Retro Sound Effects
700+ retro game sounds, each in 8-bit and 16-bit: UI, coins, jumps, lasers, magic, loops. WAV + OGG
- Sizes
- Side-view
- Formats
- JSON, WAV, OGG
- Engine files
- Godot, Unity, GameMaker, RPG Maker, Construct
- Download
- 31 MB




What it does for your game
- No more clashing sound effects: All 352 sounds come in one 8-bit set and one 16-bit set, so your menus, coins, jumps and lasers sound like one game.
- Hear your game come together: Dialogue blips give your characters their own voices, coins chime on pickup and a jingle plays when the boss falls.
- 704 sounds, one folder swap: Every sound comes as WAV and OGG with the same name in the 8-bit and 16-bit folders, and 12 are seamless loops.
704 retro game sound effects: 352 sounds, each in an 8-bit and a 16-bit version, as WAV and OGG. Menus, dialogue blips, coins, power-ups, jumps, footsteps, lasers, explosions, hits, magic, doors, alarms, jingles, creatures and more, 12 of them seamless loops. For platformers, RPGs, shmups, arcade, puzzle and jam games.
Licence in one line: use them in your commercial games; do not resell the sounds. No credit required.
Two versions of every sound
- 16-bit: FM tones, smooth filtered noise, soft triangles, a gentle low-pass and echo on longer sounds.
- The same file name in both folders (WAV/8-bit/pickups/coin_01.wav and WAV/16-bit/pickups/coin_01.wav), so you can swap the whole set by changing one folder.
What you get
- UI and menus (37 x 2 = 74): menu click, cursor move / hover, confirm / accept, cancel / back, error / not allowed, menu opens, menu closes, toggle on, toggle off, slider tick, keyboard key / typing, notification, pause, unpause.
- Dialogue blips (26 x 2 = 52): dialogue voice "tiny", dialogue voice "pip", dialogue voice "mid", dialogue voice "deep", dialogue voice "robot", dialogue voice "gruff", dialogue voice "ghost", dialogue voice "chirp", text finished, next text box.
- Coins and pickups (22 x 2 = 44): coin, gem / crystal, item pickup, key pickup, heart / health pickup, ammo pickup, purchase / cash.
- Power-ups (16 x 2 = 32): power-up, level up, extra life, invincible / star, power down.
- Jumps and landings (16 x 2 = 32): jump, double jump, spring / bounce, landing, landing (heavy).
- Footsteps (16 x 2 = 32): footstep on stone, footstep on grass, footstep on wood, footstep on metal.
- Lasers and shots (20 x 2 = 40): laser, blaster, charged shot, machine gun burst, plasma shot, rocket launch.
- Explosions (13 x 2 = 26): small explosion, medium explosion, big explosion, distant explosion, bomb fuse then boom.
- Hits and blocks (16 x 2 = 32): punch, hit, critical hit, block / shield hit, slash hit.
- Hurt (12 x 2 = 24): player hurt, enemy hurt.
- Death and defeat (10 x 2 = 20): player dies, enemy dies, boss defeated.
- Melee and weapons (14 x 2 = 28): sword swing / whoosh, heavy swing, bow shot, arrow hits, throw.
- Magic (20 x 2 = 40): fire spell, ice spell, lightning spell, heal, buff / stat up, debuff / stat down, poison, summon.
- Teleport and time (10 x 2 = 20): teleport, warp / portal, rewind, time stop.
- Alarms and timers (14 x 2 = 28): siren (loop), beeping alarm (loop), klaxon (loop), countdown beep, countdown: go, clock tick, clock tock, warning, low health beep (loop), heartbeat (loop), time up.
- Jingles (18 x 2 = 36): level complete, victory fanfare, game over, secret found, item get, quest complete, game saved, shop / bell, press start.
- Creatures (16 x 2 = 32): slime, bat squeaks, monster roar, small creature / bird, ghost wail, robot voice.
- Sci-fi and machines (14 x 2 = 28): engine hum (loop), thruster burst, shield up, shield hum (loop), computer beeps, scanner, machine powers down, machine powers up.
- Water, weather and world (16 x 2 = 32): splash, bubble, water drip, wind (loop), rain (loop), campfire crackle (loop), thunder, dig, crate breaks, glass breaks.
- Score and combo (10 x 2 = 20): score count tick, combo (rising), bonus, multiplier up, new high score.
Made for game work
- WAV 44.1 kHz 16-bit mono + OGG Vorbis of every sound.
- Loudness-matched (K-weighted short-term loudness, -12 dB): 85% of the files are within 1 dB; sounds with sharp peaks stay at the -1 dBFS peak limit. Never clipped, trimmed, no DC, a 5 ms fade-out.
- Loops with loop points: the WAVs carry a "smpl" loop chunk (Godot 4 imports them as loops by itself), the OGGs carry LOOPSTART/LOOPLENGTH (the RPG Maker convention).
- Cue sheet (CSV + JSON): every file with its version, group, description, length, peak, loudness and loop points.
- Names that say what each sound is: coin_01, jump_03, explosion_big_02, door_open_01, alarm_loop_01, blip_robot_high.
- Plays in Godot, Unity, GameMaker, RPG Maker, Construct, Phaser, LOVE and anything else that plays WAV or OGG.
What it does not include
No music tracks (only short jingles and stingers), no voices or recordings, no stereo or 48 kHz files, no synthesiser source code. The 16-bit versions of the longer sounds have a short echo tail; use the 8-bit versions if you need them dry.
Every Gridwright asset pack, made to fit together, and all 31 tools for the fiddly work, with every new release, for $17 a month. Try it in your own game first: 3 days for $1, cancel any time.
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