DelFruit News
Fangame Summer Feast 2026
Fangame Summer Feast (FASF) is a multi-day event organised by the Chinese community dedicated to Fangame showcases, speedruns and competitions. Now FASF2026 event is coming soon and will be held over two sets of dates: August 14-16 & 20-23 (EDT). Although largely focused on IWBTG fangames, some other communities will showcase their fangames as well!
You can check out the FASF information (including the schedule) here: https://iwfasf.com/2026/ (All times are automatically converted to your local timezone)
The event will be hosted at this channel: https://live.bilibili.com/7310386
A Twitch restream will also be available at: https://www.twitch.tv/fangamemarathon
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Newest Fangames
Showing 25 of 15072
| Game | Release Date | Difficulty | Rating | # of Ratings |
|---|---|---|---|---|
| I Wanna Journey | Aug 31, 2026 | 40.0 | 7.7 | 3 |
| I wanna Wind-UP GOD | Aug 26, 2026 | N/A | N/A | 2 |
| I wanna Floating Shelter | Aug 25, 2026 | 75.8 | 8.7 | 6 |
| I wanna goodbye wonder | Aug 24, 2026 | 70.0 | 8.3 | 5 |
| Echerol 1 | Aug 24, 2026 | 60.0 | 6.0 | 4 |
| I wanna be the 簡単アイワナ | Aug 20, 2026 | N/A | N/A | 1 |
| Anima Trista | Aug 20, 2026 | N/A | N/A | 2 |
| Skilltest Needle | Aug 20, 2026 | N/A | N/A | 0 |
| mario needle 4 | Aug 18, 2026 | 31.0 | 0.0 | 2 |
| i wanna save my dog | Aug 15, 2026 | N/A | N/A | 2 |
| I Wanna Run!! | Aug 15, 2026 | N/A | N/A | 1 |
| I wanna sing with God | Aug 15, 2026 | 55.0 | 6.8 | 3 |
| I Wanna Kiss Lucifer | Aug 14, 2026 | 70.3 | 7.2 | 5 |
| Cynosuryz | Aug 12, 2026 | 69.1 | 9.0 | 10 |
| Chieri's SSRare Challenge!!! | Aug 12, 2026 | N/A | N/A | 1 |
| I Wanna Reset | Aug 9, 2026 | 41.0 | 6.7 | 3 |
| TUNNEL VISION | Aug 5, 2026 | 48.4 | 9.1 | 9 |
| Five Elements Needle | Aug 5, 2026 | 65.8 | 7.0 | 7 |
| I Still Wanna Go On The Greatest Adventure | Aug 5, 2026 | 40.0 | 8.0 | 4 |
| I Wanna Be The CookCukies | Aug 2, 2026 | 63.2 | 6.0 | 7 |
| I wanna kill the Flandre | Jul 28, 2026 | N/A | N/A | 3 |
| Lovely sun | Jul 28, 2026 | N/A | N/A | 1 |
| I wanna Activate the Gem Drive | Jul 28, 2026 | 51.3 | 8.7 | 4 |
| I wanna AD.409 | Jul 28, 2026 | 40.0 | 7.9 | 3 |
| copulation,July 7th.zip | Jul 25, 2026 | 79.0 | N/A | 2 |
| Full List | Random Game! | User List |
Latest Reviews
Showing 5 of 115977
For: I Wanna Journey
On to the full review.
I Wanna Journey is, in many ways, a game of two halves. In a more literal sense, the bottom half of the hub is the main game, while the top half of the hub is the extra content; but the metaphorical side is what I mean. There's a split in the platforming that presents an interesting dilemma in game design that I think is underexplored territory: catering to new players while catering to speedrunners.
If you play each save quickly, you'll see what I mean. The cycles tend to work out, and that's in part because considerable attention to speedrunning potential was given by the creator. Where this design breaks down, however, is in tighter cycles and bosses; neither will be ideal as a more casual experience, particularly for experienced/quicker players, who will be bored during bosses and whose natural pace of play will not always match the speed the cycles play at.
Speaking of the bosses, this is where I feel the division is most prevalent. Questions of genre arise, ones that challenge the idea of Needle + Boss = Adventure. It was apparent to me that the creator prefers platforming over bosses, particularly with respect to the time spent ensuring variety within the gameplay. The bosses are too simple to really scratch the itch that Adventure players are looking to scratch, whereas the mere existence of bosses is going to be annoying for Needle players. Such a dichotomy is also partly present in the later platforming stages, where the gimmicks used become precise enough to begin morphing into a Gimmick Needle game rather than an Adventure game, this time annoying Adventure players while generally satisfying all but the most puristic Needle players (or those who can't get over slight physics differences), and the stages just stop having bosses altogether.
More time should have been given to developing boss attacks and filling dead space. Boss 4 embodies these issues, being by far the longest boss while having lots of time where nothing is happening, and when something does happen, it's always just RNG bouncing. There should have been a boss at the end of Stage 5 and Stage 6, and the secret stages should have offered a harder version of their respective stage's boss.
These qualities keep me from rating the game higher; half of the game simply lacks the passion it needed to offer a unique and memorable experience, one that feels complete.
I wish the creator the best of luck on their next endeavor!
For: I wanna get well easy ver
For: I Wanna Be 1 in 100
I think the key to making simple interesting is the willingness to vary things despite the simplicity. Most screens feel like they do something new, so even if a stage has a connecting theme, a lot of times the screens vary quite a bit. Plus, the soundtrack doesn't hurt.
I wasn't a huge fan of floors 97-99. Particularly 97 and 98 felt way harder than the rest of the game, and in a trial-and-error/memorization heavy was I find quite frustrating. Plus, that one 2-block F jump is really out of place in a game like this.
Overall, a great floor game that keeps things simple without being boring.
For: Humble Abode
For: I Wanna Journey
1. Lightshow (insane piano riff)
2. Midday stroll (super serene)
3. stage/save select (sets the pace of the game)
Great stuff Kira!!!
Delicious Fruit