Bound In Darkness (2026) by artefacto for Atari 2600.
A wizard hunts four magic cubes per maze, with a limited supply of spells to keep ghosts and demons at bay. Set the difficulty switch to A for faster enemies.
Source
Bound In Darkness (2026) by artefacto for Atari 2600.
A wizard hunts four magic cubes per maze, with a limited supply of spells to keep ghosts and demons at bay. Set the difficulty switch to A for faster enemies.
Source
Surface (2026) by ditlew for Commodore 64.
A speedrunner’s platformer with a built-in timer: rooms shuffle every run, so speed and memory both count. Not easy, and the grey-shaded look deserves a try.
AI disclosure: Artificial intelligence was used in the making of this game.
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Fresh Coat (2026) by JJ for Commodore 64.
Paint every floor tile of the maze while grubs smear your work off and a muddy-footed crow leaves prints. Eight mazes, one bomb at a time.
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Frankenstein 2 (2026) by ready64 for Commodore 64.
The professor climbs ladders and platforms to reach the main power switch while Frankenstein lobs rolling bottles, flying hammers, saws and screwdrivers. 11 levels, easy for the first six, then the tools join in
AI disclosure: Artificial intelligence was used in the making of this game.
Source
Crystal Pepsi: Clear The Way (2026) by 1412 Games for Nintendo Entertainment System.
A 24-aisle platformer set on the December 14, 1992 launch of Crystal Pepsi. You play the clear bottle: stomp the brown fizz, hop shelves, reach the cooler. Five lives, continues on the aisle you fell.
AI disclosure: Artificial intelligence was used in the making of this game.
Source
Heroes of Sokoban (2026) by Emanuele Feronato for Commodore 64.
A puzzle game with all 22 levels of the original, redrawn in hires with two-color hardware sprites, sound effects for every action and a level code system the original lacks
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Arka Jon (2026) by Juan Eguรญa for ZX Spectrum.
Break every brick across 8 hand-designed stages, catching capsules for shot, triple ball, extra life and more.
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Re:Call (2026) by Steve Higgins for Amiga OCS.
Made in AMOS, it puts your memory to the test on a circuit board of familiar chips: watch the CPU send signals to Agnus, Denise, Gary and Paula, then click them in the same order.
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RGB Gets Ready (2026) by SpectrumNez for ZX Spectrum.
Boxes everywhere, gamers breaking the machines and kids hopped up on sweets: ten levels of setting up a hall before the doors open, and a coffee for speed
AI disclosure: Artificial intelligence was used in the making of this game.
Source
Blue vs Red (2026) by K. Patronas for Commodore 64.
Two armies, ten unit types and 32 maps across a 32-mission campaign, with fog of war, ambushes and a rally meter that buys your whole army one more move.
AI disclosure: Artificial intelligence was used in the making of this game.
Source