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2026-09-23 · Updated 2026-10-05 · Explainer
Affiliate disclosure: This guide contains affiliate links. As an Amazon Associate, we earn from qualifying purchases at no extra cost to you. Learn more.
Update, 5 October 2026. This page used to say there was exactly one playable Spider-Man recompilation, and that the repository with the most stars and the loudest all caps warning had no build at all. That stopped being true on 4 October. EdgeOfTimeRecompiled, the project we described as stalled, shipped a finished 1.0 with Windows, Linux and macOS builds. It is now the one we would point you at, and it is the only Spider-Man port of any kind with a native Linux binary. The rest of this page is rewritten around that.
Search for a Spider-Man PC port and you still land in a mess. There are five separate projects, two of them for the same game, and three of them cannot draw a single frame.
What changed is which of the two Edge of Time projects you want. For about two weeks it was the small newcomer. Now it is the big one, because the big one finished.
Here is every Spider-Man recompilation and decompilation project, what state each one is really in, and exactly what each one wants from you before it will run.
The Short Answer
- The one to use: EdgeOfTimeRecompiled, version 1.0.0, released 4 October 2026. Windows, Linux and macOS builds.
- The other Edge of Time port: Project 2099, still live, still updated, Windows only.
- Web of Shadows: boots a window, renders nothing, renderer not started.
- The PS1 games: an early port of both Neversoft titles, source only, no release.
- spidey-decomp: a decompilation of the old PC port, not a console port.
- Not a recomp at all: the Shattered Dimensions PC Fix, which patches the existing PC release.
- What they all need: game files from a copy you own. None of them ship game content.
One thing worth knowing up front. Spider-Man: Shattered Dimensions and Spider-Man: Web of Shadows were both pulled from Steam when Activision's Marvel licence expired, Shattered Dimensions on 31 March 2017. Edge of Time never had a PC release at all. So there is no current storefront where you can simply buy these games.
EdgeOfTimeRecompiled 1.0: the One to Use
This is the project that spent most of 2026 looking dead and then landed a 1.0 out of nowhere. It takes the Xbox 360 release of Edge of Time through ReXGlue static recompilation, with a forked shader converter turning the 360's compiled shader container into HLSL.
Version 1.0.0 went up on 4 October 2026 as a normal release rather than a beta. Four downloads are attached: a Windows x86-64 zip, a Linux x86-64 AppImage, and macOS Apple Silicon builds as both a disk image and a zip.
The renderer is the reason it took so long. Rather than let ReXGlue emulate the game's rendering calls, the team wrote their own renderer that hooks directly into game code. That is the decision that stalled the project for months, and it is also why the finished build has real PC graphics settings instead of an emulator's approximation of them.
What you actually get. Resolution presets up to 2160p with a separate render scale from 50% to 200%. Aspect ratios from 4:3 through 16:10 and 16:9 up to 21:9 and 32:9, with the HUD kept in a centred 16:9 box so it does not stretch across an ultrawide. A frame rate limit from 30 to 240 or unlimited. MSAA inside the game's own passes, which the 360 version never had at all, plus optional TAA on the port's side. Anisotropic filtering to 16x, shadow map sizes to 4096, shadow distance to 300%, a field of view slider, and individual toggles for bloom, depth of field, motion blur, radial blur and colour grading. Brightness, contrast, saturation and gamma are applied as the last step, so they cost nothing.
There is a native keyboard and mouse mode that feeds mouse movement straight into the camera, full rebinding, and controller support through ReXGlue's HID translation layer with per controller button glyphs. Audio adds spatial audio and battle theme toggles. The language list is English, French, Italian, German and Spanish, with a Russian translation shipping as a launch day mod. Mods work by swapping game packages or installing costume packages, with the originals backed up so a restore button always gets you back.
A small set of upscaled textures for the original suits is bundled in, which is why the team describes the result as closer to a remaster than a straight port.
