r/decomps • • 2d ago

[OFFICIAL] Weekly MEGATHREAD: Port/Decomp/Recomp Requests

89 Upvotes

Hello everyone. This is the weekly Megathread for all requests or questions about if a certain game is being worked on or been done already.

We would also encourage people to post any projects that they have started for potential collaboration with other users who may be working on the same game


r/decomps • • 6d ago

[META] Building a wiki

123 Upvotes

Hi guys,

In order to get less "how can I port x, how to get involved without coding experience, what can I do to help, I want to get started in decompilations,etc .." posts, we're planning to build a wiki for this subreddit.

In this wiki we plan to gather resources for those who want to get started in the decompilation/recompilation process but also link common directories to find ports.

It's gonna take a bit to build so in the meantime I'll let this thread pinned in order to take your suggestions and any information that could help us.

Thanks for your participation!


r/decomps • • 2h ago

Review The Start of a Veritable Old-School Videogame Renaissance

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543 Upvotes

A big thank you to all the hard-working fans and their AI tokens for giving us access to games lost to time and industry bureaucracy


r/decomps • • 7h ago

Preview Switch 2 decomps seem to be happening including Mario Kart World and Donkey Kong Bananza

348 Upvotes

twistedvoxel.com
Nintendo Switch 2 emulation has made swift progress mere days after the console was hacked, with Mario Kart World, Donkey Kong Bananza and more reportedly running on PC. Multiple sources…

https://twistedvoxel.com/nintendo-switch-2-emulation-running-mario-kart-world-dk-bananza-on-pc/

https://x.com/CentroLeaks/status/2115255936277504050

https://x.com/CentroLeaks/status/2115273317003223536

https://x.com/chasmmmmmmmmmmm/status/2115057525238210589

It's looking like it's over every Switch 2 game will be on PC maybe Ocarina of Time remake not long after launch.


r/decomps • • 3h ago

Release Colin McRae Rally 2005 XBE Recomp

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81 Upvotes

https://github.com/projectedan/McRae05-XBE-Recomp

Colin McRae Rally 2005's Xbox version, ported natively to Windows. This game already has a native PC version from back in the day, however that original PC version lacks 64bit OS support, and its controller support is lacking.

With that in mind, I put together an easily accessible plug and play port of the Xbox version for Windows (also runs on SteamOS/Linux via Proton). I included a host of QoL features accessible through a quick menu, like resolution scaling, anti-aliasing, brightness and gamma controls. Give it a try, and let me know what you think.


r/decomps • • 17h ago

Preview Preview: I made the Melee decomp run as a transparent overlay on my Mac desktop

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995 Upvotes

Been working on this for a while: Desktop Melee runs Melee over the macOS desktop. The Dock is the stage, the screen edges are the blastzones, and everything else stays clickable underneath.

It's built on 999sian's melee-pc, which runs the doldecomp/melee decomp natively (GX goes through aurora/Dawn to Metal). On top of that I added:

- a fixed camera that maps the screen 1:1 to game units, so fighters line up with the real Dock

- Final Destination's floor stretched to the Dock's width

- blastzones at the screen edges

- stocks and percents in a little island around the notch

- a menu bar app for characters, costumes, CPUs, controller ports, button remaps, tap jump and UCF

You'll need your own USA 1.02 disc, and no game files are included. macOS on Apple silicon first, Windows and Linux later.

Source and a first release coming soon. Huge thanks to 999sian and the melee-pc contributors and to the doldecomp team, none of this exists without them.


r/decomps • • 14h ago

Made with AI assistance Bloodborne PC Windows Port v0.7.2 adds Live FPS Patching and fixes several high-framerate physics issues above 30 FPS.

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544 Upvotes

Hey everyone,

Bloodborne PC Windows Port v0.7.2 is now out!

This update adds Live FPS Patching, letting you switch target frame rates in real time (30, 60, 90, 120, or Uncapped) directly in the in-game overlay settings without restarting the game.

It also addresses several physics issues when playing above 30 FPS:

  • Fixed character clipping, desync, and falling through moving elevators/lifts.
  • Buggy NPC animations are fixed
  • Cloth physics fluttering and mesh stretching have been stabilized.
  • Conflicting legacy FPS patches are now automatically disabled to prevent crashes.

