Showing posts with label Indie Dev. Show all posts
Showing posts with label Indie Dev. Show all posts

Complete ports of Sonic R and Zelda: Ocarina of Time are now available on Sega Dreamcast

What's this? News has reached us that not one, but two complete ports of beloved retro titles have finally landed on the Sega Dreamcast. We've covered both of these here at the Junkyard in the recent past (here and here), but as of right now you can download the means to sample complete ports of both Sonic R and The Legend of Zelda: Ocarina of Time on the hallowed Dreamcast.

Captured on Dreamcast hardware.

Both ports come courtesy of Dreamcast porting genius jnmartin84, the same magician behind the Dreamcast ports of DOOM 64, Star Fox 64, Mario Kart 64 and Super Mario 64. Sonic R has been cooking for quite some time, and jnmartin84 has been steadily releasing previews of the work in progress over the last few months, but now the final build is here...and it looks - quite frankly - stunning. I was never a huge fan of Sonic R back when it released on the Saturn, but having sampled this new PC-derived Dreamcast conversion I'm happy to report that it really pops visually on the Dreamcast. Check out jnmartin84's video below:

As described over on the Sonic R GitHub, you'll need to provide your own game files in order to play this on a Dreamcast, but it is very much worth your time and effort to get it up and running.

As a bonus to what is already an impressive port, an online multiplayer mode is also available, although at the moment, only Dreamcasts rocking the pricey broadband adapter are supported for online play.

I'd get a headache if I lived here.


Hey, listen!

Hot on the heels of Sonic R (no pun intended) also comes the news that The Legend of Zelda: Ocarina of Time has now been completed and is similarly ready to rock and roll on a Dreamcast near you. This is quite timely, considering all the hype around the recently revealed Switch 2 remake that should be hitting Nintendo's swanky handheld in the coming months (at the time of writing).

Knocking about in downtown Kokiri Forest.

Ocarina of Time absolutely dominated my life when it came out on the Nintendo 64 back in 1998, and to see it on the Dreamcast, running as well as it does is quite a sight to behold. The version here is the Master Quest iteration, meaning that if you're an old hand at Ocarina, there will be some new challenges lying in wait if you decide to once again pull Link's boots on and set out from the comfort of Kokiri Forest to avenge your father's death at the hands of Lan Di...or however the story goes.

I'm aware that the use of AI tools in these sorts of ports is a hot topic currently, and I'm certainly no fan of the slop being pumped across the internet like a tidal wave of liquid excrement, so its probably worth mentioning at this point that it appears as though Claude was used to assist in some small way in both of these ports; however unlike the recent Sonic CD port (which was pretty much completely done with AI tools as far as I'm aware) there was also a hell of a lot of human talent and effort involved too. If however you are in the market for some pure, uncut slop generated by AI, then go and read GenerationAmiga. Because GenerationAmiga is the epitome of AI slop.

A scene from the cool intro dream sequence.

Anyway, if you'd like to sample The Legend of Zelda: Ocarina of Time on your Dreamcast, you can find out more over at the project's GitHub and you can also find some lovely cover art mockups for your GDEMU over at Dreamcast-Talk.

HyperSolar is Soaring onto Sega Dreamcast Soon — We've Played It!

The Dreamcast is no stranger to top quality indie titles. Sega's machine has long enjoyed ongoing support from talented indie teams since its untimely official demise. The latest game looking to wow us is HyperSolar (formerly SuperSolar) from Ninja Dynamics.

Imagine if After Burner and Star Fox came together one drunken night and you'll have a good idea of what HyperSolar is all about. We were sent the current build by the developer, and it looks absolutely gorgeous. From rich blue skies to midnight city skylines, everything about this game screams '90s videogames at an extremely high volume.

The current build that we've played allows you to take flight in one of three different stages, namely; Ocean, Lava and City. As you'd expect, each stage offers luscious arcade-style environments based on each of these different locations.

Blue skies!

The city stage is without doubt the most impressive. You must navigate through the various skyscrapers as you tackle enemy crafts and it is easy to get distracted with the view instead of your crosshairs. Buildings are partly lit with office lights left on, vivid neon advertisements demand your attention, and underneath you the traffic is flowing with their headlights on. It's a real treat on the eyes. All at 60fps with widescreen support.

The City stage is very easy on the eyes whilst running at 60fps.

Controlling your fighter plane is done with the analogue stick, whilst the A and X buttons control your machine gun and missiles respectively. Control is crisp and instantly drew a comparison to Star Fox 64 in my mind as to how easy it was to pick up and play.

There isn't much to the game at the moment; it's currently more of a tech demo to set the scene for what is to come. You shoot enemy crafts down with the stage effectively on a loop. The plan for HyperSolar is to include unique stages with boss fights, similar again to how Star Fox 64 is structured.

I spoke to Ninja Dynamics about the game and they were keen to highlight that this project does rely on the usage of AI for its code generation, but explained that the design of the game and the algorithms are "very much [their] own".

It's worth reiterating that HyperSolar is still very early in development. The game we've played is a product of just four months of effort. Ninja Dynamics have clearly spent this time making sure the game not only looks fantastic, but also runs great as well.

