r/opensourcegames • u/itsspiderhand • 4h ago
r/opensourcegames • u/KesieV • 12h ago
DRAGFALL - An unfaithful tribute to a great modern block stacker
Ages ago, I used to play Slydris furiously on my iPhone 3G. A few days ago, I peeked at the Play Store to discover it had a sequel, and both titles have been retired.
I coded DRAGFALL in my spare time to fix this sudden abstinence: a not-too-many-frills open-source unfaithful implementation of that legendary modern block stacker.

I took this opportunity to pay tribute to the heroic code golfers on Dwitter and the golden age of modtrackers. I hope I did it right. I don't want to bore you here with more ramblings - find more of them here.
It's a webapp both for desktop and mobile. It should work offline and it should be installable on your device. Ironically, I have no way to test it on Apple devices right now.
Play here: https://www.kesiev.com/dragfall/
Sources here: http://github.com/kesiev/dragfall
Hope it may help someone else. Let me know your comments and suggestions!
r/opensourcegames • u/vivaladav • 21h ago
After 9 months of work my TBS game has a first trailer! (link to repo inside)
I have been sharing my (almost) monthly updates for a while here in r/opensourcegames and now I am happy to show you what I put together during all these months.
I usually update the GitHub repo every time I release a new alpha build (Windows & Linux) to my testers on Discord.
Latest version you can find there is 0.6.7, in the meantime I am working on version 0.6.9 which I plan to release at the end of August.
r/opensourcegames • u/dannyheskett • 2d ago
openbounty - an open-source cross-platform reimplementation of Kings Bounty
r/opensourcegames • u/masterofgiraffe • 3d ago
I made a witch-themed grid battle game with raylib and C
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The game is open source under the zlib license and available here:
https://github.com/giraffekey/hexlock
I'm currently working on adding more comments to the source code to make it more readable. Most of it is currently still in a game jam state.
r/opensourcegames • u/aronprins • 4d ago
Free Three.js Cozy Village Assets — houses, gravel roads, trees, shops, and more
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r/opensourcegames • u/judhat2 • 5d ago
Poppin' Source Code
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r/opensourcegames • u/SenkuTeam • 5d ago
open source game engine ?
im looking for something that manipulate physics and other stuff by default , i tried godot but its a bit heavier , i want something for 2D .
thanks all
r/opensourcegames • u/RobleyTheron • 6d ago
Clanfire: free, open-source civ-builder I built from scratch. No ads, no paywall, ever.
Wanted an old school Age of Empires-style game I could play in a browser for free. Couldn’t find one. Built one.
**• The AI is actually smart** — it reads the board, adapts mid-game, probes your weak flanks, and learns where you attack. Not a scripted bot on a timer
**• Terrain matters** — forests, water, rock are impassable, so chokepoints are real
**• Full siege endgame** — catapults, ballistae, trebuchets with flaming shot
**• 100% custom** — JS, no engine, no build step. Open source, clone it and make it yours
**• Asset pipeline is swap-ready** — drop in your own art pack, no code changes
There’s a global leaderboard. Beat the AI on Hard and knock my score off it. Feedback & ideas welcome, still actively building.
r/opensourcegames • u/FitVerso • 7d ago
I built TradeShips.io, a naval conquest and trading game based on OpenFront
r/opensourcegames • u/Jarred-Smith • 7d ago
I made a free game engine that runs entirely in your browser — build, play & share worlds with friends (RUMPUS ENGINE)
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r/opensourcegames • u/gargamel1497 • 9d ago
Non-OSS Assets jminequest, my remake/clone of an old mobile game is now open source
r/opensourcegames • u/No-Discussion-553 • 9d ago
I am working on Doom-style game engine that focuses on being easy-to-use yet powerful. Free & Open Source!
r/opensourcegames • u/ImportantEnergy6258 • 9d ago
LexTown: free Lexington, KY themed browser game
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r/opensourcegames • u/Recent-Vehicle-2894 • 10d ago
OPENSWOS: an open-source recreation of Sensible World of Soccer 96/97 (early build)
galleryr/opensourcegames • u/MastodonAccording852 • 11d ago
Delete all reference to OpenGL1.2 and PLIB in C.S.R
With my internal 3D engine - based on OpenGL 2.1 - now 90% complete, I have decided to completely remove all references to PLIB for the next version; everything will be replaced by the combination of GLM (for math functions) and OpenGL 2.1 - including user interface management (menus, etc.), eliminating all references to OpenGL 1.2. For the graphics engine, I decided to retain the same visual style as the old OpenGL 1.2 module, including all the features it handled:
- static car shadow
- skidmarks
- particle effects when wheels are on specific surfaces (sand, grass, mud, snow, etc.) or during rain
- rain rendering based on the old module's logic, but with fixes for the bug where rain appeared inside the cockpit and improved handling for tunnel environments (previously, it would rain even inside tunnels)
- added cubemapping for the active car (similar to how OsgGraph handled it)
- "fade-to-white" effect when facing the sun (provided it is within the camera frame and not obscured by a scene object) or when exiting a tunnel
- "fade-to-black" effect when entering a tunnel
- lens flare for the sun (again, provided it is not hidden behind a scene object)
- dynamic or semi-dynamic shadows, depending on user preference.
