1.1.26

2025: A Landmark Year for PlayStation Homebrew!

First of all, happy New Year to everyone! I hope that in 2026 you will be very happy and achieve your goals!

As a new year begins, it is worth taking a moment to reflect on what 2025 has meant for the PSX homebrew scene. More than two decades after the original PlayStation left store shelves, Sony’s 32-bit console continues to attract passionate developers who are willing to wrestle with its limitations in order to create something meaningful, ambitious, and often technically astonishing.

What makes 2025 especially notable is not just the number of projects released or updated, but their scope and maturity. This was not a year of small tech demos or experimental prototypes alone. Instead, we saw complete games, large-scale updates, and ports of legendary titles once thought entirely unfeasible on PSX hardware. From psychological horror and narrative-driven adventures to fast-paced platformers and full 3D reimplementations, the scene demonstrated both diversity and confidence.

This article offers a complete overview of PSX homebrew activity during 2025, clearly distinguishing between fully playable releases, games that received major updates during the year, and promising projects still in development. I am aware that not all the updates and projects of 2025 are included here. Everything that appears in the article will be a compilation of the games and updates published on this website. In 2026, we will continue working to incorporate all the titles that have been released or improved in 2025 or in previous years. Please remember that you can send us an email (psxhomebrewgames@gmail.com) so that we can take your projects or those of other users into account and add them to the page.

RELEASED IN 2025

The year 2025 marked a turning point for PlayStation homebrew, with several long-standing projects finally reaching a playable or complete state. From ambitious full ports to atmospheric original creations, these releases showcased both technical mastery and creative diversity, pushing the original hardware far beyond its commercial-era limits.


Doki Doki Literature Club! PSX

Developer: Soeiz
Release Date: July 2025
Last Update: September 2025
Genre: Visual Novel

The iconic psychological visual novel Doki Doki Literature Club! made its way to the original PlayStation in 2025 through this ambitious PSX demake by Soeiz. Designed to resemble the original experience as closely as possible, the project recreates the core narrative structure and presentation within the technical limits of Sony’s 32-bit console.

As faithful as the original!

Built using PsyQ and the Nugget SDK, this version runs on real hardware and emulators and offers proper memory card support. Version 0.4 marked a critical milestone, as it fixed numerous long-standing issues and fully implemented save functionality, allowing players to store saves to progress in the game.

Despite these improvements, development is currently halted due to a loss of motivation from the developer. Even so, the latest build stands as a solid and technically impressive adaptation, proving that narrative-heavy visual novels can work surprisingly well on PSX hardware.

You can read more in the original post!



Super Mario 64 PSX

Developer: malucard
Release Date: November 2025
Genre: 3D Platformer / Adventure

One of the most astonishing projects to surface in 2025, Super Mario 64 PSX attempts the seemingly impossible: running Nintendo’s landmark 3D platformer on original PSX hardware. Enabled by the public release of the original source code, this port is a full reimplementation tailored to the PSX’s very different architecture.

Super Mario 64 working on PSX - Bob-omb Battlefield level
The Nintendo 64 held several critical advantages over the PlayStation, including hardware Z-buffering, perspective-correct textures, anti-aliasing, mip-mapping, and significantly faster cartridge-based data access. Translating a game designed around those features to a system without them has resulted in numerous compromises and technical challenges.

The current version is "playable" and far from complete. Issues range from unstable animations and missing areas with proper camera controls to crashes, texture artifacts, audio limitations, and unfinished menus. Even so, the fact that the game runs at all (rendering large 3D environments and maintaining recognizable gameplay) is a remarkable technical achievement. While not yet suitable as a full replacement for the original, this port stands as a historic milestone for PSX homebrew development.

You can read more in the original post!



Sauna

Developer: Zhamul
Release Date: May 2025
Genre: Exploration

Sauna offers a calm, atmospheric contrast to many action-heavy homebrew titles. Designed as a first-person exploration experience, the game invites players to freely roam a cozy smoke sauna environment using dual-analog controls, which are mandatory for proper gameplay.

Cozy, but it's scary!

