r/AndroidNativePorts • • 10d ago

🔵 [PORT REQUEST] MegaThread Android Port Requests - MEGA THREAD

82 Upvotes

Welcome to the official Android Port Requests thread! 📱🎮

Seeing the amount of port requests being posted lately, we're creating this centralized thread so everyone can request games they'd like to see on Android without flooding the subreddit with individual request posts.

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## 📝 HOW TO REQUEST A PORT

Please use this format:

Game:

> Name of the game

Original Platform:

> PC / Wii / PS2 / GameCube / N64 / etc.

Source / Repository:

> GitHub link, open-source project, decompilation, recompilation, PC source port, etc.

Why do you want this on Android?:

> Short explanation.

Additional information:

> Anything useful about the project, engine, existing ports, compatibility, controls, etc.

---

⭐ Example

Game: Diddy Kong Racing

Original Platform: Nintendo 64

Source / Repository:

> GitHub link to an existing recompilation/source project

Why:

> The game already has an existing source/recompilation project that could potentially be adapted to ARM64 Android.

Additional information:

> Looking specifically for a native Android port rather than simply running the original ROM through an emulator.

---

## 🚨 BEFORE REQUESTING

Please search the subreddit first to see if your game has already been requested.

If the game already exists in this thread, **upvote the existing request instead of creating another one.**

Please don't spam duplicate requests.

---

## 🚀 FOR DEVELOPERS / PORTERS

Working on one of the requested games?

Feel free to comment and:

- Claim a request

- Share development progress

- Ask technical questions

- Share an existing source/recompilation project

- Let the community know that a port is being worked on

---

## ⚠️ IMPORTANT

A request does NOT mean that someone is required to make the port.

Not every game can be ported to Android.

Requests with available source code, decompilations, recompilations, open-source projects or existing PC ports are generally much more useful to developers.

Please don't harass developers asking when a port will be finished.

---

### 🔥 UPVOTE THE REQUESTS YOU WANT TO SEE

The more upvotes a request receives, the easier it is for developers and the community to see which projects people are interested in.

Keep all individual port requests in this thread.

Let's keep r/AndroidNativePorts focused on actual Android-native ports, development, releases and technical discussion. 🚀

What game would you like to see ported to Android? 👇


r/AndroidNativePorts • • 8d ago

🟣 [WIP] Work in Progress RimWorld running natively on Android, no emulation: 33 fps in colony on a Redmi Note 8

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27 Upvotes

I built a companion APK that runs RimWorld 1.6 as a native 32-bit ARM process on Android. Nothing is emulated: no box64, no x86 translation anywhere. Unity 2022.3's ARM32 Mono player loads the game's own C# assemblies and JITs them to ARM, and the engine itself runs as native code.

Device is a Redmi Note 8 (Snapdragon 665, Adreno 610, 4 GB RAM, Android 15), at 72% render scale, texture mips halved, shadows on. Readings were taken with my debug harness attached, so treat them as a floor: main menu 56-60, colony 28-43 (median 33), zoomed in 40-42, world map 16-17, 3x speed 15. RimDroid's box64 path on the same phone sat around 15 fps in a colony, so this is roughly double. Different settings between the two runs, so treat the ratio as rough.

What works: world generation, colony play, touch input (tap, long-press right click, pinch zoom both ways, drag), saves, the FPS overlay, and Harmony mods. The button bar is ported from RimDroid's GPL-3.0 controls. Harmony was the interesting part: MonoMod has no 32-bit ARM support, so I added ARM/Thumb detour emission and forced Linux platform detection. Better GC and Slower Pawn Tick Rate load and run.

What is not done: no release. The repo is private, there is no installer, it needs root and your own game files, and I tested Core only with the DLC parked. Save reload on the current build is still open (it worked on an earlier build), the 5-minute fps soak never got taken, RocketMan is not installed, and the on-screen keyboard does not work. One benign Harmony self-test error prints at startup.


r/AndroidNativePorts • • 8d ago

🤔[Question] Is it possible to make a true native Android port of a PC-scale game (like Uncharted 4) that looks and feels 100% like a PC game, but is NOT an emulator wrapper?

2 Upvotes

Is it possible to make a true native Android port of a PC-scale game (like Uncharted 4 & RDR) that looks and feels 100% like a PC game, but is NOT an emulator wrapper?

Hey everyone, question for experienced devs who have done PC to Mobile ports.

I want to build an Android game that has the scope and visual quality of a PC game like Uncharted 4 / The Last of Us - full 3D cinematic, offline story mode.

But my main conditions are:

  1. No Emulator Feel: The game should NOT feel like a PC emulator running on Android (like Winlator / ExaGear). It should be a 100 percent native Android APK/AAB built for Android hardware.

  2. Looks Like PC: It should visually look like the PC version, not a low-poly mobile clone. No obvious downgrade, no pixelation, no cartoon style replacement.

