r/opensourcegames • • 1h ago

Cheating is mandatory: browser CS 1.6 where every player has aimbot and wallhack

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• Upvotes

Since I was a kid in a computer club I wanted to know what it feels like to be "that guy" who shoots through walls. Every real server bans you, and downloading random cheat .exe files is a great way to get a virus.

So I built a browser version of CS 1.6 with dedicated cheat servers: aimbot (hold F), ESP, glow, radar, no recoil, no flash, auto-bhop — for everyone. Turns out when the whole server is cheating, the smartest player wins, not the best aim.

There are normal (rated, anticheat) servers too: dust2, inferno, nuke, office, italy, GunGame, Zombie, HNS, surf, bhop, with or without bots.


r/opensourcegames • • 22h ago

Non-OSS Assets Orion2 Redone - Master of Orion 2, 30 years later

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8 Upvotes

r/opensourcegames • • 1d ago

Pocket Circle: an open-source, ad free collection of local multiplayer party games

12 Upvotes

Hey everyone!

I wanted to share Pocket Circle, a free and open-source project I originally started for game nights with friends.

It currently includes four party games, all designed around sharing one phone in the same room.

There are no accounts, ads, analytics, tracking, or gameplay network requests. Player profiles and statistics are stored locally in the browser.

The code is released under AGPL-3.0-or-later.

Play: https://lucasforza.github.io/ImpostorGame/

Source: https://github.com/LucaSforza/ImpostorGame

I'd love to see more small, genuinely free games that don't depend on advertising or subscriptions.


r/opensourcegames • • 2d ago

Tribute to Master of Orion II: Starlord

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4 Upvotes

r/opensourcegames • • 3d ago

openSEEK, a reimplementation of the DOS game Seek&Destroy, takes off today

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18 Upvotes

r/opensourcegames • • 4d ago

Raptor: Call of the Shadows (1994) OpenSource Web Remake

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10 Upvotes

r/opensourcegames • • 4d ago

Unclear Licensing Teasing: Project Sandover

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11 Upvotes

r/opensourcegames • • 3d ago

CubeWars- might become a deep strategical game someday 0:)

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0 Upvotes

Hi, I’m building Cube Wars: a free, open-source, turn-based strategy game where you can reshape the battlefield. Build bridges, dig through hills, or flood your opponent’s mine.

It’s playable in your browser and still rough. I’d love players to try it—and people to experiment with new rules and mods.

Play: https://cubewars.io/

Code: https://github.com/dos884/block_wars


r/opensourcegames • • 6d ago

Poker double or nothing, for desktop, android, open source and available on steam

4 Upvotes

I made this:

Made this mostly using claude web site, using free account, so there was a lot of waiting. A bit of codex and muse agents too.

Wallpapers are created using gemini, later removed mark. You can still see it in the steam trailer, though :)

Now, about the game:

Play Poker Double or Nothing, and double your credit by correctly guessing next card and the gambling phase. The game supports custom community-created graphics packs, including cards and wallpapers

Source code is available, and you can buy it on steam for $2. currently there is a discount.

Steam link: https://store.steampowered.com/app/4701190/Poker_Double_or_Nothing/

Source code: https://github.com/dbojan/poker_double_or_nothing

There is an android version, too. (apk on the github page)

Made using Godot Engine.

Community packs: additional card packs ans wallpapers (unpack in Documents/pokerdon):

https://github.com/dbojan/cards


r/opensourcegames • • 6d ago

I made a remaster of Pinball Fantasies with modern graphics and online Hall of Fame

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41 Upvotes

Pinball Fantasies is undoubtedly my favourite pinball game ever. I've played it a lot in the 90s, and some time ago I started what was supposed to be a little hobby project to make it run natively on modern machines.

Well... it got a little out of hand :)

This is Pinball Fantasies: Encore!, a native C++20/SDL3/OpenGL remake for macOS, Windows and Linux.

It uses the original game files for all four tables' physics, rules, dot matrix, music, sounds, etc. and once you confirm that you legally own the original game, it will download the correct files for you from a preservation site.

The project actually started with the graphics. I wanted to remaster Pinball Fantasies while keeping the game underneath as faithful to the original as possible.

The artwork isn't simply upscaled or filtered. The tables have been reconstructed at high resolution while keeping the original geometry and positions, lots of editing and stitching in Photoshop. Press F10 at any time and you can instantly switch between the original and remastered graphics.

But making the game underneath behave exactly like the original turned into a much bigger rabbit hole.

I built a small referee capable of running the original table programs, then wrote the Encore engine by from scratch in C++. Both receive exactly the same inputs and, after every frame, I compare their memory byte-for-byte.

* Needless to say, when I say "I built", keep in mind the vast majority of the code was written by Claude.

