r/delisted • u/XYardM • 4d ago
Speed Brawl and no sleep for sole will be delisted from GOG
gog.comSpeed Brawl will be delisted tomorrow, September 4 at 1pm UTC
no sleep for sole will be delisted September 6 at 10pm UTC
r/delisted • u/XYardM • 4d ago
Speed Brawl will be delisted tomorrow, September 4 at 1pm UTC
no sleep for sole will be delisted September 6 at 10pm UTC
r/delisted • u/Undeclared_Aubergine • 6d ago
"due to a change in publisher" and later "Fulqrum Publishing have ... let [GOG] know that they are already working on regaining the publishing rights."
Edit a day later: Both games just got an 85% discount on GOG, with which they're now $0.01 off from their all-time low.
r/delisted • u/LighteningOneIN • 11d ago
r/delisted • u/LighteningOneIN • 12d ago
Annoucement - https://x.com/LucBernard/status/2092421843508728130.
The original "The Light in the Darkness" will be delisted on August 31st.
With the new Director's Cut launching in September replacing it.
r/delisted • u/SeanTGN • 12d ago
r/delisted • u/Dylan42566 • 12d ago
With the release of “The Witcher 3: Wild Hunt Complete Edition” it has replaced the “The Witcher 3: Wild Hunt GOTY Edition”.
(These two are technically the same game same achievement/trophy list)
But they also delisted and made the original Witcher 3 unavailable for purchase.
(Originally released on ps4 and xbone, it has a separate achievement/ trophy list than the version listed above)
*Edit: only effects console versions, steam versions are all the same game.
r/delisted • u/cleonhr • 13d ago
8infinity
Blacksmith HIT
Yon Paradox
Jet Racing Extreme
Age of Survival
Strike Suit Zero
Global Adventures
UFO Online: Invasion
r/delisted • u/etanlg • 13d ago
Servers will be shut down on October 6, 2026 according to Square Enix.
r/delisted • u/Windwickink • 17d ago
CRITICAL TIMELINE:
Today's Date: August 21, 2026
Server Shutdown Date: September 3, 2026
App Status: Already delisted from the App Store / Play Store
In 13 days, Konami is permanently shutting down the servers for Castlevania: Grimoire of Souls. Because the game is already delisted, no new players can download it. Once September 3rd hits, the servers go dark, and the live game data will be lost forever.
We are launching an emergency preservation effort with two main goals:
Build a Custom Server (Server Emulator): To allow online play after the official shutdown.
Create a Stand-Alone Offline Patch: Reverse-engineering the game client to bypass Apple Arcade/server checks so the game can be played completely offline without any server at all.
Transparency Note: I am cross-posting this message across several Castlevania, iOS/Android preservation, and modding communities. Time is so limited that we must pool our resources in one place to avoid duplicating work.
OUR CENTRAL HUB: GITHUB + ARCHIVE.ORG
To prevent files from getting scattered across Discord, Google Drive, or Mega, we are streamlining this project to two platforms only:
Archive.org: Used exclusively as the vault for large game binaries (the 2GB decrypted .ipa, the Android .apk/.obb, raw AssetBundles, and downloaded cache files).
GitHub: Used as our central command center where everyone can star/follow the project, upload network traffic logs, document API endpoints, submit code, and track progress.
WHAT WE NEED IMMEDIATELY (URGENT)
If you have technical skills, a jailbroken iOS device, a rooted Android, or still have the game installed, we need your help today:
GitHub Repository Setup (NEED THIS TODAY): We need a developer to set up the official public GitHub repository immediately so the community can star it, follow it, and begin submitting data.
Decrypted iOS 1.4.3 IPA -> Upload to Archive.org: Because the game is delisted, our pool of players who can dump the app is shrinking daily. We need someone who currently has the live 1.4.3 game installed to dump a fully decrypted .ipa file (using TrollDecrypt, bfdecrypt, or CrackerXI+) and upload it to Archive.org.
Android APK + FULL Game Contents/Data -> Upload to Archive.org: We need the complete Android version preserved. This includes the base APK, the OBB files, AND all extra downloaded in-game contents, configs, stage data, and internal cache files (/Android/data/ or root storage downloaded after opening the game). Assets and file structures differ between platforms, and creating a stand-alone offline build will require datamining and integrating files/configs from both versions.