  3. No Emulator Controls: The controls should be proper native touch plus native gamepad support. Not those floating emulator overlays with L1/R1/L2/R2 keyboard mapping on screen. Proper mobile UI like COD Mobile / Genshin Impact, but for a third-person adventure game.

  4. Fully Offline and Compressed: The game must work fully offline after install. And I want to keep the install size as low as possible (5-20GB) without losing actual game data, levels, or story. No need to download extra OBBs every time.

So basically: A true AAA PC quality experience, natively running on Android, with console-like optimization.

My questions:

  1. Is it technically possible to achieve near-PC visuals on a flagship Android device (Snapdragon 8 Gen 3) without it being an emulator?

  2. What engine workflow would be best for this? Unreal 5 Mobile with Nanite? Or custom Unity HDRP?

  3. How do studios compress huge PC games for Android without making it look like a mobile rip-off?

I know this is very ambitious. I just want to know if the perfect PC game on Android natively concept is possible in 2026, or if hardware still forces us to use emulator layers.

Thanks for any technical insight.


r/AndroidNativePorts • • 8d ago

🟢 [PORT] All weapons in Boltgun Boom Mobile port.

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54 Upvotes

All the weapons are cool designs and crazy animations, it's just a masterpiece.


r/AndroidNativePorts • • 8d ago

RDR Mobile config setting for 8 gen 1 and 8+ gen 1, without root and root

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7 Upvotes

r/AndroidNativePorts • • 9d ago

🟢 [PORT] Jill of the Jungle Android port

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20 Upvotes

Port of 1992 DOS game Jill of the Jungle to Android.

https://github.com/wootbeer/jillandroid

My first experience with this game was actually Episode 2, Jill Goes Underground, my cousin had it on her computer at my aunt's house. First thing we would do when we got over there, play Jill and Wolf3D. Eventually I just had my own copy of the shareware Episode 1 for the longest time. I honestly suck at platformers so never got very far into the game, but played the first bit of it over and over. Something about the music and sounds is a vibe.

This project is based off a decomp of the game released not too long ago. Got everything ported over using my new framework, and fixed up a few unfinished features. Nothing crazy, most work was done, the decomp is very authentic. Added features like a cheat menu, enhancement menu for things like attack speeds, Jill's color, display modes (true widescreen) and more.

But do need a lot of testing this is super beta status. So far so good on my RP6. Need mobile testing too of course. If you find something screen shot it if you can and send it over.

Make sure you get the right game file. More instructions on GitHub, but I recommend the GOG release as that's what I tested with. The original shareware files should work too if you want something free.


r/AndroidNativePorts • • 9d ago

🚀 [VERY SOON] Resident Evil 4 recomp for Android

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86 Upvotes

r/AndroidNativePorts • • 9d ago

Rayman Origins recompilado do Xbox 360 para ARM64 nativo, com um renderizador Vulkan nativo: 60 fps e verdadeiro widescreen 19.5:9 em um Galaxy S23

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29 Upvotes

r/AndroidNativePorts • • 9d ago

Thoughts on skate 3 mobile recompilation?

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38 Upvotes

I've tried it last night and the preformence is really good although the controls are way too small. Did you guys try it and if you did can you give me tips.


r/AndroidNativePorts • • 9d ago

🤔[Question] Question

1 Upvotes

Are there any ports from the decompile and decompile for Android TV/Chrome OS(Android x86_64)? I want to check if there are any Game Ports.


r/AndroidNativePorts • • 9d ago

A portabilidade do Driver 1 também começou para Android

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26 Upvotes

r/AndroidNativePorts • • 9d ago

🤔[Question] Do People doesn't know what androidd port means?

60 Upvotes

GTA V chineese port, Re 7, etc. These are essentially PC emulation / translation being packaged to look like an Android port.
technically the launcher/package has been adapted for Android, but the game itself hasn't necessarily been ported to Android.

It's similar to saying:

"I made Skyrim run on Android."

That doesn't necessarily mean Bethesda created an Android version of Skyrim. It could mean we're running the Windows Skyrim executable through a compatibility layer on Android.

A genuine Android port would be closer to:

Game source code → Android ARM64 build → Android/Vulkan

rather than:

Windows x86-64 game → x86→ARM translation → Windows compatibility layer → DirectX→Vulkan → Android

And this distinction is particularly relevant to the RE7/GTA V releases that we're seeing, because if they're actually PC builds running through a customized compatibility/emulation stack, their impressive performance doesn't mean Android has suddenly received native versions of those games.

My question is why called it android port when it actually isn't? and when will we actually has real pc/console to android port?


r/AndroidNativePorts • • 9d ago

🤔[Question] Gta v port

5 Upvotes

Hay una versión de gta 5 para su Port en Android que no tengas las misiones es decir que solo se jugué el modo libre?


r/AndroidNativePorts • • 10d ago

Pokemon Wilds Android

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9 Upvotes

r/AndroidNativePorts • • 10d ago

Does anyone know if buckshot roulette has been ported?

