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PSX Souls

wormsparty

Made with ClaudeDeveloper ReportedReddit (u/wormsparty5) ↗ActionBrowserGitHubPartially verified

A PlayStation 1-style souls-like with seven bosses and two-player online co-op, playable in the browser. The developer says the game was generated by Opus in an afternoon.

Where to play

Official site wormsparty.github.io, verified Nov 3, 2026. Linked as the playable version in the developer's Reddit post, together with the repository; it is the GitHub Pages site of the repository owner wormsparty.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • BrowserReleased · Prototype; the developer does not intend to update itFree

    Runs in a desktop browser. No download.

    Browser (no download) · Official link verified Nov 3, 2026.

    Play free — official site
  • GitHubReleased · Source code (MIT or Apache 2.0); builds natively for Linux, Windows and macOSFree

    Download from the GitHub releases page.

    Desktop · Official link verified Nov 3, 2026.

    View on GitHub

About PSX Souls

PSX Souls is a free, open-source souls-like combat prototype in the style of a PlayStation 1 game. From the Lamplighters' Square, a checkpoint hanging above the void, a long path of bridges and platforms guarded by dogs and puppets leads past one corridor per boss, each ending in a fog wall, to a great door that opens once all seven bosses are beaten: the Carousel Automaton, the Soot Wyvern, the Butcher and his two dogs, the Wick-Trimmer and the Anvil, the Great Marionette, the Rimeback and the Dead-Hearth Giant. Combat is about telegraphed attacks, perfect guards, dodges, stamina and staggering bosses, with two weapons (a rapier and a greatsword), healing flasks, consumables, a talisman and braziers to rest and travel between. Two players can play online co-op in the host's world, peer to peer, with tougher enemies for two. It runs in the browser or natively on Linux, Windows and macOS, with gamepad or keyboard and mouse, in English or French, and lets you choose a 240p PS1 look or a 480p modern one. The developer says they asked Claude Opus to create the game, that it came to life in a single afternoon, that the main gameplay is mostly unchanged from the initial generation, and that they could never make anything fun by themselves, or it would take too long to be worth it. Every model, animation and sound is generated by scripts in the repository. The code is dual-licensed MIT or Apache 2.0, and the developer says they do not intend to update it.

souls-likeboss-rushpsx-stylelow-polyonline-co-opbevyrustwasm

How it was built

Partially verified
ClaudePrimary

In a post on r/aigamedev titled “PSX souls-like with Opus” (11 Oct 2026, UTC) the developer writes: “My new favoring thing is asking Opus to create PSX-styles games.” The README says the prototype “came to life in a single afternoon, thanks to how far AI has come”, that the main gameplay is mostly unchanged from the initial generation, that naming an existing boss from any game is enough for a low-poly boss with a similar look and gameplay to appear, and that the Marionette came from leaving the AI free to invent a boss. The developer adds that they could never make anything fun by themselves, or it would take too long. Neither source names a Claude product or model version, or gives a code share.

Supporting evidence
  • DeveloperREADME: “A souls-like combat prototype that came to life in a single afternoon, thanks to how far AI has come”; “The main gameplay is mostly unchanged from the initial generation.” — GitHub (wormsparty)
Development approach

Per the README, written in Rust (edition 2024) on the Bevy 0.19 engine, built natively and for the browser through WebAssembly. The simulation is deterministic at 60 Hz, which lets the two-player online co-op use peer-to-peer rollback (GGRS over WebRTC with matchbox). All gameplay values sit in hot-reloadable RON files. Every asset, from models, textures and animations to sounds and the bitmap font, is generated by scripts in the repository (Blender 5 and Python 3, synthesised sound effects). The developer says the gameplay is mostly as first generated by Opus.

Engine / framework
Bevy
Languages
Rust
Team size
Not disclosed
Initial build time
A single afternoon for the prototypeDeveloper ReportedGitHub (wormsparty)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
Not disclosed
“This prototype is a dream come true in the sense that I could never make anything fun by myself, or it would take so much time it wouldn't be worth it.”
— wormsparty, wormsparty/psx-souls — README and Cargo.toml

Verification notes: The AI claim comes from the developer's post on r/aigamedev by u/wormsparty5 (11 Oct 2026, 12:13 UTC), read from the Arctic Shift Reddit archive, and from the repository README, read through raw.githubusercontent.com on 4 Nov 2026 (the GitHub API was not available to us, so stars and commit history are unchecked). Neither source says in so many words that Opus wrote the code; the post says the developer asks Opus to create the games, and the README describes the gameplay as mostly unchanged from the initial generation. “Opus” is taken as Claude Opus; no product or version is named. The Reddit name wormsparty5 differs slightly from the GitHub account wormsparty; the post links both the repository and the play page. Bosses, combat, co-op, controls, options and languages come from the README; the licence (MIT or Apache 2.0) from the README and Cargo.toml. The README says bosses can be made by naming an existing boss from any game; the seven boss names are original, and no source says which, if any, existing bosses they were modelled on. The browser page loads a Bevy WebAssembly build; co-op uses matchbox's public signalling server. Nothing in the sources describes AI used during play (boss and enemy AI is game logic). Release date, team size and location are not stated. The game was not played.

Development history

  1. Shared on r/aigamedev with seven bosses, playable in the browser, with the source code on GitHub.

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

Browser (official site)

Released (Prototype; the developer does not intend to update it)FreeOfficial site

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.

GitHub

Released (Source code (MIT or Apache 2.0); builds natively for Linux, Windows and macOS)FreeStore page

No public metrics recorded for this listing.

Not publicly available: GitHub stars.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
PSX souls-like with Opus (r/aigamedev)
Reddit (u/wormsparty5)
Social postOct 11, 2026Nov 3, 2026
wormsparty/psx-souls — README and Cargo.toml
GitHub (wormsparty)
RepositoryNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 4, 2026OfficialDeveloperThird-PartyObservedUnverified
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