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Second Credit

Free remakes of games that deserve another go.

The gameplay you remember from the 80s and 90s, rules and levels intact, rebuilt with 2026 looks: real 3D, water, light, particles and a synthesised soundtrack. Free and open source.

A small launcher (45 to 80 MB) that downloads each game the first time you play it, and tells you when a game has a new version. Latest build from the main branch. All releases · Source on GitHub

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Inspired by Boulder Dash (1984)

Glimmerdeep

Dig deep, grab the gems, mind the boulders. The cave rules are an exact port of GDash's engine, checked against 306 recorded replays, so every classic cave plays the way it always did.

  • The Descent: a campaign of eight caves of our own, each with its own light and a story between them
  • Plays BDCFF cave files: bring your own packs
  • Crystal gems, falling boulders, fireflies and butterflies in 3D
  • Attract mode, death and win animations, music and effects

Inspired by Rampart (1990)

Bastion Coast

Build walls, aim cannons, hold the coast. Place cannons, fight off the fleet, then patch your walls with falling pieces before the timer runs out.

  • The Coastline: five islands to hold one after the other, with a story between them
  • Local versus for 2 or 3 players (keyboard, mouse and gamepads): shell each other's walls, last castle standing wins
  • Live territory and a smart hole finder that points at the gaps
  • Animated sea with swell, foam and reflections; sinking ships
  • Friendly fire on your own walls, like the original

Inspired by Fruity Frank (1984)

Fruitburrow

Dig the garden, pick the fruit, drop the apples. Tunnel through a slice of soil while plum monsters chase you down your own passages; undermine an apple to squash them, or send your ball bouncing along the tunnels.

  • The collection's first rigged, animated character: a gardener who walks, digs, throws and cheers
  • Soil you carve block by block, with stones and roots in the cross-section
  • Monsters that give up on the tunnels and start digging; day turns to dusk garden after garden

Inspired by Alley Cat (1984)

Whisker Alley

A moonlit alley, a ginger tomcat and nine lives. Bounce off the trash-can lids onto the fence, ride the washing lines and leap through whichever window swings open, while the bulldog prowls below and the neighbours throw their boots.

  • Five rooms behind the windows: the fishbowl, the big cheese, the bird cage, the dogs' dinner
  • Every third room, a serenade: climb a tower of drifting hearts to the lady cat
  • Rigged cats and bulldogs, a jazzy late-night swing, warm light spilling from every window

Inspired by Winter Games (1985)

Frostpeak Games

A snowy valley, a flame on the plaza and up to four players taking turns. Stride in rhythm round the ice oval, race the biathlon, steer the bob down the ice run, then tuck, spring and hold your line off the large hill, and climb the podium while your flag goes up.

  • Speed skating 500 m against a rival, with a stride meter that rewards rhythm
  • Ski jump on a true large hill (K 120): in-run tuck, take-off timing, flight balance, telemark landing, five judges
  • Biathlon sprint: skate in rhythm on rolling ground, then lie down at the range and steady your pulse for five shots
  • Four-man bobsled: push in rhythm, jump in, and lean into the banked curves down an ice run through the woods
  • One unbroken camera from the valley to the start gate, round to a side view in flight, and a slow-motion TV replay
  • An alpine valley with a village, a gondola and a glacier; a practice menu for any single event
  • Invented nations, a medal ceremony and a medal table; snow that sparkles, ice that reflects

Inspired by Cannon Fodder (1993)

Muddy Boots

Four rookies, a jungle and a long way home. Click to march the squad in single file, hold the button to open fire, and bring the huts down with grenades before they empty onto you.

  • Squad orders with path finding, grenades that arc, rockets that smoke, rivers to swim
  • Huts, hostages to walk back to the tent, hidden mines, recruits carried from mission to mission
  • Two campaigns with a story between missions: First Tour and The Long Monsoon
  • Reads the original game's map files from your own copy, locally

Inspired by Double Dragon (1987)

Neon Knuckles

Two brothers, one wet night and a gang that owns the street. Punch your way along Neon Row, down to the docks and up onto the rooftops, alone or with a friend on the same keyboard.

