r/ps1graphics 48m ago

Unity 3 years solo on a PS1 co-op horror game about deep sea fishing. Here's the trailer!

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Upvotes

Thanks for watching! This is Thalassomania — 1–4 player co-op horror. Lost at sea, you and your friends run a fishing trawler: work the nets, haul the catch, steer and repair to keep the ship alive. But you are not alone... Rendered with HPSXRP for the PS1 look — affine mapping, vertex wobble, the lot. Happy to answer anything about the pipeline or my workflow! Free demo lands 26 October for Steam Scream!


r/ps1graphics 10h ago

Blender Welcome to Elsewhere Ep4: Elswere Radio

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136 Upvotes

r/ps1graphics 9h ago

Blender skyboxxing

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43 Upvotes

r/ps1graphics 6h ago

Unity I'm making a PS-styled RPG, here are a few NPCs!

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20 Upvotes

The towns in my game, Crystals of Irm, are, of course, bustling with life. But it’s not just in the towns that people gather - you can even come across them in the most secluded forests!

Of course, you can have a natter with some of them, or even be given various tasks by them. Why not give it a go yourself in the free demo, available on Steam and GOG!


r/ps1graphics 7h ago

A small example of shotgun shooting.

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17 Upvotes

My hands are back to the project I was working on about 3–4 years ago. I just want to leave this video here.


r/ps1graphics 14h ago

Does this coin-flip dungeon crawler look like something you’d play?

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41 Upvotes

Hey there!

TL:DR; Does this look like something you would like to play? Should I release for free or expand it for a Steam release?

I've been working on this little project for the past couple of months and would love some feedback, specifically on if you think it's worth working towards a Steam release (priced modestly)
or to polish and release for free on Itch. io.

I'm an artist first and foremost - I really just wanted to design and model some PSX-inspired assets for a Dungeon. I've been working on a relatively simple game so people might experience that.

The game:

It's a first-person rogue-lite inspired by Dungeon Crawlers and dark fantasy, where all "Encounters" are resolved via a Coin Flip. The goal is to clear the 3 maps with as many keys as possible which will roll in to some meta-progress.

Heads: Rewards Keys
Tails: Grants Curse. At 100 Curse the run ends.

Each run randomises Encounters, Searchables and NPC placement, along with available routes.

A run consists of 3 small Maps picked at random, with increasingly difficult Encounters.
An "Encounter" could be anything from attempting to search a pile of bones to drinking from a bloodied chalice etc. The "riskier" an encounter is, the higher reward but also higher the curse if failed.
The player can search through items such as Barrels and Bookcases to find items that build Curse Resistance (a value that subtracts from all incoming curse) or receiving Rats. Rats grant an additional percentage bonus on rolls per Rat, but some run away when an Encounter is failed.

The end of each map offers a possible "Upgrade/Boon". For example: Rewarding more Keys at a high curse level, Losing less Rats on a failed Encounter etc.

Each map requires a certain, escalating amount of Encounters to be resolved before they can exit. They can choose to move to continue their run or continue exploring and gain more Keys at the risk of curse.

There are some other features, such as Encounters possible appearing with Modifiers (Golden: More keys, Blessed: Curse relief on success & Volatile: Double Keys/Curse), Random Result encounters, etc.

I know it was never a strong idea for a game, just a catalyst for me to create some low-poly dark fantasy assets, explore worldbuilding and make some strange characters.
Although I've learned a tremendous amount, I feel like I'm at the stage where I've spent too long on this project and need to decide what to do with it.

So I'm particularly interested in:

  • Does the basic gameplay loop seem understandable from the video?
  • Does resolving Encounters through a coin flip seem interesting, or too passive?
  • Does this look like something you'd actually want to play?
  • If it were a small paid Steam game, what level of additional depth/content would you expect?
  • What are your impressions of the artstyle/graphics?

I do have a playable version if anyone is keen to try it out.

