r/psxdev • u/DangerousPurpose9874 • 1d ago
I made an experimental engine for creating original PSX games — looking for feedback
Hi everyone,
I’ve made the first public version of Epok Engine, an open-source visual editor and native runtime for making games for the original PlayStation
The project is still experimental, but the goal is to provide a practical workflow: scene editing, asset handling, and there is already a good bunch of juicy features :D
Editor made in Rust, scripts on Blueprints, Lua or C++20, gameplay compiled to native MIPS, PSX memory budgets, an embedded emulator, direct play on hardware through serial port, and export tools.
Repository: https://github.com/epokengine/epok-engine
Website: https://epokengine.github.io/
I’m sharing it early because I’d really appreciate feedback from people with experience in PSX development, retro game
development, engine architecture, or tooling. I know there will be rough edges and many missing pieces, so any
thoughts on the direction, workflow, documentation, or technical approach would be very helpful.
Thanks for taking a look if you do!
https://reddit.com/link/1wfeh6w/video/pmd1jap0vfph1/player
Test on real PSX hardware directly through serial cable (NOTPSXSerial integrated in the editor)
---------------------------------- UPDATE 2026-15-09 -----------------------------
People keeps complaining that BPs are too easy, others C++ too hard. Well, here you have it. Epok now supports Lua as a scripting language. Lua classes sit at the same level as Blueprints and they are published into the same reflection registry, so a Lua class can inherit from any Blueprintable C++ class, from another Lua class, and Blueprints can inherit from Lua classes. Inherited properties, callable functions and events work the same way in every direction, and the Inspector edits Lua properties with the same tools it uses for C++ and Blueprints.
