9.5.26

The Secret of the Monkey Island PSX

 


Developer: Mark Bauermeister

Release Date: April, 2026

Graphics: 2D

Version: Alpha 

Genre: Point & Click

Players: 1

 

Description 

The most iconic graphic adventure game of all time is now receiving a PS1 port that aims to bring the original experience to Sony’s 32-bit console. More than 30 years after its original release by LucasArts, The Secret of Monkey Island is finally making an unexpected arrival on the original PlayStation through a new homebrew project.

 

Extra Info 

The Secret of Monkey Island was originally released in 1990 by LucasArts and quickly became one of the defining titles of the point-and-click genre thanks to its humor, memorable characters, and clever puzzle design.

Like the original game, this homebrew project is a point-and-click adventure focused on exploration, dialogue, and puzzle solving. Players take control of Guybrush Threepwood, a young man whose dream is to become a pirate. Throughout the adventure, players must explore different locations, interact with characters, collect objects, and solve puzzles in order to progress through the story.

One of the elements that made the game so iconic was its humor and writing. The dialogues are full of jokes, absurd situations, and memorable exchanges that helped define the identity of LucasArts adventure games during the 1990s. Unlike action-focused titles, the gameplay is much slower and relies heavily on observation, experimentation, and logical thinking.

From a technical perspective, the current PS1 homebrew port is still in an early stage of development. The first footage shows the introduction sequence running at 320x239 resolution, with performance currently hovering around 5–6 FPS. The developer is testing the project using DuckStation configured to simulate 8MB of RAM, suggesting that optimization work is still ongoing. Despite these early limitations, the project already demonstrates the ambition of bringing a classic point-and-click adventure to original PlayStation hardware.

An alpha version of the project is currently available through the developer’s Patreon (around €4), giving early supporters a chance to try it out.


Related News



 

Media





Official Download Links

Patreon - YouTube 

5.5.26

Green Herb Engine PSX

 


Developer: t0fuzzer

Release Date: TBA

Graphics: 3D

Genre: Survival Horror

Players: 1

 

 

Description

The Green Herb Engine is a game engine for the original PlayStation (PSX) that aims to replicate the look and feel of the original Resident Evil. Its long-term goal is to provide a foundation for creating a classic survival horror experience, reminiscent of the genre-defining titles released on Sony’s 32-bit console.

At the moment, most of the available information comes from a series of videos published by the developer on YouTube, where progress is showcased on a regular basis. In addition, the developer maintains a Patreon page, where supporters can receive updates, gain access to more detailed information, and even test the engine depending on their subscription tier.

 

Extra Info 

Based on the footage shared so far, the engine already allows players to control Jill Valentine using her original PS1 model, moving through environments that closely resemble the iconic Spencer Mansion. Several enemies have also been implemented, including Hunters and Tyrants, which can be seen roaming the environment, chasing the player, and attacking to deal damage.

Player movement appears to closely match the original game, successfully capturing the distinctive feel of classic survival horror controls. However, some elements are still incomplete: certain enemy animations are missing, and their behavior has yet to fully replicate the complexity of the original AI.

The developer has clarified that the use of assets from the original game is temporary, meaning that original characters, enemies, and environments are expected to replace them in the future.

The engine also includes several debug and performance indicators displayed on screen. These include the engine name, a real-time FPS counter (consistently running at around 30 FPS), animation sequence data, enemy AI states, and character health values.

One of the most impressive aspects shown so far is the camera system, which accurately reproduces the fixed camera angles of the original Resident Evil games. As the player moves through specific areas, the camera dynamically changes along with the background, closely mimicking the classic presentation style.

Sound has also been implemented, with the engine already capable of playing audio, including music from the original title.

 The Green Herb Engine is still a work in progress, but it already demonstrates a strong understanding of the technical and artistic foundations behind classic survival horror on the PlayStation. If development continues at this pace, it could eventually become a powerful tool for creating new experiences inspired by the golden age of the genre.

 

Recent Experiments

In a recent Patreon post, the developer shared one of their latest experiments: rendering two Tyrants on screen simultaneously. While there is no detailed performance data available yet, a screenshot suggests that it is technically possible, although further optimization may be required.