HyperSolar being played at Gamescom 2026.

HyperSolar was recently shown off at the 2026 Gamescom event where it seemed to gather a lot of attention. It's always pretty cool to see Dreamcast games at "the world's biggest event for computer and videogames" in the modern day!

We'll bring you more on HyperSolar as it progresses.

Four More Games Coming to the Sega Dreamcast! — NATP, Sonic R, SuperSolar, and OverServed

"Why make new games or port old ones to the Sega Dreamcast?" some contrarian Twitter user sneers. To which we reply, "why not?" Case closed, innit. Anyway, here's four games you can hopefully expect to be playing on your Dreamcast sometime soon...

Noah & the Poohloudies

Credit: Noah & the Poohloudies on YouTube

A few years ago, a guy launched a Kickstarter to make a game that would be available on every gaming system ever conceived by mortal hands. People were understandably skeptical about whether that was even possible, and, unsurprisingly, the campaign didn’t succeed. However, it turns out that someone has genuinely been attempting to pull off something similar. That person is developer Walfrido Abejón, who has spent several years plugging away at his game Noah & the Poohloudies, a charming robot-themed platformer which is not only in development for our beloved Sega Dreamcast, but also the 3DO, original PlayStation, Nokia N-Gage, Nintendo 64, and the Saturn.

Walfrido has kindly sent over a prototype build of the Dreamcast version of the game, which we’ll definitely be taking a closer look at soon. In the meantime, you can check out the video below from our pal The Sega Guru, which showcases footage of all the different versions in development. Even at this stage, what’s been shown looks genuinely fantastic, and we really hope it will eventually be developed into a full release. Be sure to subscribe to Walfrido's YouTube channel to be the first to see future development vlogs.


Sonic R

Credit: SonicRetro

The ports just keep on a-coming, and this one is an exciting one for those who were hoping to maybe see a bit more Sega amid the recent flood of (excellent) Nintendo 64 ports to Dreamcast. Absolute madlad Jnmartin84 is back again, and he has decompiled the PC version of Traveller's Tales Sonic-themed racer Sonic R and got it running on Mac. This game also came out on the Sega Saturn, and other than delivering a jukebox of banging tunes, it also provided an early taste of what could be for a fully 3D Sonic adventure.

But why do we care about a Mac version of Sonic R? Well, because it means the game can also now be ported to other systems, including the Dreamcast, and that is exactly what Jnmartin84 has promised. Plus, he's also teased the possibility of network play? Now that would certainly be epic to see. Watch this space!


SuperSolar

Developer Ninja Dynamics is currently working on an Afterburner-ish flight combat game for both mobile and Dreamcast, and it's looking "sleek af", as the kids would say. To get a taste of what you will eventually play on your Dreamcast, there is a version currently available for you to play in your web browser.

Check out footage below of the Dreamcast version, and follow the dev on Twitter to see new updates as they come out. It is shaping up to be an absolute stunner, though.


OverServed

Finally, we come to OverServed, an upcoming Neo Geo multiplayer arena battler that looks to channel the chaotic fun of Bomberman. It'll support up to eight players duking it out at once, and what's more is it'll also support online play. But this is not just online play, this is cross-platform online play. That's right, we've got another game that's coming to a whole heap of platforms! We've already mentioned Neo Geo, but OverServed will also be released for —and cross-play over the net with— Saturn, Switch, PlayStation, Xbox, PC, Mac, Linux, iOS, Apple TV and Android. The game is due to be released in November this year.

But what about our beloved Dreamcast? Well, good news: a version is in the works from developer FULLSET, but it is most likely to release after the other versions. However, they have said that if 1,000 people go to the Dreamcast version's Sumthings page and add it to their “wanted” list, they’ll fast-track it to meet that same November release. Now, getting 1,000 people to sign up to Sumthings and click "wanted", may be a tall feat, but I'm sure we could get the community to at least retweet and like the heck out of this Twitter post.

I can’t wait to face off on OverServed on my yellowed, scuffed-up Dreamcast against some dude rocking a console worth a grand. Nothing like a bit of class warfare to go with my retro games. Anyway, here's some gameplay footage.

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Which of these games coming to Dreamcast are you most excited for? Let us know in the comments below.

Horror Double Whammy: New Survival Horror Dreamcast Indie Title and Alone in the Dark Ports Incoming

You can never have too many horror games on the Sega Dreamcast. Of course, it already boasts some exceptionally terrifying titles, from survival horror classics like the Resident Evil series to lightgun shootfests such as The House of the Dead 2, but there’s always room for more. Well, I’m happy to report that the Dreamcast’s horror library is about to get just that little bit plumper, with these two fresh news bites I have to share today. So, picture a gothic Ryo Hazuki as I say: "let’s get spooky."

I couldn't find a goth Ryo on Google Images, so here's Richmond instead.

Brand new survival horror indie title in the works from JoshProd!

Not much is known about this project yet, but the concept alone has the horror heads in the Junkyard team rocking back and forth with manic glee. A brand-new, fully fledged horror title is something the Dreamcast’s indie and homebrew scene has been missing, with Wolfenstein total conversion mod Witching Hour standing as the (sort of) lone torchbearer for a while now.

