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 project is a homebrew Snake game developed for the original PSX. The game was developed in just over a month and features a mix of 3D environments and 2D sprites, along with custom fonts, sound effects, and CD-quality music, showcasing the versatility of the PSX despite its technical limitations.
 

Extra info

Originally popularized on early mobile phones, Snake is a classic arcade-style game built around simple but increasingly challenging mechanics. Players control a constantly moving snake that grows longer each time it consumes food, while avoiding collisions with walls or its own body. As the snake grows, movement becomes more restrictive, demanding precise control and planning. The concept’s simplicity, combined with its escalating difficulty, has made Snake one of the most recognizable and enduring game designs in video game history.
 
While simple in concept, this project stands as a great example of how even classic game ideas can be successfully adapted to the PSX homebrew scene, highlighting both creativity and technical experimentation on the original hardware. 
 
Due to the shutdown of PSXDev, where the updated version was originally hosted, the Alpha 2.0 version is currently unavailable. At the moment, only the initial release version can be accessed.


Changelog 

 

Alpha 2.0

  • Added speed control using L1 and R1, with 6 different speed levels
  • Introduced a new pre-game screen displaying the control scheme before starting the game

 
 

Media

 
 
 

Official Download Links

PSXDEV.NET - Official Website

FNAF PSX

 


Developers: Soeiz

Release Date: August, 2023 

Last Update: September, 2025

Graphics: 2D

Version: 1.3.1

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

The core gameplay revolves around survival rather than action: players must monitor multiple security cameras, track the movement of animatronics throughout the building, and react quickly to their behavior. Limited power is a constant threat, forcing careful management of doors, lights, and camera usage. As the nights progress, the animatronics become more aggressive and unpredictable, increasing tension and requiring sharper observation and decision-making. The experience is defined by its slow buildup of fear, strategic resource management, and the constant pressure of making the right choice at the right moment.


Some notes from the developer:

"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. 1.3.1

  • Fixed an issue where Freddy could remain visible after moving from the door back to the hallway.
  • Removed Phone Guy from Custom Night.
  • Adjusted overall power usage balance.

V.1.3.0

Version 1.3.0 delivers another round of maintenance-focused improvements alongside a few notable gameplay changes, prioritizing stability and correctness over additional features:
  • Added fan rotation in the office, completing a long-missing visual detail!
  • Reworked office logic to fix an issue where the left door could open while viewing the right side.
  • Fixed multiple bugs related to light flickering and complete power loss states.
  • Removed the high score system due to memory limitations on PSX hardware.
  • Save system for nights was ultimately discarded, as it proved unreliable and too demanding in terms of development and resources (is recommended to use can Custom Night instead).

V. 1.2.6

  • Significant source code cleanup for better structure and maintainability.
  • Fixed numerous bugs affecting gameplay and stability.
  • Special mode if you enter specific settings: "Set beginning AM to 5. Set night to 6. Set charge to 99. Set 1 hour to 5 seconds. Launch custom night."

V. 1.2.5

  • Adjusted the loading process of several sprites for better visual results.
  • Added the option to mute phone calls during gameplay.
  • Corrected and finalized the placement of all office sprites for proper alignment.
  • Introduced light flickering effects to enhance atmosphere.
  • Rebalanced and adjusted AI difficulty values.
  • Updated and refined jumpscare animations.
  • Addressed CD audio limitations by creating mixed ambient tracks, allowing multiple sound elements to be heard simultaneously despite hardware constraints.
  • Performed additional code cleanup to improve stability and maintainability.

V.1.2.0

  • Improved Golden Freddy’s special scene for a more polished visual presentation.
  • Reworked the power outage sequence, adding subtle footstep sounds when the lights are out.
  • Fixed an issue where the office displayed an incorrect sprite during blackout conditions.
  • Enhanced the quality of several sprites across the game.
  • Added the ability to return to the main menu at any time, without triggering Freddy’s sprite.
  • Heavily optimized memory usage to allow smoother animations and more detailed jumpscares.
  • General bug fixing and code cleanup to improve overall stability.

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 game 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



Official Download Links

Github - PSXDEV - Game Jolt

FROMAGE

 


Developers: Asiekierka & Iamgreaser

Release Date: June, 2019

Last Update:  March, 2024

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

Fromage is an open-world sandbox game focused on exploration, creativity, and player-driven interaction. Players can freely traverse procedurally generated worlds, place and remove blocks, and shape the environment to build structures or experiment with terrain. Gameplay emphasizes discovery and freedom, allowing players to create their own goals through building, exploration, and interaction with the world. The experience is deliberately minimalistic, encouraging experimentation and imagination while showcasing how a fully 3D, block-based game can function within the technical limits of the PlayStation hardware.

Some notes of the developers:
  • 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, 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

 


Official Download Links