The tests run hundreds of 100,000-frame/~30min games on all four tables, trying random flippers, nudges, tilts, multiplayer, trigger zones, high scores, etc. I can even compare the rendered screens dot-for-dot.

Ironically, the process also uncovered 30+ behavioural differences/bugs in that Rust implementation.

That became the entirely new engine used by Encore since 1.1.0.

The write up of the whole reverse-engineering process is here:

https://github.com/pedrocatalao/pinball-fantasies-encore/blob/main/docs/own-engine.md

There's also a CRT renderer (F9), a Tall full-table mode made for a widescreen monitor rotated 90°, and an online Hall of Fame where the server actually replays your recorded game to validate your score.

And you can also download the game replays from of the high scores and drop it into the game to watch them.

The project is free and open source. Nothing from the original DOS game is included in the repository.

You can download it, see the original/remastered comparisons, check the online high scores, replays, etc. here:

https://thebestpinball.com

Source code:

https://github.com/pedrocatalao/pinball-fantasies-encore

Hope you give it a try and enjoy it as much as I do. :)


r/opensourcegames • • 7d ago

openbounty: The Glory of Rome is now in open play-test beta

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17 Upvotes

r/opensourcegames • • 7d ago

Game of Ur - Windows and Linux (Arch, Debian)

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8 Upvotes

Hello!

I just published my open source board game adaptation, called Game of Ur, on Itch. Please head on over there and give it a try!

Game of Ur is a 3D computer adaptation of an ancient competitive 2-player board game, perhaps the oldest one known in history. This version in particular implements rules theorized by British Museum Assyriologist Irving Finkel to have been used in ancient Babylonia, in a paper titled "On The Rules for Game of Ur."

I've been working on this for a while now, 4 years almost. Most recently, I added sound effects and music to the game, and made the game UI dynamically resize and reposition itself with changes to the game window. I've also packaged the game for Linux (Arch, Debian), and Windows! So you should be able to download, install, and run it, hopefully without much trouble.

The game is fully open source, and it runs on my ToyMaker engine. I felt it would be fitting for the first game I've ever made to also be a digital version of the first game in history. You can find the source code for the game both on Itch, as well as on the game's repo.


r/opensourcegames • • 7d ago

Spinlings: a creature game inside Claude Code with a shared TypeScript engine

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0 Upvotes

r/opensourcegames • • 7d ago

I Rebuilt Blockland From Scratch - Blockland ReImagined

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2 Upvotes

Blockland was a multiplayer building sandbox from 2007 that I used to play, and I've spent a ridiculous amount of time rebuilding it from scratch.

I finally got it far enough along to make a proper showcase. Building, multiplayer, vehicles, weapons, bots, minigames, destruction physics, old saves, Add-Ons, mirrors, portals and a bunch of other stuff are working now.

The game is free and open source and currently runs on Windows, Mac and Linux.


r/opensourcegames • • 8d ago

Non-OSS Assets Ported game "Discord times" to open source engine in Rust

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5 Upvotes

r/opensourcegames • • 8d ago

I reverse engineered Atomic Bomberman (1997) and rebuilt it as a modern open-source game, with online multiplayer. Version 1.0 is out

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84 Upvotes

Up front: this was made with an AI coding agent. Both the reverse engineering and the new code were done with Claude Code (Anthropic's coding agent), which I directed.

Atomic Bomberman is the 1997 PC Bomberman by Interplay: ten players on one screen, chaotic powerups, and a lot of shouting. It was written for Windows 95, and its network mode used IPX and serial cables, so playing it with friends today is a chore.

So this project does two things:

  1. Reverse engineers the original. The executable, its data formats and its behaviour were studied and written down, with the evidence for each rule.
  2. Rebuilds it as a new program in modern C++ (SDL3 and OpenGL), with its rules taken from that study rather than by translating the old code.

Version 1.0 is now out for Linux and Windows.

GitHub (source, downloads, documentation): https://github.com/elraro/atomic-bomberman

What you get

  • The original's rules: kicking, punching, grabbing and throwing bombs, trigger and jelly bombs, lines of bombs, nine diseases, 13 powerups, the closing walls at the end of a round.
  • All 11 levels, with their arrows, conveyor belts, warp holes and trampolines.
  • Up to 10 players: keyboard, gamepads and computer players; free-for-all or teams.
  • The hidden extras of the original: campaign mode, the bonus roulette, and the level editor.
  • Online multiplayer, which is new (see below).

It plays without the original game

No original files are included, and you don't need them. With no copy of the original on your machine, the game runs on its own free set of graphics, sounds, music and arenas. All of it is generated by the program's own code: little robots instead of the original characters, synthesised sound effects, even synthetic robot voices.

If you own the original (installed, or the CD), one command imports its data and you get the original graphics, sounds, music and every original arena.

