r/opensourcegames • u/Liam-DGOL • 1d ago
r/opensourcegames • u/Liam-DGOL • 1d ago
Non-OSS Assets Classic JRPG 'Blue Dragon' gets an unofficial open source native PC release
r/opensourcegames • u/The_Warlock_1976 • 17h ago
Here is a web-based life simulation (evolution) lab.
Morphogenesis, an webbased "tribute" to Biogenesis
is online play-able and the html code is opensource and free to download.
Online play:
https://html-preview.github.io/?url=https://github.com/rijt/Morphogenesis/blob/main/morphogenesis.html
r/opensourcegames • u/vivaladav • 1d ago
Virtualord 0.6.9 - all new features and changes before the demo release (repo link in description)
GitHub repository: https://github.com/vivaladav/virtualord
r/opensourcegames • u/jefersonbelmiro • 3d ago
Non-OSS Assets I open sourced my game, Endless Waves Survival
r/opensourcegames • u/Broad_Pirate12 • 3d ago
I open-sourced the deterministic 5e rules engine behind my game
I open-sourced Nat20, the rules engine behind the game I am building.
It is a host-agnostic Python library for D&D 5e SRD 5.2. Combat, skill checks, saves, effects, and grid or zone-graph movement run without a game host, network connection, or database. The engine code is MIT. The bundled SRD dataset is CC-BY-4.0.
I split it out because I did not want an LLM, a browser app, or a virtual-tabletop runtime deciding the rules. The model can narrate a goblin slipping in the rain. Nat20 should still answer the same way about cover, spell slots, and Sneak Attack.
The repo includes a small local demo and a clean-install smoke test. It implements much of SRD 5.2, not all of it, so there is a capability matrix in the docs before anyone depends on a specific mechanic.
Source: https://github.com/tapestria/nat20
I would like feedback from people who have built on open game rules: what makes a rules library actually useful outside the game that created it?
r/opensourcegames • u/shmellyorcgames • 5d ago
Void Engine: An open source 2D game framework for .NET with built-in asset protection
I just released Void Engine, an open source 2D game framework for .NET under the MIT license.
It gives you the essentials: rendering, assets, input, audio, saving, pathfinding, coroutines, and logging.
The big feature is asset protection. You can pack your assets into encrypted archives that standard extraction tools cannot open. AES-GCM encryption. Adaptive compression. Custom format.
But it is not just the packer. It is a complete framework with batched rendering, automatic texture atlasing, audio pooling, A* pathfinding, flow fields, and full LDtk support.
Every system is built around interfaces and base classes so you can replace anything. No physics. No networking. No UI. Just the foundation and the freedom to build your game your way.
The code is open source. MIT licensed. Built on .NET 10 and SFML 3.0.
Would love feedback from the open source community. What would you add? What would you change?
Link
https://github.com/shmellyorc/Void
https://github.com/Shmellyorc/Void/wiki
r/opensourcegames • u/Cha0smagick • 6d ago
Built an open-source web version of Illuminati: New World Order (INWO) – Pre-Pre-Pre-Alpha out now!


Hey everyone,
I was bored recently and decided to start working on a virtual, open-source version of the classic Illuminati: New World Order (INWO) card game so anyone can jump in and play it freely.
It is currently in a pre-pre-pre-alpha state, but it is fully functional according to the core mechanics and what the game requires to run. I'm posting it here because I’d love for the community to test it out, tear it apart, and give me some feedback.
Since it's completely open-source, feel free to fork the repository, submit pull requests, or contribute in any way you like!
- Play directly in your browser (via GitHub Pages):https://cha0smagick.github.io/Virtual-Illuminati-New-World-order-INWO-game/game/
- GitHub Repository (Code & Contributions):https://github.com/Cha0smagick/Virtual-Illuminati-New-World-order-INWO-game
Hope you enjoy it, and I'm looking forward to reading your thoughts and feedback in the comments!
r/opensourcegames • u/pedrocatalao • 7d ago
SkyRoads (1993) now runs natively on Linux — faithful open-source port of the DOS classic
r/opensourcegames • u/CactusFromFern • 7d ago
Luanti removed from Google Play due to baseless AI copyright notice
A wiki about known projects dmca'd by Minecraft.