  • Jabs, hooks, jump kicks, knees and elbows; grab a dazed thug and throw them into their friends
  • Bats, knives and crates to pick up; thugs, knifers, bruisers and a boss with his own moves
  • Hit-stop, screen shake and a synthwave score over neon, rain-slick asphalt and a city skyline

Inspired by Z (1996)

Iron Flags

No base building, no mining: plant a robot on a flag and every factory, radar and gun in that territory changes sides. The more ground you hold, the faster you build. Then flatten the enemy fort.

  • Grunts, psychos, snipers, toughs, pyros and lasers; jeeps, three tanks, APCs and missile launchers
  • A computer general that expands, defends its fort and pushes when its army is ready
  • Desert, ice, jungle, city and volcanic worlds; reads Zod Engine maps from your own files, locally

Inspired by Bomberman (1983)

Blastyard

Four bombers, one yard, no hard feelings. Drop bombs, chain the blasts, grab the power-ups, and be the last one standing when the arena starts closing in.

  • Up to four players on one keyboard and gamepads; computer bombers fill the empty seats
  • Chains, bomb kicks, a cursed skull, sudden death; garden, factory and ice arenas
  • Solo stages with blobs, bats, ghosts and stompers, and an exit hidden under a crate

Inspired by Lode Runner (1983)

Ingot Run

Grab the gold, dig the floor, keep running. A lantern-lit temple mine of bricks, ladders and ropes, and guards who know every shortcut. Blast a hole, let them fall in, and run over their heads.

  • Holes that refill with whoever is inside; gold that guards pick up and drop
  • Five levels of our own, and it reads the plain-text level sets of the free remakes
  • Rigged runner and guards on the new animation system

Inspired by Sokoban (1982)

Crate Keeper

Push, never pull. A lamp-lit harbour warehouse at dusk, crates that slide and glow once they sit on their marks, and all the time you need to think.

  • Undo and redo all the way back, click to walk, stars for matching par
  • Eight puzzles of our own; loads the standard Sokoban collections you have
  • A calm harbour theme, gulls and waves in the background

Inspired by Pac-Man (1980)

Nightbite

Eat the light before the lanterns eat you. A glowing firefly in a neon maze, four lantern spirits with four temperaments, and power orbs that turn the hunt around.

  • Spirits that chase, ambush, flank and lose their nerve, in waves of scattering and chasing
  • Chains of frightened spirits worth double each time; bonus gems; faster stages
  • Neon tube mazes, bloom, a driving synth score with a fever loop

Inspired by Arkanoid (1986)

Prism Breaker

One ball, one paddle, a wall of light. Crystal bricks in six colours, hard ones that crack, steel that never gives, and capsules that change the game as they fall.

  • Wide, laser, catch, slow, multi-ball, extra life, and a door that lets you break out early
  • Glass chimes that climb the scale with every brick you chain before the ball comes back
  • A 3D neon arena at the mouth of a grid tunnel: refractive crystal bricks, a ball that lights the room, shock waves and 3D shards, a warp swoop between walls
  • Plays our own walls, or level sets made for LBreakout2 from your own files

Inspired by Qix (1981)

Inkstorm

Fence off the map, one line at a time. Every stretch you close rises from dark parchment as a painted land, with villages, windmills and boats, while a storm of ink tries to cut your line.

  • Step off the edge to draw; hold shift to draw slowly for double points; fence two storms apart for a bonus
  • Sparks race along the gilded edges, and a fuse burns down any line you leave hanging
  • Five lands to paint, from spring meadows to ember isles, with a chamber-folk score

Inspired by Lemmings (1991)

Mossfolk

Little folk, one way home, eight ways to help. A stream of moss sprites with lanterns walks through the caverns without a care; give them the right job at the right moment to bring enough of them home.

