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Cart #hexwood-3 | 2026-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I finished my first game, so sharing it feels pretty exciting—and a little nerve-racking! I’d love to hear what you think. Any feedback, thoughts, or suggestions are very welcome. I hope you enjoy exploring Hexwood!

Hexwood

Lost in Hexwood. Hunted by its shadows. Can you escape — and free your soul?

🕹️ Retro Atari-Style Challenge: Easy to learn, hard to master!
Hexwood is a punishing coffee-break mini-game heavily inspired by the unforgiving difficulty of old-school Atari VCS / Arcade games mixed with a speedrun challenge. Expect a real challenge where death is part of the experience!

How to play

Explore its rooms, gather the items you need, and find a way through the obstacles in your path.

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Cart #gedahefayu-1 | 2026-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #picojam_2026-0 | 2026-10-10 | Code ▽ | Embed ▽ | No License
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I made a combo cart to feature all of the PICO-8 submissions from this year. It was a blast participating in the jam, and I can't wait for next year!

The jam theme was "ま", which could be interpreted as "間" (space between), "馬" (horse), or... any number of other things, really.

Featuring...

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Cart #monsdata-4 | 2026-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hello pico-8 people, this is not really a game, its more something that was born out of my laziness to actually finish a project i just started. Im posting this here in hopes the shame of it not being in a presentable state will bring me to work on it. That being said, theres no game, its just like, an introduction, a walking system, and the start of a combat system.

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Cart #hubris-0 | 2026-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I live in Aotearoa, of pākehā heritage. It would be cultural overreach to make any sort of statement about bullfighting, but, personally, I don't really like it. I tried to think of a different setting where the joke still works though and couldn't, so here it is.

Known issues:

  • the doors stick out into the arena. There's a fix for this but I'm not going to implement it, I'm done with this project for the moment.

Credits:

My brother for doing game jams with me.

MBoffin for their tutorial on game states: https://mboffin.itch.io/pico8-game-states

this tutorial on (among other things) animations: https://www.lexaloffle.com/bbs/?tid=44686
glies.itch.io/hubris

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Cart #bnuuygame-0 | 2026-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #tinyfarm2beta-5 | 2026-10-09 | Embed ▽ | License: CC4-BY-NC-SA

this is a secret cart for showing my family, if you run this not being a part of my family you are evil

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Arcade boxing game, single-player or multiplayer.
Press Z to attack, X to defend.
XZ for super attack.

Cart #bearboxe-0 | 2026-10-09 | Code ▽ | Embed ▽ | No License
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On android im using this frontend
https://github.com/Macs75/pico8-android
With pico from humble raspberry pi version (im using it on normal samsung phone not any handheld)

On windows well i have windows version from humble

And difference is i have same exact carts folder (copied from pc to android)
And on windows i don't see sub folders in splore and on android i do
I see them with ls command
I can access them with cd folder name
But even if i get into any folder as soon as i leave it with ..
Its like it never was there and does not show up on list

I have folder named new
And if i do cd new
On top of file list i see folder icon with /new/
So only issue is visibility of folders on list

And i can't find anyone even talking about similliar issue

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Hello,

Just recently acquired picotron and I seem to have issues getting it to connect to the network (settings flag enabled). I.e. nothing that is supposed to fetch data from the internet works (splore, accounts, etc) and eventually timeouts.

As there appears to be no logs available I'm a bit out of ideas of what could be the issue.

For reference this is version 0.3.0d running on linux (almalinux 10) and happens with both picotron and picotron_dyn.

As a funny sidenote, pico-8 does not have the same issue.

Thanks

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Cart #fuheyiduhi-0 | 2026-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Steal the time from a rotting corpse of its former master, dodge his bullet-hell-like spells, and fight his army of minions. But what will you do when you win? How will you use it?
Play here: https://www.lexaloffle.com/bbs/?tid=159761

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Cart #death_of_kairos-0 | 2026-10-09 | Code ▽ | Embed ▽ | No License
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Can one even make mistakes if one can control time itself?

  • press ⬅️⬇️⬆️➡️ to move
  • press ❎/x to jump
  • press 🅾️/c to use weapon (each weapon has 3 uses)

TIP: After the tutorial, you can turn on the checkpoints in the menu (press Enter > Checkpoints on/off).

Steal the time from a rotting corpse of its former master, dodge his bullet-hell-like spells, and fight his army of minions. But what will you do when you win? How will you use it?