The project is especially notable for its modern-to-retro workflow. Environments are created using Unity and then converted for PlayStation rendering through PSXSplashEdit, a custom tool that allows modern scene construction while respecting PSX limitations. Additional features include navigation previews, debug fly modes, and extensive developer documentation through a dedicated blog.

Rather than focusing on objectives or challenge, Sauna emphasizes mood, presence, and technical experimentation, making it a unique and refreshing addition to the PSX homebrew library.

You can read more in the original post!



Yume Nikki PS1

Developer: Elias Daler
Release Date: November 2025
Genre: Adventure

This short demo reimagines Yume Nikki on PlayStation hardware, offering a compact but evocative glimpse into Madotsuki’s dreamlike world. Featuring two dream environments (Block World and Snow World) the demo includes collectible effects, jumping mechanics, effect dropping in the Nexus, and even a photo mode (it's really cool).

Development highlights the extreme challenges of adapting abstract 3D perspectives to the PSX. Due to hardware constraints, camera behavior, polygon counts, and render distance had to be heavily reworked, often resulting in low framerates on real hardware. Creative lighting effects were used to emulate the original game’s visual flashes, with some accidental bugs embraced as stylistic features.

While brief, the demo successfully captures the unsettling tone of the original and demonstrates how experimental, atmospheric games can still thrive on PSX. You can follow the development in his Twitter (X) account. Elias is involved in another project mentioned below. 

We have to thank Elias for his great work promoting his projects, as he is one of the biggest contributors to the growth of the PSX Homebrew community!

You can read more in the original post!




UPDATED IN 2025

Alongside new releases, 2025 was also a year of consolidation. Several major projects received substantial updates that refined gameplay systems, expanded features, and improved stability. These updates demonstrate a growing maturity in the PSX homebrew scene, with developers focusing on polish, accessibility, and long-term support.

PETSCOP: Restored

Developer: NITROYUASH
Latest Version: 1.3

PETSCOP: Restored is one of the most ambitious and feature-rich PSX homebrew titles to date. Rather than strictly recreating the original YouTube series, the developer redesigned its concepts into a fully playable experience with improved pacing, mechanics, and player agency.

Version 1.3 introduced major systems such as a Game Recording System (is very impressive), an optional in-game hint system, expanded settings, UI overscan support, save file validation, and enhanced DualShock analog controls. The game also features multiple difficulty modes, a deep inventory system with item inspection, refined dialogue mechanics, and large interconnected areas including Gift Plane, Even Care, the Hub, and the Underground.

With dynamic lighting, 3D stereo sound, and even an SDK for mod creation (which also received a series of updates this year), PETSCOP: Restored stands as a benchmark for what is possible on PSX when design and technology are carefully aligned.

As you can see, a large number of improvements have been made to a title released in 2024. For this reason, we would like to thank the developer NITROYUASH for what we consider to be the best update to a game released years before for the PSX homebrew community!

You can read more in the original post!



Five Nights at Freddy’s PSX

Developer: Soeiz
Latest Update: May 2025

The original Five Nights at Freddy’s demake received continued support in 2025, refining what was already one of the most complete horror homebrew titles on PlayStation. Updates focused on both presentation and gameplay depth, introducing smoother time transitions, visual improvements to the office, and extensive code cleanup.

A major addition was the scoring system, which evaluates player performance based on power usage, AI difficulty, camera management, and animatronic blocking. With all original jumpscares implemented, two-player support, and an expanded Custom Night mode, FNAF PSX remains a definitive example of a polished PSX horror port.

You can read more in the original post!



Five Nights at Freddy’s 3 PSX

Developer: Soeiz
Latest Update: September 2025

While FNAF 2 was also released on PSX, its last update was released in 2024. The PSX demake of FNAF 3 matured significantly in 2025, culminating in version 1.0, the first fully playable release. All core mechanics are present, including the office, camera system, maintenance panel, enemy behavior, random error logic, and full progression through the nights!

While certain elements (such as minigames and specific UI prompts) were excluded or repurposed, the experience is complete from start to finish. Additional features not found in the original game include two-player support, an expanded Custom Night, easter eggs, and a hidden debug menu.

