11.12.25

FNAF 3 PSX



Developers: Soeiz

Release Date: April, 2024 

Last Update: September, 2025

Graphics: 2D

Version: 1.0

Genre: Horror

Players: 1 or 2


Description

After FNAF2PSX, 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

Drawing on classic development tools such as PsyQ and the Nugget SDK, as well as previous programming experience, the developer has ventured 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. Players can experience it either through a PSX emulator or on an actual console.

To run the game on original hardware, users will need a modchip, the disc swap method, or FreePSXBoot.

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

Last Minor update

  • 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 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 - Demo release

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.


Media

 




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


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:

5.11.25

Yume Nikki PSX

 


Developer: Elias Daler

Release Date: November, 2025

Graphics: 3D

Version: Demo

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. This is a short (~10-15 min) demo containing two dream worlds.


Extra info

At the moment, a demo of the title is available. From what we know, the demo will have the following features:
  • It will contain two dream areas and two effects to find (+2 "pseudo" effects). 
  • Block World and Snow World are present.
  • 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:

"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.


MediaWarning: 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.

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 retro-style puzzle game built for an absurd number of platforms (20!!!). The goal is simple yet addictive: combine matching tiles to survive.



Extra info


r62
"This version adds a port to a new system: The original PlayStation (PSX). Save game support is not included, but global leaderboards (using the QR code) do work. The port was created using Lameguy64's open source PSn00bSDK.

Compared to r61, the name entry screen for the highscore list has been improved and  now resembles an on-screen keyboard."


r65
"The current ports have also been updated, and some fixes have been incorporated."


r66
"All other ports have been updated too. There have been some improvements to the touch handling, as well as visual updates throughout. In addition to that, high scores can now be submitted always, not just when coming in the top 3 locally."




Media



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

The famous visual novel Doki Doki Literature Club is now available for PSX!



Extra info

"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!

This PS1 demake of DDLC try to ressemble as much as possible to the original content. After working on multiple other ports, I felt ready to make it. By using the PSYQ + Nugget SDK, I've made my way into PS1 developement !

This project has been halted for the moment, mostly since the developer lost motivation to continue it."


About 0.4

"Hello everyone ! Coming back from the shadows, I wanted to revisit the source code of this project, and I noticed multiple things. When I fixed them, a lot of bugs got fixed, so I figured out it'd be a good idea to release a fixed demo of DDLC !

Now, the save mechanics work, so you can save the characters on the memory card and interact with them (in a good way, or a... bad way).

Other bugs have been solved. Today, I'm wondering if I should just topple everything and re-do the whole thing, but for the moment I can't. So for the moment, enjoy a fixed version !"


Media

 

 
Links

GameJolt - YouTube 

8.8.25

Noah and the Poohloudies

 


Developer:  Golden Age Turbo

Release Date: TBA

Graphics: 3D

Genre: Adventure

Players: 1

Description

You play as Noah, a versatile rescue robot with the unique ability to merge with other machines, absorbing their powers and gaining new skills. Tasked with a critical mission, Noah must save the Poohloudies, a community of robotic inhabitants, before their galaxy is obliterated by an incoming meteor.


Extra info

"PSX is now supported in the new engine! 
 There are still a few minor glitches to work out. I'm not using the GTE at all. Once that is implemented, it should lead to a significant performance boost."
  
About this new game engine is built around a clever level-of-detail technique: nearby objects are rendered as highly detailed polygon meshes that can dynamically split into smaller shapes, while distant ones are progressively merged into larger, simpler forms. These shapes are not limited to being coplanar, which allows for more natural geometry. The developer calls this approach “SuperQuads".

Alongside this, the engine incorporates practical gameplay features such as camera collision, physics for grabbing and holding objects, and floating platforms. Higher performance is expected in the long term because the GTE is not being fully exploited! NATP proves that, with precise and purposeful programming, it’s possible to achieve visually impressive results.

NAPT is also being ported to the Sega Saturn, N64, 3DO and Dreamcast. 
 
For more information, you can read an interview with the developer. It was conducted in 2021 on the website Shiro! Also, they did a post in 2025 about the news about his new engine for the Sega Saturn.


Media

 

 

Links

YouTube - X (Twitter) - BSKY

5.7.25

Sauna

 

 

Developer:  Zhamul

Release Date: May, 2025 

Graphics: 3D

Version: 1.0

Genre: Exploration

Players: 1

Description

Cozy smoke sauna to explore on your PlayStation.


Extra info

"Analog controller in analog mode is required.
Use dual stick to move in first person.
You can enable navigation preview with triangle and debug fly movement with square.
 
There is also a very interesting blog 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.
 


Media

 


 

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

 

 

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

 



Links

Github - Game Jolt

5.6.25

Celeste Classic PSX

 

Developer:  wildmonkeydan

Release Date: July, 2023

Last Update: July, 2023

Graphics: 2D

Version: 1.1

Genre: Platformer

Players: 1

Description

The portable Celeste Classic C source port, ported to the PSX using psn00bsdk


Extra info

This uses cceleste, a source port of the original PICO-8 game into C and psn00bsdk, an open source SDK for the PS1.