- Added support for normal maps and specular maps during scene creation (handled by csr-accc)
- Modified car ACC creation to support true multi-texturing per object (including normal and specular maps)
- Added a tool to convert created ACC files to GLB/GLTF format; this represents a major engine overhaul, as objects will use this format instead of the legacy ACC format.
All these features are implemented using OpenGL 2.1 with shaders.
Once this is complete, OpenGL 3.3 and OpenGL 4.5/4.6 modules, as well as a Vulkan engine, will be implemented (building these modules will be easier starting from the OpenGL 2.1 base); the end user will be able to choose between these options based on their graphics card's capabilities.
r/opensourcegames • u/vivaladav • 13d ago
"Virtualord, The Virtual Conqueror" 0.6.7 - TBS game with TD and RPG elements - new alpha released with 2 fully playable tutorial missions
I updated the code repository of my indie strategy game "Virtualord, The Virtual Conqueror" to the latest version (0.6.7), which introduces a second tutorial mission and a lot of new features and fixes, all detailed in the changelog.
You can find the repository on GitHub and you can check out more screenshots and short videos (no trailer yet) on the official Steam page.
In case you want to influence the development voting for features and reporting bugs, you can join us on Discord, where you will also find a Linux and a Windows build.
r/opensourcegames • u/Mission-Fun4043 • 14d ago
Go Breakout - ebiten / WASM
A simple Breakout game using Go, ebiten, and targets WASM. Built for fun.
It starts easy but gradual increases in ball speed make it more challenging.
r/opensourcegames • u/Significant-Kale-155 • 15d ago
Support
I am a software developer.
I have implemented the original Laser Tank game (which was a Windows 95 game), from scratch in C++ using SFML 2.6.2 and curl. I did not use Windows API or DirectX.
In the original game, the player used mirrors and redirected lasers to solve various puzzles, and I wanted to recreate that from scratch using a modern code base.
Here's the link to my project if anyone is interested in having a look at it:
https://github.com/DachoCyber/Tank-Puzzle
Please, give a star!
r/opensourcegames • u/BootPen • 15d ago
Open source with Kikna Starlight of the game Starfish ROOM upon completion of Loop Eternal coming soon
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r/opensourcegames • u/Jimmy-M-420 • 18d ago
Open source farming game progress
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Slowly but surely my game is getting there.
I posted it here a few months ago and on the surface it doesn't look too much different, but under the bonnet a lot of changes and improvements have been made. The goal of this isn't a quick "vibe coded" game, it's a solid, portable codebase that can stand the test of time.
Changes since I last posted:
- Added rock and tree stump entities (I still need to make these drop wood and stone)
- Added the hoe item + tooling to author sets of tiles that fit together based on their neighbours
- Added the ability to "equip" some items such as clothes
- Improved the item authoring process - Items are defined in a data file which can refer to C functions by name and add structured configuration data which common item implementations can read back
- eventually you'll be able to specify lua functions for item implementations
- entities will one day be defined by data files in a similar way
- Improved the atlas creation process - you can define template files for animations using python's jinja templating syntax
Changes to the engine:
- It now supports the choice of SDL or GLFW backends
- Supports either OpenGL or OpenGL ES rendering API
- I'd like to add vulkan to this
- Engine extracted out into its own separate git repo which is consumed as a submodule
Next on my list of things to do is implement an inventory screen, and then basic things such as health and stamina and a day and night cycle, and then NPC's and a dialog box and interaction menu system. These are all "easy" to do, but hard to do right.
For now I'll focus on implementing gameplay features, but in the future I'm looking forward to porting the game to platforms such as mac, games consoles (as a homebrew game) and perhaps android. I've kept this goal in mind, for example the items by default load their implementation functions by name via the linux function "dlsym" or the windows function "GetProcAddress" - but some platforms may not support this kind of operation so I've also added the option to "bake" the item definition files into C code to be compiled into the game directly in order to remove this constraint. It is better to load these functions as names defined in a data file as this allows for a more "data oriented" design conducive to modding but it may not always be possible so I'm careful to try to supply an alternative. All of this being said the game uses more third party dependencies than I'd like and so the codebase is only as portable as it's most portable dependency.
I try to treat the games assets like its source code - human readable files that get compiled into machine readable binary files.
The engine itself still needs some work especially in terms of audio. Rather than spend time and effort implementing GUI editors for the engine I want to use existing GUI tools such as the level editor "Tiled" as much as possible in combination with text files, CLI programs, and flexible templating approaches. The general approach the games takes towards assets is that assets are defined as text files and "normal" formats such as .png files which are then compiled into binaries which the engines C code can easily ingest. For asset tooling I favor python as it's quick to write and works across platforms.
What I'm making at the moment is nothing more than a test area - there will come a point in perhaps (I hope) about 6 months where I'll begin to design and implement the real game, and focus on improving the look and feel of what's been implemented instead of constantly implementing new things. My goal at the moment is two things: 1.) functional gameplay features that are basically bug free and 2.) a game and game engine architecture that's flexible but makes it easy to add new content and tweak the look and feel of the game.
Currently it uses public domain sprites, but when this point is reached I want to start looking at drawing or commissioning someone to draw sprites of my own. I think the public domain assets I'm using look really fantastic and I'm indebted to the people who created them. Ultimately though I want the game to have its own unique look. You can find them all by googling "liberated pixel cup".
Could I reach that point faster by using claude code or similar? almost certainly. Am I going to? No. I don't like AI and patience is everything when you're writing a game from scratch.