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

 

 

Official Download 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

 



Official Download 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

This is a portable Celeste Classic C source port, adapted specifically for the original PlayStation using psn00bsdk, the open-source SDK for PSX development.


Extra info

Celeste Classic is the original prototype of Celeste, created by Maddy Thorson and Noel Berry during a game jam. This version represents the foundation of what would later become one of the most acclaimed indie platformers of all time. Built with a minimalist approach, Celeste Classic focuses on tight controls, precise platforming, and a pure gameplay loop, showcasing the core ideas that would define the full commercial release.

Unlike the later versions, Celeste Classic features simple pixel art, a limited color palette, and a condensed structure, offering a raw and challenging experience that emphasizes skill and mastery over narrative and presentation.

This project is built using cceleste, a C source port of the original PICO-8 release, combined with psn00bsdk, an open-source development kit for the original PlayStation. Together, they make it possible to faithfully bring this minimalist platforming experience to PS1 hardware.

It is important to note that the game does not support pausing or save states. Attempting to use save states will result in a crash.


Changelog

V. 1.1

Minor update fixing a couple of bugs:
  • Fixed an issue where the ending statistics were not displayed after completing the game.
  • Corrected the Celeste Mountain Memorial, restoring both the missing text and sound elements to ensure the scene plays as intended.


Media



 

Official Download 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