A promising new god game is currently in development for the classic Amstrad CPC 6128 or a CPC with 128k of ram, drawing heavy inspiration from the legendary strategy title Populous. Titled as 'GODGAME', this in-development project by SoftDevil casts players in the role of a benevolent deity, easily identified by the bearded, crowned king avatar positioned in the top-left corner of the screen. The gameplay revolves around divine management and expansion, tasking you with guiding your loyal people as they settle flat lands and build up thriving residential villages.
IL MARINAIO - This latest Amstrad CPC 128k game by Andrea "Mr. DVG" Pastore is inspired by 1982 Arcade classic Popeye
Thanks to a heads up by Xenomorph we've been told that Andrea "Mr. DVG" Pastore has released their latest game of IL MARINAIO, a brand-new Amstrad CPC release built entirely from scratch in pure Z80 assembly language with the help of AI. Inspired by the iconic 1982 game Popeye from the arcades , the game hopefully captures the charm of the original. Players step into the shoes of a lovesick sailor tasked with catching hearts, musical notes, and love letters dropped from above by his sweetheart, all while staying clear of the freezing waters below. Standing in his way is a brutish bully who stalks the stages, alongside a bottle-flinging witch who begins hurling bouncing skulls at higher difficulty rounds. Fortunately, the classic spinach power-up makes a welcome return, granting temporary invincibility and allowing the nimble sailor to knock his rival into the sea with a satisfying punch.
Skyshift - This Arcade inspired Amstrad Shooter by TITAN looks well worth playing!
A rather fabulous arcade-inspired shooter has been released for the Amstrad CPC by Titan. Titled as 'Skyshift', the project draws heavy inspiration from classic vertical shooters like 1943. To maximize programming efficiency and ensure crisp readability on the Amstrad CPC, Titan has said that they have opted for a specialized 128x256 pixel gameplay window running in the Amstrad's distinct Mode 0. The game introduces players to a World War I Allied flying ace who, while dogfighting over the front lines in the spring of 1918, is suddenly swallowed by a bizarre, luminous cloud. He emerges into a radically changed sky, facing hyper-advanced, propellerless enemy aircraft that far outclass his fragile biplane.
Tiltrune - A room flipping puzzler for the Amiga and C64 by AI/Gaboo Arts Entertainment
Gaboo Arts Entertainment with the help of AI has released Tiltrune, a clever new gravity-shifting puzzle game simultaneously targeting both the Amiga and the Commodore 64. The core mechanic turns the entire room into a mechanism, allowing players to rotate the screen left or right by 90 degrees. This rotation alters gravity, causing the explorer, crates, and gems to tumble into completely new configurations, effectively transforming what was once a blocking wall into a walkable floor. To succeed, players must meticulously plan their moves, pushing crates into position to absorb dangerous falls, dodging lethal spikes, and collecting every single gem before charting a path to the green exit.
The House on the Borderland - First person survival horror game for the C64 by AI/Michael Cox
Another C64 game to play with the release of The House on the Borderland, a first person survival horror game created by developer Michael Cox. Drawing direct inspiration from William Hope Hodgson’s classic 1908 novel, the game tasks players with a desperate stand to protect their home, their sister, and their loyal dog from an onslaught of marauding swine-things. Survival hinges on enduring three brutal nights of siege, where daylight hours must be carefully spent resting, repairing fortifications, and tending to the wounded. Compounding the tension is a strict lack of re-supply, forcing players to meticulously ration their starting stock across the entire ordeal while managing a unique "dread" meter. If this gauge climbs too high due to darkness, eerie silence, or structural damage, your character's perception will warp, leaving you completely paralysed by fear.
Super Mario Land ZX - Gameboy Super Mario Land arrives on the ZX Spectrum via AI/kirby2000
Kirby2000 has released a public beta of Super Mario Land ZX for the ZX Spectrum 128K. This AI demake crams Nintendo's entire 1989 Game Boy launch title into a single 128K load. Players can tackle all 12 levels across four distinct worlds using either a keyboard or a Sinclair joystick. Every single element of the original looks to have been converted, including the memorable submarine and aeroplane shoot-’em-up stages, alongside 18 tunes rearranged for the Spectrum's AY audio chip. While the game is in beta however, the creator is currently seeking community feedback on this early build, expressing a particular interest in how the software performs when running on real, hardware.
Cauldron - Halloween Edition - A brilliant game from the 1980's gets an improvement via AI/Devil-System
Devil-System has resurrected Palace Software’s 1985 classic with the release of Cauldron: Halloween Edition for the Amstrad CPC. Originally designed by Steve Brown and Richard Leinfellner as a genre-blending platformer and horizontally scrolling shoot 'em up, the game follows a witch's perilous quest to defeat the "Pumpking" and claim her title as the Witch Queen. While the original release garnered praise for its dual gameplay modes and visuals, it was notoriously infamous for its punishing, excessive difficulty. This new edition helps that issue by packing in three distinct difficulty levels, a dedicated training mode for relaxed exploration, a built-in map, and modern conveniences like a pause feature, a high-score table, and essential game-saving capabilities across four supported languages.