On Saturday, Philippe of JoshProd announced that development had started on a brand-new, currently unnamed "3D survival horror game" with a "dark atmosphere", which will release exclusively on the Dreamcast, and will be a "love letter to the classics". It will feature fixed camera angles, as is traditional survival horror fare.

It’s refreshing to learn that this title will be developed from the ground up specifically for the console, especially since JoshProd and their publishing arm PixelHeart have typically focused on porting existing titles over the years, to varied reception.

JoshProd hasn't shared any gameplay screenshots or artwork, just the image you see above of a very dusty Dreamcast. If yours looks like this, perhaps it's time to play it more. Maybe play this upcoming JoshProd horror game on it? We've been informed by Philippe that we'll hear more about this project in the summer, so keep your eyes peeled.

Alone in the Dark ports coming to Dreamcast Preview build available

"The Dreamcast already has Alone in the Dark!" I hear you cry. And you’d be right. Infogrames and Darkworks' Alone in the Dark: The New Nightmare, the sole Dreamcast entry in the series, is a great game (and especially lovely visually), but soon, you’ll be able to play three more Alone in the Dark entries alongside it on the system. Don't worry, I'm not talking about the much-derided 2008 game (although that would be quite an impressive feat technically), but instead the very first —and highly influential— Alone in the Dark, its two sequels, as well as the short promotional game Jack in the Dark

After over a decade in the oven, developer Corbin (aka Corbachu) of Isotope Softworks has released a Dreamcast preview build of "Dream in the Dark", which is a modern, hardware-accurate source port of the original Alone in the Dark trilogy's engine. It is a complete rewrite of the Free in the Dark engine, and features a number of bells and whistles that my simple brain doesn't quite understand, but you can read all of the technical fine print in Corbin's announcement post over on the DCEmulation forums.

This newly released preview build (which you can download here) includes the demo versions of the first and second game, along with Jack in the Dark as a bootable CDI which you can burn to a CD-R or run on an emulator. An Alone in the Dark 3 demo is missing from this build as that game is not fully implemented yet.

Speaking of development, Corbin mentioned at the end of the announcement that this release functions as an apology for "past problems shipping games", most likely referring to the previously announced —but still unreleased— Dreamcast titles SLaVE and Hypertension. The post was then signed off with "this is far from the only major announcements we have for this year"... Could 2026 finally be the year we hear more about these two titles? Well, watch this space, I guess.

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It sounds like 2026 could be be a good year for fans of the Dreamcast and survival horror. Leave an "eeeeeeek" in the comments if you can hardly contain your excitement.

Dream Disc 25 is Here! - Key Details and an Interview with the Organisers

Guess who’s back? Back again? Dream Disc’s back. Tell a friend. Guess who’s back, guess who’s back, guess who’s back, guess who’s back un-nuh-nuh….

Emboldened by the stonking success of their inaugural Dream Disc game jam in 2024, today (1 December 2025) Psyops Studios and Orc Face Games launch this year’s iteration of the competition ‘Dream Disc '25: Monster indie hits to grind until your eyes bleed’. Ok… I made that subtitle up. But if the outputs from the jam are anything like last time, then its sentiment will hold true.

For those new to this project, here is a basic run-down. The small but mighty development outfit Psyops Studios and the publishing maestros of Orc Face Games team up to organise a game jam (like a musical jam, but with coding) in which creatives of all hues are invited to collaborate and compete to produce games, applications, or even hardware for our beloved Dreamcast. The idea being that, with a supportive atmosphere and a clearly defined deadline to keep to, those involved will be motivated to produce new material that may otherwise have failed to materialise. Not convinced? Well, there are also the much more tangible incentives of cash prizes and a potential spot on a physical professionally produced demo disc. 

Pop in Dream Disc 24 and zone out to the trippy menu screen. You won't be disappointed.

Last year’s jam brought forth 24 software submissions, many of which were staggeringly well polished given the circumstances. The top ten made it onto a demo disc which is still available at the extremely generous price of shipping alone, but some of my personal favourites (Dream Ride and Big "Mfkin" Drill) didn’t make it past the crooked esteemed judging panel, and so I would still highly recommend checking out the full range of entries which we covered on the blog and the pod

Dream Disc '24 winner: Sky Pirates of Etalmar

Get the gist? Alright, on to the important points about this year’s game jam: 
  • It begins today (1 December) and runs all the way through until the end of February 2026, after which the public can review entries, and the judges begin the arduous task of whittling down the winners.  
  • Everyone is welcome, from beginners to old hands. Think you fancy producing something for the Dreamcast? Then check out the jam’s itch.io page, read the rules over on the Orc Face website and drop into the Orc Face discord server to meet up with others. 
  • The jam has a super wide remit. Aside from software and hardware for the DC, applications that run on other platforms which are directly related to Dreamcast development or gaming are welcome. However, all submissions must be based on original content or content you have the rights to use, which rules out most mods and fangames.
  • Lacking in time or creative thoughts (I feel you), but want to support the jam? Consider throwing a few quid into the prize pool – every penny counts!
Here at the Junkyard we are delighted to be sponsoring the Dream Disc jam once again. In practice that means one or two of us from the editorial collective will offer up our meticulous and fair-minded judging services, and that we will endeavour to give the game jam entries the coverage they deserve. OK, maybe they deserve better, but we will try our best…

Alright enough rambling from me. Here are a few words from the keystones of the whole shebang, Cypress from Psyops Studios and Ross from Orc Face Games.

