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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95 Upvotes

r/opensourcegames • • 23h ago

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

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9 Upvotes

r/opensourcegames • • 8d ago

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

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6 Upvotes

r/opensourcegames • • 19d ago

Non-OSS Assets I made my Godot rythm game open-source

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8 Upvotes

r/opensourcegames • • Aug 31 '26

Non-OSS Assets I open sourced my game, Endless Waves Survival

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18 Upvotes

r/opensourcegames • • Sep 03 '26

Non-OSS Assets Classic JRPG 'Blue Dragon' gets an unofficial open source native PC release

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15 Upvotes

r/opensourcegames • • Sep 03 '26

Non-OSS Assets Star Wars Episode I: The Phantom Menace preservation project OpenPhantom adds Linux support via Wine / Proton

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22 Upvotes

r/opensourcegames • • Jul 26 '26

Non-OSS Assets OpenLoco v26.07 Released: New Zoom Levels, Cargo Statistics, Performance Improvements & More

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50 Upvotes

r/opensourcegames • • Jun 25 '26

Non-OSS Assets Arma: Cold War Assault Remastered out with a demo and it's open source

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30 Upvotes

r/opensourcegames • • Aug 09 '26

Non-OSS Assets Play Command Conquer Generals on your Browser

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15 Upvotes

r/opensourcegames • • Jul 13 '26

Non-OSS Assets jminequest, my remake/clone of an old mobile game is now open source

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20 Upvotes

r/opensourcegames • • Dec 17 '24

Non-OSS Assets FISHAO

23 Upvotes

There once was a Flash game named Fishao. That game made all my childhood. Anyways, does any of you have the source code in ".json". I've got some of the main SWF files but as I don't have all the files completed I cannot run the game.

r/opensourcegames • • Apr 13 '26

Non-OSS Assets fheroes2 1.1.15 has been released (open-source recreation of Heroes of Might and Magic II)

41 Upvotes

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 • • Mar 25 '26

Non-OSS Assets Join for the spaceship building mechanic playtest of my Linux-native scrappy-realistic space sim - Junkyard Space Agency

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14 Upvotes

r/opensourcegames • • Oct 25 '25

Non-OSS Assets Making Social Finance Work for Open Source (Games)

12 Upvotes

This is just a brief introduction to some ideas I'm building into PrizeForge, a new take on social finance that is particularly suited for open source.

Problems I started with:

  • Kickstarter has no accountability because the lump sum is controlled by the campaign creator
  • Patreon has no coordination. There's no threshold like with Kickstarter. It's basically volunteer if nothing can be put behind a gate, so it can't work well for open source.

In addition, I wanted to extend fund-matching in two dimensions, creating implicit cooperation between huge B2B budgets and everyone on down, from SMEs all the way to individual pro-sumers and casual users. The initial prototype is Elastic Fund Raising. Big funds don't fully move until lots of almost-as-big funds move together with them. By moving together, we're not just volunteering.

Delegation is a Game Changer

Social finance platforms also suffer from a catastrophic source of inefficiency: If there are N projects to evaluate by M users, then N x M decisions must be made. To make this more efficient, I decided early on to use a new kind of "social delegation" system. The "social" part is to enable filling the inevitable gaps with reasonable fallbacks and robust behaviors that make corrupt actions self-limiting.

Production Finance: Scratching Our Big Itches

One of the core ideas I want to focus on is what I'm calling production finance. It's a really simple addendum to ESR scratch-your-own-itch theory: When a lot of people (especially those who can't program) have the same itch, it doesn't make sense to wait for someone to scratch it for free. Especially bigger itches than one programmer will tackle alone can take forever even if hundreds of millions of people have the same itch.

Social finance 101 is to bundle people together until the value they expect to receive is much greater than the cost of producing or updating the valuable thing. The cost stays the same, but as we add people, the value captured by all the users goes up. Coordinating that finance of production is all that is required to make what is unreasonable to the individual into an obvious decision for a million users.

