Guide

PS4 and PS5 Recompiled Games List: What Runs Now (2026)

PS4 and PS5 Recompiled Games List: What Runs Now (2026) — Explainers guide for retro handhelds | Held Games

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Two searches land on this page and they want different things, so let us separate them before the list.

"PS4 recompiled games" has real answers now. As of November 2026 there are nine PS4 games with native PC projects, and six of them publish a build you can download today. That is a change from a month ago, when the honest answer was one hand rebuilt project with no release.

"PS5 recompiled games" mostly does not, yet. One tool converts PS5 executables into native PC binaries. It has moved a long way since September, but there is no commercial PS5 game anyone would call finished, and there is no list of playable PS5 ports to hand you. What there is instead is a confusing second meaning, because "recompiled games on PS5" is also what people call recompiled N64 and Xbox 360 ports running on a jailbroken PS5 as homebrew. Those exist and they do work. They are the opposite direction of travel and they get their own section below.

Ground rules before the tables. Every project here needs game files from a copy you legally own, and every one of them ships engine code rather than game content. And this is a scene that is roughly six weeks old on the PS4 side, so read each status as a snapshot.

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The List: PS4 Games Running as Native PC Programs

GameStatusBuilds publishedGame version it wants
DriveClubFurthest along. Playable through the tours, with trophies and private online racesWindows and Linux, most recently 9 November 2026CUSA00093 version 1.28, European CUSA00003 1.28 accepted
WipEout Omega CollectionPlayable. Menus and races, reported above 60 fpsWindows and Linux, a new build most SundaysYour own dump, no version pinned in the README
BloodbornePlayable. Boots, saves, plays, with a separate Apple Silicon buildWindows, Linux and macOS ARMCUSA03173 version 1.09, exactly
ResogunPlayable. The full game, with DLC from your own dumpsWindows and Linux, most recently 11 November 2026CUSA00038 with update 1.10
Deception IV: The Nightmare PrincessPlayable. Sound and music engine implemented in fullWindows and Linux, first release 9 November 2026CUSA02859 with update 1.01
Dead NationPlayable, brand newWindows and Linux, first release 12 November 2026CUSA00236 with update 1.03
Super Stardust UltraIn testing. Boots, plays its intro, reaches the title screen and menus in 2DNo tagged release, only the project's own automated buildsCUSA05951, with three other IDs accepted and untested
A Certain Magical Virtual-OnEarly. Project exists, nothing publishedNoneNot stated
P.T. (Silent Hills playable teaser)Near complete per its creator, never releasedNone, and see the warning belowThe teaser itself, which cannot be obtained legally

Six downloadable games in six weeks is a faster start than the Xbox 360 scene managed and far faster than the PS3 scene, which still has nothing to download at all.

Start With DriveClub

If you only try one thing on this page, it is this one, because it is the only entry that reads like a finished product rather than a milestone.

DriveClub's PS4 code runs directly on your CPU. The PS4 system libraries it calls are reimplemented, and its graphics commands are translated to Vulkan. The project's own comparison is Wine plus DXVK, which is the right one and we come back to it below.

What works: the menus, the single player tours, races, photo mode, saves and trophies, plus private online sessions between friends on the same version. A public lobby is being tested in the project's own community first. The launcher offers 30 fps, 60 fps, an unlocked mode for variable refresh displays and an uncapped mode, with output sizes from 720p upward and FSR 3.1, FSR 4, FSR 4.1 or DLSS on top. There is a steering wheel path with force feedback derived from the car's own tyre physics, pedals, an H pattern shifter and a USB handbrake.

The project reports about 60 fps at 4K in its heaviest scenes on a desktop with an RTX 5070 Ti and a Ryzen 7 5800X3D, and it says plainly that the processor is the limit rather than the graphics card.

Two things to budget for. It wants about 40 GB free for your game dumps, and it needs both the base game folder and the version 1.28 update folder separately. And the first few minutes stutter while shaders cache.

There is also a Handheld performance preset in the launcher, which is a rare thing to find in a project this young and which we come back to in the handheld section.

The Bloodborne Projects Have Multiplied

When we wrote about bbport in October it was four days old, Linux only, and shipped a single AppImage. Three things have changed since.

There is a Windows build now. The project's 0.7 release on 28 October 2026 publishes a Windows x64 zip alongside the Linux AppImage and a compressed archive. The October article's line about there being no Windows build is out of date, and we have marked it there.

There is a macOS build, on Apple Silicon. A separate project packages the same approach as a native ARM64 Mac app, most recently on 10 November 2026. It credits both bbport and the shadPS4 video core it inherits.