DCJY: Thanks for taking the time to speak with us. We know you’re busy, so we’ll keep this sweet and to the point. Its great to see the Dream Disc game jam return for a second round. Presumably the inaugural competition must have been good fun if you are back for more?!

Cypress: For me, it was the most fun I’ve had with a jam, so it’s a no brainer to attempt to host it every year for my own interest. That being said, when we were originally coming up with the idea for Dream Disc, we envisioned it as a yearly jam, but understood that the deciding factor would be whether or not the year one event actually went successfully. Back then there was a point where we were worried we wouldn’t even get 10 submissions to fill up the disc!

Ross: Indeed! There were way more submissions than we anticipated last time and this year it’s looking to be nearly double that again! Orc Face Games’ contribution will be the same as last time: to compile and manufacture the physical CD-ROM with the top 10 submissions and provide it free of charge (at the cost of shipping) to anyone who wants one. Our belief is that the indie Dreamcast scene will become more interesting and vibrant with organised jams like this, and hopefully it will encourage more developers to consider making full releases for the platform. That’s where we’d be happy to provide publishing services.

The jam is being organised by Psyops Studios and Orc Face Games. Practically speaking does that mean Cypress and Ross, or is there a broader network of people involved?

Cypress: At least on the Psyops side, it’s just me (Cypress) handling it. The rest of the Psyops team is going full steam ahead on our next game, with Haikuno handling his libGumball UI library for our game, Nupi working on game and engine code for our Dream Disc submission, and Chao-Etta working on her VMU games.

Ross: Although the jam belongs to the community, it does fall to Cypress and myself to handle the organisation side of things. Generally the work is split between us with me handling the rules, the submission format, the promotional assets and the physical disc production side, and with Cypress handling the promotion and outreach side - getting more people involved in the jam, looking for judges, setting up the itch.io page and nudging me to get things done in between my very busy schedule.

The timeframe for the jam seems to have been extended quite significantly this time around, running over a 3 month period. What was the reasoning behind that choice?

Ross: Last year there were at least three people who said they would be unable to participate because they were travelling or seeing family over the holidays. Running the jam over the winter break is a great idea for many people as they have enough time to dig in and get some work done, but it was a shame to exclude those with other commitments. We hope extending the time will give more people a chance to contribute.

Are there any other changes to the format or approach? Anything you’re hoping to achieve that differs from the inaugural jam?

Ross: It was a struggle to get all the games working correctly on the compilation disc last time - so much so that it ended up taking me maybe two weeks of full-time work days including the time to build and optimise the menu and get the disc in the right format for pressing. I even had to modify the code for some submissions to fix bugs and get them to play nice on the final disc. This time around we’ve learned our lesson and are giving very strict submission format requirements. While this does mean a little more work for participants, the end result will be quicker to put together with fewer bugs. If this goes well, it will be our standard format for future years too.

The roster of entries last year was pretty special. Do you think enough time has passed for devs to cook up new projects?

Cypress: At least for Psyops team, the amount of steep competition has only driven us to work even harder on this year’s entry. I hope other developers feel the same heat, and bring some fire this time around. 

Ross: Even though the jam hasn’t formally started yet at the time of writing, we already have nearly double the submissions compared to last year. It looks like developers are really inspired to build something awesome for the Dreamcast and that’s everything we wanted for this project.

What’s the reception been like so far to the physical disc for Dream Disc ‘24?

Ross: Incredible! The quantity of orders of the physical CD-ROM has eclipsed our previous releases and this has pushed me to streamline our approach to picking, packing, labelling and shipping. It also boosted sales of our existing published Dreamcast titles, The Storied Sword and Chew Chew Mimic, plus an increase in preorders for our first in-house title HarleQuest! There are still a few copies of Dream Disc ‘24 left but we’re quickly running out. We don’t intend to manufacture another run, so if you haven’t got yours yet, I’d suggest ordering soon!

Cypress: It’s been big enough that it’s the first time I’ve heard people randomly talking about Psyops studios in the wild, as well as bringing up Orc Face Games too. Not only that, but seeing people online talk about it and introduce it to others - it feels surreal.

Producing a physical disc is quite the endeavour - are the time and resources available to manage that while keeping other projects on track?

Ross: For Dream Disc ‘24, the answer is no. Our other projects at Orc Face Games definitely took a hit as we had to divert time, money and energy into overcoming unforeseen problems. I felt a sense of guilt as HarleQuest! is already running quite behind our planned schedule from 2023, but at the same time I saw Dream Disc as a good investment for the company’s future and for the health of the scene.

