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."
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 !"
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.
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.
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.
ImprovedNPC 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
Improvedrail-stylecamera 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 stickdeadzones for L3 and R3.
Added a new controller configuration page, allowing manual adjustments.