Despite a known bug occurring after completing Night 5 or 6, the project stands as one of the most faithful and technically PSX horror demakes available.

We hope and encourage developer Soeiz to continue developing PSX projects because he is one of the most active developers with the most appearances this year (the three FNAF titles and the Doki Doki game)!

You can read more in the original post!



Sonic the Hedgehog XA

Developer: luksamuk
Latest Update: August 2025

Sonic XA demostrates that a fully original 2D Sonic game can be built specifically for the PSX. Developed by luksamuk using modern homebrew tools such as PSn00bSDK, the game blends classic Sonic gameplay with PlayStation-specific solutions, all while respecting the spirit of the original Mega Drive/Genesis titles. This game also was presented at SAGE 2025, a showcase to promote Sega fan games! 

Sonic XA continued its rapid evolution throughout 2025 with versions 0.5.1 and 0.6. Version 0.5.1 dramatically improved visual quality through off-screen sprite rendering, eliminating distortion, while also upgrading the soundtrack to CD-quality Red Book audio.

Gameplay expanded with proper enemies, bosses, level-specific objects, audio settings, a pause menu, improved memory management, and collectible 1-ups. Version 0.6 pushed even further by introducing Amy Rose as a playable character, complete with unique abilities and animations, unlocked after completing the game.

Additional refinements to hitboxes, boss behavior, visual effects, and menus brought the project closer to a complete commercial-quality platformer, making it one of the most impressive 2D homebrew titles on PSX.

You can read more in the original post!




TBA / UPCOMING PROJECTS 

Looking ahead, a number of highly ambitious projects remain in active development. These upcoming titles aim to challenge established assumptions about what the PlayStation can handle, from advanced 3D engines to large-scale narrative experiences. Though still unreleased, they represent the future direction of PSX homebrew development.

Half-Life PSX

Developer: XProger

This highly ambitious project aims to reimplement the Half-Life game for PSX hardware. Rather than relying on traditional loading screens, the game plans to use streaming techniques to load environments dynamically, minimizing interruptions during gameplay.

The developer XProger uses custom tools to import and process original BSP data via Blender, heavily modifying geometry and visibility logic to suit the PSX GPU. Contrary to intuition, polygon counts will be increased to better match the PlayStation’s rendering characteristics. While still in development, Half-Life PSX has the potential to redefine expectations for first-person shooters on the platform.

Since the developer released the first annoucement on Twitter (X), no further information has been shared. We hope to see new screenshots, details, or updates in the future. The community is eager for progress, as this remains one of the most visited pages on the website! We strongly believe this project is highly anticipated and would be an incredible experience to play on the PSX.

You can read more in the original post!



Noah and the Poohloudies

Developer: Golden Age Turbo

Noah and the Poohloudies is a 3D adventure game powered by a custom engine built around an innovative level-of-detail system called SuperQuads. Nearby objects are rendered with higher detail, while distant geometry is dynamically merged into simpler forms, allowing for more natural environments without overwhelming the hardware.

PSX support was added in 2025 (previous versions for PSX exists but not with SuperQuads engine), with further performance gains expected once full GTE usage is implemented. The engine also includes camera collision, object interaction physics, and floating platforms. The project is simultaneously targeting multiple platforms, including Sega Saturn, Nintendo 64, 3DO, and Dreamcast (that's a great achievement).

You can read more in the original post!



Project MTP

Developer: Elias Daler

Still unnamed, Project MTP blends life-simulation elements with psychological horror, drawing inspiration from Animal Crossing and Silent Hill. Development progress is shared frequently on his Twitter (X) account, offering rare insight into the realities of low-level PSX programming.

The project emphasizes atmosphere, slow pacing, and environmental storytelling, with the developer openly discussing the technical struggles involved. While no release date has been announced, Project MTP remains one of the most intriguing and closely followed PSX homebrew projects currently in development.

You can read more in the original post!