It’s a tough balance trying to build a company with a strong presence in the indie Dreamcast world while also staying focused on the quality of our own releases. At the end of the day there isn’t a lot of money to pay people and so everything has to be done on a shoestring budget, with as much work as possible landing on a very small number of people (2 or 3 at a time maximum). The good news is that with all the lessons learned and processes in place, Dream Disc ‘25 will be much easier to put together and won’t have the same impact on our other work.

We’ve heard whispers that Murph’s big screen debut is in the works with Spielberg directing it… can you confirm or deny these rumours?

Cypress: Really? I’m going to have to grill my team and find out who the leaker is.

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Thanks go out to Cypress and Ross for gracing us with a fresh edition of the Dream Disc game jam. As and when any other jam-related news drops we'll have it covered here on the blog. Of course, we're always interested to hear the views of our readers too. You've made it this far, so why not leave us a comment below?

Bang Bang Busters 2 Kickstarter Goes Live — a Sega Dreamcast Indie Sequel!

Have you finished the last puzzle on Chew Chew Mimic and are now finding yourself hungry for your next Dreamcast fix? Well, PixelHeart might have you covered with their latest Kickstarter campaign for Bang Bang Busters 2.

As the "2" in the title might infer, this is the sequel to the 2010 Visco-developed Neo Geo title Bang Bang Busters (also stylised as Bang² Busters), a single-screen arcade title akin to the likes of Bubble Bobble and Snow Bros where you clear stages by grabbing the enemies and hurling them at other enemies to build up combos and boost your score.

Bang Bang Busters 2 sees cutesy space bunnies Lazy and Refia return to once again defeat Emperor Honey and stop his evil plan to transform the kings of the universe into giant mascots and imprison them all in a planetary amusement park called Happy Universe. 

Okay, so the plot may have been ripped straight out of a 90s quarter-munching cabinet, but if you enjoy classic action platforming, Bang Bang Busters 2 could be well worth a look.

Although the lead platforms for the project are the Neo Geo MVS and AES cartridges, PixelHeart have confirmed that the Dreamcast version is a dedicated native port for the platform, and will sport improvements over the base game including a larger colour palette and refined visuals. The audio is also going to be improved with stereo sound and a CD-quality soundtrack. This is a definite improvement over the Dreamcast release of the original Bang Bang Busters, which was effectively just an emulated ROM on a disc.

As with other PixelHeart titles, regional packaging design options are available for Dreamcast, including our favourite love-to-hate option of a PAL jewel case (priced at €50) as well as US and Japanese themed versions (priced at €35) to best fit your current collection.

You can check out the Kickstarter here, where as of writing, the project is £15,042 towards its goal of £30,845. The Kickstarter runs until the 30th of November so it's looking promising that the goal will be achieved. There are also downloadable demos available for free for both Dreamcast and Neo Geo, if you want to test out an early build to see if it's up your street. 

Have you played the original Bang Bang Busters? Are you looking forward to a sequel? Let us know in the comments or on social media.

New Dreamcast Game "Verdict Guilty Clash" up for Pre-Order — Exclusive Details Revealed!

While the Sega Dreamcast homebrew scene has been busier than ever as of late, the same sadly cannot be said for the console's commercial indie scene. Releases have slowed down considerably in the last few years, and the closure of WAVE Game Studios has left many questioning the future of the scene altogether. Fortunately, there are still reasons for optimism: upcoming titles from Orc Face GamesHarleQuest!, Chew Chew Mimic, and the Dream Disc '24 demo disc— promise fresh indie experiences, while publishers like VGNYsoft continue to keep the platform alive with new releases. Still, it’s become increasingly slim pickings for those eager to add brand new physical Dreamcast games to their collections.

Still soldiering on after all these years is PixelHeart (also known as JoshProd). Once known for releasing multiple Dreamcast titles each year, their output on the console has also slowed, but if their recent release GladMort is anything to go by, the quality is stronger than ever. 

On Friday we learned that the next release in the PixelHeart gameography —Retro Army's Verdict Guilty Clash— is now available for pre-order. This 90s arcade-style one-on-one fighter with a law enforcement vs. criminals theme, and a gritty, neon aesthetic, first saw a release in 2016 on Steam, with releases on the PlayStation, Xbox and Nintendo Switch eventually appearing in 2023. Now the game is coming to the Dreamcast with the "Clash" subtitle, and will feature exclusive content, unique to this port. During my research, I found that this game had actually been touted for release on Dreamcast all the way back in 2019, with a Saturn version also mentioned. Well, good things come to those who wait, I guess, although I doubt we'll be seeing that Saturn version any time soon.

The Dreamcast port of Verdict Guilty will include new stages and four exclusive fighters, each with their own unique story mode. Among the newcomers are Sho Kamui and Tia Langray from Breakers (another of JoshProd’s previous Dreamcast releases), as well as Saizo Tobikageno from Breakers Revenge. Rounding out the roster is perhaps the most intriguing addition: Ken Anderson, a genuine real-life professional wrestler who goes by the ring name Mr. Kennedy.

We can also reveal that this port is running natively on Dreamcast, and is not emulated in any way. This seems to be something PixelHeart have been prioritising going forward, as some of their previous releases to Dreamcast —such as their Neo Geo releases— were powered by emulation.