Street Fighter II - An overhauled version of a classic fighting game for the Amiga via AI and Str1der
I'm sure many of you remember the Street Fighter games, more especially Street Fighter 2; a game which originally appeared on the Arcades, and was then ported to pretty much every system you could think of, including such systems as the Amiga, Atari St and even the ZX Spectrum. Well fast forward to today however, and a developer by the name of Str1der with the help of AI, has released an improved version of Street Fighter 2 for the AMIGA to bring it more in line with the Arcades and better than the original US Gold port released in the 90s.
Breathless A32 - A 1995 Amiga FPS with modern controls and better performance via AI and EismanBerlin
The classic 1995 Amiga 1200 first-person shooter Breathless has received a slight overhaul courtesy of EismanBerlin. Originally developed by Fields of Vision and published by Power Computing, this new update—dubbed Breathless A32—seeks to preserve the spirit of the original game while introducing performance enhancements and quality-of-life features. Released on itch.io with the full blessing and approval of original programmer Alberto Longo, this version boasts smoother gameplay making it much more playable even on older 68030 systems that previously struggled to run it.
Pyjamarama - Mikro-Gen's classic has arrived on the Commodore Vic-20 35k by AI/gekka
Gekka has successfully brought Mikro-Gen's 1984 classic Pyjamarama to the Commodore VIC-20 with the assistance of AI tools. Inspired by the beloved original ZX Spectrum title, this unofficial adaptation marks the first time Wally Week's famous sleepwalking adventure has made its way to the classic VIC-20. To accommodate the expansive journey through Wally's nightmares, the game requires a VIC-20 equipped with a 35K RAM expansion, fully supporting both PAL and NTSC systems alongside standard keyboard and joystick inputs.
Prehistorik - Titus Software 90's platformer gets an AI Amiga AGA fan edition
Looking through the EAB forums, I've just found out that Depechem70 has released Prehistorik AGA, a complete fan overhaul of Titus's classic 1991 platformer Prehistorik. The creator has enhanced the contrast and fine detail across every background, item, and environmental texture into 256 colour palettes, while intentionally leaving the game’s bold outlines and quirky character designs intact. To make the world feel more dynamic, the update infuses animation frames into everything from dinosaurs, birds, and fish to winter-themed polar bears, penguins, walruses, and snowmen. Amiga owners will also encounter reworked boss graphics, animated backdrops, more satisfying hit visual cues, rising bubbles tiny drifting fish in aquatic stages, and realistic falling snow beneath a subtly twinkling starry night sky.
Day of the Tentacle - A famous 90's Adventure game gets another Amiga port but this time via AI and Darasco
Originally released by LucasArts in 1993 as a sequel to Ron Gilbert’s ground breaking Maniac Mansion, Day of the Tentacle is a mind-bending, time travel, cartoon puzzle adventure game in which three unlikely friends work together to prevent an evil mutated purple tentacle from taking over the world. It was just a shame that this amazing adventure with world renown was never officially ported over to the Amiga, unless of course you downloaded the unofficial Amiga AGA version linked (HERE). But this news release isn't about those versions, as I've been informed by Amiga France, that Day of the Tentacle is being natively ported over to the Amiga as both a 32-colour and 256-colour version with the help of AI by Darasco.
James Pond 2 (Recompile) - A platforming classic from the 90's goes ultrawide
Gary Riches has published a ground-up native recompile of the 1991 Amiga classic James Pond 2: Codename RoboCod on GitHub. Rather than relying on traditional emulation, this project translates the original game's 68000 assembly code directly into native C++. This shift allows the aquatic secret agent to flip and stretch natively across Windows, macOS, Linux, and Steam Deck. The modern overhaul introduces a suite of features the Amiga original could only dream of, including true widescreen support for ultrawide monitors, smooth performance synced to contemporary display refresh rates, and standard quality-of-life additions like controller rumble, a CRT filter, a level select screen, and a pause menu complete with a save system.
Maniac Mansion - A legendary adventure game has unofficially arrived on the ZX Spectrum 128k
Thanks to ElMundodelSpectrum giving us the heads up, the impossible has finally been achieved: Lucasfilm Games' legendary 1987 graphic adventure, Maniac Mansion, has unofficially arrived on the Sinclair ZX Spectrum 128k. For decades, fans believed the tiny 8-bit machine could never handle a point-and-click epic of this size and complexity. Breaking all boundaries, the developers at Outsoftware have used advanced AI-assisted tools to turn this long-held community dream into a reality, delivering a conversion that hopefully captures the magic of the original Commodore 64 and PC versions.