It also covers more root causes behind common crash codes 139 and 140.

Download and Full changelog: https://github.com/Mrsuss60/bloodborne_pc_windows_port/releases
Discord server (help and report bugs): https://discord.gg/gTvrZZ75G


r/decomps • • 2h ago

Status: Beta-Testing Timesplitters: Future Perfect PC PORT [4K60] 2026

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59 Upvotes

r/decomps • • 15h ago

Release Ratchet and Clank Future: A Crack in Time released 19 years ago today. Now you can play it native on your PC:)

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543 Upvotes

Thank you to anyone who plays this, I genuinely appreciate it and I hope some very cool things come out of this. Please make some cool mods. I am also working on an Android version. Have fun:)

To install, download the .zip and extract, and then run the .exe . The launcher will prompt you to either import your .iso or to direct it towards your USRDIR folder. (Option 2 is my recommendation) PS3 games required a decrypted EBOOT.elf file to run, if for whatever reason your EBOOT.elf file reads as encrypted, the simplest fix is using the decryption tool in RPCS3. After, you can adjust settings in the launcher directly, as well as controller options. If you are playing with a dualsense/ps5 controller, it is HIGHLY recommended to turn on "Dualsense Plus" in the launcher before playing.

In game, with dualsense hitting the touchpad button will open a secondary options menu that features the additions/changes available in this port. On keyboard this menu is also accessible with F1, and when using other controllers by long pressing the select button. This is the most effective way to apply things like AA and higher internal resolution. Some changes require restarting the game for it to fully take effect.

Other controllers should work as plug-n-play, however I obviously am unable to test on every controller. Known compatibility issues with certain controllers please make me aware of and I will do my best to fix.

Features include built-in launcher and import instructions as well as a dualsense plus mod that works with dualsense/ps5 controllers, adding gun sounds and other features to the dualsense similar too it's implementation in rift apart. This is experimental and a work in progress and will be further tweaked and adjusted with future updates.

There is also an option to export and import saves from other ps3 emulators to use with this. Game is fully playable from start to finish in it's current state, however is not 100 percent finished and has several known bugs that will be addressed with future updates.

Known issues include-several environments (most consistently moons in space exploration) can sometimes render odd/boxy looking shadows, lighting in some areas is affected similarly.

-Ratchets ship (and Azimuth in some scenes) tends to awkwardly land/stutter on the last few frames when landing on a planet. Similar issue with hydra floating in during Gold Cup match.

-Performance is pretty consistent for most areas of the game, however certain levels like Axiom city and Zanifar still need work done during heavy battle scenes to prevent more consistent 60 fps gameplay. Any issues in certain areas, please give as much detail as possible when describing major fps loss during gameplay so I can best diagnose and find out how to fix.

-Volume and overall sound implementation with weapons and dualsense speakers is not fully integrated, need to do more scaling with volume and also properly source the weapon sounds themselves better with some weapons.

https://github.com/HighDrexler/RACiT/releases/tag/v0.8


r/decomps • • 9h ago

Release SM64DS Port Final Major Update Before Release!

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172 Upvotes

Wow this was a big project and its still not even done. I wish Reddit would let me show you this in 1080p 120FPS like I'm seeing it. Buuut you can always try it yourself! (The stuttering in the video is from OBS not the port)

OH the multiplayer 32 player 24/7 adventure online is working so come test that out!
Join us in the discord!

Download: https://tangos.dev/downloads
Discord: https://discord.gg/4HSBd44Zz


r/decomps • • 3h ago

Made with AI assistance MOTHER 3 Recomp v1.0.7 — BIG UPDATE: new launcher, true 16:9 widescreen, controller button prompts, and mods

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42 Upvotes

r/decomps • • 1h ago

Nintendo SMB3PC - The Beggining of The End

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• Upvotes

Hello everyone! I have come back to greet you with amazing news for my project, SMB3PC, As this month ends I am quite certain I will be able to finish this project once and for all and begin my enhanced fork of it, All worlds now load correctly with their respective enemies, rewards, minigames and events. I have also implemented audio as you can see in the video along with the 2-player feature.

Now when is it coming out? Currently, I have no plans for a realease date, But hopefully by the end of the week I will have something to give you.

Now what is missing?

Some stuff, Some missing sound effects here and there, Along with some bugs. But other than that, I can say we're very close to the finish line.