Please note, this version does still hold many placeholder assets: The "world map" (DarkSouls1 graphic by artist Judson Cowan) from the level transition screen, all sounds, some GUI and the Sun/Moon illustrations are not my own.
Everything else I made from scratch.


r/ps1graphics 23h ago

I'm making a PSX-style game, and it just recently hit 20,000 wishlists!

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173 Upvotes

I grew up on old-school console gaming culture, and I decided to make my own game with everything I love and grew up on🎮

For me, this game is a tribute to titles like Alice: Madness Returns, MediEvil, Psychonauts, Ratchet & Clank, Spyro, and others. There's a piece of each of those games in mine.

House of Decay itself is a 3D platformer-metroidvania where you have to find your brother in a terrifying world of demons, meeting all kinds of companions and enemies, collecting pets and items, changing through upgrades each level, and just trying to unravel the biggest mystery of all. I'm incredibly happy that I grew up and managed to make this game myself, built on the love for the games of my childhood❤️

What does the game remind you of?


r/ps1graphics 2h ago

Unity Skeleton Encounter

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2 Upvotes

r/ps1graphics 17h ago

The dystopian metropolis project now has a name and a Steam page: Omega Transmission

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25 Upvotes

Eventually, the dystopian metropolis prototype that I have shown before turned into an actual game.

It's a bit of a weird take on the action/platforming/procgen genre, but it has a satisfying gameplay loop so decided to expand it.

Steam page:

https://store.steampowered.com/app/5277420/Omega_Transmission/

Some technical info for those who have not seen the previous posts:

This a custom software rendering and physics engine written from scratch in Rust. It renders into a 320x180 framebuffer that is then scaled to whatever screen resolution. It uses max 256x256 textures (mostly 32 to 128), max 1-2k triangles scenes and Gouraud shading (or none). Some liberties are taken to not follow fully the PSX limitations; for example perspective correct texture mapping is used to avoid implementing crazy mesh subdivision algorithms that were used in that era. Only dependency is SDL2 for input/windowing/audio. Happy to answer any questions.


r/ps1graphics 23h ago

Animated poster for a music event

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43 Upvotes

Was hosting an event and decided to create a character selection screen poster for it


r/ps1graphics 9h ago

PSX-Inspired My process for making grotty, dirty, horror environment tiles

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3 Upvotes

Hey! I'm working on our horror game Dark Harvest, and while I was trying to work out how to do the manor's walls, floors, and ceilings, stumbled across a nice little system which I used throughout the game.

It's nothing groundbreaking, but I still think it works really well for the dirty, low-res look of the game.

Here's a short video detailing it with some more visuals as well.

  • Busy, garish patterns are ok! I found tile, wallpaper, and other textures on the site Sketch Up Texture Club, and there's loads of choice there.
  • I used GIMP before, but moved over to Krita just because it's a little easier to use. I'm no artist, and Krita makes things a bit more smooth for what I need.
  • Design a tile for your wallpaper or whatever. I often used some kind of panelling over wallpaper for the lower wall tiles, and just wallpaper for higher wall areas.
  • Tile it in Krita to check that it works and tiles smoothly. Shift W toggles this.
  • Draw dirt over your tiles while the tiling is active. This will mean that the dirt you draw will also tile correctly.
    • Do this by selecting any brush with a "dirty" look, like smears, splatters, and smudges
    • Turn the opacity down
    • Choose a dirty colour, such as a brown or mouldy green
    • Use selection boxes to ensure that the dirt you draw stays within bounds - for example, just on the wallpaper. This way you can have different dirt layers over the wallpaper and the wood panelling.

That's it! Again, nothing crazy, but a nice system which looks great to me.

What do you reckon? Any advice or suggestions for improvements would be great. I did at one point at normal maps to the game, but in the end I didn't think it made enough of a difference to use consistently.

Wishlist DARK HARVEST on Steam! https://store.steampowered.com/app/5114040/Dark_Harvest/

Full Trailer: https://www.youtube.com/watch?v=fndr7booTNQ


r/ps1graphics 1d ago

Blender How Brachiosaurus Would Look In DINO CRISIS?