  • Climb, glide, pop, block, build, bash, mine and dig, on earth that is carved away as they work
  • The level is solid 3D rock that crumbles as they dig, with moss, stones, crystals, light shafts and fireflies
  • A camera that follows the action; drag to pan, wheel to zoom, space to find the busiest mossling
  • Three bouncy chamber-folk themes; every level has a recorded solution the demo plays

Inspired by Frogger (1981)

Hopline

Five lanes of traffic, five of canal, five homes. Hop a little frog through a toy canal town, dodge vans and lorries, ride logs and turtles, and fill every bay before the clock runs down.

  • Turtles that dive, a crocodile that surfaces in the bays, flies and a lady frog for bonuses
  • Afternoon, sunset and night stages: street lamps, headlights, lit windows and a canal that glitters
  • A camera that follows the frog and swoops over the town when all five bays are full, with fireworks
  • A swinging ragtime band, and a faster one when time is short

Inspired by Pengo (1982)

Slipfloe

Shove the ice, flatten the mites, line up the gems. A sea otter in a scarf clears a frozen maze under the aurora, one sliding block at a time.

  • Blocks glide until they hit something; stuck ones shatter, eggs and all
  • Shake the walls to stun the mites, then stamp on them; three gems in a row pay big
  • A fresh maze every stage, and a playful winter tune with bells and marimba

Inspired by Bubble Bobble (1986)

Fizzlings

Blow bubbles, trap toys, pop them into treats. Two axolotls clear an underwater toybox of runaway wind-up toys, alone or together on one keyboard.

  • Bubbles that float, jostle and chain: pop a cluster of trapped toys for a shower of treats
  • Jump through the platforms, ride the bubbles, drop out of the bottom and back in at the top
  • Full bubbles glow gold with the toy lit inside, and turn red when it is about to break free
  • Caustic light, god rays, a skyline of giant toys; linger and something worse comes looking for you

Inspired by Rick Dangerous (1989)

Relic Run

Traps, darts, a boulder and six sticks of dynamite. An explorer in a pith helmet runs, crawls and climbs through a jungle temple that wants very much to keep its treasure.

  • Spikes that spring as you come near, darts that fly over a crawling explorer, crushers, a rolling boulder
  • A pistol for clockwork guardians and skeletons, dynamite for cracked walls (stand well back)
  • Flip-screen temple levels, torchlit stone, an adventure-serial score

Inspired by Chuckie Egg (1983)

Henhouse Heist

Every egg, before the clock, the hens or the goose. A farmhand scrambles up ladders and across brick ledges at golden hour, with a bluegrass band playing him on.

  • Hens that wander the ladders, lifts that rise through the shaft, grain that stops the clock
  • On goose stages the cage bursts open and the goose flies after you, through everything
  • A farmyard diorama: barn, silo, windmill, haybales, all in the evening haze

Inspired by Manic Miner (1983)

Deep Breath

Every key in the cavern before the air runs out. A miner with a lamp on his helmet works his way through dark caverns, one screen each, while the air gauge drains and the music grows tense.

  • Fixed-arc jumps, conveyors, crumbling floors, and a fall that is fatal past a few tiles
  • Guardians on patrol: minecarts, bats, crabs and clockwork gears
  • Lamplit caverns: a timbered mine, a crystal grotto, a boiler works; the lift glows green once it opens

Inspired by Q*bert (1982)

Tumbletop

Hop every cube to its new colour, and keep one hop ahead of the serpent. Pip, an orange fuzzball with a trumpet snout, bounces down a pyramid floating over a sea of clouds.

  • Four painting rules: one hop, two hops, and levels where a second visit undoes your work
  • Red balls bouncing down, a green one that freezes everything, an egg that hatches the serpent, imps that undo colours
  • Rainbow cloud-discs to escape on (the serpent follows you off the edge); a sky for each level, from dawn to starlight

Inspired by Pang (1989)

Pop Voyage

Split every balloon around the world before the clock runs out. A young explorer with a harpoon launcher travels from stage to stage, each one set before a landmark.