I invite any other victim to add their project to the list: https://consumerrights.wiki/w/Minecraft#DMCA_takedowns_of_competing_games
excerpt from the article:
Luanti’s Android app is currently not available on the Google Play Store due to a baseless DMCA notice filed on behalf of Microsoft by Tracer.AI, alleging that Luanti infringes Minecraft’s copyright. The Luanti app does not contain any proprietary code or assets, from Minecraft or otherwise.
We received an identical notice from the same company in 2023 and successfully appealed against it. This company also filed a similar notice this year against an indie game with similar voxel art style by the name of Allumeria.
Table of Contents
What is Luanti?
What is the DMCA notice?
Which assets?
Cubes are for everyone
What is Tracer.AI?
This is not the first time this has happened
This can’t keep happening
What next?
Thank you for reading, and for your support.
r/opensourcegames • u/testus_maximus • 7d ago
Start working on open source GTA
Let's start a community project where the goal is to create an open source game that has open world and game mechanics similar to GTA series.
r/opensourcegames • u/MMORPGDev • 9d ago
OpenRealm - open-source implementation of Warcraft 3 that uses SDL2 and runs on Windows, Linux, and macOS
r/opensourcegames • u/TrueYUART • 11d ago
An open-source, GPLv3 open-world RPG looking for contributors
Hey everyone,
I’m a part of the Bazaar Initiative and we are working on an open source game. It’s an open-world role-playing game set in a fantasy world, built for PC. The core idea is simple - it is 100% free, open-source, licensed under GPLv3, and built by anyone who wants to make it.
We are building this game openly, from the first sketch to the last commit, by a small group of writers, artists, programmers, and sound designers working across time zones. There is no roadmap dictated by a boardroom or a publisher sitting between the team and the player. No micro-transactions, no live-service contracts. Just a growing forest of contributions, each one reviewed, merged, and signed by a real person.
Why open source?
A game made in the open cannot be killed by a single quarterly meeting. We work in the open because:
- It keeps us independent from money-hungry publishers.
- It gives us a workshop for creative vision experiments (want to prototype a weird weather system or combat stance? Branch it, push it, see if it breathes).
- It gives contributors a public artifact with their name on it to build their portfolios.
- An open-source game is forkable. As long as one contributor wants to keep the world alive, the world stays alive.
Who we are looking for
We’re looking for anyone who wants to help make this a reality. Any experience level, any timezone, any background. These roles aren't gates - they are just starting points:
- Writers: Quests, dialogue, world lore, item descriptions.
- Artists: Concept, illustration, 3D, environment, UI.
- Programmers: Gameplay, systems, tooling, engine, build pipeline.
- Sound Designers: Score, ambience, foley, combat SFX.
How to join
There is no application form, no test, and no deadline. Write a few sentences about what you'd like to make, link your work if you have it, and say hello.
- 📩 Email me at: [artem.yurchenko@pm.me](mailto:artem.yurchenko@pm.me)
- 🌐 Check out the project page & vibe here: https://bazaar-init.vercel.app
I'd love to hear what you think of the project, or answer any questions you have in the comments!
r/opensourcegames • u/No-Extension9126 • 11d ago
We open-sourced a tactical browser FPS where damage is an anatomical simulation. Contributors welcome — no build step, clone and run.
**Depot** is an open-source 1v1 tactical browser FPS with no HP bar and no damage
numbers. Damage is an authoritative anatomical trauma simulation: bullets ray-trace
through a 22-box rig against named arteries, organs, and bones. A carotid hit causes
brain hypoxia in ~7 seconds even at 80% blood volume. A round through the forearm
severs flexor tendons and forces off-hand weapon handling. Treatment is real TCCC
IFAK triage — tourniquets only occlude limbs, chest seals for tension pneumothorax,
morphine cuts pain 70% but risks consciousness.
It works, it's MIT licensed, and I'd like help making it better.
**Why it's pleasant to hack on:**
- **Zero build step.** No Node, npm, or Webpack. Clone, start the Python server, open
the page. Native ES Modules on the client, Python 3.12 on the server. Under 50 MB
total, most of it the venv.
- **Zero hitbox drift.** The mesh Three.js renders *is* the rig the server tests.
Press F1 to see it. No "visual vs. server" class of bug exists.
- **Single source of truth.** Shared schemas live in `shared/*.json`, parsed by both
server and client, so data changes can't desync the two languages.
- **340+ tests**, including golden-trajectory cross-language parity checks, so you can
refactor without guessing.