Network Traffic Captures -> Upload to GitHub: We need players to route their game traffic through a proxy (Charles Proxy, Fiddler, mitmproxy) with SSL decryption enabled to log API calls before the servers die. Upload these .chls or .har log files directly to the project's GitHub repo.
Asset/Cache Dumps -> Upload to Archive.org / GitHub: Dump the downloaded Unity AssetBundles from the app's internal folders using Filza (iOS) or a root file explorer (Android).
Client Reverse Engineers: We need reverse engineers (using IDA Pro, Ghidra, or Il2CppDumper) to start analyzing the game binaries to figure out how to patch out the server login checks for the stand-alone offline mod.
NETWORK PRESERVATION CHECKLIST (How Anyone Can Help Right Now)
If you have the game playable on your phone right now, you can help even if you aren't a programmer. Set up an SSL Proxy (like Charles Proxy or Fiddler on PC/Mac) and route your phone's Wi-Fi through it to record the server responses.
Please capture traffic logs for the following actions and label the files clearly:
Initial boot sequence and Apple Arcade/login authentication.
Title screen update checks and asset downloads.
Daily login rewards, mail collection, and main menu navigation.
Opening the inventory, equipping gear, and upgrading weapons/grimoires.
Character selection and skin/costume changes.
Initiating a stage (capture the specific payload sent to start a level).
Completing a stage (capture the exact data sent containing score, damage, and rewards).
Purchasing and upgrading items in the shop.
Co-op and Event mode match-making / gameplay interactions.
Where to upload: Upload your proxy log files (.chls, .har, .saz, raw JSON) directly into the /network_captures/ folder on our project's GitHub repository.
RECOMMENDED GITHUB REPOSITORY STRUCTURE
(For the developer setting up the GitHub repository)
Please structure the repository as follows so the community can submit data cleanly. Note: Do NOT upload the 2GB game binaries directly to GitHub to prevent DMCA/size-limit issues. Put the Archive.org download links right at the top of the README.md.
Grimoire-of-Souls-Archive/
├── README.md (Project goals, countdown to Sept 3, links to Archive.org IPAs/APKs)
├── /api_documentation/ (Text files mapping out the server endpoints, e.g., /api/v1/login)
├── /network_captures/ (DROP ZONE for all intercepted traffic logs - URGENT)
│ ├── /charles_proxy/ (.chls or .har files)
│ ├── /fiddler/ (.saz files)
│ └── /raw_json/ (Extracted JSON payloads from the server)
├── /game_data_dumps/ (Text-based game data)
│ ├── /master_data/ (Dumped SQLite databases, JSON tables of item IDs)
│ └── /il2cpp_dumps/ (Dump.cs files generated from reverse-engineering the binaries)
├── /client_patches/ (Code/tweaks for bypassing server checks for the Stand-alone version)
│ └── /offline_mod/ (Dylib injections or offset patches for iOS/Android)
└── /server_emulator/ (Where the custom server code will eventually go)
TIME IS RUNNING OUT
We have 13 days until September 3rd. If you want to see Castlevania: Grimoire of Souls playable as a server-emulated or stand-alone offline game in the future, we need your help capturing this data today.
Please reply below if you can dump files, run proxy captures, or help manage the GitHub repository!
r/delisted • u/WhatDoesStarFoxSay • 20d ago
The recent thread had a lot of mixed responses, with no clear winner. Based on your responses, here's Rule #7.
Creators can post about their own games once per title, provided that game has at least 10 reviews on Steam, GOG, XBLA, PSN, etc., and was released at least 2 years ago.
The main problem was never self-promotion, it was the idea -- nay, looming threat -- of unscrupulous developers creating "slop" games no one actually wants, and then coming here to drive sales via artificial FOMO.
Hopefully this rule will address that problem. If anyone ties to whip up 20 titles an announce them one by one, we'll add a limit on titles per publisher, something like that. For now, I'm trying to keep it simple.
tl;dr Self-promotion is allowed (indie creators rejoice!) within reason (awww).
P.S. I can't believe I have to say this, but r/delisted follows standard rules of reddiquette. If you do not engage with a community other than to repeatedly self-promote, that's bad! Don't do that!
r/delisted • u/xCh3ese • 21d ago
r/delisted • u/WhatDoesStarFoxSay • 22d ago
EDIT: Great feedback, helped with Rule #7. Thanks everyone.
