ROADTZE - a short demo put together in quite a hurry, released at Assembly Summer 2026.
Placed 1st in the Fantasy Console compo!
The skills of the usual suspects are once again utilized as follows:
- tiniest trifill by p01 from the Trifill Thunderdome
- Picotool for minification
Runs perfectly on v0.2.7!
Video capture:

While working on other projects, I needed a way to quickly design and iterate icons to put in menu items.
These icons are encoded as P8SCII strings.
This app allows you to easily draw an icon, copy and paste it in our code. It shows a preview of the 8 bytes value and how the icon will appear when printed.
The visual design is inspired by G2P0's Fillp Editor, a very usufull app that you should check out!

Hello again! ATTACK AXIS is an unorthodox fighting game where you have to battle for control of your ship.
I've been having a lot of fun playing this against friends, and I've also included a CPU player in case you wanted to try it out alone. Be warned, the CPU is pretty tough!
If you want to tweak the game length, there are additional settings in the PICO-8 menu too.
Have fun! :D

Bobo wants to meet Bobo God.
Help him PFFF his way to heaven, collect hotdogs to refill his power, and avoid increasingly evil cats.
You have 3 lives, but don’t worry: Bobo is surprisingly difficult to kill permanently.
Controls:
⬅️ ➡️ Move
🅾️ PFFF
❎ Continue
Made in PICO-8 by Daniel Gabela.
AI disclosure:
I used AI assistance while programming some systems that were beyond my current PICO-8 knowledge. The concept, pixel art, music, game design, testing and creative direction were made by me.

speedy thing go in, speedy thing come out
(REQUIRES MOUSE)
click on specific areas to teleport to the cursor. Depending on the type of area you clicked, different things can happen with your momentum.
Gray walls: do not hinder momentum at all
Red walls: stop all momentum
Arrow walls: redirect your momentum
- a no-mouse mode exists via pause menu but is highly impractical
I would appreciate feedback, but please don't mention any of the obvious exploits! This is a work in progress, so I have not programmed many limitations yet, such as a limits on speed or height.
New to postcarts. I'd love to see a shorter version to learn from!
It's meant to be a slice of hills but it looks more like a ribbon.
(272 chars)
q=pal q(1,-15,1)q(2,1,1)q(3,-13,1)q(4,3,1)q(5,-5,1)q(6,11,1)q(7,-6,1)q(8,10,1)fillp(23130)h=function(x,y,a,b,c)line(x,y,a,b,c)line(x+1,y,a+1,b,c)end::d::t=time()/4cls(1)for p=-21,149do l=sin(p/100+t)v=8-l*6.9h(p-(p-64)/4,l*10+48,p,l*10+80,ceil(v/2)*17+v%2)end flip()goto d |

Do you wanna make games for a fantasy console?
TIC-JAM is the perfect time to do it!
It's beginner-friendly, and it's moderately long (5 days!).
It starts on the 10th of August, but you can join now for more SUSPENSE!!
The theme will be announced on the 6th, and you can start working on your game then!
And there is a bonus theme... that is optional... but it may enhance your score!
Join at https://itch.io/jam/tic-jam-826!
If you want to get started with a fantasy console before TIC-JAM starts - we recommend PICO-8 or TIC-80.
They're the only 2 allowed for now, anyway.
PICO-8: this link
TIC-80: this link 2

Serendipity
An interactive 3D celestial cartography experience for Picotron.
About the Program
(v0.1) is an early-stage.
(v0.2) Added some moons and all the planets from solar system.
(v0.3) Fixed some bugs, colors changes and sound added.
Serendipity - Azimuthal Star Map is an interactive digital planetarium and 3D star mapping tool. It projects the celestial sphere using a full azimuthal grid, allowing you to explore all 88 official International Astronomical Union (IAU) constellations, along with background stars and reference bodies.
Featuring smooth camera navigation, real-time search, and detailed star catalog data, this application turns your Picotron workspace into an astronomical observation post.
Controls Guide
-
Open / Close Menu: Press TAB to toggle the side search panel.
- Search / Filter: When the menu is open, type directly on your keyboard to search for any star or constellation.
Hey everyone! Just wanted to share the latest update for my platformer Fox Fall Adventures. The new world is called Clown World — a bright, chaotic circus-themed stage packed with flaming hoops, tricky platforms, spikes, and some very goofy clown monsters. You play as a little fox who runs, jumps, and shoots fireballs through all the madness. It’s available right now on:
• itch.io → https://atomic2002.itch.io/
• Google Play → https://play.google.com/store/apps/details?id=com.atomic2002.foxfalladventurestrilogy Would love any feedback, especially if you try the new Clown World levels! Thanks for checking it out
Hello!
I've been working on a demake of my favorite UFO 50 game Camouflage.
I've dabbled in making games many times, but this is the furthest I've ever gotten into actually making something. All of the pieces are in place and everything (so far) works.
TODO:
-Music
-sfx for baby get
-moving enemies
-animating an enemy seeing you
-store the sight of each enemy to the enemy rather than a big pool for the aforementioned animation.
-adding the sun/ rain mechanics from UFO50
-I have a whole other empty sprite sheet that I could for more fun environmental things.
-idle animations?
-maybe whole new mechanics like doors and keys?
-maybe levels that are more than one screen?

Re-Key
Because not everyone wants to use Z/X.
If you're like me and prefer Space or some other key instead of Z, you've come to the right place. Re-Key lets you easily change which keyboard keys are mapped to the btn() controls.
Up until now, this functionality was only available in Pico-8. Picotron recently added this as a feature, but does not include its own UI and normally requires hand-editing a .pod file and entering numeric keyboard scancodes. With Re-Key, you just click the key you want to rebind, press the new key, and that's it.
System requirements
Re-Key is a front-end GUI for editing key_controls.pod, which was introduced with Picotron 0.3.0d. If you have an older version of Picotron, this utility will not work!

Testing tline3d() + colour tables along with some new userdata operations for picotron 0.3.1
This example uses a batch lerp() to generate edge data that can be fed directly into a batch tline3d call without spending a lot of cpu shunting data around. The example scene has 800 quads and uses 60~80% cpu.
Instead of directly providing a build-in tri() or even draw_scene() function, the idea is to instead work the userdata api into something that can carry implementations in userland wherever possible. I think in the long term this approach can yield a richer ecosystem of middleware and snippets that explore original techniques that extend beyond use cases the api design was tested on.






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