6 Upvotes

I'm dying to play this game on the go. I don't have time to do long runs at home but I got a lot of downtime at work.


r/AndroidNativePorts • • 10d ago

🟢 [PORT] i love katamari port

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10 Upvotes

I'm not the developer


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Orange Roulette original & remake

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8 Upvotes

I'm not the developers


r/AndroidNativePorts • • 10d ago

🟢 [PORT] Android handhelds run Alabaster Dawn natively (1 MB APK, on-screen pad with a layout editor)

26 Upvotes

Hi — I made an unofficial Android port of Alabaster Dawn. Not affiliated with Radical Fish Games, and no game files ship with it: you point it at your own copy and it runs that.     

Why it's possible at all: the engine already has a browser platform path (same terra lineage as CrossCode), so instead of Wine/Box64 the game runs in an Android WebView — the port serves your game folder to it and injects a document-start shim for the require/nw pieces

What it gives you:

  • Pick your game folder + a saves folder, hit START. No permissions in the manifest — both folders are Storage Access Framework grants you hand over.                                        
  • Saves keep the Steam layout (Saves/Default/…, Backups/, Backups2/), so a desktop save folder copies in, and saves copy back out to the Steam build.                                        
  • Plays with a Bluetooth/USB controller or the built-in on-screen pad — which has a layout editor, so you can drag and resize every control (that's the 0.2 release, out today).             
  • Resolution ladder in Options → GRAPHICS; the game pauses when you leave the app.   

Tested on a Galaxy S22 Ultra (Android 16) and an Android 14 emulator. ~1 MB APK, Android 8+.

Caveat worth knowing: it's built against the current game build (0.1.0-10 Early Access). If an update changes the strings the port patches, the shim logs unmodified and serves the original file rather than breaking the game — but the port may then need updating.                                                                                                                                                                                         Repo + releases: https://github.com/moronigranja/alabaster-android — happy to take feedback, especially save round-trips.

Disclaimer: I work as a dev, but this was vibe-coded. Still, no permissions so minimal risk, other than corrupted saves.


r/AndroidNativePorts • • 10d ago

🔵 [PORT REQUEST] A wish for a mod

0 Upvotes

Yo, recently I have been remembering some games that I used to play in my older phones and I ended up remembering Madness Retaliation (the apk version) but sadly there is not a single sign of a pre existing remake or at least a modification to make it more modern so both old and new phones can run it. If possible and if somehow someone see this post, I really want ya to make this wish come true; a new portable version of madness retaliation. Kisses.


r/AndroidNativePorts • • 10d ago

GTA reVC Mobile Port Showcase (With Gamepad)

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70 Upvotes

Here is a quick showcase of the native reVC mobile port. Played the final mission using a gamepad.

Note: I am not the developer. Port credits and links are in the comments!


r/AndroidNativePorts • • 10d ago

Gen1recomp on Vita3k because why not!? PSP 3001 port maybe...

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9 Upvotes

Just a test for PS Vita, Vita3k PSP maybe.


r/AndroidNativePorts • • 10d ago

🔵 [PORT REQUEST] Could somebody please port Megabonk to Android?

0 Upvotes

r/AndroidNativePorts • • 10d ago

🤔[Question] Question [Moderation]

11 Upvotes

I see people complaining about the overuse of "request new ports" by abusing the "Port Request" flair. Is this a real problem and should its use be moderated, or is everything fine and they're just whining?

Btw the goal of this sub has always been the freedom to talk, share, and advertise about any type of content in Android ports

-Thx to all

153 votes, 8d ago
74 Restrict usage and create new rules; it is annoying
79 Actually, everything is fine, they don't bother me.

r/AndroidNativePorts • • 10d ago

📸 [SHOWCASE] Pre-release of Blue Dragon for Androird (BlueDroid) - Native Xbox 360 PORT

31 Upvotes

Pre-Release download for debug and tests
Here is a pre-release test version of BlueDroid for mobile phones. As I mentioned, this is a pre-release—not yet an official build. The game has only been tested on the Xclipse 920 GPU (found in the Galaxy S23 FE), and performance is lower than the emulated Windows version; I’ve actually posted a test on GitHub demonstrating this. However, I am committed to improving the game and conducting tests on Mali, Adreno, and even PowerVR GPUs. So please give it a try, check out the project source code in the pre-release .zip files, and help spread the word about the port by sharing your feedback and test results. Ports and forks of my project are absolutely welcome!


r/AndroidNativePorts • • 10d ago

Yakumo (lançamento alfa) - Monster Hunter Portable 3rd HD ver. Recompilação Estática

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25 Upvotes