• Dorotea
  • Live Tiles Anywhere
  • Flipuent
  • Sibilla Tech Demo

    Sibilla is my new solo-dev game in development for the original PlayStation. This is not a game with a PlayStation style, it’s a real PSX game that can run on the original hardware.

    Sibilla is a side-scrolling action-adventure platform game set in Puglia during the late Renaissance era. I was inspired by games like Mirror’s Edge Mobile and Vector.

    I released the first demo for the 2026 Low Poly Day on Newgrounds, which contains two chapters. It’s still in early development, so the graphics, the level design, the story and more aren’t their final designs.

    👉 You can play Sibilla on Newgrounds here

    ⬇️ Download the Chd to play in an emulator (Duckstation and PCSX-Redux are currently supported)

    Story

    (No spoilers here, don’t worry)

    Sibilla is a young woman from 17th – century Apulia (Italy), with a job that is as crucial as it is dangerous: delivering messages and smuggling small packages that very few would dare to carry. She is a wanted woman in virtually every county, yet many nobles are quick to put their personal interests first, secretly hiring her for their own schemes.

    Most people know nothing of her true identity or her past, not least because she is a master of disguise, blending seamlessly into any crowd.

    As one of the few people with an intimate knowledge of Apulia’s lands and regional factions, Sibilla is an invaluable asset. Though she looks like an ordinary peasant, she is sharp-witted, fully literate, exceptionally agile, and possesses unique stealth skills. These talents allow her to complete her missions swiftly and consistently outsmart the local guards.

    In the game, Sibilla is mostly seen in her favorite working attire: a brown leather vest, black boots, and off-white trousers and shirt. This “masculine” clothing allows her to avoid unwanted attention and move swiftly across rugged terrains and hazardous locations under any condition. In an era where women’s freedom was strictly limited and traditional dresses severely hindered movement, Sibilla chose a different path, one built for survival and speed.

    How I made this game

    This game was created and programmed with these projects:

    • SplashEdit – A Unity add-on. Unity, in this case, is used as a visual editor to simplify the creation of the level design and for managing the objects and the assets. It also provides a control panel to manage the libraries, the scenes and the compilation of the bin/cue that you can literally burn on a disc and play on your (modded) psx.
    • PsxSplash – A runtime engine made primary in c++, which SplashEdit uses. In my project, was slightly modified to fix some issues.
    • PSYQo – A community-made library for making software and games for the first PlayStation, made by the creators of PCSX-Redux.
    • Lua – The main programming language of this game.
    • EmulatorJs – The emulator used in the web version of my game.
    • PSX BootScreen Editor – A tool I used to customize the bootscreen, so it won’t use the PlayStation logo on real hardware
    • Chdman – To convert the bin/cue to chd. The game now occupies 15MB instead of 50MB

    The current iteration of SplashEdit was announced the 14 april 2026 and it’s still in early development. When I saw the announcement, I decided to try making my next game with this project, so I made this game in less than 7 weeks. Also consider that I have a day job and I was slowed down by tendinitis.

    Credits

    • Pasquale “Pasqui industry” Pignataro (Hey, it’s me!): This is a solo-dev project, so I made almost everything: IP, Game Story, Programming, All the 3D models, Character design, most of the textures, music.
    • The PsxSplash and PCSX-Redux community for PsxSplash, SplashEdit, PSYQo
    • Wikimedia Commons as the source for all the other textures. All the textures were edited and adapted for the games. Full credits will be available soon. All the names are provided from inside the game.
    • Freesound for most of the sfx. Also, full credits will be provided soon and are already available from inside the game.
    • The BBC Orchestra for providing the VST I used for making the OST of the game
    • Adobe Mixamo for the animations, which were also edited to fit the constraints of the PlayStation

    Full Gameplay on real hardware (Spoiler alert)

    You can see the full gameplay here, played on my PlayStation PAL SCPH-7502