What about the linux and android ports?

Now don't you worry, I am still planning on making those, But honestly, It will take some time until i have finished the main project and begin to work on porting it, Though i do have one final surprise that will perhaps make the work for these easier.

What rendering engine is it on?

Well, From what i can tell, It is on directx 11, But worry not my low end and other OS gamers, I have a plan to add Vulkkan and OpenGL Graphic APIs onto the game along with SDL3.

Now honestly, This project has taken a very long part of my life that I belive will never come back to me, So for this goodbye I wish to give you people a decision.

Should I release this little project of mine onto the public only on windows? Or when maybe i finish porting to linux and others? Should I take my time adventuring myself onto this messy land to check all of the issues i probably did not find and give you the most polished experience a poor broke man can give? Or should i not rush it out and give a product that i believe will be good enough for view?

You can give me suggestions of what i should do, Or just questions, I can answer them in due time.
For another surprise, Here is some gameplay I took a while ago of when i first implemented Mario Bros. Battle system.


r/decomps • • 3h ago

Burnout Revenge Recomp Out NOW and SO GOOD!

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33 Upvotes

that burning feeling; https://github.com/shipa-2/Xerenge


r/decomps • • 38m ago

Made with AI assistance Zelda Oracle Portable — Ages and Seasons Windows beta, features and progress

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• Upvotes

Hi everyone! I wanted to share Zelda Oracle Portable, my Windows project for playing Oracle of Ages and Oracle of Seasons with some added quality-of-life features.

The beta has passed 200 downloads, and it’s been encouraging to see people trying it and sharing feedback.

Features in the current beta:

  • A launcher for both games using your own supported USA ROMs.
  • Controller support and configurable controls.
  • Normal in-game saves.
  • Ten manual save-state slots with screenshots and timestamps.
  • Adjustable rotating autosaves, stored separately from manual states.
  • An optional LCD-style pixel filter.
  • Item, equipment, ring, and resource editors.
  • Linked-game password tools for generating, checking, copying, and filling supported password screens. Testing of every password type and direction is ongoing.

The screenshots show the password tools, launcher, manual save states, rotating autosaves, and LCD filter.

About the project

This project is being developed with AI assistance. The public portable beta uses a Game Boy interpreter runtime; despite the repository name, this release isn’t a completed decompilation or static recompilation. No ROMs are included.

What I’m working on next

Local achievements are currently being developed and tested separately, with unlock popups in the game and a planned achievement list in the launcher. The target is 50 achievements per game: 30 base-game, 15 linked-game, and 5 Hero-game achievements.

Named save states and expanded manual-state and autosave capacity are also planned. These additions aren’t in the current public beta yet.

Interested in helping?

As achievement development progresses, I’ll be looking for testers and named save-state checkpoints before bosses, item pickups, and linked-game events. I’d like to build a similar community testing effort

Join the Discord to follow progress, suggest achievements, and help with testing:
https://discord.gg/hsJHBQfmAS

For current beta bugs, please open a GitHub issue with your release version, game, and steps to reproduce the problem. Please don’t share ROMs.

Source and beta downloads:
https://github.com/johnnieb333/Oracle-Recompiled

Thanks for taking a look!


r/decomps • • 1h ago

Recomp DBZ Budokai Tenkaichi 3 Tag Team Mod PC Recomp

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21 Upvotes

r/decomps • • 6h ago

Status: Beta-Testing 1080 Snowboarding PC PORT [4K60] 2026

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43 Upvotes

r/decomps • • 12h ago

Made with AI assistance Perfect Dark XBLA PC Recomp

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97 Upvotes

Hello again everyone,

I've now been working on a native PC port of the Perfect Dark XBLA remaster I think it's at a point where I'm happy to share it with anyone interested. I've done this by using static recompilation through ReXGlue with the help of AI to implement features and fixes.

Like a lot of you I also grew up playing PD with friends, so making this and going down the memory lane trying to beat a team of dark sims has been really fun (and frustrating!).

I know Perfect Dark already has great community support through the N64 version of the game but for me personally I wanted a nicer way to play the XBLA version with a few quality of life changes.