Production Finance makes sense whenever value capture is difficult, meaning situations where it's hard to put the result behind a gate and charge money for it. Open source absolutely fits that description. Instead of building a gate, we spend money to compensate and motivate production. In the future I want to work on tools that will allow more well-defined relationships. For now it's totally non-binding.

For something to make sense in production finance, there doesn't need to be a business or sales model at all. The value received from the production proceeding only must be greater than the cost. Given the tremendous economies of scale of software, that is an easy condition to hit for a lot of open source.

Toward Viability

In addition to a really basic initial implementation of Elastic Fund Raising, I've just added support for multiple streams. Each Stream that matches over $1000 will receive delegate(s) who will spend money on things that make that ecosystem stronger. Since we're just trying to motivate people to do first contributions and to release cool things a little more frequently, and since the agreements are non-binding, it really is like a weekly prize. If the affected communities feel like these prizes are effective, we are beginning to have a working service.

Raw Startup

These new pilot Streams I'm introducing on are also the milestone where I decided I was going to recruit co-founders again. In other words, I am still soloing everything for the near future. Things are changing fast and usually only half-implemented before changing again. That's the only way this kind of aggressive innovation usually survives.

You can follow the development on r/prizeforge though I've been making most updates on a bluesky recently. I think activity will pick up on both Reddit an our YouTube as I start introducing each stream, starting with Lem.

I'm going to crash since It's 2am in Busan, so catch you all later. Btw, I just deployed, so there is almost definitely some thing things that are really badly broken. Tomorrow is another day.

r/opensourcegames • • Jan 21 '26

Non-OSS Assets Machines: Wired For War (1999 RTS, open-source community fork) v1.7.4 released - Mod support, WASD Camera & Bugfixes

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26 Upvotes

r/opensourcegames • • Dec 21 '25

Non-OSS Assets OpenLoco version 25.12 (with 64-bit builds!) - An open-source re-implementation of Chris Sawyer's Locomotion

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37 Upvotes

r/opensourcegames • • Dec 24 '25

Non-OSS Assets VCMI 1.7 is now available as new version of this open source HOMM3 remake

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19 Upvotes

r/opensourcegames • • Nov 10 '25

Non-OSS Assets People’s Football Experience - A free and open source football project under development

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16 Upvotes

Wanted to share a project I recently started working on. Due to the potential acquisition of EA by Saudi Arabia Public Investment Fund and Football Managers recent mistakes, I wanted to create a Free and Open Source alternative football game for all the fans of football around the world to enjoy. This game is licensed under the GNU General Public License in hopes to encourage a whole ecosystem of free football material.

The first release is a simple implementation of International Matches, but the future development will be decided by the playerbase. While any feature or game mode can be added, all future features most follow the 5 pillars or core principles this game was built on in order to maintain its FOSS status 1. Free to play 2. Open Source 3. Fully customizable 4. Inclusive and Accessible 5. Single Player Focus First

This project is still very early in development but I hope to gather a global community that would love to create a football game made by fans, for fans.

Feel free to ask any questions below :)

GitHub Repo: https://github.com/PeoplesFootballExp/Peoples-Football-Experience

r/opensourcegames • • Sep 30 '25

Non-OSS Assets Apart from graphics and sound assets, OpenLoco is now a complete reimplementation of Chris Sawyer’s Locomotion

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34 Upvotes

r/opensourcegames • • Jun 03 '25

Non-OSS Assets We're making a game with open code and proprietary assets, and want it to be moddable, while also protecting our interests. Need a community check of the license draft before going to the legals with it.

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31 Upvotes

r/opensourcegames • • Mar 02 '25

Non-OSS Assets I just released Abuse without frame lock (a DOS game from 1996)

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24 Upvotes

r/opensourcegames • • Mar 04 '25

Non-OSS Assets WinTex: a Windows-native game engine for Under a Killing Moon and (eventually) The Pandora Directive

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15 Upvotes

r/opensourcegames • • Aug 20 '24

Non-OSS Assets Descent 3 Community Port 1.5.0 (First Release)

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28 Upvotes

r/opensourcegames • • Apr 16 '24

Non-OSS Assets Descent 3 by Outrage Entertainment

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27 Upvotes