Another notable experiment involves the use of masking techniques, allowing sprites to appear correctly in front of 3D characters. This is a key feature for accurately recreating the visual layering seen in the original games.

 

Some questions to the Developer 

 

Coop mode possible?

Funny you ask — I actually have a TCP networking layer already working via DuckStation injection, so the groundwork is there. Co-op is deep in the backlog but it's definitely something I want to explore down the line. But for local co-op with secondary joystick. Absolutely yes to that.

Wait this is amazing. There's so much that could be done if completed! How long did it take you to get this far?

Thanks! Research started very long time ago, then on off. Then simple things, then gradually improving. Early engine ideas started April 2022 when I managed to load Jill's head.

I wonder if you can make an Alone in the Dark: the New Nightmare demo with this same engine.

I have been analyzing this game, and of course I played it, very nice lightning effect there with flashlight. From what I can tell they created two version of prerendered backgrounds, the normal and illuminated version, and light is just unmasking the illuminated background + lightning effects. While this is not part of Resident Evil engines, I would be possible to work on this. I am very curious what community has say on these topics. Thanks!

Very impressive. What sdk are you using? And about how much time did this take to implement?

I am using all glory original PsyQ 4.6. Old compiler. This is result of many years of research, of course I was off a bit too, dayjob you know. But I took deeper dive at R3000 assembly and C, and then started experimenting more and more. The animation thing was a big blocker for me, once I got to understand this, it became much easier. Never thought I get that far actually....

this on the githubs?

Not yet, its planned at some point, I will release soon tool to build custom iso based on orignal game assets and my engine. So I dont get too much of Capcoms attention

 

Media





Official Download Links

Patreon - YouTube - Reddit

29.4.26

When PS1 Homebrew Disappears: The Hidden Problem No One Talks About

One of the most important, and often overlooked, aspects of any homebrew project is its distribution, and long-term preservation, on the internet. It may seem like a minor issue, but the reality is that some homebrew projects are at risk of disappearing at any moment, potentially becoming inaccessible to everyone.

Why does this happen with homebrew projects and not with regular games? The answer lies in the distribution model. While commercial games are usually available through official platforms like Steam, homebrew titles rely on wherever the developer chooses to upload them. Depending on the developer, a project may be hosted in one or several places (some more reliable than others). Another key factor is the community distribution behavior. Commercial games are frequently reuploaded across the internet, often driven by piracy. Homebrew projects, on the other hand, are rarely mirrored, as they are typically free and users assume they will always be available through official channels.

The problem is that not all platforms last forever, and not all developers remain active to maintain or reupload their projects. This is especially critical in niche scenes like PS1 homebrew, where projects are often distributed as standalone builds without centralized hosting. Imagine a developer who uploads their project to a file hosting service like Mega, and for whatever reason the file gets removed. Not only is the developer’s work at risk of being lost, but an entire community loses access to a piece of its shared history, in a scene where the goal is to keep the platform alive even decades later.

This reflection isn’t purely hypothetical. There are already real cases where PS1 homebrew projects may have been lost forever and it’s likely that many more have disappeared without being documented or even noticed by the wider community.

A major example is the shutdown of PSXDEV, once one of the most important hubs for the PS1 homebrew community. The forum was full of technical information, discussions, tools, and also hosted numerous homebrew projects created by its users. While many of those projects were fortunately mirrored elsewhere, others depended entirely on that platform. When the forum went down, those projects effectively disappeared.

We don’t know how many projects have been lost, but we were personally aware of one specific case: version 2.0 of Snake PSX. While version 1.0 was still available on the official page, the improved version had vanished. We reached out on Reddit to see if anyone had a backup of the lost version, but initially, there was no success.

However, about a month later, something unexpected happened. The original developer of Snake PSX, rubixcube6, came across our post. Fortunately for everyone, he provided a new download link for version 2.0, along with the source code and project assets. He also updated his official page to include the latest version.

We’d like to give a huge thanks to rubixcube6 for restoring his project and for sharing its full source and assets, helping keep the PS1 homebrew community alive and growing.

We invite you to check out the game and give it a try. We’ve also previously covered this project, so feel free to revisit our earlier article: Snake PSX.