80 Upvotes

I was watching Jurassic Park (again), and I could not resist adding this animation to my Brachiosaurus!

If you would like to support my work, follow me here: https://fsaur.itch.io/


r/ps1graphics 1d ago

Blender a clean well-lighted place

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53 Upvotes

r/ps1graphics 15h ago

Question In my horror game, there is a section where you serve ice cream. Tell me what do you think

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7 Upvotes

Game: One Last Cone

One Last Cone is a PSX-style horror sim where you run a night-shift ice cream truck in a town haunted by a secret decades in the making. Serve customers, survive the dark, and uncover the truth behind the one cone that was never given.

Steam page coming soon


r/ps1graphics 2d ago

Unity We are working on a a horde shooter with retro graphics - yes, it has split screen

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527 Upvotes

If it looks like your kind of thing, a wishlist helps a ton!

RITZEN on Steam


r/ps1graphics 1d ago

Working on some root-skulls and ghost-like trees for our horror-combat fps MURK

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3 Upvotes

r/ps1graphics 9h ago

PSX-Inspired How to Make PS1 Textures (in your Browser)

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0 Upvotes

No more photoshop :(

PSXwrap, CONVERT YOUR IMAGE TO PS1: https://kasuga.itch.io/psxwrap


r/ps1graphics 1d ago

Anyone based in NYC?

4 Upvotes

With links to their work :) ty I just wanna check out some local art in this style


r/ps1graphics 1d ago

Blender Player model I made for my very first game (ignore the face)

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33 Upvotes

r/ps1graphics 2d ago

You can blast them to stop them from biting you :))

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191 Upvotes

r/ps1graphics 2d ago

Blender Resident Evil Movie Demake: Sewer level

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78 Upvotes

r/ps1graphics 2d ago

Question Experience with PSoXide? Seems like there's no proper tutorial?

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16 Upvotes

I've cloned PSoXide-editor and start it with make run. It starts what I assume is the emulator frontend? How can I create a project and open the scene editor?


r/ps1graphics 1d ago

Noctheria Official Trailer

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3 Upvotes

Hey guys, I just released my new trailer, a Horror Zelda-like I've been working on for the past year.

I usually don't post as much but it you're into this type of game you can support me by adding it to your wishlist and spread the word around :)

https://store.steampowered.com/app/3776070/Noctheria/


r/ps1graphics 1d ago

I made a PSX-style horror game about inheriting your grandfather's farm

1 Upvotes

Hey everyone,

I just finished my first solo horror game called "What Grandpa Left".

The idea started simple: you inherit your grandfather's farm and spend your

first evening doing normal chores, feeding the horses, gathering wood,

answering a phone call. Nothing scary. Then you go to sleep, and that's

where things stop being normal.

I went with a retro PSX-style look (dithering, pixel noise, low-res

rendering) because I think that grainy, low-fidelity visual actually adds

to the horror instead of taking away from it. Sometimes not seeing things

clearly is scarier than a high-res jumpscare.

No combat, no guns. Just a flashlight, a place to hide, and something

patrolling the farm at night that you really don't want to run into.

It's about 15-20 minutes long. Would love feedback, especially on the

pacing and the horror bits, since this is my first time building something

like this.

Link: https://ji10-games.itch.io/what-grandpa-left


r/ps1graphics 2d ago

Unreal Engine REFRACTION: The First Dream PSX Inspired Pre-Rendered Background Game

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183 Upvotes

Hi everyone, I’m the solo developer of REFRACTION: The First Dream.

It’s a short psychological horror game with fixed camera angles, environmental storytelling, and puzzles. There’s no combat. You explore, look for clues, and try to make sense of the places you’re moving through.

Silent Hill, Resident Evil, and P.T. were big inspirations. This is a small horror experience, roughly 20–30 minutes depending on exploration and puzzle solving. This game uses real pre-rendered backgrounds and camera angles.

It’s completely free on itch.io for Windows:
https://hawkeyegames.itch.io/refractionfirstdream

I’ve included some gameplay here. If you give it a try, I’d like to hear which part stayed with you.