  • Balloons in four sizes that split in two when the wire hits them, bouncing to their own heights
  • Blocks, cracked blocks, and items: double and sticky wires, a shield, a clock that stops time, a charge
  • Eight living dioramas: a lighthouse, windmills, a desert arch, a temple, a glacier, a volcano, a harbour at night and the aurora

Inspired by Blobby Volley (2000)

Jelly Spike

Beach volleyball for two wobbly jelly blobs. Play the CPU, or bring a friend to the same keyboard (F2), first to fifteen, won by two.

  • Jump into the ball to spike it; three touches a side, and the ball on your sand is the other side's point
  • Translucent jelly that squashes, stretches and quivers, with eyes that follow the ball
  • A tropical beach that changes from noon to golden hour to a moonlit luau, crabs and gulls cheering

Inspired by Space Invaders (1978)

Nova Wardens

Hold the coast against the marching fleet, one shot at a time. A lone cannon on a hilltop defends a sleeping harbour town under a huge moon, while the march beat quickens with every alien you bring down.

  • The classic rules: the rippling march, drops at the walls, three kinds of bombs, the mystery ship and its secret shot
  • Shields made of crystal voxels that crumble pixel by pixel
  • A living night coast: searchlights, a lighthouse, meteors, and air-raid lights as the fleet comes lower

Inspired by Marble Madness (1984)

Marble Drift

Roll a glass marble down floating courses before the clock runs out. Every second you keep carries over to the next course.

  • The classic screen-relative controls, from keys, a stick, or the mouse as a trackball
  • Slopes that run away with you, drops that shatter the glass, slippery glass lanes, acid, a hunting steelie and bouncing hoppers
  • Six skies: sky islands, a nebula with a ringed giant, a crystal hollow, a neon grid, a storm, the aurora

Inspired by Bomb Jack (1984)

Fuseflight

Leap, glide and gather every firework on five festival stages at night. Take them in the order their fuses light for double points, and each one you take bursts into the sky.

  • The original's floaty leaps: hold to rise higher, hold again to glide down
  • Walkers that take wing and hunt you, bouncing orbs, the power star that turns them all to sparks
  • A harbour of lanterns, pagoda steps, a lighthouse, a windmill fair, a square under a comet

Inspired by Pipe Mania (1989)

Brassflow

Lead the glow from the boiler to the engine with brass pipe from the dispenser, before it starts to flow, and keep ahead of it. Every level puts the engine further away and gives you less time.

  • Straights, corners and crosses, turned before you lay them, scrapped and replaced while the glow is behind
  • Loop bonuses for a cross filled both ways, fast flow once your line is ready
  • A steam workshop at night: gears, gauges, hissing valves and lamps that flicker as the glow nears a leak

Inspired by Scorched Earth (1991)

Ridgefire

Two to four tanks take turns to lob shells across the hills. Set the angle and the power, read the wind, and watch the ground give way.

  • Blasts carve the earth and everything above slumps into the hole; tanks fall, wrecks blow up
  • A shop between rounds: heavy shells, the MIRV, rollers, dirt balls, diggers, shields and the nuke
  • A new land each round: red mesas at dusk, an alpine valley, the moon, a volcanic isle, the frozen north

Inspired by Super Sprint (1986)

Tinplate Turbo

Wind-up tin cars race round tabletop dioramas seen through a tilt-shift lens. One screen, four cars, and the classic turn-and-accelerate controls.

  • Cars that slide in the corners, a bridge over a figure-eight, ramps, oil and puddles
  • Wrenches on the road buy top speed, grip and acceleration between races
  • Six tracks for a championship: a garden, a canyon, snow, a harbour and a neon city by night, autumn woods

Inspired by Dig Dug (1982)

Tunnel Pop

Dig through a garden's earth, four layers deep, and pump the burrow creatures until they pop. Or bring a rock down on them.

  • Tunnels carved as you go, lit by the digger's lamp
  • Puffers and fire-breathing drakes that turn to eyes and drift through the earth
  • Rocks that wobble and fall, a vegetable in the middle, the last one running for it

Inspired by Rod Land (1990)

Bloomwand

A fairy with a magic wand: catch a creature in its beam and slam it down, left and right, until it bursts into fruit. Alone or with a friend.