All credit for the original game goes to the original developers (Maddy Thorson & Noel Berry).

PLEASE NOTE: Pausing and Using Save States does not work and attempting to save state WILL CRASH

This game doesn't work on DUCKSTATION as of version 0.1-5485-gc6a57273. PCSX-Redux or Real Hardware is recommmended instead.

 

Media



 

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

Some questions done in Twitter about this project:

  • Q: Considering the RAM situation I'm guessing you'd really have to segment it into more load zones? Really cool anyway.
  • A: Actually I plan to remove most of the loading screens by using streaming, each location will require about 2 secs to load at full x2 CD speed, so if you're not a bunny hop speedrunner you won't see any gaps.
 
  • Q: Just wondering do you plan to reduce the number of polygons displayed on screen, maybe by optimizing the models?
  • A: In opposite, the PS1 GPU specific requires increasing the number of polys. But the mesh will be more uniform and more accurate visibility checks will be added.
 
  • Q: Oh my god, is this like the actual engine or a compatible reimplementation?   
  • A: Reimplementation.
 
  • Q: How many CDs?
  • A: PS1 natively supports ADPCM and 4-bit textures, If you really want to, it will fit into a 64 MB cartridge ;)
 
  • Q: Is there any chance that this would be .BSP compatible or are you converting BSPs into a different format? my dream would be getting custom maps onto a PS1 system, a perfect combination of my two obsessions   
  • A: I have a Blender importer of the original BSP and set of tools to help modify the level (geometry tile split, rooms assignment, portals placement, uv adjustment etc) and exporter to the custom format. The original BSP geometry is kind of... trash, so I should avoid use it.

 

Media




 

Links

Twitter (X)

 

Project MTP

 


Developer: 

Release Year: TBA

Graphics: 3D

Genre: Horror & Adventure

Players: 1

Description

One of the most interesting and popular projects for the PSX. A horror game whose progress is published almost every day.


Extra info

His game—still unnamed—blends life simulation elements with eerie undertones, drawing inspiration from both Animal Crossing and Silent Hill, resulting in a cozy yet unsettling experience. Elias shares his progress, challenges, and technical insights openly via Twitter, engaging a growing community of retro and indie game development enthusiasts.

Elias Said:

"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."

 
 
For more news about the project follow him on Twitter. 
 

 

 

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 an open-source fangame created as an exploration of the PlayStation hardware’s capabilities and limitations. It serves as a proof of concept, demonstrating that a Sonic game could be developed from the ground up for this console. The project is non-commercial and has been developed by a single individual, driven by passion and experimentation.


Extra info

The game blends classic 2D Sonic gameplay with the unique possibilities of the PlayStation, offering a fresh take on the series. Utilizing modern development tools like PSn00bSDK, it’s an attempt to reimagine the Sonic experience on hardware that was never intended for it, all while respecting the spirit of the original games.

IMPORTANT: THIS IS A PROTOTYPE AND HIGHLY UNFINISHED. PLEASE KEEP IN MIND THAT YOU WILL BE PLAYING BETA-QUALITY SOFTWARE, LACKING SIGNIFICANT CODE, OPTIMIZATIONS, AND POLISH.

What is the meaning of "XA"?

"XA" refers to a widely used audio format on the PlayStation, which this fangame adopts for encoding its background music. Including it in the title pays homage to the target platform, adds a sense of originality, and serves as a subtle nod to Sonic CD.

There's two new other builds of this project, for consoles of other regions that are not the US. U stands for USA, E stands for Europe, and J stands for Japan. Both U and J versions run at NTSC 60Hz, but E stands for PAL 50Hz. Notice that, if you play the PAL version of this game, you might feel Sonic a little slower and "float-y", since the game is FPS-locked.


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."



Changelog


V. 0.1
  • Updated sprites and extra animations for Sonic.
  • Super Peel-Out move.
  • New playable characters: Tails and Knuckles
  • Bubbles!

 V. 0.5.1

  • Improved character rendering.
  • Improved audio quality.
  • New level specific objects.
  • Enemies
  • Bosses
  • 1 ups available
  • Controls to change audio
  • Added pause menu
  • And more!
V. 0.6
  • New playable character: Amy Rose.
  • Fixed hitboxes.
  • Bug fixes.

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

V. 0.1V. 0.51 - V. 0.6


Media

 

Links

Official Website - Itch.io - Github
 

10.5.25

SNAKE

 


Developers: rubixcube6

Release Date: June, 2021

Last Update: July, 2022

Graphics: 3D

Version: Alpha 2.0

Genre: Casual

Players: 1

Description

This is a homebrew PSX Snake game that you can run on your PlayStation classic, PS1 emulator, or your real PS1 console. It took around a month to make and supports 3D graphics, 2D sprites, custom fonts, sound effects, and CD music.