Verdict Guilty Clash's physical release will be available in three region-themed variants familiar to Dreamcast collectors, with the PAL-style edition coming in a PAL case with a certificate of authenticity. As with all of PixelHeart's Dreamcast releases, it will be professionally pressed on MIL-CD.

To pre-order yourself a copy of Verdict Guilty Clash, head over to PixelHeart's store, where you can pre-order your preferred edition for a cost of €39.90 (about £34.52), plus shipping. The game has an expected release date of October 24th 2025.

Mute Crimson DC Releases for Sega Dreamcast – Play It Now for Free!

 

Well, this was a nice surprise! To mark the 26th anniversary of the Sega Dreamcast’s North American launch (the iconic 9.9.99), two-person indie studio Iced Lizard Games has released a Dreamcast port of their stylish ninja platformer Mute Crimson DX, fittingly renamed Mute Crimson DC. And the best part: it's totally free to play!

Mute Crimson can already be found on all the usual modern platforms (Steam, Xbox, PlayStation 5, and Nintendo Switch) — so to see the Dreamcast being added to a lineup like that is wild. The Dreamcast's weak copy-protection may have been one of many factors that hindered its commercial success, but it's also the reason the console gets to live on more than two decades later, continuing to receive a steady stream of new indie titles and homebrew constantly.

So, what's Mute Crimson DC like? Well, it's a lot of fun! It's a one-hit death kind of platformer (like Super Meat Boy, Celeste, that kind of thing). You know, the kind with instant respawns and no fear of running out of lives, but a focus on timing precise jumps to reach the next platform. Miss a beat and you’ll be spectacularly splatted, but a second later you're back into the action. I’m also happy to report that the controls are tight and responsive as you slash, double jump and wall-climb through the game's various levels. If the challenge does prove to be slightly too much for you though, there's always an easy mode with more checkpoints. Oh, and there's also a save system.

The retro-inspired monochrome graphics, with their accents of crimson, look lovely on the Dreamcast, and the game runs fast, flawlessly, and with surprisingly little compromise. To achieve this level of performance, the developers did have to scale back a few things: particle effects were reduced, audio bitrate was lowered, rumble support was removed, and the modern versions’ rewind system was cut. These are all relatively minor concessions, however, and they do nothing to diminish the gameplay experience — especially if, like me, this Dreamcast version is your first time playing Mute Crimson.

Oh, and the cutscenes are charming and well illustrated, too.

If you want to play Mute Crimson DC, simply head over to the game's itch.io page and download the available .cdi file for play on your ODE (such as GDEMU or MODE), or for burning onto a CD-R.

Hopefully we will see more from Iced Lizard Games on the Dreamcast in the future, but if you do enjoy what you play of Mute Crimson DC, they have other games available on other platforms, including one planned for release in 2026.

Sovietborgs hits IndieGoGo on June 25th — Dreamcast Version Details Revealed!

Update (June 25th): this campaign has now launched! You can back it by clicking here.

Back in November, we took a first look at Sovietborgs, the upcoming release from Retro Sumus, the Spanish development studio behind the excellent Dreamcast indie shooter Xenocider.

Set in an alternate reality where the Soviets won the Cold War, this top-down run-and-gun game is coming to the Dreamcast, Mega Drive (Genesis), and Neo Geo. Retro Sumus has been sharing development updates for a while now, and have finally announced that the project will launch on IndieGoGo on June the 25th.

We caught up with Retro Sumus themselves to get the scoop on everything you need to know about the Dreamcast version — the one that really matters!

Drawing inspiration from retro classics like The Chaos Engine and Gauntlet, Sovietborgs features pre-rendered graphics reminiscent of Donkey Kong Country and Vectorman. We had a blast with an early Mega Drive build, and with Retro Sumus confirming to us that the Dreamcast version will have enhancements like twin stick compatibility, no colour/palette limitations, achievements and improved sound (including an original soundtrack and additional voice samples), things are only looking up for us here at the Junkyard.

Speaking of those voice samples, Dreamcast YouTube royalty Adam Koralik will be providing voices for all characters in the game, including the enemies. Seeing as the Dreamcast version will have even more voice samples, that means more opportunities to hear Adam do a fake Russian accent. Winner.

Along with standard Dreamcast editions, the IndieGoGo campaign will feature an exclusive PAL Dreamcast case version of Sovietborgs, along with another for Retro Sumus’ previous title Xenocider —featuring brand new artwork— as pictured below. This will be the second chance collectors will have to get their hands on a PAL case version of Xenocider, as the original run was limited to 50 and sold out fast.

People who love fragile game cases are going to lose their shit

Retro Sumus have also let us in on what people can expect the Dreamcast versions to be priced at.

"The Dreamcast version will most likely be the cheapest option available. Both because it's (naturally) cheaper to manufacture and because it's kind of "our" community and we feel that's the way it should be. So the price range would be close to what we had for Xenocider, around 45 for the standard edition and somewhere between 60 and 100 for the special or super-ultra-extra limited whatever." 