A Small Dilemma

To close this article, we’d like to share a reflection about project preservation and distribution.

A key question arises: should this website provide direct download links ourselves (for example, via file hosting services)?

There are two situations to consider.

The first is when a project is already available through official channels. In this case, we believe it is not appropriate to redistribute it ourselves. Not only would it be unnecessary, but it could also reduce traffic to the developer’s official pages and diminish their visibility. Developers deserve recognition and control over how their work is shared, and part of our role is to direct users toward those original sources. We see ourselves as a bridge between users and the homebrew community, not as a replacement for the developers’ own platforms. Providing alternative download links could unintentionally weaken that connection and reduce engagement with the original creators.

The second scenario is when a project is no longer available through official means. This is a very different situation. One of the main goals of this website is to help preserve PS1 homebrew projects. For that reason, we keep backups of the projects featured on our site in case their original sources disappear. If a project becomes unavailable, our first step is to try to contact the developer. However, if no response is received after a reasonable amount of time, we believe it is ethical to host the project ourselves to ensure it is not lost. 

Every project is part of the history of the homebrew scene, especially for PS1, where the community continues to grow. Losing these works would mean losing part of that history. In such cases, preservation becomes more important than strict distribution control. Under those conditions (no official access and no response from the developer) we commit to keeping these projects alive for the community.

Preserving these projects isn’t just about access, it’s about protecting the history of a scene that is still being written.


If you're interested in more stories like this and want to stay up to date with the PS1 homebrew scene, feel free to check out our YouTube channel, where we’ve recently shared gameplay of Tetrade, a Tetris-style game for PS1.

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!

23.4.26

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

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

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

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

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

At the moment, the available levels are:

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

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

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

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

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

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

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

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

If you’re interested in trying the game, you can check out the game page here: GeoDash PSX

And if you want to see how the project has evolved, you can also read our previous article covering earlier footage before the demo: New Progress with Visual and Gameplay Improvements


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!

17.4.26

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

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

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

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

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

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

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

Now, however, the concept has evolved much further.

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

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

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

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

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

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

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

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


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!

7.4.26

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

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

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

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

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

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

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

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

 

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!

30.3.26

Celeste Classic (PSYQo)

 


Developer: Bonnie Games

Release Date: February, 2026

Last Update: March, 2026

Graphics: 2D

Version: 1.4

Genre: Platformer

Players: 1

Description

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

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


Extra info

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

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

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

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


Changelog

V4

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

V3

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

V2 

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

 

Media

 


Official Download Links

Itch.io - Github

27.3.26

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

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

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

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

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


 

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

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

 


To fix it in DuckStation:

  • Go to Settings.
  
  • Go to Controllers. 
 

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

 

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



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20.3.26

Geometry Dash PSX Shows New Progress with Visual and Gameplay Improvements

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

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

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

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

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

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

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

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

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


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!

14.3.26

GeoDash PSX

 


Developer: fvciprian 

Release Date: April, 2026

Graphics: 2D

Version: Demo 

Genre: Rhythm Platformer

Players: 1


Description

GeoDash PSX is a rhythm-platformer inspired by the popular mobile game Geometry Dash, and it has just been announced for the original PlayStation (PSX) on March 14, 2026. What started as an early alpha prototype has now evolved into a much more complete and playable experience.

The project is written in C in psx2d, a godot-inspired 2D engine and PSn00bSDK. Players control a small geometric character that automatically moves forward while jumping over obstacles in rhythm-based platforming sequences. The familiar structure of short challenges, precise timing, and pattern memorization strongly recalls the gameplay style that made Geometry Dash so popular.


Extra info


The newest demo introduces several major improvements compared to the initial alpha version. Most notably, the game now includes four fully playable levels, each with its own music track, visual style, and increasing difficulty curve.

In terms of gameplay, GeoDash PSX now features all the core mechanics expected from a Geometry Dash-style experience, including jump pads, orbs, gravity changes, and speed variations. Recreating this kind of precise, timing-based gameplay on PS1 hardware is particularly challenging, making the current level of responsiveness especially noteworthy.