  • Rainbow ladders conjured up to the floor above, flowers to gather, E X T R A to spell
  • Six storybook levels: a bluebell glade, a mushroom ring, a crystal grotto, a castle in the clouds, a winter hollow, the thorn tower

Inspired by Xenon 2 (1989)

Biosurge

Fly up through living caverns that pulse and glow, and blast whatever lives there. Spend what they drop at the trader's between levels.

  • Walls that sting, islands to weave round, turrets on the walls, worms out of them, egg pods that hatch
  • Gun power, side pods, a rear gun, homing missiles, a laser, a drone
  • Five caverns, from the spawning grounds to the hive's heart, each with its boss

Inspired by Gauntlet (1985)

Four Torches

Four heroes go down into the dark, each carrying their own light. Smash the generators, keep eating, find the stairs. Play alone with CPU companions or with up to three friends.

  • A knight, a shieldmaiden, a mage and a ranger, each with their own strength
  • Ghosts, grunts, fire-throwing imps, skeleton archers, sorcerers who blink out, the deathshade
  • Five crypts built by hand, then dungeons ever deeper: hordes from the generators, walls that crumble, keys and doors, a shortcut exit
  • Don't shoot the food: shots smash it, and set off potions

The ladder

Each game is built on the same engine and adds a few new capabilities, from a grid of rocks to a real-time strategy game. The stack grows one rung at a time.

  1. 1GlimmerdeepBoulder DashPlayable
  2. 2Bastion CoastRampartPlayable
  3. 3FruitburrowFruity FrankPlayable
  4. 4Whisker AlleyAlley CatPlayable
  5. 5Frostpeak GamesWinter GamesPlayable
  6. 6Muddy BootsCannon FodderPlayable
  7. 7Neon KnucklesDouble DragonPlayable
  8. 8Iron FlagsZPlayable
  9. 9BlastyardBombermanPlayable
  10. 10Ingot RunLode RunnerPlayable
  11. 11Crate KeeperSokobanPlayable
  12. 12NightbitePac-ManPlayable
  13. 13Prism BreakerArkanoidPlayable
  14. 14InkstormQixPlayable
  15. 15MossfolkLemmingsPlayable
  16. 16HoplineFroggerPlayable
  17. 17SlipfloePengoPlayable
  18. 18FizzlingsBubble BobblePlayable
  19. 19Relic RunRick DangerousPlayable
  20. 20Henhouse HeistChuckie EggPlayable
  21. 21Deep BreathManic MinerPlayable
  22. 22TumbletopQ*bertPlayable
  23. 23Pop VoyagePangPlayable
  24. 24Jelly SpikeBlobby VolleyPlayable
  25. 25Nova WardensSpace InvadersPlayable
  26. 26Lantern LinksMini-Putt, Zany GolfPlayable
  27. 27Marble DriftMarble MadnessPlayable
  28. 28FuseflightBomb JackPlayable
  29. 29BrassflowPipe ManiaPlayable
  30. 30RidgefireScorched EarthPlayable
  31. 31Tinplate TurboSuper SprintPlayable
  32. 32Tunnel PopDig DugPlayable
  33. 33BloomwandRod LandPlayable
  34. 34BiosurgeXenon 2Playable
  35. 35Four TorchesGauntletPlayable

How it's made

Built with an AI pair

Claude Code writes most of the code, models and sound; the owner steers, plays and judges. Every step is a small, runnable commit, and the whole build is recorded as a construction movie.

Open tools only

Godot 4 for the games, Blender scripts for every 3D model, NumPy and FluidSynth for the sound and music. CC0 textures and fonts. No paid services.

Your levels still work

If the original had maps, we read them: BDCFF caves today, and more formats to come. The files stay on your machine; none of the original data ships with the game.

New art, same soul

No original names, sprites, sounds or code. Just the rules and the feel of a game worth a second credit, with a fresh coat of paint.

The Second Credit launcher: game cards over floating 3D models
The launcher: one app, every game, shared settings.