- 64Hz fixed timestep, ~1.6 ms per tick with both players active — plenty of headroom
for whatever you want to add.
**Where I could use help:**
- Physiology model: perfusion, shock progression, wound interactions
- Netcode: lag compensation edge cases, prediction/reconciliation polish
- Three.js: rendering, animation, procedural texture and arena work
- WebAudio: procedural sound synthesis (no audio files in the repo)
- Weapon/ballistics balance, arena design, docs, and playtesting
Repo: https://github.com/roughcut-works/Depot
Happy to answer architecture questions in the comments, and I'll walk anyone through
the trauma engine or wire protocol if they want to pick something up.
r/opensourcegames • u/Only-Feature-498 • 12d ago
[Open Source] Whiskey Station — fork brasileiro de Space Station 14 | C#, ECS, networking multiplayer, AGPLv3
We are working on Whiskey Station, a Brazilian community-driven fork of Space Station 14, currently built on top of Trauma Station and the wider SS14/RobustToolbox ecosystem.
This isn't just a private server with a modified config. The entire codebase is public, and development happens openly through GitHub.
GitHub:
https://github.com/Whiskey-Station/whiskey-station
Whiskey's goal is to maintain a technically ambitious SS14 codebase for the Brazilian community while continuing to experiment with systems, gameplay mechanics and content from the wider open-source SS14 ecosystem.
For people unfamiliar with SS14 from a development perspective, it's a fairly interesting project.
The stack is primarily C#, built around RobustToolbox, with an ECS-oriented architecture and a networked client/server simulation.
Content development also involves a large amount of data-driven configuration through YAML prototypes, localization resources, maps, sprites and other assets.
Some of the areas contributors end up dealing with include:
- entity-component-system architecture;
- client/server state synchronization;
- networked components and field deltas;
- multiplayer prediction;
- entity queries and hot-path optimization;
- UI systems;
- YAML entity prototypes;
- mapping;
- audio and asset integration;
- gameplay systems;
- PT-BR localization;
- performance and server-side simulation.
We try to keep additions reasonably isolated from upstream code whenever possible. The contribution guidelines, for example, encourage separate systems instead of injecting handlers everywhere into upstream systems, and favor techniques that reduce future merge conflicts.
Performance also matters because SS14 can have a very large number of entities being simulated simultaneously. Code running every tick needs to be treated accordingly — careless ECS queries can become surprisingly expensive on a populated server.
For networking, the project also tries to avoid unnecessarily replicating complete component states when individual fields can be dirtied and synchronized instead.
Whiskey is especially interested in building a more feature-rich branch rather than simply reproducing upstream SS14. We're experimenting with and integrating mechanics from different parts of the SS14 ecosystem while also developing our own systems.
The project additionally maintains Brazilian Portuguese localization, since one of our main objectives is making the game more accessible to the Brazilian SS14 community.
Licensing
The Whiskey codebase is distributed under AGPL-3.0-or-later.
Inherited files preserve their respective upstream licenses, while media assets may use licenses such as CC-BY-SA or other licenses documented by their attribution metadata.
Contributions
We're open to developers, testers, translators, mappers and people interested in understanding the SS14 codebase.
Pull requests are public, issues can be discussed openly, and contributors are expected to understand, test and take responsibility for the code they submit.
You absolutely don't need to already know SS14 development.
If you're comfortable with C#, ECS architecture, multiplayer networking or data-driven game development, there is a lot of interesting code to explore.
And if you're not a developer but just want to see what all of this produces in an actual multiplayer environment, the server is playable as well.
Repository:
https://github.com/Whiskey-Station/whiskey-station
Discord / development & community:
https://discord.gg/cafFGGPx8
Space Station 14 itself is free and open source.
We're particularly interested in meeting other open-source game developers who enjoy large, messy, persistent multiplayer simulations where engineering decisions actually become visible during gameplay.



r/opensourcegames • u/AlephPi • 13d ago
MIMEcroft.sh: a 3D game written in bash
MIMEcroft.sh is a parody of every 3D game ever, that lovingly pokes fun of bash's reputation for poor performance - by subverting it. MIMEcroft.sh is written entirely in Bash. The game logic, GPU shaders, even the sounds and textures are procedurally generated with bash commands.

See also the YouTube game play and customisation video.