Everything else about it still holds. It wants CUSA03173 at version 1.09 specifically, the version is not a suggestion, and it ships no game files. The temporal upscaling it builds from motion it derives itself is still the most interesting engineering on the page.

They Are Not All the Same Project

This is the part that makes the PS4 list easier to read than the PS3 one, and most coverage misses it.

There is no single PS4 toolkit. What there is instead is one approach that spread. bbport shipped first in October 2026. A WipEout Omega Collection port then appeared describing itself as being built in the style of bbport. Resogun came out of that WipEout runtime, and the Super Stardust Ultra project says it is built on the Resogun runtime, which came from the WipEout one. Deception IV and Dead Nation follow the same pattern from the same author as Resogun.

Every one of them describes itself the same way: the game's own x86-64 code runs on your processor, a runtime reimplements the PS4 system libraries the game actually calls, and the graphics go through the shadPS4 video core translated to Vulkan. DriveClub reached the same architecture independently.

That shared lineage is why six games arrived in six weeks. Each new game inherits a working runtime and only needs the libraries that one game calls, plus its audio codecs and its quirks. It is also why these are all small, self contained games apart from DriveClub and Bloodborne. The approach scales by game size, not by catalogue.

Is This Actually Recompilation?

Mostly no, and the exception is the interesting bit.

On every other system in this scene, recompilation exists because the instruction sets do not match. An N64 or a PS3 runs code your PC cannot execute, so a tool translates it ahead of time into something your PC can. That translation is the recompilation.

The PlayStation 4 is an x86-64 machine. Your PC already speaks its language. Nothing needs translating, so none of these projects translate anything. What they build is the layer underneath: the system libraries, the kernel calls, the graphics driver. That is precisely what Wine does for Windows programs, and it is why the honest label for a PS4 recomp is a single game compatibility layer rather than a recompilation. The shadPS4 emulator never emulated the PS4's processor either, for the same reason.

We laboured this point in the Bloodborne article and it is worth repeating here, because "runs natively with no CPU emulation" gets reported as the breakthrough when it is actually the starting condition.

The exception proves the rule. One project in this space is a genuine static recompiler, and it exists because it has a different target. It translates PS4 x86-64 code into native ARM64 for Apple Silicon Macs, with a Metal graphics backend rather than Vulkan, and no virtual machine in the middle. Its own compatibility notes put Yakuza 0 at playable through the first mission, Catherine: Full Body and Bloodborne in game, and The Last of Us Remastered booting with 3D graphics and audio. Two Unreal and Unity titles are stalled on exception handling in the ARM64 backend.

Here the instruction set really does change, so a real recompiler is necessary. The lesson generalises: recompilation is a response to a mismatch, and where there is no mismatch there is nothing to recompile. Our decomp and recomp explainer covers the distinction properly, and what translation layers do covers the Wine side.

PlayStation 5: One Tool, No Finished Games

The PS5 side has exactly one project worth your attention, and it is not an emulator.

AnyPS5 is a relinker. It takes a PS5 executable and rewrites it into a native Linux or Windows binary, then links it against reimplementations of Sony's system libraries so the rewritten program can call them. Nothing is emulated at runtime. Our full write up is here, and it has moved since.

Where it is as of 13 November 2026:

  • Version 0.1.5, released 11 November 2026, with library builds for Linux and Windows. The relinker on its own also builds on macOS, Apple Silicon included, and there is a browser based converter that keeps your files on your own machine.
  • The project reports 39.72% of system libraries implemented, which it counts as 15,616 of 39,312 functions it has declared so far rather than of every PS5 system function.
  • Shader translation is the finished part. The project reports 100% of the instruction forms in both of its reference shader sets decoded and translated.
  • Per game status moved out of the README into one discussion thread per title. There are threads for Astro Bot, Ghost of Yotei, Ghost of Tsushima, Gran Turismo 7, Demon's Souls, Grand Theft Auto V, Baldur's Gate 3, Marvel's Spider-Man 2 and dozens more.
  • The furthest a commercial game has got, going by the thread titles themselves, is Astro Bot: in game, playable, past the tutorial, with heavy lag described in the title.

Read a bring-up thread for what it is: people trying a game and reporting where it stops. A thread existing for Spider-Man 2 is not a claim that Spider-Man 2 runs.

Set expectations with the same arithmetic we used in September. Removing runtime CPU translation does not remove GPU work, and a PS5 game was built for hardware drawing a couple of hundred watts. Even a finished relinker would be a desktop thing first.

The Other Meaning: Recompiled Games Running On a PS5

This is the direction that actually produces things you can play on a console today, and it is why "PS5 recompiled games" is such a confusing search.

