The Mega stage
34 Megas, each with its golden scene and its finisher.

Return to File Island. The story digivolves...
The PlayStation Digimon World, rebuilt from end to end. Raise, train and evolve like in 1999, now with the Mega stage, 260 Digimon to raise, anime scenes and a partner with a life of its own.

File City, partner care, the gyms, the tournaments, fishing and the story up to Machinedramon. Every map, every event and every rule of the original runs on a new engine, with widescreen and the detail of a modern PC.
Forge reads your own copy of the game and builds everything from it: models, maps, music and data. Free, non-profit and made by fans.
When you start, the game asks you to pick a mode. Tap one and see what it brings.
It began on top of two community projects, Vice and Syd's patches, which did a huge amount to understand and improve Digimon World. Working on the PlayStation code showed its limits and the game moved to Godot: the original stays intact and everything new goes on top.
What tamers from all over the world left on the wall, exactly as they wrote it.
Recorded on PC, from the game in development. Pick a clip.
All of this comes from the game as it is today. Cameras, timing and texts still change, and some clip already got old while we uploaded it.

Three scenes, and you pick one in Options: the 1999 one, the live anime one and the golden one for reaching Mega.
In Forge, by default: the anime scene where there is one and the golden one when reaching Mega.
Work in progress: all three scenes run start to finish, and the camera, the sparks and the rhythm of each one are still being tuned.

The 64 from 1999, the 46 DW1 species that were only NPCs or enemies, and 150 that come from other games with their model, their animations and their finisher. All with HD textures. The 28 variants live inside their original's card. Tap one and it cheers.
Work in progress, and it's what people will look at most closely: the new Digimon's models and animations come from their own games and are fitted by hand to the DW1 skeleton. Proportions, textures and some moves aren't there yet. If something bugs you, say so: that's how it gets fixed.
Técnica finalEvoluciona desdePideModelo de Se define en esta etapa. Cada Armor evoluciona con un ítem. Ya está en el juego. Su modelo se suma a esta galería en la próxima tanda. con modelo en esta galeríaen pantalla en guardia, del juego Variante deCómo saleSi evoluciona en Con {n} errores de cuidado o másCon la disciplina en {n}Si evoluciona de noche Con un ítemvariantesThe DigiEgo is the personality of every Digimon. With it, your partner remembers what you've been through together and tells you about it: yesterday's fight, the cold in Freezeland, its favorite food. Every species with its own character, in English or Spanish.
It runs on an AI on your own PC, no internet needed. It comes switched off and it's optional: it adds dialogue and leaves stats and saves untouched. Tap a clip to see it big.

Spending time with your partner counts too. What you do together beyond fighting and training fills the Bond hearts on the Status screen. And Bond matters in raising: it adds to evolutions, helps your partner find things along the way, and part of it carries over to the next egg.

You remember filling the original Chart one slot at a time. The Forge Chart has 232, one per species, each with its animated Dot Art; the 28 variants share their original's slot. The ones still showing "?" are already raisable in the game: they're only missing the sprite.
Thirteen Digimon from Adventure 02, from Flamedramon to Magnamon, come in between Champion and Ultimate. You get there with an item, like in the anime, and in the Chart they get their own golden row.
In 1999 everything ended at Ultimate. Now there are 34 Megas, each with its golden evolution scene and its finisher, and the nine Adventure partners reach their anime form in full.
Dot Art is the part that keeps growing; the "?" slots fill up with every version.
In 1999 you had to guess what your partner would become. With Extended Info, the Digimon screen adds an Info tab: care mistakes, battles, happiness, discipline, virus, age, remaining lifetime, time left to evolve, and when it sleeps and eats. And for every possible evolution, the four criteria the game checks (care, weight, stats and bonus): with three out of four, that evolution is within reach.
It also adds each technique's accuracy and a digital clock. It starts off, like on the PS1, and you can turn it on or off at any time from Options, even mid-game. Try it:
Mockup with the game's font and sample data from an Agumon. Evolutions and numbers change with every playthrough.
Dot Art en caminoEstaba en el Chart de 1999Estaba en DW1 y no se podía criarLlega de otro juego de la saga¡NUEVO!For the first time you choose your hero: the kid from 1999 or one of the tamers from Digimon World 2. And you paint them piece by piece: hair, eyes, jacket, shoes. Try it here: it's the same color math the game uses.
Work in progress: the DW2 tamers show their PlayStation texture and their animations are still being polished. The HD version of each body comes out of Forge HD.
OjosGorroPeloZapatillasCamperaPantalónMochilaGorraPanelesGuantesShortBandanaEmblemaRemeraMuñequerasMoñosVivosAntiparrasChalecoOtro color
In 1999 there were four eggs and always the same babies. Those four now have 16 more next to them, drawn in DW1 style, and each one opens a different line. You unlock them by playing.
Work in progress: several new babies are still waiting for their Dot Art.
Se desbloquea jugandoNace
34 Megas, each with its golden scene and its finisher.
All nine, complete up to Mega: WarGreymon, MetalGarurumon, Seraphimon, Rosemon and the rest.
Special bosses and NPCs with their own stories and missions to take on with your partner.
Place, care or an item change its fate: Agumon in the snow becomes SnowAgumon; Ogremon, Hyogamon or Fugamon.
Sixteen new eggs, each with its own line, unlocked as you play.
Easy, Normal, Hard and Chosen Child. Nine Challenges, Nuzlocke included, and a seeded randomizer to share your run.
One in-game button upgrades backgrounds, characters and UI with AI. True 16:9 in 222 of the 241 maps.
Ten bugs from the original, fixed in Forge and faithful in Vanilla. Plus saving from the menu, autosave and travel shortcuts.