Features:

  • 4K 60FPS with adjustable render scaling and FSR upscaling.
  • Keyboard and mouse support.
  • Xbox controller support.
  • Online multiplayer via LAN, direct connect or virtual LAN up to 8 players (12 with simulants).
  • 2 player Co-Operative and Counter-Operative modes through online (LAN) or local.
  • Setup with optional unlocks for cheats, 100% missions and multiplayer content.
  • Various bug fixes over the original game, performance improvements and removal of outdated Xbox Live features.

Installation is straightforward. Download the latest release, extract it, run Perfect Dark.exe and select your Perfect Dark XBLA package. No original game files or assets are included, so you'll need to provide your own.

This is still a WIP and chances are there will be bugs to work through. For example I've not had the chance to test on multiple devices, older laptops or PC's.

If you do run into any issues please report them on Github along with log files inside Perfect Dark\resources\runtime\logs

Feedback and testing are always appreciated!

GitHub: https://github.com/CaiusCodes/Perfect-Dark-XBLA-PC-Recomp


r/decomps • • 21m ago

Release I added online play to DOAX2 PC Port

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• Upvotes

I added online play on top of hibikifukui22’s PC port, so you can play online again.
Original Project: https://www.reddit.com/r/recomps/comments/1xbvr1q/dead_or_alive_xtreme_2_recompiled_true_60fps/

  • Beach volleyball and jet ski races online, both Ranked and Player Match
  • Runs at 60 FPS online at the normal game speed
  • No port forwarding or VPN, it goes through our relay
  • Ranked results go to the game’s own leaderboards (WinPoint, Reliability), and you can see them on the site too, along with open rooms and recent matches
  • You sign in from the launcher with a free account

All the hard work is the original port: DOAX2 Recomp by hibikifukui22. It runs DOAX2 natively on Windows. We only added the online part, so go give it a star.

Download and setup: https://nobkonline.com/doax2/how-to-play/

If there is enough interest, i plan to bring other DOA titles too.


r/decomps • • 22h ago

Preview Ratchet & Clank 2016 (PS4) minimal HLE runtime layer for PC (Linux & Windows)

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531 Upvotes

Have you ever heard that theory about people with 0 posts, 0 followers, and their private passion projects that only they know exist?

Well, I'm one of those people. Hey everyone!

Honestly, I wasn't planning on showing this to anyone either, but this is the first time I actually felt proud of what I built - and it is genuinely in a very playable, working state.

Introducing a minimal HLE runtime layer (which many PS4 translation projects tend to call a "PC Port", but let's be real - all these projects, mine included, fundamentally rely on ShadPS4's GNM translation layer, so let's call it what it is: a tailored derivative) built specifically for the EU release: Ratchet & Clank PS4 (CUSA01073 v1.09).

Architecture foundation:

  • bloodborne_pc (HLE syscall/loader base)
  • shadPS4-GR2fork (high-performance GPU translation backend)

The guiding design principle here was to "negotiate with the engine", rather than turning it into a swiss cheese of ad-hoc hacks and brittle hook trampolines.

What was fixed compared to running on standard ShadPS4?

  1. Wavefront64 fix for Intel GPUs / iGPUs: In upstream ShadPS4 (including current main / 0.20.1 at the time of writing), missing execution barrier synchronization when handling wave64 compute/pixel shaders causes severe rendering artifacts on Intel hardware simply because... Intel was omitted from the vendor whitelist requiring the barrier. Funny, but true.
  2. Fixed page-table "panic attacks": Eliminated aggressive memory manager page sweeps that were forcing full-pipeline CPU/GPU synchronizations, which previously caused jagged, choppy frametimes.
  3. Fixed camera rotation stutters: Eliminated micro-hitches during camera sweeps and streaming chunk queries.
  4. General render pipeline stability: Improved descriptor-set binding plans and state caching.
  5. Massive stability overhaul against crashes: The most important win. On the standard emulator, the game has been notoriously crashing during in-engine cutscenes, level transitions, and ship travel since 2025. In the current build, I can no longer reproduce these crashes under any normal gameplay scenario - the engine now gets the memory and state guarantees it expects on real hardware, without sacrificing framerate (check the video to see 14+ minutes of continuous gameplay with planet travel and cutscenes!).

Integrated components & credits:

  1. 60 FPS & 1440p* patches: Sourced from the community patch database.
  2. ELF/PRX offline linker & loader architecture: Huge thanks to the bloodborne_pc developers for the probe loader foundation.
  3. Optimized page/descriptor cache: Inherited with the GPU backend from GR2fork.