A jailbroken PS5 is an x86-64 machine with an AMD GPU, which makes it a reasonable target for recompiled ports built for PC. Several now exist as PS5 homebrew titles:

  • Conker's Bad Fur Day, the N64 recompilation, as a native PS5 homebrew title. The port reports the story mode and multiplayer tested on console firmware 13.60, renders through Mesa's RADV driver on the PS5's own GPU, maps the DualSense's adaptive triggers and haptics to the game's weapons, and can play online against the desktop builds.
  • The Darkness, the Xbox 360 recompilation, as an experimental PS5 preview. Its own notes are refreshingly careful: the launcher and play path were tested on console, the disc image importer passed tests on a PC but has not been verified on a PS5, and an earlier build measured roughly 40 to 42 fps in a demanding scene.
  • Breath of the Wild, via a Switch recompilation, ported in the other direction to a jailbroken PS4.

How people find these is the app store that runs on the console itself, which installs and updates recompiled ports and sets each game up from your own disc image. We cover it, and the launchers that do the same job on a PC, in recomp launchers and app stores.

Two caveats that matter more than the games. A jailbreak is tied to specific firmware, and the gap between what is jailbreakable and what Sony ships keeps moving, which we track in the PS5 firmware 14 jailbreak gate. And one of the more exciting PS5 homebrew projects of the autumn parked an unencrypted account token on the console, which is the kind of thing to read before you install anything.

Can a Handheld Run Any of This?

For the PS4 list, yes, and this is the first time that answer has been yes anywhere in the PlayStation side of this scene.

Windows PC handhelds. Every downloadable project ships a Windows x64 build. A ROG Ally X or a Legion Go runs them the same way a laptop does, within its own CPU and GPU limits. DriveClub's launcher even has a Handheld performance preset, which drops the render size and switches reflections and rain from live to drawn once, and that is the setting a 15 watt chip wants.

Steam Deck and SteamOS. Also yes, with one thing to check. DriveClub, WipEout and bbport all publish a Linux AppImage, which on a Deck means adding it to Steam as a non Steam game with no compatibility tool, since it is already a Linux binary. The Resogun, Deception IV and Dead Nation releases instead ask for glibc 2.39 or newer plus Python 3.10 for their setup step, and they name SteamOS 3.7 as a version that qualifies. Check your SteamOS version before you plan an evening. The Super Stardust project goes further and tells you to pick the Steam Linux Runtime rather than Proton in the compatibility settings.

Space is the other Deck problem. DriveClub wants roughly 40 GB of dumps, and these are games you bring yourself.

Android and ARM Linux handhelds. No, and it is not close. Everything above outputs x86-64. No Retroid, Anbernic, AYN or TrimUI device runs any of it, and the general version of that wall is in why ARM handhelds miss out on recompiled games.

The ARM64 recompiler in the earlier section is a real exception to the architecture rule and not an exception to this one. Its output is a macOS app bundle drawing through Metal, so it needs an Apple Silicon Mac. Android has neither Metal nor the frameworks that project builds against.

Device typePS4 native portsPS5 via the relinkershadPS4 emulation
Windows PC handheldsYes, several, todayNothing playable to runWorkable on lighter titles
Steam Deck and SteamOSYes, check the glibc note aboveNothing playable to runWorkable on lighter titles
Apple Silicon MacBloodborne, plus an experimental recompilerRelinker builds, nothing to playThrough a separate port
Android handheldsNoNoNo
ARM Linux handheldsNoNoNo

For the wider picture of what PS4 games ask of a portable, see PS4 emulation on a handheld, and for the devices that cope best, the best handhelds for PS3 emulation is the closest comparison we have.

The P.T. Problem

One entry on the list above has a caveat no other project shares, and it is a legal one rather than a technical one.

P.T., the Silent Hills playable teaser, is being rebuilt by hand as a native Windows application rather than translated by any tool. Its creator puts it near complete. There is no release and no announced date.

The part most coverage skips: there is no legal way to obtain the game data it needs. Konami pulled P.T. from the PlayStation Store in April 2015 and blocked re-downloads, including for people who had already bought it. It is not available through PS5 backward compatibility. So the advice that works for every other entry here, supply files from a copy you own, is advice almost nobody can follow.

That is why we list the project and do not tell you to go and run it.

Recompilation vs shadPS4

For the PS4 the trade is now a real choice rather than a thought experiment, so it is worth stating plainly.

shadPS4 plays a catalogue. One program, a game list, broad compatibility that improves every release, and the settings to fight with when a game misbehaves. It is the right answer for PS4 games in general and we keep a setup guide and a per game fork history for it.