The same corner of Native Forest. Drag the line: on the left, the PlayStation at 320 × 240; on the right, Forge in 16:9 with the 3D at your monitor's resolution.


Thunder Justice came first and took 72 versions to get right. The same hit in Machinedramon's arena, recorded twice: drag the line and watch the original and Forge at the same instant.
Work in progress, and it shows: all 119 techniques from the original already have a Forge version, and now they're being redone one by one, keeping the shape, color and rhythm you remember. What you see is from this week and it will change.

Forge ships no images from the game. From Options, Forge HD takes the backgrounds, models and interface from your own disc and upscales them with AI on your graphics card. While it bakes, you keep playing.
Work in progress: each AI level is still being tuned, and the result changes with the model you pick. If you prefer the 1999 pixels, they're there too.
Every new Digimon is built piece by piece: mesh, skeleton, texture and animation. Every map, with its grid, its doors and its spawn points.
MESHTEXTURE
Built from your disc
Everything is picked from the menu. If you want the 1999 game as it was, with its roster and even its bugs, it's there. If you want everything new, that too. And anything in between. Try the menu:
Mock-up of the menu in the game's font. Row names are Forge's; the order and some texts may still change.
El juego de 1999 tal cual: su roster, sus reglas y hasta sus bugs. Las etapas Mega y Armor, 260 Digimon para criar, huevos nuevos y las diez correcciones de bugs. 320 × 240, como en la tele de tubo. El 3D a la resolución de tu monitor. El cuadro de siempre. Pantalla ancha: más mapa a los costados, con la interfaz en su lugar. Los fondos originales, pixel por pixel. Los fondos horneados en Forge HD. La escena de evolución del original. La del anime, en vivo. La dorada, para llegar a Mega. Sin desafío. Ninguna evolución pasa de Rookie. De Champion para arriba, solo la línea de Numemon y Sukamon. Una vida, y la especie con la que cae tu compañero queda tachada. Todo en su lugar. Ítems, salvajes, evoluciones y técnicas mezclados, con una semilla para compartir la run.
Each stage of the project, with the date it happened. Today it's at Mega: wrapping up the base game.
Studying the original game begins: how the disc is built and what can be edited.
DoneThe decision: the game moves to another engine.
DoneA walkable File City and the intro with its original events.
DoneThe ending plays all the way through. Widescreen and Forge HD arrive the next day.
DoneThe Mega stage, the 79 new Digimon, the randomizer, the Challenges, the anime scenes and the DigiEgo.
DoneEverything plays through to the credits, in Vanilla and in Forge. What's left is a full playthrough from start to finish and comparing it against the PS1 original.
In progressA second partner, new species, enemies, recruits, stories, maps and activities on top of the finished game.
NextNew content is coming for after the ending: stories, quests, boss fights, maps and zones to explore, and more.

For now Forge is built by one person, in spare hours, out of pure love for a game that raised a lot of us. It's free and will stay free: it's not sold and you don't pay to play it.
Following it, testing it when there's a release and passing it to that friend you swapped tricks with in 1999 helps a ton. To follow the progress and talk with other tamers there's the Discord server, and to reach me, Instagram and my Discord: all in the contact box.
And if you'd like to donate to support the project, it's completely optional.
Tell us which Digimon you raised in 1999, what you expect from Forge or what bugs you about what you see here. I read every comment before it shows up.
Yes. Forge uses your own copy of Digimon World for PlayStation (US version) and takes everything from the game out of it.
Yes. It's a non-profit fan project. Donations are optional and don't unlock anything.
It's not affiliated with Bandai Namco or Toei Animation.
There's no date yet. First the base game gets closed with a full playthrough from start to finish.
Yes, with Vanilla mode: the game as on the console, with the new image if you want it.
No. The AI runs on your own PC and comes switched off; turn it on in Options if you want it.
AI is used to build tools and for technical and visual work. Rest easy: Forge is a project by a fan of the game for the fans to enjoy, so every detail gets looked at closely, and it will stay that way, with the judgment and the love of someone who played it in 1999.
It ships in English, Spanish, Portuguese and Simplified Chinese, and more languages will join over time. Translations and dialogue for the new content will keep getting reviewed along the way.
The base game plays through to the credits, in Vanilla and in Forge. What this page shows is work in progress: models, animations, techniques and texts will change, and each section marks what is still in the oven.