Extra info

"The V2 update adds the ability to speed up and slow down with L1 and R1 (6 levels of speed). This version also includes a new screen showing the controls before starting the game."

 

Media


 

 

Links

PSXDEV.NET 

FNAF PSX

 


Developers: Soeiz

Release Date: August, 2023 

Last Update: May, 2025

Graphics: 2D

Version: 1.3.0

Genre: Horror

Players: 1 or 2

Description

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

Five Nights at Freddy’s follows a nighttime security guard working at the seemingly innocent Freddy Fazbear’s Pizza, where animatronic characters roam after hours. Trapped in the office with limited power, you must survive five nights by monitoring cameras, managing doors, and staying one step ahead of the wandering animatronics who behave unpredictably and dangerously once the lights go out.


Extra info

"I've made the port of the legendary video game FNaF 1 into the console !

I got this idea from someone that have (maybe) tried to do it many years ago.

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 !"



Changelog 

V.1.1
This update focuses on reworking several gameplay aspects and introducing a major new feature:
  • Added a hit zone to Freddy’s nose.
  • Implemented fade-in and fade-out effects for the Help Wanted poster and during the transition to 6 AM.
  • Added a new 5 AM to 6 AM transition animation.
  • Office visuals improved for a cleaner and more polished look.
  • Source code cleaned and multiple bugs fixed, including animatronic icons overlapping the interface.
  • Added a shortcut to move the camera faster within the office.
  • New Score System: The update introduces a scoring system based on: Remaining power level, Power management efficiency, AI difficulty levels, camera usage and number of times an animatronic is blocked.


V. 1.0.6

Was intended to be the final version unless new suggestions or critical bugs were reported.
  • Source code cleaned up for better readability and maintainability.
  • Internal parameters refined to improve precision and behavior.
  • Clock sprite repositioned for improved visual presentation.
  • Unnecessary files removed from the GitHub repository to streamline the project.

V. 1.0.5

  • Every jumpscare of the original is included!

V. 1.0.1
This was the first big update after the first release.
  • Added "Help Wanted" scene.
  • Performed a full code cleanup for improved stability.
  • Replaced and resized multiple images; added new ones where needed.
  • Updated menus and remapped controls (now you can press Start instead of Cross in certain menus).
  • Implemented various minor adjustments, additions, and bug fixes.

Media



Links

Github - PSXDEV - Game Jolt

FROMAGE

 https://chenthread.asie.pl/fromage/screen0.png


Developers: Asiekierka & Iamgreaser

Release Date: February, 2021

Last Update:  June, 2023

Graphics: 3D

Version: 0.94 

Genre: Sandbox

Description

Fromage is a sandbox game engine for the PSX inspired by the classic 2009 release of Minecraft, developed between 2017 and 2019. 


Extra info

  • Q: How can I run Fromage?
  • A: You're going to need either real hardware or a compatible PS1 emulator. My own testing results are provided via the compatibility list below.

 

  • Q: What is the difference between the "CD image" and "PS-EXE" builds?
  • A: The former contains sound and music, but only works as a full CD image. The PS-EXE build is a self-contained EXE you can load via serial cable or a similar solution, but does not have any audio.

  • Q: What was Fromage written in?
  • A: C, mostly! We rolled our own set of tools and libraries called "candyk" to cover everything we needed.

  • Q: Is further development planned?
  • A: Not sure. It was a fun project, and any future development would likely be in the direction of making this proof of concept its own, original PS1 game.

 

Known issues

Multiple community reports have highlighted persistent technical issues related to world saving, loading, and building the game across different platforms. A commonly reported problem occurs when saving and reloading a world after restarting the emulator, where chunks fail to load correctly and blocks become corrupted or replaced. While the issue is less noticeable on flat maps, it becomes particularly disruptive on more complex terrain, resulting in missing geometry, incorrect textures, plain-colored surfaces, and visible z-fighting. Testing indicates that this behavior does not occur in version 0.93, suggesting a regression in later builds, potentially linked to invalid memory reads.

Beyond gameplay-related issues, building the project from source has also proven challenging. With the original CandyK tools no longer accessible due to inactive servers, users are now required to compile the toolchain manually from source. This process exposes missing or undocumented dependencies, particularly on Linux-based systems, and raises additional complications around generating valid disc images. The required PlayStation license file does not conform to standard formats, forcing users to experiment with manual padding and alternative ISO-building tools.

Despite some success in producing bootable disc images, results vary depending on the platform. Emulators such as DuckStation appear to run these builds reliably, whereas real PlayStation hardware—especially softmodded consoles—often experiences freezes when entering generated worlds. These findings suggest unresolved hardware-level compatibility or memory management issues, leaving the current versions significantly more stable under emulation than on original PlayStation systems.



Media


Links

Official Website - YouTube - GitHub - OST