Visually, the level select screen presents a clean interface with geometric tiles representing each stage, along with level names displayed dynamically. Upon completing a level, players are shown a results screen with detailed stats, including completion time, number of attempts, deaths, and collected coins.

Despite these improvements, the project is still in active development. Some areas, such as the flying sections, could benefit from further visual polish. Additionally, minor bugs have been observed. For example, it is currently possible to exit a gravity portal incorrectly and complete a level in an unintended way.

Compared to the initial alpha, the addition of music marks a major step forward, as audio is a core component of the rhythm-based experience. This alone significantly enhances the overall feel of the game.

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

Related News




Changelog 

Demo Update

  • Added 4 fully playable levels (Stereo Madness, Back on Track, Polargeist, Dry Out)
  • Implemented level music tracks
  • Introduced practice mode with checkpoints
  • Added attempt counter and best run tracking
  • Implemented level select screen with multiple slots
  • Added title screen and win/results screen
  • Display of completion stats (time, attempts, deaths, coins)
  • Added autosave system with memory card support
  • Implemented core mechanics (jump pads, orbs, gravity changes, speed variations)
  • Improved overall gameplay structure and progression
 

 

Media



Official Download Links

Itch.Io - Reddit

10.3.26

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

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

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

 

Save System 

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

 

Archievements

 

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

 

New HUD 

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

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

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

 

Other Changes 

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

  • A new and polished Custom Night system.

  • Star rewards have been added.

  • Night 5, 6 and 7 are now separated.

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

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

  • Golden Freddy now spawns less frequently.

  • Little changes to the office environment.

Several issues from previous versions have also been addressed:

  • Numerous bugs from older builds have been fixed.

  • The achievements can no longer be exploited.


 

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

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

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


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6.3.26

Wolfenstein 3D PSX

 



Developer: Old Pirate

Release Date: July, 2025

Graphics: 3D

Version: 0.1

Genre: FPS

Players: 1


Description

Wolfenstein 3D PSX is a homebrew adaptation of the legendary shooter originally developed by id Software and released in 1992. 

This version brings the classic experience to the original Sony PlayStation hardware, recreating the fast-paced maze-based gameplay that defined one of the earliest first-person shooters. The project aims to faithfully reproduce the feel of the original game while exploring how the classic engine and mechanics translate to the PS1 hardware.


Extra info


The gameplay of Wolfenstein 3D places players in the role of B.J. Blazkowicz, an Allied spy imprisoned inside a Nazi stronghold during World War II. The objective is to escape the castle by navigating a series of maze-like levels filled with enemy soldiers, guard dogs, secret passages, and hidden rooms containing weapons, ammunition, and treasure.

Wolfenstein 3D is one of the most influential first-person shooters in video game history. Originally released in 1992 by id Software, the game helped define the FPS genre and introduced players to fast-paced, maze-like levels filled with enemies, secrets, and hidden treasures. Its combination of smooth movement, simple yet addictive shooting mechanics, and iconic level design made it a landmark title that inspired countless shooters in the years that followed.

Developed by retro programmer OldPirate, this version adapts the game to Sony’s 32-bit console while staying faithful to the original experience. The port is based on the Sega 32X version of the game created by Chilly Willy, serving as the foundation for bringing the legendary shooter to PlayStation hardware.


Changelog 

V. 0.1

The 0.1 release represents the first playable version of the PlayStation port. While still early in development, it already allows players to experience the core gameplay of Wolfenstein 3D on PS1 hardware. Key features of this build include:

  • The port is based on the Sega 32X version of Wolfenstein 3D, which serves as the technical base for the PlayStation adaptation.
  • Episode 1 of the game is playable, giving players access to the first set of classic levels.
  • All original controls have been implemented for movement, shooting, interacting with doors, and switching weapons.

However, as an early demo, several features are still missing or incomplete:

  • Loading and saving functionality are not yet implemented.
  • Sound and music are currently absent, meaning the game runs without audio for now.

Additional optimization and features are expected in future updates. Despite its unfinished state, this first build demonstrates the feasibility of bringing the classic FPS to the original PlayStation through homebrew development.


Media




Official Download Links

Itch.io - Twitter (X)