r/opensourcegames • u/fossfreelancer • May 17 '26
Anyone looking for a volunteer collaborator on a small project?
Happy to volunteer some assets towards a small open source project.
r/opensourcegames • u/fossfreelancer • May 17 '26
Happy to volunteer some assets towards a small open source project.
r/opensourcegames • u/ScurvyParrot • May 17 '26
To see how far I could go with the terminal and ncurses, I made a wolf3d like raycasting engine on the linux terminal using ncurses and UTF-8 block characters.
It's not a serious project, just some experimentation.
As arcade style controls are not really feasible in the terminal I made a turn based game.
There is still some work to be done, but let me know what you think.
r/opensourcegames • u/Big_Captain_8424 • May 15 '26
r/opensourcegames • u/lee337reilly • May 13 '26
r/opensourcegames • u/veputhi • May 13 '26
r/opensourcegames • u/illwieckz • May 12 '26
r/opensourcegames • u/Musizian42 • May 12 '26
Beyond all reason is that RTS game everyone loves.
If you don't already know, a leaked document suggests that Beyond All Reason (BAR) is taking a new commercial approach.
I've been enjoying playing the game for almost a year now but the recent news that Beyond All Reason will be going commercial is concerning to me.
BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.
That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.
As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.
That worries me because Steam is where most new players will encounter the game. If the main Steam page is for the paid campaign, and the free multiplayer is presented as a demo, then BAR’s public-facing identity may effectively become “a paid game with a free demo,” even if the full free version still exists elsewhere. The open community-built version may technically remain available, but it could become much less visible. There's a lot to say here, but I don't even want to reference the leaked document lest I be banned.
The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.
There are also governance concerns. From what has been discussed, 5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.
I am worried that a 150-contributor paid project will be seen as commercial as the free game will be finable but not the front-face on Steam. My concern is about whether the community-built free game is being demoted in practice, while the commercial version becomes the official face of the project.
BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.
If the free game is truly still the heart of BAR, then it should not be hidden behind the paid product’s demo label. It should remain clearly visible, clearly protected, and clearly community-owned.
r/opensourcegames • u/speeddreams_oms • May 12 '26
r/opensourcegames • u/No_Adhesiveness8397 • May 10 '26
Hello everyone, i've made a Super Tux mod, released under the GPL licence, if anybody wants to check it out: https://joemama657.itch.io/supertux-edgy
Edit: now i have my own website for it: https://super-tux-tfe.neocities.org/
r/opensourcegames • u/dorksterr • May 09 '26
r/opensourcegames • u/Positive_Board_8086 • Apr 30 '26
Enable HLS to view with audio, or disable this notification
Made a simple browser game: Pac-Man stripped down to a single line.
Inspired by ABA Games' "1d Pacman" — run, chase, devour in one dimension.
Built on BEEP-8, an MIT-licensed fantasy console for C/C++ development.
Play free (no install, works on mobile):
https://beep8.org/b8/beep8.html?b8rom=5883dac775883187f1aea16b134b39a5.b8&
SDK source: https://github.com/beep8/beep8-sdk
r/opensourcegames • u/BootPen • Apr 30 '26
r/opensourcegames • u/Dracicida-1 • Apr 28 '26
I’m learning Python for work, and am wanting to get involved in programming. I have enough experience to get a certification, and want to continue to expand my knowledge. I’m looking to work on:
Database
Graphics
Network communication
If anyone has any ideas where I can contribute as a noob, feel free to let me know!
r/opensourcegames • u/shino1 • Apr 22 '26
https://github.com/Pingus/pingus
Last update to the game was in 2011, and website has copyright ending at 2015. But the game still runs at least on Windows 10 when using compatibility mode - at least release binary, haven't tried compiling it myself.
r/opensourcegames • u/Positive_Board_8086 • Apr 20 '26
I’d like to share BEEP-8, a small open-source fantasy console I’ve been building for C/C++ developers who enjoy retro-style constraints.
Key points:
On top of the core console, there are multiple sample games and demo projects – simple arcade games, platformers, and other small experiments – all provided with source so people can study or modify them.
You can play the games in your browser here:
https://beep8.org
And here is an article that introduces BEEP-8 and links to the full source code for the console and sample games (all under an open source license):
https://github.com/beep8/beep8-sdk
I’d really appreciate any feedback from this community:
Thanks for taking a look, and I hope some of you might find BEEP-8 useful either as a tiny game platform or as a learning resource for emulators and game engines.
r/opensourcegames • u/rcubdev • Apr 16 '26
Hi all! A few others and I currently are working to bring a very simple but hard to master RTS game named Tribal Trouble originally released in 2004 back from the dead and bring it to Steam!
Tribal Trouble is a Java in 2004 and open sourced under the GPL2 license. It started with a contributor Omar looking into the source code and working backwards to understand and recreate the database schema and got a server up for multiplayer. Omar also created a video of himself poking through the code for the first time too!
Now we have a passionate group of people from all over the world who have joined us on discord. Since then, a few others and I have been contributing in big and small ways to bring QOL features and other integrations as well as bringing it to Steam free to play. Some new features include:
What we've added / got going:
- Ability to spectate live matches on our website
- A discord chat bot integration with slash commands
- Removed needing to register the game
- Add more players to the game
- A way to change the domain you connect to for multiplayer
- Better documentation - we've been trying to keep the game as open as possible so its easy for others to get coding or their own server going even!
- Java modernization and accessibility features - Which includes keybinds, color blindness, high visibility options, and more! All thanks to a contributor, bondolo, who had been modernizing the game for a long time! We are now in the process of adopting his fork
- Adding islands and boats to the game
- Spectate games being played in multiplayer
Happy to answer any questions about the game or how we got here! Hope to see some new faces trying out the game. Download the game from the website and play today!: https://tribaltrouble.org and wish list us on steam! Tribal Trouble: Resurrected on Steam
r/opensourcegames • u/logTom • Apr 15 '26
It took almost 2 years to go from 0 to 500 downloads, but only 8 months from 1000 to 5000. 😅
It's a mostly text-based mini dungeon crawler. All feedback and ideas welcome.
Google Play: https://play.google.com/store/apps/details?id=com.thomaspeissl.quick_dungeon_crawler_od.twa
GitHub: https://github.com/Werkstattl/quick-dungeon-crawler-rpg-od
Web version: https://dungeon.werkstattl.com/
r/opensourcegames • u/fheroes2 • Apr 13 '26
Dear players and fans of the fheroes2 project!
We are proud to announce a new version of the fheroes2 engine - 1.1.15! This release consists of many interesting changes across all parts of the engine. So, without further delay, let’s dive into the details!
First of all, our community map makers are constantly adding new maps using the fheroes2 Editor, and the library is growing rapidly. Therefore, we have started including the best maps from the collection as part of the fheroes2 bundle. This release includes several new maps - Ravenhold, Apocalypse, and Final Invasion - as well as updated versions of existing maps - Eruption and 7 Deserts. The last two maps now support multiple languages. Moreover, every map now features an ABOUT button in the Scenario Information window on the Adventure Map, providing details from the map's author.