\Note on 1440p / 4K: The game engine can run at 1440p, but I haven't done a full stability and FPS analysis yet, so I cannot guarantee completely correct behavior at this moment. As for 4K, the engine is simply incapable of outputting it without external intervention into its memory allocation logic.*

Known Quirks & Issues (Full Transparency):

  1. Minor Texture / UI Glitches: (You can spot a rectangular noise artifact around the HP bar in the footage) - likely a byproduct of my own pipeline tweaks rather than inherited from upstream. It doesn't affect gameplay (except very rarely on shadows, in which case quickly entering/exiting your ship refreshes the stage). It also occasionally randomizes the color tint of Ratchet's armor - think of it as a free Gold Bolt skin roulette! :)
  2. Lights bleeding through walls / geometry: Inherited from the upstream compute lighting / Liverpool pipeline. I personally call these "year-long problems" (classic in emulator development), so as a solo dev, I'm leaving that beast alone for now.
  3. Bink Video Tearing: Pre-rendered video cinematics suffer from slight tearing/pacing hitches (also inherited from upstream video core). Doesn't really impact much since there aren't many pre-rendered clips, and you can always just watch the 2016 movie instead - the shots are literally identical.

Important Clarifications & Acknowledgements:

  • Once again, huge thanks to the teams behind shadPS4, bloodborne_pc, and shadPS4-GR2fork for the incredible open-source foundations and materials used during development.
  • This is entirely a solo, independent project developed by me. I have no co-authors or affiliates.
  • If you have seen another project targeting the US release (CUSA01047 v1.00) - that is not me. That project has zero relation to my work, and I am not associated or affiliated with it in any way.

I can't link the repository just yet because my newly created GitHub account got flagged by their automated abuse bot-detector (appeal currently pending review). If they don't resolve it within the next day or two, I'll mirror it to GitLab. Either way, full source code and standalone release packages will be available very soon!


r/decomps • • 1d ago

Preview This is RecompLauncher. Auto Updates, Cloud Saves, Mod Support, One-click installs with supported titles and graphic settings and enhancements are all built inside the launcher and our Big Screen mode. Coming to Windows, Mac & Linux.

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2.0k Upvotes

r/decomps • • 13h ago

Release Resident Evil Code: Veronica X PS3 HD Recomp PC (New HUD, Quick Weapon Switching & Manual Reload!)

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92 Upvotes

I've just released v1.1.9 of RE-Code-Veronica-PS3-HD-Recomp-PC! This update adds some optional modern touches while keeping the original experience available.

GitHub & downloads:
https://github.com/kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC

Here's what the project offers:

  • 4K rendering support and adjustable graphics settings.
  • Original 30 FPS mode, with interpolation and FSR 3.1 Frame Generation options for smoother output up to 120 FPS.
  • Keyboard and controller support, with remappable controls.
  • New in-game HUD showing health, condition, equipped weapon and ammo.
  • Quick equipment switching without opening the inventory, with shortcut slots you can edit during gameplay.
  • Manual reload without opening the inventory: aim and press your assigned button.
  • DXC/FXC shader compiler selection for compatibility with different systems.
  • Built-in SRT overlay with real-time player stats, enemy and boss health, and other gameplay information.
  • Built-in trophy support, with in-game unlock notifications and a trophy list in the launcher.

and more....

The HUD, equipment shortcuts and manual reload are optional and disabled by default. Enable whichever features you want in the launcher's HUD tab!

The screenshot shows the new HUD and equipment shortcuts in action. Feedback is welcome!

My PC specs:

  • CPU: AMD Ryzen 5 5600X
  • GPU: AMD Radeon RX 6700 XT — 12 GB VRAM
  • RAM: 32 GB DDR4
  • OS: Windows 11

The project is still a work in progress, so you may encounter bugs, graphical issues, or compatibility problems on some PCs. If you run into anything, please report it on GitHub and include your PC specs and logs—it helps improve future updates!

GitHub & downloads:
https://github.com/kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC


r/decomps • • 14h ago

Recomp [Update] BOTWRecompAndroid 0.2.2 beta: Experimental Native Mode is here!

