fitting everything into its scarce RAM (2MB) and having the processor handle all the characters, animations, weapons, and more. Graphically, the distortions are very noticeable, and many polygons stop being drawn abruptly. As just mentioned, there's nothing to worry about, since all of this will be polished over time.

For now, the project can't be tried out yet. The developer tells us we'll be able to enjoy it sooner rather than later, and that his plan is for the game to eventually be open source so that everyone can learn how it works and freely improve it.

He also tells us that he won't be offering a standard ISO format; instead, we'll need the original copy of the game to import the assets and other resources from the game in order to transform them with his development kit, PsoXide.



The existence of this project could be one of the most striking moments in the PS1 homebrew scene. It's still too early to know how far the project will go, or whether we'll ever get to walk through Black Mesa from start to finish on a real PS1. But if development keeps up the pace shown in this first demo, we could be looking at one of the most ambitious homebrew ports Sony's console has ever received. Immortalizing the PS1's legacy with this title will be one of the most spectacular milestones in the homebrew scene.

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Hay proyectos que parecen imposibles hasta que alguien demuestra lo contrario. La escena homebrew de la PlayStation continúa sorprendiendo con proyectos que la gente soñaba hace décadas. Half Life para la PS1 es uno de ellos, sobre todo porque la consola recibió adaptaciones tan sorprendentes como la del Quake II. Ahora, casi tres décadas después del lanzamiento del juego original, un desarrollador independiente ha decidido afrontar ese reto.

El pasado 15 de julio, el desarrollador izzy88izzy lanzó para sorpresa de todos un gameplay del Half Life 1 corriendo en la PS1 original en un post de Reddit. Primero que nada, tenemos que hablar quien es este desarrollador. Izzy88izzy es un nombre ya conocido dentro de la escena homebrew de PS1. En este último año, ya ha aparecido en las escena multiples veces entregándonos todo tipo de proyectos. De manera resumida, porteó los dos Celeste Classic para la PS1 y lanzó PsoXide, un kit completo para el desarrollo de juegos para la PS1: SDK nuevo, emulador integrado y una interfaz completa que nos recuerda a motores modernos como Unity o Godot. Sus grandes aportaciones no han estado lejos de la polémica, ya que varios usuarios de la comunidad han mostrado su disconformidad del uso de la IA como complemento al desarrollo de estos programas.

Para los que seáis lectores de esta web desde hace un tiempo, tenemos que advertiros de una cosa: este proyecto no es el que dimos a conocer a mediados de 2025. Ese proyecto también era un intento de portear el HL1 a la PlayStation original, pero era de las manos de Xproger, otro desarrollador conocido por la escena y famoso por haber trabajado tanto en el motor OpenLara como en el Tomb Raider I-III Remastered. Ese HL1 está parado, sin confirmación de cancelación o de continuidad.


Lo que muestra el gameplay

Centrándonos de nuevo en lo que tenemos, podemos observar que el gameplay ha sido capturado directamente desde la televisión, lo que prueba que el juego está funcionando en hardware real y no un emulador. El desarrollador nos indica que su modelo es la SCPH-9002, una de las últimas revisiones de la consola PAL.

Lo primero que observamos es que existe un menú de inicio funcional. De este se puede elegir el nivel que deseemos. Él elige la primera sección del HL 1, donde entramos al interior del complejo Black Mesa y el cual nos muestra uno de los escenarios más reconocibles del juego original. Tras un pequeño periodo de carga, el juego arranca con el famoso tren y donde podemos movernos libremente tanto el personaje como la cámara. Vemos la existencia de colisiones y a lo lejos observamos NPCs con sus respectivas animaciones y patrones de rutas.

También tenemos otro fragmento dentro de las instalaciones, el cual accede cambiando de nivel desde un menú. Aquí vemos una réplica de todo el escenario del juego original: pasillos, laboratorios, puertas automáticas, personal y mobiliario. Todo vivo y tal cual como el original, aunque adaptados a las limitaciones técnicas de la consola. Hablando del personal, tanto los científicos como los guardias cuentan con sus animaciones, aunque no implementadas perfectamente al mostrarse aceleradas. Además, estos NPCs ya cuentan con una IA sencilla que les hace pasearse por los entornos.

Más adelante del vídeo vemos como se equipa la armadura y aparece el HUD con la vida y los indicadores de munición. Cuando cambia de escenario, nos lleva a uno con un arma ya equipada y pelea contra un Headcrab. Cambio de armas, disparos, animación de muerte del enemigo o que la pantalla se ponga en rojo cuando recibimos daño. Todo es funcional.

Como aspectos negativos, el juego va entre 10 y 15 fps, pero sigue siendo algo increible dado a todo lo que vemos en pantalla y el ser un proyecto con mucho recorrido por delante. El desarrollador promete futuras optimizaciones que, no solo mejorarán el rendimiento, sino que también se mejorará la calidad visual del título. Nos comenta que las mayores limitaciones se encuentra fueron el meterlo todo en su escasa RAM (2MB) y que el procesador maneje todos los personajes, animaciones, armas entre otros. A nivel gráfico, las distorsiones son muy notables y muchos polígonos dejan de dibujarse de manera brusca. Como se acaba de comentar, no hay de qué preocuparse porque todo esto se irá puliendo con el tiempo.

Por el momento, aún no se puede probar el proyecto. El desarrollador nos indica que lo podremos disfrutar más pronto que tarde y que su plan es que el juego termine siendo open source para que todo el mundo pueda aprender cómo funciona y poder mejorarlo libremente.

Nos cuenta también que no ofrecerá un formato ISO al uso, sino que requeriremos de la copia original del juego para poder importar los assets y demás recursos del juego para transformarlos con su kit de desarrollo, el PsoXide.



La existencia de este proyecto puede ser uno de los momentos más impactates de la escena homebrew de la PS1. Todavía es pronto para saber hasta dónde llegará el proyecto o si algún día podremos recorrer Black Mesa de principio a fin en una PS1 real. Pero si el desarrollo mantiene el ritmo mostrado en esta primera demostración, podríamos estar ante uno de los ports homebrew más ambiciosos que haya recibido nunca la consola de Sony. Inmortalizar la trayectoria de la PS1 con este título será uno de los hitos de la escena homebrew más espectaculares.

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