As we reach the end of the year, we would like to thank all readers for following the evolution of the PSX homebrew scene and for supporting the developers who keep it alive. Titles such as Doki Doki Literature Club! PSX, PETSCOP: Restored, Five Nights at Freddy’s PSX, and Sauna helped define the year through either new releases or substantial updates, while ambitious projects like Half-Life PSX, Noah and the Poohloudies, and Project MTP continued to attract attention despite still being in development.

Overall, 2025 was a great year for homebrew community. Development moved at an uneven pace, shaped by the technical limits of the platform and the reality of mostly solo creators working in their spare time. Even so, consistent updates, technical experimentation, and ongoing community interest show that the scene remains active and determined to move forward.

We hope you enjoyed this overview and found it useful. Thank you for reading, and we look forward to seeing how these projects evolve in the coming months. Until next time and Happy New Year!

11.12.25

FNAF 3 PSX



Developers: Soeiz

Release Date: April, 2024 

Last Update: September, 2025

Graphics: 2D

Version: 1.0

Genre: Horror

Players: 1 or 2


Description

After FNAF2PSX, this is the port of the third entry for the PSX!

Five Nights at Freddy’s 3 takes players back to Fazbear’s Fright, a horror attraction built from the remnants of the infamous pizzeria chain. With only a security monitor, a maintenance panel, and unstable systems at your disposal, you must survive against Springtrap, while managing audio lures, ventilation failures, and hallucinations. This chapter shifts the focus from animatronic aggression to psychological tension, making it one of the most atmospheric entries in the series.


Extra info

Drawing on classic development tools such as PsyQ and the Nugget SDK, as well as previous programming experience, the developer has ventured into PSX coding to create this demake. Unlike many fan projects that run as standard PC executables, this version is designed specifically for PlayStation hardware and emulation. Players can experience it either through a PSX emulator or on an actual console.

To run the game on original hardware, users will need a modchip, the disc swap method, or FreePSXBoot.

This demake also introduces several features not present in the original title, including a two-player mode, an expanded Custom Night with additional configuration options, various easter eggs, and more.


Changelog

Last Minor update

  • Fixed bugs and issues 
  • Debug menu: 
First, in the title screen, press L1+R2+Triangle+Circle. Then, launch a night and during it, press Select and Start.

V. 1.0

This version marks the first fully playable release of this FNAF 3 port, bringing together all core systems, nights, mechanics, errors, and the complete gameplay loop. The office, cameras, maintenance panel, enemies, random error system, jumpscares, and main progression are now fully implemented, offering the complete FNAF 3 experience from start to finish.

However, the game will not include:
  • Minigames (including all related elements, such as the good ending)
  • The extra menu (not removed, but repurposed for other functions)
  • Certain smaller details, such as vent-sealing text prompts and similar features
The project is still not fully complete. A known issue occurs on the title screen after finishing Night 5 or Night 6. Despite this, the developer chose to release the current build as soon as possible.

V.0.2.5

This update includes:
  • Puppet as a new a new enemy
  • A new option to enable or disable random errors
  • Adjusted error frequency, making random errors less common
  • Various bug fixes
With this update completed, development was shifted toward implementing Chica, Foxy, Freddy, and Springtrap in future builds.

V.0.2.4

This was the first big update for the game.

  • New enemies (Mangle)
  • Updated camera movement 
  • Working pause menu 

V.0.1 - Demo release

This was the first playable version of the game. 

Key features included in the demo:

  • A fully implemented office, complete with the maintenance panel and the full camera system.
  • All error types are present and functional.
  • Balloon Boy is the only active threat in this build, including his jumpscare.
  • Demo-specific adjustments, such as truly random error generation.

Some of the errors that were known at the time:
  • The pause function causes problems when returning to the game, and the pause menu lacks functional buttons.
  • The night completion screen is still unfinished and does not properly display the 5–6 AM transition.
  • For those running the demo on original PSX hardware, enabling “console mode” is recommended to improve certain camera effects, though this feature still requires further testing.


Media

 




Links

Game Jolt - GitHub 

30.11.25

Super Mario 64 PSX

 


Developer: malucard

Release Date: November, 2025

Graphics: 3D

Version: Alpha

Genre: Adventure 

Players: 1


Description

A remarkable port of Super Mario 64 rebuilt for the original PlayStation hardware. This project brings Mario’s iconic adventure to Sony’s 32-bit console with impressive accuracy and technical ambition.