How the multiplayer works

The original's network code was not reproduced. The new mode is client-server over TCP/UDP:

  • One player hosts from the menu, or you run the included dedicated server on a machine that is always on.
  • Lobby with seats, match settings and chat. Games on your LAN are found automatically.
  • Up to four players can share one computer in an online game.
  • The server runs the game; clients send only their key presses. Your own moves are shown immediately and confirmed by the server a moment later.
  • Connections are encrypted, and what is hidden under the bricks stays on the server until it is revealed.
  • If your router won't let a port through, the game tries to open it by itself, and there is a relay option as a fallback.

How it was made

  • The original was taken apart in Ghidra, and then run side by side under Wine with scripted key presses, to check the rules were understood correctly. For example, the bomb fuse is exactly 2.000 seconds, measured on 84 bombs.
  • One fun finding: the original has no frame limiter. On a modern machine it runs at around 960 frames per second, which quietly changes every rule that counts frames instead of time.
  • The computer players follow the original's own decision list, down to its quirks.
  • The repository has the full reverse-engineering journal, the behaviour specifications and the tests.

Being honest about its state

  • It's a first release with little play-testing. Expect rough edges.
  • Online play has only been tried on a small scale.
  • The free sounds and voices are computer-generated and need tuning.
  • The network encryption is home-made and hasn't been reviewed by security people.

This is an unofficial, non-commercial fan project. It is not affiliated with Interplay, Hudson Soft or Konami.

Bug reports and feedback are very welcome on GitHub.


r/opensourcegames • • 11d ago

My open source game engine: Abyss

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7 Upvotes

r/opensourcegames • • 11d ago

[Devlog] Burning Heart (a narrative campaign for 0 A.D.)

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19 Upvotes

r/opensourcegames • • 11d ago

For all the gamers out-there (OpenGameLuncher)

3 Upvotes

Hey everyone. Made a small little open-source game luncher for open-soruce games.

So its easier to hop into them, and keep the games updated. Feedback appreciated 🤝

https://fabianbuilds.com/opengamelauncher

https://github.com/fabianfreund/OpenSourceGameLauncher


r/opensourcegames • • 12d ago

Started an Open Source RPG engine

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30 Upvotes

r/opensourcegames • • 13d ago

Just released an alpha version of the game i was developing. Its a fun math demo and very familiar to those who have play minecraft - 3DGameOfLife

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6 Upvotes

r/opensourcegames • • 13d ago

OpenXeen - Unfinished World of Xeen Engine Replacement

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24 Upvotes

r/opensourcegames • • 13d ago

Grudgelands Luanti MMO now public

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8 Upvotes

r/opensourcegames • • 15d ago

Non-OSS Assets OpenSC2K - Open Source remake of Sim City 2000 using godot. Available for macOS, Windows and Linux

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94 Upvotes

r/opensourcegames • • 15d ago

Self Hosted Poker Tournament with voice and video chat for 2 to 8 players (with optional bots)

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9 Upvotes

Some friends and I liked to play poker when we were at school, but now we moved away it is no longer possible to do this in person. The online options either wanted accounts, had ads, or felt more like a casino than a game night. So I built our own thing: one poker table in the browser, voice and video chat built in, everybody opens the same link and sits down.

It's No-Limit Hold'em tournaments for 2–8 players. If you're short on people, bots fill the empty seats (they all play differently).

The part I had the most fun with is all the little stuff that happens around the table:

- you can bring a cigar, a vape, a cocktail or a whiskey to the table and play with it

- click someone else's chip stack and it falls over. Only they can clean it up (yes, this gets old never)

- trophies that stay next to your cards for the whole tournament, like winning with 7-2 or losing with pocket aces

- when the river decides an all-in, the camera zooms in, there's a heartbeat and the card gets peeled up slowly. Winner gets a fanfare, loser gets the sad trombone

- in heads-up all-ins it shows everyone's odds and outs street by street

There's also a large print card mode and a four-colour deck for people who have trouble reading the cards (looking at you, Robin), and it works on phones (portrait). UI is in English and German.

Tech-wise it's Node/Express + Socket.IO on the server, three.js on the client, no build step. Voice/video is plain WebRTC. Pretty much everything is generated in code – table textures, chips, all the sound effects – only the J/Q/K card art are images.

To be upfront: I wrote it together with Claude (the AI), which did a lot of the actual coding. I was the one playing way too many test hands and complaining about stuff.

It's play money only, no accounts, no tracking. You run it yourself: `npm install && npm start`, or there's a Docker Compose + Caddy setup since browsers need HTTPS for the mic. My personal setup is via dokku on an AWS EC2 linux server.

Repo (MIT): https://github.com/DerKobe/PokerCrew

There's no public demo right now because it's a single table and you'd end up in someone's game – working on that. Happy to hear feedback, especially from people who've built multiplayer browser games before.