A single game project plays one game, better. The Deception IV project makes the case for itself better than we could: because it only has to serve one game, it implements that game's own audio engine in full, skips the intro logos in six seconds, sets itself up from your dump in one step, keeps everything in its own folder, and offers only the settings that work for this title. No frame rate unlock that would speed the game up, no 4K switch the game cannot use.

That is the whole argument for this scene in one paragraph, and it applies on a handheld more than anywhere, because a handheld is where a generic emulator's extra overhead is least affordable.

How to Follow This

New PS4 projects are appearing weekly and the pattern is predictable: a small, self contained PlayStation exclusive, from a studio whose engine somebody has already dealt with. Two of the six downloadable ports are Housemarque games and a third Housemarque title is in testing, which is not a coincidence, because the second one was easier than the first.

The tell for a serious project is the same as on the PS3 list. Read the status section rather than the description, and trust a README that says what the binary did over one that says what the developer hopes it will do.

We update this page as projects move. The hub list for every console is the cross platform recompiled games list, and the sibling pages are PS3, Xbox 360 and N64.

Frequently Asked Questions

Can I download a PS4 recompiled game?

Yes, as of November 2026. Six of them publish builds: DriveClub, WipEout Omega Collection, Bloodborne, Resogun, Deception IV: The Nightmare Princess and Dead Nation. Each one needs a decrypted dump of your own copy of that game, usually at a specific version, and none of them includes game files.

How many PS4 games have been recompiled?

Nine projects exist and six have downloadable builds. That is a November 2026 count and it is growing weekly, because the projects share a runtime and each new game starts from a working base.

Are there any PS5 recompiled games?

Not in the sense of a finished port you can download and play. One project, AnyPS5, converts PS5 executables into native Linux and Windows binaries and publishes library builds, and the furthest any commercial game has got is Astro Bot reported as in game and playable past the tutorial with heavy lag. There is no list of playable PS5 ports to hand you yet.

What is the difference between a PS4 recomp and shadPS4?

shadPS4 is a general PS4 emulator that runs a catalogue. A PS4 recomp project serves one game, which lets it implement that game's audio engine fully, set itself up from your dump in a single step, skip the intro, and offer only the display settings that game can actually use. Neither emulates the PS4's processor, because the PS4 is an x86-64 machine and there is nothing to emulate.

Is a PS4 recomp really a recompilation?

Usually not, strictly speaking. The PS4 runs x86-64 code that your PC can already execute, so nothing needs translating. These projects reimplement the PS4's system libraries and translate its graphics commands to Vulkan, which is what Wine and DXVK do for Windows games. The one genuine static recompiler in this space targets Apple Silicon, where the instruction set really does change.

Can I play PS4 recompiled games on a Steam Deck?

Yes, for several of them. DriveClub, WipEout and the Bloodborne project all ship a Linux AppImage you can add to Steam as a non Steam game with no compatibility tool. Resogun, Deception IV and Dead Nation need glibc 2.39 or newer and Python 3.10 for their setup step, and they name SteamOS 3.7 as a version that qualifies, so check your SteamOS version first. DriveClub also wants about 40 GB free for your game dumps.

Can I play PS4 recompiled games on an Android handheld?

No. Every build is x86-64, so no Retroid, Anbernic, AYN or TrimUI device can run any of it. There is no ARM build of any of these projects and nobody is working on an Android target.

Is there a PS4 recompilation of The Last of Us?

There is a project that boots The Last of Us Remastered and renders its graphics and audio, and it is the experimental Apple Silicon recompiler rather than any of the Windows or Linux projects. It is listed as booting and in game rather than playable, there is no packaged build of that game, and it needs an ARM Mac.

Is P.T. playable on PC yet?

No. The hand rebuilt port has no public release and no date, and even once it has one there is no legal way to get the game data it needs. Konami removed P.T. from the PlayStation Store in April 2015 and blocked re-downloads, and it is not available through PS5 backward compatibility.

What does "PS5 recompiled games" mean on a jailbroken console?

It usually means recompiled ports of older games running on the PS5 as homebrew, which is the opposite direction to converting PS5 games for PC. A PS5 is an x86-64 machine with an AMD GPU, so PC recompilations port to it reasonably well. Conker's Bad Fur Day and The Darkness both have PS5 homebrew builds, and a console app store installs and updates them.

Which PS4 games are likely to get ports next?

Small, self contained PlayStation exclusives from studios whose engines a project has already dealt with. Two of the six downloadable ports are Housemarque games, with a third in testing, because the second one was far easier than the first. Expect the pattern to continue before anything large and modern appears.

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