Extra info

Super Mario 64, one of the landmark titles that redefined the 3D platforming genre (alongside Tomb Raider), has now been brought to the original PlayStation thanks to the public release of the game’s source code a few years ago.

Porting a game built specifically for the Nintendo 64 to the PSX is no small feat. The N64’s hardware architecture was significantly more advanced in several key areas, giving developers features that the PlayStation simply didn’t offer. First of all, the PSX CPU (R3000A) was a previous generation 32-bit processor compared to the N64's (R4300i). In addition to higher MHz speed (PSX: 33,87 MHz, N64: 93,75 MHz), there were other advantages offered by the N64's own GPU:

  • Hardware Z-buffering, allowing accurate depth calculations.

  • Built-in anti-aliasing, smoothing the jagged edges of 3D models.

  • Perspective-correct texture mapping, keeping textures from warping when viewed at angles.

  • Trilinear filtering and full mip-mapping, producing smoother, cleaner textures at varying distances.

Beyond these GPU-level advantages, the N64 also benefited from using cartridge-based media. Although the format ultimately hurt Nintendo in the long run (CDs were drastically cheaper to manufacture and offered around eight times more storage capacity) cartridges had their own strengths. The most important one for Super Mario 64 was extremely fast read speeds, allowing levels to load almost instantly and enabling the game’s world to be split naturally across several areas without visible loading interruptions.

Given all of these factors, the fact that Super Mario 64 can be made to run on PSX hardware at all is genuinely astonishing. However, the port is still far from complete, and numerous issues prevent it from being considered fully playable in its current state (see the list of known problems below).

With continued development and refinement, there’s hope that this project will eventually deliver a version that captures the original experience as faithfully as possible.


Known issues

  • Trees with a mind of their own: Some environmental objects, like trees, appear underground due to incomplete placement data.
  • Unpredictable animations: Certain Mario animations fail to play correctly — and in rare cases may even crash the game.
  • Music roadblock: Background music can’t be built automatically without manually providing the audio tracks.
  • Odd sound behavior: Sound effects are functional but may play incorrectly, with missing notes or unusual tones.
  • Limited camera control: Many levels lack fully implemented camera movement, leaving the player stuck with default angles.
  • Level-entry crashes: Entering specific stages may cause the game to freeze or crash entirely.
  • The finale fails: The ending sequence crashes as soon as it attempts to load.
  • Lakitu no-show: At the castle bridge, Mario looks up… but Lakitu never appears.
  • Unresponsive poles: Poles don’t move down when ground-pounded as intended.
  • Texture-by-texture loading: With textures loaded individually, certain areas suffer from noticeable stutters and long load times.
  • Stretched textures: PSX hardware constraints cause visible texture stretching on some surfaces.
  • Incomplete tessellation: Large polygons aren’t fully corrected, leading to gaps or imperfect geometry.
  • Texture rendering bugs: Some textures display incorrectly due to unfinished rendering logic.
  • Unfinished title screen: The opening menu isn't fully implemented yet.
  • Pause menu issues: The pause menu is currently non-functional.

Media


Links

Github

7.11.25

The best way to enjoy Sonic on your PSX - Review of updates 0.5.1 and 0.6

The Sonic the Hedgehog XA project continues to evolve, and its latest versions, 0.5.1 and 0.6, introduce some exciting improvements that make the experience feel closer than ever to a real 16-bit-to-32-bit transition. Built from scratch for original PlayStation hardware, the game keeps growing in ambition, blending authentic retro aesthetics with smoother gameplay and new content that would’ve impressed even in the console’s heyday.