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94 Upvotes

Recording note: FPS dips slightly while recording this video. Without recording, this test runs at a stable 60 FPS, with only occasional drops.

I’m releasing BOTWRecompAndroid 0.2.2 beta, and the biggest addition is Native Mode. The game’s ARM64 code now runs directly on the phone’s CPU, so this mode skips the lengthy game-code compilation during setup. You can choose it when adding your game files, or switch to it later if you already set up the recompiled mode.

This update also adds an experimental 60 FPS option for in-engine cutscenes and fixes the white water and Link sinking into the ground while standing still.

Native Mode is still experimental. I’ve tested it with game versions 1.0.0 and 1.9.0, including saves and restarts; 1.6.0 and 1.8.2 still need testing in this mode. Expect bugs and performance differences across devices. The video was recorded on a POCO F7 Ultra with an Adreno 830 and a Turnip driver.

No game files are included. You’ll need your own legally obtained game dump. Download and details: BOTWRecompAndroid releases. If you encounter a problem, please open an issue and attach a log.


r/decomps • • 56m ago

Made with AI assistance Killzone 2 // Unofficial PC Port (Static Recomp)

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r/decomps • • 58m ago

Preview BLACK MULTIPLAYER - The world's first PvP mode!

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• Upvotes

Hey everyone! I'm back with another development update on the BLACK Multiplayer project!

Over the past few weeks, I've made some pretty good progress, especially after figuring out how to import external animations into the game. This opened up a lot of possibilities, including modding support in the future.

🛠️ Changelog

🎮 Gameplay & PvP

  • Implemented a functional PvP mode.
  • Added a random spawn system.
  • Isolated the map from the original game's AI bots.
  • Started working on custom arenas and Team Deathmatch.

🏃 Animations & Movement

  • Added support for importing external animations.
  • Implemented movement and crouching animations.
  • Successfully imported animation assets from external libraries using tools like Blender.
  • Laid the groundwork for future character modifications.

🔫 Weapons & Combat

  • Weapons are now visible in other players' hands.
  • Improved bullet impact effects.
  • Fixed and improved bullet tracers.
  • Added a Counter-Strike-inspired Buy Menu, allowing players to select their weapons during matches.
  • Multiple weapons are already available for PvP combat.

🚧 What's Still Missing?

There's still a lot of work ahead:

  • Weapon balancing.
  • Recoil system implementation and improvements.
  • Fixing weapon positioning on character models.
  • Additional animations, including jumping.
  • Further development of Team Deathmatch.
  • General bug fixes and multiplayer synchronization improvements.

🧩 Modding Support & Future SDK

One of the most exciting discoveries was figuring out how to import external animations into BLACK.

This opens the door to developing a modding SDK, making it easier for the community to create custom content, including new skins, weapons, characters, and animations.

I'm still researching how to make this work properly, but the possibilities are pretty exciting!

🚀 Public Playtesting Coming Soon!

I'm planning to release an early multiplayer test build soon!

PvP is already playable, although there are still bugs and unfinished features. The idea is to let the community try it out, report issues, and help improve the project.

Right now, the codebase is still at that stage where I'm probably the only person who understands the mess I've created, lol.

Once I get things organized, I also plan to open the project up for community contributions.

💬 Community & Support

I've created a Discord server to share development updates, discuss the project, and organize upcoming playtests.

If you're interested in following the development or helping out, you're more than welcome to join!

This is an independent project, and one of my biggest limitations right now is the availability of AI credits and tokens used during development. Any support helps me keep things moving and speed up progress.

That's it for now! There's still a long way to go, but we can finally say that BLACK has a working PvP multiplayer mode!

Thanks to everyone who's been following the project. More updates coming soon! 🔥


r/decomps • • 1d ago

Release The Order: 1886 on PC — now fully playable!

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544 Upvotes

The Order: 1886 is now fully playable on PC!

I’m testing on my RTX 3070. The latest updates fix the aiming and smoke issues, improve character rendering, and add FSR 3.1 native AA, NVIDIA DLAA and background shader compilation.

Built on work from FelipePrado0’s God of War III PC project and shadPS4.

If you want to try it or help out, the code and downloads are here:
https://github.com/JulioCacko/The-Order-1886_pc

Thanks to everyone following along! Would love to hear how it runs on your setup.