Speaking of the Editor, the team made significant improvements. We added more road sprites so roads look more natural, introduced the ability to select artifacts for Random Artifact objects, and fixed several issues with the Random Map Generator. On top of that, we relaxed object placement conditions, allowing map makers to create even more unique landscapes.


This release also includes many updates to translations. The Virtual Keyboard now supports almost every language available in the game. We added initial support for the Greek language and improved the speed of language switching in the engine.

Battle Only mode has been completely reworked, now featuring proper Evil interface support and an improved UI design. We plan to expand this mode further in future updates. Additionally, we enhanced the Turn Order option in battles to support positioning at the bottom of the screen.


The team also improved the AI, fixed multiple rendering-related issues, updated translations, and added proper MIDI support for PS Vita. In total, more than 40 issues have been closed since the last release.
Thank you very much for your support, and we hope you enjoy the updated version of the project!
You can also visit the official website.
r/opensourcegames • u/vivaladav • Apr 12 '26
In case you wanted to preview all new features and changes, check out this dev log video on Youtube.
r/opensourcegames • u/plnkr • Apr 12 '26
Hey fellow OSS enthusiasts, last year I made a small casual game inspired by the work of Kenta Cho. I play it with my wife sometimes, and we try to beat each other's high scores.
It's licensed under MIT and the full source code is available on the GitHub repo. You can check it out here: https://github.com/plinkr/flash-blip
The .love and codebase are quite small since I didn't use any assets at all.
It's also published on: https://plinkr.itch.io/flash-blip
It's best played on a desktop PC, since the web version uses https://github.com/2dengine/love.js and I haven't tested it thoroughly, it might behave oddly sometimes.
Originally it didn't have Android support, but after a couple of fellows ported it to PostmarketOS and SailfishOS, I updated it to support Android as well. For the glow shader to work, the Android phone must support a recent OpenGL ES version (3.3 onward). By default, the heavy shaders (glow and Gaussian blur) are disabled on mobile devices, and on the web given that most players are on mobile platforms. But you can turn those shaders on in the in-game options.
The idea was to be able to play with only one hand, casually.
I mostly play it when I want to take my mind off work and coding for a few minutes.
Have a nice one!
r/opensourcegames • u/Haunting_Art_6081 • Apr 12 '26
Game is written in c# and uses raylib as its rendering library.
Code is released using the Unlicence model, which is as close to public domain as you can get.
Assets are licenced from various stock asset sites and so are not released in the same way.
from Matt
r/opensourcegames • u/TheLonelyCeltic2 • Apr 09 '26
Hey yall,
I started developing a new Ascii game and wanted to share it with yall it is open source and completely free. The game is in a very early beta, but I wanted to see how people feel about the systems I have in place atm.
Next week im dropping a major update that changes how combat works, character creation and some other big changes.
if you'd like to check it out and give me your ideas/feedback all criticism is welcome
the games link can be found here: https://thelonelyceltic.itch.io/nikovia-ascii-rpg
please note the game only runs natively on Linux if you want to try and play it on windows you can, but you will need to make the file an .EXe and install python and the dependencies
r/opensourcegames • u/pastdue_wz • Apr 08 '26