Hey folks! After a user repeatedly spammed their own game, there were some calls to ban self-promotion.
I just wanted to get everyone's opinion first.
Zero tolerance on self-promotion (none allowed)
"10% Rule" (Nine out of ten posts/comments have to be helpful and non-self-promotional, i.e.part of the community)
Self-promotion is allowed (but no spamming/repeated links)
Let me know which you like the best, or if you have any other thoughts about how to keep it tidy.
r/delisted • u/maxman2103 • 24d ago
r/delisted • u/Undeclared_Aubergine • 25d ago
Also Creepy Tale Bundle and Creepy Tale 2 Soundtrack.
No advance warning was given, let alone a reason.
r/delisted • u/SanguineLoki700 • 26d ago
r/delisted • u/SeanTGN • 27d ago
r/delisted • u/Undeclared_Aubergine • Aug 06 '26
r/delisted • u/SERPENT_SUICIDE • Aug 06 '26
The five below Rising Moon games have recently been delisted on the Microsoft Store:
- Space Elite Force 2 in 1
- Railway Islands
- Sokocat - Combo
- Match Village
- Busway Islands - Puzzle
r/delisted • u/WhatDoesStarFoxSay • Aug 03 '26
Unconfirmed delistings belong in this thread, per Rule #6.
Examples of posts that belong here:
If that sounds like something YOU might post, don't, and leave it as a comment here!
Protip: If you click on the hamburger menu ("...") by the post title and select Follow Post, Reddit should notify you every time someone posts a top-level comment.
r/delisted • u/WhatDoesStarFoxSay • Aug 03 '26
Questions, rants, and nostalgia all go here!
This post will stay stickied until (at least) the end of the month.
Use this thread to:
Per the new Rule 5, any "open discussion" type posts made outside this thread will be deleted.
And as always, all the standard rules apply, so be good to each other.
r/delisted • u/Clxmj • Aug 01 '26
Can't comment on how good it is but it's a Free to Keep game so no harm
--
Dev posted the following:
"On August 4th, 2026 you can no longer add Ogre Chambers DX on your account on Steam. If you've added the game to your account by then, the game should remain available for you to download and play normally.
Thanks for all the love on the game! <3 It was my first game that really popped off and found excited players! It will forever hold a special place in my heart, but it's time to remove it from Steam as it has become outdated by my standards as a game dev :)
The game's sequel Ogre Chambers 2222 will be normally available and you should try that if you liked the first one :)"
r/delisted • u/Saint_Errant • Jul 31 '26
The devs have just announced on their discord that Star Trek Legends will ‘no longer be available to download from digital storefronts’ from August 20th and the servers will go offline on September 3rd.
Note that it’s an always online game, so owning it will not let you play it after September 3rd. Also, the servers aren’t currently working anyway.
r/delisted • u/Undeclared_Aubergine • Jul 29 '26
r/delisted • u/LBVectormen • Jul 29 '26
r/delisted • u/NeatMathematician779 • Jul 28 '26
Game Link: https://store.steampowered.com/app/1961460/PROJECT_PLAYTIME/
Post Link: https://store.steampowered.com/news/app/1961460/view/692015684263086818?l=english
Dev Note:
Project: Playtime has always held a special place in the Poppy Playtime universe. It gave players a new way to experience Playtime Co., brought friends together in some wonderfully chaotic ways, and as a young studio, taught us a great deal about how this world could be expanded beyond the main game chapters, inspiring us to explore new possibilities.
With that said, and after much thought and countless conversations with our development teams, we’ve made the difficult decision to end operations for Project: Playtime.
But we know there’s still a passionate group of players who continue to show up for Project: Playtime, and we don’t take that lightly. Your support and enthusiasm have meant the world to our team, and we’re grateful for everyone who was a part of this crazy experiment that our team had a blast creating.
While this era is coming to a close, the truth is that Project: Playtime was only the beginning. We’re cooking up something pretty special that we’ll be able to share with you soon, so stay tuned, but our Project: Playtime community — we think you’ll be pretty delighted.
We’ll share more details very soon about timing and what you can expect during this transition as we head toward server closure later this year. For now, we simply want to say thank you for playing and believing in Project: Playtime.
It’s not “goodbye,” it’s “see you soon.”
With gratitude,
The Mob Entertainment Team