Version 0.5.1 - A Leap in Polish

This version marks a major step forward in both visuals and gameplay refinement, starting with the new off-screen character rendering, which completely eliminates sprite distortion and delivers smoother, cleaner animation. 
The game’s sound has also received a huge upgrade, switching to CD-quality Red Book audio, making every track sound richer and more authentic on real PS1 hardware.
But beyond the technical upgrades, version 0.5.1 also expands the gameplay itself. Players will encounter new, level-specific objects, adding more variety to each stage’s design. From moving platforms to environmental hazards, every zone feels slightly more alive and dynamic.
For the first time, Sonic XA also features fully functional enemies and bosses, complete with unique palettes and animations, transforming the demo into a dynamic experience.

Enemies and bosses are a key feature in Sonic games


Other additions include a pause menu, audio settings, better memory management, and new 1-up mechanics

Altogether, v0.5.1 feels cleaner, faster, and more complete version of one of the best homebrew game available on the PSX!


Version 0.6 — A Pink Flash Joins the Race

If version 0.5.1 was already incredible, version 0.6 further enhances the overall experience. Just when things couldn’t get faster, version 0.6 introduces a major surprise: Amy Rose becomes a playable character. With her signature hammer and distinctive style, she adds variety to the gameplay while expanding the roster beyond Sonic himself. While Amy is slower and less agile than her peers, her vertical range and combat mechanics make her gameplay style unique and rewarding.

You have to finish the game to unlock her!



Other fixes include improved hitboxes, enhanced boss interactions and new visual touches such as animals dancing around the player after freeing them from capsules. Even the spin dash dust effect and OPTIONS menu details have been refined for more polish.

The developer has announced that this will be the final version before SAGE 2025, with only critical bug fixes planned for now, as development shifts temporarily to other projects.
Still, Sonic XA v0.6 stands as a major milestone. It is the proof that the PlayStation can truly keep up with the blue blur’s speed and spirit.


A Promising Future for Sonic XA

Sonic the Hedgehog XA is shaping up to be one of the most technically impressive 2D PSX homebrew projects out there. What started as a curiosity a “what if Sonic had a proper PlayStation release?” is turning into a full-fledged game that captures the energy of Sega’s golden age while honoring Sony’s 32-bit legacy.
If these updates are any indication, the future looks bright and fast for Sonic XA.

Here you can see the main post about the game: Sonic The Hedgehog XA

For more detailed info about the different versions, check official links:

5.11.25

Yume Nikki PSX

 


Developer: Elias Daler

Release Date: November, 2025

Graphics: 3D

Version: 0.00

Genre: Adventure 

Players: 1


Description

Yume Nikki PS1 is a recreation made by Elias Daler (also developer of Project MTP) of the original Yume Nikki game for the PSX. This is a short (~10-15 min) demo containing two dream worlds.


Extra info

At the moment, a demo of the title is available. From what we know, the demo will have the following features:
  • It will contain two dream areas and two effects to find (+2 "pseudo" effects). 
  • Block World and Snow World are present.
  • You can drop effects in Nexus.
  • Jumping mechanics.
  • Photo mode!
  • And much more!

Elias continues to work with the camera, but has stated the following:

"It looks quite pixely in the original PS1's 320x240. Not quite bad though? It runs *really* slow with this render distance on PS1. (~5-10 FPS sometimes). Turns out, Madotsuki moves *really* fast in the OG. 
This kind of perspective is not possible on PS1, sadly... You can't even have normal orthogonal projection on PS1 due to how the hardware works.So I'll experiment with more stuff, but I had to bump the walk speed on this level to 2.5x (!) to make the traversal not as slow...  
There are to many polys for PS1. If there was no culling, the game would have run out of RAM on the first frame."


Example of the fixed camera perspective with issues


An interesting fact about the development:

"Notice how when Madotsuki uses effect/transforms, she temporarily becomes much brighter (to simulate the flashing in the OG).
Kamakurako becomes bright too, but this is a bug... When I looked at it, I thought "Wait, this looks like dynamic lighting!" and decided to leave it."

Both characters have the lighting effect.


MediaWarning: the game might freeze during the loading process when running from CD-R's.


Unfortunately, many PS1 drives are slowly dying and can have problems reading from CD-R's. Burned CD-Rs use a different technology of encoding the data compared to the licensed pressed CDs.
If the game freezes during the load for you, try restarting and trying again.

Links

Itch.io - YouTube - Twitter (X)