One may wonder how MIMEcroft.sh pumps out 90fps at 4K given bash's reputation for poor performance. Indeed, the official GNU bash reference interpreter is poorly optimised compared to languages more commonly used for game development like C++. However, if your web-browser has a GUI it almost certainly also has a highly optimised JavaScript interpreter.
The online JavaScript Commandline OS (j.cmd) did not port the reference implementation of bash and coreutils. Instead it takes the abstract language they describe. This language is translated into JavaScript, which a modern runtime can often reduce to machine code, resulting in performance over a thousand times faster than the original bash.
For a concrete if somewhat contrived example, say that you are interested in finding numbers that have 1337 squares, and use the one-liner:
for i in `seq 1 10000`;do if echo $((i*i)) | grep 1337 > /dev/null;then echo $i;fi;done
In the official bash interpreter, this may take a minute. However, j.cmd implements it by first transpiling it into:
for (let i = 1; i <= 10000; i++) {
if (String(i * i).includes("1337")) {
process.stdout.write(i + "\n");
}
}
sh2.lastExit = 0;
Then it is all over in the blink of an eye
One might well argue that this is not a real bash game since it has to transpile to JS before being run. A stronger argument could be made that C++ games are not real C++ games. A C++ game also has to be compiled. In most "C++" games the developer doesn't even give you the C++ source, you only ever get the compiled machine code. MIMEcroft.sh is stored and distributed as bash. You can edit it as bash (try e.g. `vi /bin/mimecroft.sh` in j.cmd, changing `cys=0.900` to `cys=3.900` and playing the game again). The current version of j.cmd doesn't even cache the transpiled JS version of the game.
____________
It is important to note that j.cmd is experimental and still has many bugs. One little way it is more robust than the traditional bash implementations is that traditional shells tend to break if they source a file that isn’t in their own special format. On the other hand, j.cmd sees different shell formats as just different ways of saying the same thing. It will quite happily run:
for f in /home/examples/source.{bat,c,fish,sh,zsh}; do . $f; done
Sourcing C files is still a work in progress in j.cmd. I recently added support for passing linked lists and pointers to bash variables/functions into sourced C functions, and cd'ing around C pointer structure.
r/opensourcegames • u/zdevve • 13d ago
OpenFight the open-source arcade netplay infrastructure
I'm building OpenFight, an Apache-2.0 open-source platform for arcade game netplay.
The idea is to create an independent, community-owned alternative to closed netplay platforms, with the actual infrastructure available for anyone to inspect, modify, self-host, and contribute to.
The current architecture includes:
- Rust/Axum backend
- PostgreSQL
- Tauri + React desktop client
- WebSocket signaling
- UDP P2P networking
- NAT traversal
- Relay fallback
- Emulator adapter SDK
- Declarative game definitions
- FBNeo integration
The project is currently at the MVP specification stage, so I'm looking for early contributors rather than people to maintain an already-finished application.
Potential areas to contribute:
- Emulator integration
- Networking
- Desktop UI
- Backend
- Testing
- Game definitions
- Documentation
- Infrastructure
The project follows a clean-room process and does not ship proprietary Fightcade code, binaries, ROMs, or assets.
GitHub: https://github.com/Zendevve/OpenFight
If you're interested in open-source gaming infrastructure or want to help build something from the ground up, I'd love to have you take a look.
r/opensourcegames • u/BootPen • 14d ago
I finally released the FINAL version 1.2 of Starfish ROOM
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r/opensourcegames • u/vlad_h • 15d ago
Deterministic Game Engine
r/opensourcegames • u/lfelipe82 • 19d ago
Grandleon - Tactical RPG Engine and Editor
r/opensourcegames • u/fishenal • 21d ago
I made an open-source open world game so big it takes 2 YEARS to explore
r/opensourcegames • u/TalentTess • 21d ago
Are there any open source team-based class shooters like tf2?
I want to start working with a game where players can choose a character/class and customize their loadout to suit their playstyle with that character across different maps and objectives, but something like that seems really hard to find. I'm fine if some of it isnt supported natively and requires a plugin(s) but I'd rather not use a nonOSS engine like the main suggestion I've seen here. I would use an existing engine, but 3D multiplayer on Unity/Unreal/etc isnt optimal for me.
r/opensourcegames • u/MMORPGDev • 24d ago
OpenSHC - An open-source re-implementation of Stronghold Crusader
r/opensourcegames • u/xxxcucus • 23d ago
New version of open-source app
A new version of my open-source battleships app was released. I would share the link if it is considered of interest.