When we asked Retro Sumus whether other variants of the Dreamcast release would be available —such as Japanese or US style versions— here’s what they had to say:

"The crowdfunding campaign will tell us what the demand nowadays is for the Dreamcast, in general, and for specific regional variants, but yes, that's totally the plan!"

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Exciting stuff! To set yourself a reminder for when the campaign goes live, go to the IndieGoGo page and sign up for updates. You can also check out the reveal trailer below.

Will you be backing the campaign on June 25th? Let us know by leaving a comment or by dropping us a line on social media.

Chew Chew Mimic - Dreamcast Edition Now Available for Pre-Order from Orc Face Games

Image shows the game's four knight characters and the stylised title
Chew Chew Mimic, one of the latest efforts from renowned UK-based developer Lowtek Games, has taken a step closer to reaching the Dreamcast with pre-orders opening on the Orc Face Games website over the Easter weekend. For the princely sum of £15 (inclusive of shipping until the end of April), you can pick up a physical copy of the game, which comprises a professionally pressed disc and eight page full-colour manual enclosed within a sealed jewel case. Fortunately for the those who have long since switched their disc drive for an optical disc emulator, a complementary digital version is included too, to be accessed via a QR code on the manual. Also of significance is that those pre-ordering will not have a lengthy wait either, as Orc Face have informed us that they are aiming to have copies out the door by the end of May 2025.

GIF showing gameplay from Chew Chew Mimic

So what is Chew Chew Mimic all about? Well, in a nutshell, it’s a bright and breezy puzzle game where the player is tasked with placing tiles in a formation that will allow one of four knights to reach the end of each of the 100 levels. Following on from the likes of Flea! and Tapeworm Disco Puzzle, the game maintains numerous signature Lowtek elements, including a distinctive art style, pun-heavy cutscenes, and a chiptune soundtrack from composer Tuï. The story goes that the game, which takes inspiration from a certain cat-and-mouse (and spaceship) Dreamcast classic, was first conceived by retro gaming YouTube personality John Riggs (who previously also brought us Yeah Yeah Beebis II) and Alastair Low after a couple of fateful encounters at gaming conventions. 

GIF showing gameplay from Chew Chew Mimic

Right from the off, although being primarily developed for the NES, Chew Chew Mimic was touted for a Dreamcast release. Indeed, when we first got wind of the project in 2023, it was looking likely that a version for our beloved Sega console would be made available simultaneously with, or at least soon after, the NES version, as arrangements had been made with prolific Dreamcast publisher Wave Game Studios. Alas, versions for the NES, Evercade and Playdate came and went, whereas the DC edition entered a state of limbo when Wave seemed to enter an indefinite publishing hiatus as the months of 2023 rolled by with little progress. Thankfully though Orc Face Games, founded in 2024 by HarleQuest’s lead developer Ross Kilgariff, has picked up the thread, and will now be ensuring that Chew Chew Mimic isn’t added to the Dreamcast’s voluminous directory of cancelled indie titles.

Intrepid Izzy to return in "Izzy's Arcade" - Dreamcast release Likely!

Senile Team's 2021 Dreamcast action-platformer Intrepid Izzy is the definition of an "indie darling" in the Sega Dreamcast world, as evidenced by the fact it secured first place in the Top 25 Dreamcast Indie Games community vote that we ran in 2024. I reviewed it back when it came out, and was really impressed by its vibrant hand-drawn 2D graphics and its mix of "Metroidvania" and beat 'em up gameplay. The level of polish on display was awe-inspiring, but there was no surprise there, considering Senile Team's pedigree in the Dreamcast indie/homebrew scene, with their open source beat 'em up engine Beats of Rage (which has spawned countless community-developed mods) first releasing more than two decades ago. 

Well, we here at the Junkyard have all been eagerly awaiting Senile Team's next release, and today they have announced a new spin-off of Intrepid Izzy titled "Izzy's Arcade". It's currently only 100% confirmed for Steam, but they have said a Dreamcast release is "likely" with a wink emoji. Oh, how they play with us!

This upcoming release will tap into one of the original game's more underrated features: an optional arcade that provided players with an opportunity to take a load off from Izzy's intrepid adventures by playing some fun mini-games. "Izzy's Arcade", appears to elaborate further on this concept, with the game's premise appearing to be based around exploring an even bigger arcade packed with "strange, funny, quirky and experimental little games". Updated versions of the arcade games from the original will return, alongside fresh new titles, rounding out what is looking to be a large mini-game collection set in the Intrepid Izzy universe —hopefully— for our beloved Dreamcast. So like... IntrepidWare Inc? ...IzzyioWare? There's probably a pun there somewhere. I'll leave you to come up with one.

A selection of screenshots of the arcade games on offer.

Izzy's Arcade is currently in early development, but we'll be keeping a beady eye out for more details as they are revealed... particularly surrounding that potential Dreamcast release. For more information, and to add it to your Steam wishlist, click here.

