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: 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.


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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