For downloads, you can visit itch.io.

Features

  • 3 stages
  • 3 weapons

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Bitcrushing

(moved from the workshop tab to the audio tab)
I've been experimenting with Picotron's audio system, and I've set up a method to bitcrush audio by using very low volume audio and increasing its amplitude using a shape effect.
If you want your Picotron instruments to have more 'crunchiness', you can follow the following steps to set up bitcrushing on an oscillator, noise or FM synthesis.

Things to know beforehand

  • Turn down your volume when setting this up, as due to the methods being adjusting and re-adjusting the volume, you may suddenly get loud noises during the process.
  • Shape effects can be used as an amplitude multiplier by only changing the 'MIX' knob and leaving every other knob at 0
  • You can ctrl+click below the number of an adjustable knob to set its multiplier as multiplied/divided by 4, 16 or 64
  • You can also click the left side of where the number of the knob is to add or remove a + or *, which changes if the value is effected by the volume level given, the note being played etc.

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I decided to make a playable version of a fake game that Phil Braun came up with on Office Hours Live.

Grab a harpoon and then press X to shoot Moby-Dick (you can't change the angle or strength of your shot).

Aim for the blowhole to get points.

Don't slip on whale water or bird poop!

Cart #mobydick-0 | 2026-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Concept by Phil Braun and Herman Melville
Programming by Brian Bonelli
Music by Procol Harum

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K-Booom

Cart #flashsolaar_k_booom-3 | 2026-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How many asteroids will you destroy before your ineluctable end?

Controls

K-Booom is a very tiny shooter. Pilot your ship into the heart of an endless wave of ever-multiplying asteroids.. Shoot them to score.

  • Arrow keys - Move your ship
  • (X) Button - Shoot
  • (O) Button - Start game

There's also an extra menu to reset the hi-score in the pause menu.

Some screenshots

My personal best: 234

Rentless asteroids

Tips

If you can't listen to the music all the way through, don't shoot at the asteroids — just avoid them.

About

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Cart #beneath_the_depths_jam1-3 | 2026-10-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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In a lighthouse in the southern sea, your research nears it's end. Twenty years have passed since the first appearance of the Azure beacon. What caused a light to emerge from the sea and pierce the skies?

Important!!!

Since this is the "jam release" of the game, it is in a quite unpolished state, but it won't stay like this. Well, the jam version probably will, but the full release won't.

If you have any bugs to report, or possible QOL advice, feel free to comment, since I'll take into account all comments for said full release.

Development

This game was created for the

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My latest game, Beneath the Depths, is a bit technically complicated. It uses some rather unusual methods for extending the spritsheet space in a normal pico-8 cart without using reload(), and it takes advantage of the nature of memory in pico-8 to acomplish it. So, here is a deep dive into all the things I found out about while making this game:

Introduction to key concepts

First of all, if you are not familiar with the way memory works in pico-8, or you need a refresher, i recomend chacking out LazyDevs'( @Krystman) video on memory or reading the pico-8 wiki for information on the memory layout.

Aditionally, most of the things I'll talk about here I created with information from this post: Upper memory: 4 more spritesheets!. It uses a different method to reach a similar goal to me, but it is a bit more math-heavy, but do check it out!

Now, lets dive into it.

Extended spritesheet space with memcpy() and load()

Since Pico-8 0.2.4, memory now includes a section going from 0x8000 to 0xffff for general use. However, it can't be directly modified with reload(), which can only target regions from 0x0 to 0x4300. So, how can we use all that real state for our extended spritesheet?

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Cart #vmc_collide_test-0 | 2026-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is test cartridge to test url loading for my free class to kids

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Cart #three_shears-0 | 2026-10-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This cart performs sprite rotation using an old technique called "three shears rotation":

  1. Do an X shear on tan(angle / 2).
  2. Do a Y shear on -sin(angle).
  3. Do the first shear again.

One interesting property is that no pixels are created or destroyed, only displaced. This got me curious how it would look, so I went ahead and did a small implementation in Pico-8. Ended up being a bit disappointed in the quality, but maybe someone will find it useful.

It has some precision issues due to how it works (it offsets scanlines onto another buffer, then samples from that buffer for the next step). I tried to counter that by introducing a rounding offset to the first and third shears, with limited success. I might tweak this some more to see if I can preserve some of the subpixel precision. For now, you can swap the X and Y shears and see if you get better results with one over the other.

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