Indiana Jones and the temple of doom - An AI fan-made PC point & click adventure in the classic SCUMM tradition
BBGames has released a new adventure game titled as Indiana Jones and the Temple of Doom, an ai assisted, fan-made point-and-click adventure crafted entirely in the style of classic 90s SCUMM engines. This fan-made adaptation translates the entire film into a game, guiding players scene-by-scene from the neon lights of Shanghai all the way to the iconic, nail-biting rope bridge finish with entirely fresh dialogue. While you will spend the bulk of your adventure stepping into Indy's dusty boots, the perspective shifts at key moments to put you in control of Willie and Short Round. The gameplay itself according to the website strikes a balance between brain-teasing adventure mechanics—featuring deep inventory puzzles, clever dialogue choices, and a randomized catacomb door that changes with every new playthrough—and interactive set pieces like the frantic Shanghai car chase, a cargo plane dogfight, and the legendary runaway mine cart race.
Magic Pockets - A great Amiga platformer as a port for the Amstrad CPC 6128 via Lake Software and AI
One of my personal favourites, the 1991 platformer Magic Pockets, originally developed by The Bitmap Brothers and published by Renegade, has been ported to the Amstrad CPC 6128 by Lake Software with the help of AI. The game follows the adventures of the Bitmap Kid, who must journey through four distinct worlds—The Cave, The Jungle, The Lake, and The Mountain—to recover his toys from his bottomless trousers. Spanning 30 levels, the conversion hopes to replicate the iconic gameplay mechanics, where players run, jump, and blast unique world-specific weapons like whirlwinds, rolling balls, ice cubes, and snowballs.
Puzzle Bobble - A bubble popping Arcade classic arrives on the Commodore Amiga as an AI AGA edition
dlfrsilver who was behind the recent Monkey Island 2: LeChuck's Revenge & Indiana Jones and the Fate of Atlantis AGA AI ports, has announced the release of Puzzle Bobble AGA for the Amiga 1200. Written natively in 680x0 assembly code, this project represents the very first time a game from Neo Geo hardware or Taito's System B has been directly ported to the A1200. The game adapts Taito's iconic 1994 tile-matching arcade classic—originally famous for its cute Japanese aesthetic, vibrant music, and addictive bubble-popping mechanics—and optimises it for a Amiga 1200 processor and its advanced AGA chipset. Please note, while it does say stock Amiga 1200's, users have said it requires a 030/50mhz for full speed and to be smooth, the developer disregards this and says it works fine on 68020 + Fast Ram (4mb).
Splatterhouse - A gory slasher arrives on the Amiga via Modern Vintage Gamer
Modern Vintage Gamer who was behind Gunsmoke AGA and Zippy Race A500, has unofficially brought the ultimate nightmare to the Amiga with a port of Namco’s horror classic, Splatterhouse, specifically rebuilt for the Amiga AGA. Players can finally step into Rick's shoes, don the iconic terror mask, and brave the creature-infested mansion to rescue Jennifer. This ambitious conversion delivers the complete seven-stage arcade-style adventure directly to the A1200 and other AGA-equipped machines. It also supports standard joysticks as well as CD32 controllers for an authentic, responsive gameplay experience.
Sonic the Hedgehog 2 AGA - An AI Sonic 2 port for Amiga AGA via EAB moderator Cody Jarrett
EAB moderator Cody Jarrett has ported over Sega's Sonic the Hedgehog 2 over to the Commodore Amiga AGA, delivering the entire game from the iconic logo to the final credits. This conversion includes all eleven zones, cooperative play with a computer-controlled or second-player Tails, the 2-Player VS mode, and the legendary special stages. Remarkably, the developer built the port by using Anthropic's AI, Claude, to translate the original 68000 game logic from the Sonic Retro community's s2disasm disassembly into C code. Furthermore, the developer ran the original and new code side-by-side using the Unicorn engine to check for identical results. Unlike reassembler’s highly anticipated, purely human-coded upcoming Sonic 1 Amiga port, this Sonic 2 project leans on modern AI assistance, offering a alternative approach to retro development.
Alone in the Dark (Macintosh version) is being ported over to the Amiga via Vesuri
Vesiru is aiming to bring the famous survival horror experience Alone in the Dark to the Commodore Amiga. Rather than rebuilding the game entirely from scratch, this unofficial port operates as a clever compatibility layer that directly executes the 68k code from the 1994 Apple Macintosh version. It dynamically translates the original Mac system services—including memory allocation, event handling, file paths, and QuickDraw graphics—into Amiga-friendly equivalents. As a result, the visuals are processed into native AGA bitplanes while the audio utilizes the Amiga's Paula sound chip, and a WHDLoad installer is already available via EAB's Retroplay Whdload Pack.



