Shadow Gangs Zero - What We Know So Far... Kickstarter due 1 August

Almost exactly two years ago the Junkyard published my review of Shadow Gangs, a side-scrolling beat ‘em up that was released for the Dreamcast in 2022, hot on the heels of a successful Kickstarter campaign. Perhaps due to a threadbare skillset, my personal experience of the game was less ‘beat em up’ and more ‘get beat up’, which I must admit detracted from my playing satisfaction quite a bit... Even so, I couldn’t deny that Shadow Gangs was a well polished effort with smooth, bug-free gameplay, an endearing art style and a thumping soundtrack. And, what’s more, the game was delivered to customers within the expected timeframe without any fuss or bother - a commendable feat that is far from guaranteed in our niche community (or in gaming more widely for that matter).

Why the hell am I bringing this up again? Oh, yeah, JKM Corp have now confirmed that Master Dan, the protagonist of Shadow Gangs, will be making a triumphant return to the Dreamcast in Shadow Gangs Zero, a Kickstarter for which shall be launching on Thursday 1 August. Though, as Zero is actually a prelude not a sequel, perhaps this marks an arrival rather than a return?! Theories of time and space are not my forte, so let’s side-step that rabbit hole and get down to business: what exactly is Shadow Gangs Zero and why should Dreamcast enthusiasts care about it?

Well, as I said above, Shadow Gangs Zero is a prequel to Shadow Gangs, and although it is sticking to the same fundamental beat ‘em up formula, there are a significant number of differences to be aware of. First of all, rather than being developed primarily for the Dreamcast and PC, the primary console which Shadow Gangs Zero is being built for is the Neo Geo. Apparently Ali Jakamy, head honcho over at JKM, had some time on his hands awaiting the submission of art and animations commissioned for Shadow Gangs II, and instead of taking a well-earned break, he couldn’t help but try to get Shadow Gangs running on SNK’s mid-90s powerhouse. Of course, with his enthusiasm unbound, that little tinkering project quickly escalated into the full scale production of the 16-bit 320*224 resolution prequel that we are now discussing here.

So, the Dreamcast version will be a port from a lesser console (a fucking great console, yes, but still lesser) something which may not excite those who are seeking indie titles that push the capabilities of our beloved little white box. However, Ali has assured us that the Dreamcast version will be a native port (no ROMs running on Neo Geo emulators here) and will make use of the Dreamcast’s hardware to deliver more colours, as well as rumble and VMU saving. Given his record with the first game, we have little reason to doubt that the Dreamcast version will be solid from a technical standpoint.

The other key characteristic which will differentiate Shadow Gangs Zero from its predecessor is that it shall be designed to deliver a home console experience, as opposed to an arcade-like one. In practical terms, what that appears to mean is: a) a shift away from brutal difficulty, and b) a longer and more in-depth game. The former aspect will be delivered through the binning of time limits and deaths from falls, as well as the addition of mid-level health pickups. The latter seems to come down to the provision of longer and potentially more levels, as well as opportunities to discover different scenarios through replaying the game with different characters or settings.

From what I can gather, Shadow Gangs Zero is not going to be entirely new. It seems that some of the settings and assets from the initial game will travel across, and so it may come down to interpretation whether it is to be viewed as a thoroughly substantial remake or a standalone new entry. We’ve been assured that many significant distinctions, such as those I outlined above, are nailed on and that owners of the first entry will have reasons to go in for the prequel. However, the extent of differentiation between the two entries will also ultimately come down to whether certain stretch goals (e.g. the inclusion of a two-player mode or composition of new music by Naim Soufiane) are met, leaving the matter somewhat open-ended until the conclusion of the funding campaign window.

Now, moving on to what we know about the funding and publication of the game. As already mentioned, a Kickstarter campaign will be launched on Thursday the 1st of August. Although we don’t know the exact funding goal, Ali has informed us that it will be higher than that of Shadow Gangs (£25,000). This is because the money raised shall be covering development costs, rather than simply covering manufacturing costs (at the point of going to Kickstarter the original Shadow Gangs was all but finished, whereas Shadow Gangs Zero is currently only about 10% towards completion). However, while the funding goal shall be higher, the pricing for the Dreamcast versions will be the same as the first time around. Given how early the game is in its development, timelines are inevitably very tentative at this point, but JKM Corp have told us that they are hoping to deliver the Neo Geo version of Shadow Gangs Zero by December 2025, and the Dreamcast and Mega Drive/Genesis version by March 2026.

Interestingly the publishing duties (printing, sales, distribution etc.) shall be managed by PixelHeart rather than WAVE Games Studios this time around. Ali informed us that this is down to former's expertise/experience in releasing Neo Geo games, which makes sense. The shift is probably not too surprising either given that WAVE seem to have taken a breather in 2024. Of course, the hibernating Norwich-based studio handled the first Shadow Gangs release with aplomb, but we know PixelHeart are a well oiled machine when it comes to matters of manufacturing and distribution too, and will likely be a safe pair of hands for Shadow Gangs Zero.

That’s about as much as we can share for now. More details may well be available when the Kickstarter launches on Thursday the 1st of August, so if you are interested then be sure to bookmark the page. As always, we’d love to hear your thoughts in the comments section below - is Shadow Gangs Zero a title you’ll be backing immediately or are you going to give it a pass?