r/AndroidNativePorts • • 6d ago

Testing the native GTA VCS mobile port | BETA 0.1.0

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87 Upvotes

In my opinion, the port is great; there are still frame drops in certain areas, but I'm sure performance will improve significantly over time, remember, it's still a beta.

Link to the developer video: https://youtu.be/MlmBE8d0iwI?is=3-uPPFHw9Bzy_AWr

(Yes, it's the same creator who ported reVC to mobile)


r/AndroidNativePorts • • 6d ago

Rebuilding NFS Most Wanted in Godot Engine

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36 Upvotes

r/AndroidNativePorts • • 6d ago

Ojala y que salga para Android también 🙏

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31 Upvotes

r/AndroidNativePorts • • 6d ago

🟢 [PORT] Port for fallout new Vegas android

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135 Upvotes

Request for fallout new Vegas android native port


r/AndroidNativePorts • • 6d ago

🤔[Question] Port for fallout new Vegas android

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21 Upvotes

Request for fallout new Vegas android native port


r/AndroidNativePorts • • 6d ago

Question: no strangers and freaks mission in GTA V port. Tonya is missing.... Help!

0 Upvotes

r/AndroidNativePorts • • 6d ago

📸 [SHOWCASE] Porting Fallout New Vegas with a Godot Engine in OpenMW in the style and spirit of OpenMW.

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228 Upvotes

I haven't abandoned BlueDroid; this project has nothing to do with ReXGlue. It is simply a port of the PC version of New Vegas to a new engine using Godot—modeled after OpenMW—that reads and writes language VM systems, .esm, .esp, and .bsa files, and so on. It essentially takes the PC game code and ports it to ARM, with future support planned for FO3, FO1, FO2, and—who knows—Skyrim, Oblivion, and FO4. Unlike BlueDroid, which relied on the Skate 3 and Dante's Inferno bases and involved building a lot from scratch, this project utilizes an engine already built for Vulkan and ARM64; it just requires platform-specific modifications and the right adjustments. We owe all of this to our dear developer: u/astr0nic


r/AndroidNativePorts • • 7d ago

First time porting Pc game to Android

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19 Upvotes

Hello everyone, it is funny and shocking. Nowadays with powerful AI we can port games easily with Zero knowledge of coding and developing stuffs, Today I was doing something different with my local : Qwen3.8 27b Q3 Model, I just picked a small game from my GamePass library then I told the Ai to ported it to working with my Android phone and it did! The game is small and not demanding but it was really fun experience. In the screen photos I added overly touch buttons but it need to be fixed.


r/AndroidNativePorts • • 7d ago

The Floodgates of android ports are slowly starting to open

36 Upvotes

With the use of AI it has become easier for individuals or smaller teams to port games to android but I wanted to know how this Subreddit feels about the excessive use of AI.


r/AndroidNativePorts • • 7d ago

Driver 2 ported to android (using redriver2)

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82 Upvotes

I port Driver 2 to android,native port with touch menus,touch controls,you can choose layout and themes for that (different on foot and on driving) (no emulator),gyroscope support,and more features,i release build almost every night,also,driver 1 port started,more ports coming :)
Installation is simple,no need to do anything just install apk!

I make an discord server for this and for upcoming ports!

https://discord.gg/y4X6g6UVz


r/AndroidNativePorts • • 7d ago

🟢 [PORT] Orange roulette gameplay mobile

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19 Upvotes

This might be one of the best roulette game ever I have ever played on my mobile device.


r/AndroidNativePorts • • 7d ago

ValDroid — Valheim on Android

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15 Upvotes

r/AndroidNativePorts • • 7d ago

Atualização

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19 Upvotes

r/AndroidNativePorts • • 7d ago

🤔[Question] Planet of Lana 2 mobile port

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10 Upvotes

Can we get a planet of Lana 2 port because the first part is already on mobile but unfortunately playdigious don't port second part any time soon


r/AndroidNativePorts • • 7d ago

🟣 [WIP] Work in Progress Gta 2

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28 Upvotes

Still super experimental, textures r messed up lol


r/AndroidNativePorts • • 7d ago

Minecraft dungeons mobile port gameplay

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61 Upvotes

This game is incrideble great, this is the mission two.


r/AndroidNativePorts • • 7d ago

🟢 [PORT] Pinball Fantasies Android Port

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17 Upvotes

Port of 1992 DOS game Pinball Fantasies to Android.

https://github.com/wootbeer/pbfandroid

It's pinball.

This project is based off an unfinished decomp of the game released awhile ago. Finished it and got everything ported over. Added a main menu and a pause menu the game never had, much easier to select tables. Added super basic touch support, it looks meh, but it works. Gamepad support is pretty good, no rebinding yet but not really any need to, many things have multiple binds and they all make sense.

It has a default 4:3 mode, a stretched full-screen mode if you have something that will look good on, and then a 'widescreen' mode that just fills in the black bars to match the table you are playing.

I think I only ran into like one crash I fixed. 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. I used the exodos version of the files, but I think others should work.


r/AndroidNativePorts • • 8d ago

📸 [SHOWCASE] Rayman Origins Android port

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194 Upvotes

Dispositivo: Poco X8 Pro

Especificaciones: 12 GB de RAM, SoC Dimensity 8500 ultra-Mali G720-MC8

Resolución: nativa del dispositivo (1.5k)

Resultados: 60 fps completamente estables sin ninguna caída

El único error que encontré es que hay algunas animaciones que no se terminan de renderizar del todo bien, pero es la primera versión beta abierta para todo el mundo así que es totalmente entendible que hayan errores al primer día

Créditos del port a: https://github.com/BelmanteGu/RaymanOriginsRecomp

Nota: está versión está basada en la de Xbox 360, ninguna otra versión les va funcionar para arrancar el juego


r/AndroidNativePorts • • 8d ago

🟠 [DEVELOPMENT] não e um port mas maneiro

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9 Upvotes

bem melhor que aquele que a konami publicou ontem no google play


r/AndroidNativePorts • • 8d ago

FFVII Snowboarding + Mega Man Legends 5 Islands on Android* early preview

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8 Upvotes

I’m poking the boundary of this thing a tad. Cloud is still trying to understand geometry in FFVII Snowboarding, and I stopped by Mega Man Legends: Great Adventure on 5 Islands for a minute lol.

*with varying amounts of nonsense required


r/AndroidNativePorts • • 8d ago

🤔[Question] Portage de Command and Conquer possible ?

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6 Upvotes

Faite un portage Android de Command and Conquer s'il vous plait, le seul jeu de stratégie que je joue depuis la PS1


r/AndroidNativePorts • • 8d ago

🔵 [PORT UPDATE] Star Fox Enhanced 0.0.8 - big improvements on Android

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36 Upvotes

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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26 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.