The frame rate handling is more careful than most. At 60 and below, the game's own limiter stays in place. Above 60, the port removes that limiter and paces frames itself. The project is also upfront that 360 games are often unstable above 30, let alone 60, and that distant objects on the console animated at a reduced rate to save work. The port disables that reduction by default so everything animates at full rate, and warns that glitches remain.
What It Needs From You
This is the part to read before you get excited, because the file requirement is stricter than the other project's.
You need an actual Xbox 360, a 360 hard drive or USB storage device, and a hard drive transfer cable or compatible SATA to USB adapter if you are pulling from the internal drive. You need the US release of Edge of Time with its Title Update applied. The Identity Crisis DLC is optional.
The installer accepts containers or images dumped from a 360. Folder support is not in the 1.0 release and is listed as a post release maybe. Modified files will not install, and the project says plainly that a failed install cannot leave you with a broken one, so reinstalling is not the fix for a black screen.
If you were hoping to point it at a file you already have sitting on a PC, that is the gap. Project 2099 is far more relaxed here, and that is a real reason some people will still pick it.
The Performance Numbers Are the Project's, Not Ours
The project publishes its own suggested settings by hardware tier, measured on a development machine with a Radeon Pro 5700 XT. We have tested nothing. These are their targets.
| Hardware | Their suggested settings |
|---|---|
| Intel UHD 630 integrated graphics | Original preset, native resolution, 30 FPS cap |
| Steam Deck | Medium preset, 720p, 60 FPS cap |
| GTX 1070 class | High preset, 1080p, 60 FPS cap |
| RX 5700 XT class | Top preset, 1440p, 60 FPS cap |
Anti-aliasing is by far the biggest cost, so it is the first thing to drop. Shadow resolution and the picture in picture scale are next. Anisotropic filtering is nearly free, and the colour controls are free.
A detail worth knowing: native resolution means the console's own 1120x632, which is what the 360 actually rendered. The original preset at native resolution is the closest thing to the console picture.
Day One Problems
A 1.0 released yesterday is still a 1.0 released yesterday. The issue tracker already has reports worth knowing about.
One pre-rendered cutscene in the first 2099 level flashes green rapidly for its whole length. The person who reported it raised it as a photosensitivity concern, and that is the right call. If you are sensitive to flashing, know that it is in there.
Another report describes the screen flickering to black on an older machine, frame rate drops in large areas, and audio slowing down along with the frame rate. That last one is the giveaway that the game's pace is tied to its frame rate rather than running independently of it.
The Shattered Dimensions unlockables, which the original game granted if it found a save from the earlier title, are not in the release. Someone asked and the question was closed rather than promised.
On the AI question, this project is on the strict side. The README says there is no AI generated or vibe coded content in it, no AI art and no AI translations, and that the team is hesitant about accepting code written without reverse engineering behind it. The contributing guide backs that up by requiring contributors to document the evidence in the original game code for any change they make. That is the opposite end of the scale from the other Edge of Time project, and we cover the whole split in the recomp scene's AI problem.
The Repository Still Warns You Off Itself
Here is the part that will keep confusing people. At the top of the project's own page sits a box saying a public release will be available October 4th, and below it an all caps line saying there is no official release as of July 2026 and not to trust anyone claiming they have a PC port.
Both lines are now out of date, and the release they warn about is their own. The install steps also name files like a Windows zip and a Linux AppImage with different filenames than the ones actually attached to 1.0.0. Download by file type, not by the name in the instructions.
Neither Edge of Time project distributes game data. If you find a package that includes the game itself, it did not come from either team, and it is not something we will point you at.
Project 2099: the Other Edge of Time Port
This was our recommendation two weeks ago and it has not gone anywhere. It is a separate project, built on the same ReXGlue recompilation, wrapped in an installer, a launcher, keyboard and mouse controls, six languages, local achievements and mod support.
The current stable release is V2 BETA 4.1 from 24 September 2026, an installer hotfix over Beta 4. A later test build from 1 October is a prerelease aimed at one specific bug rather than a general update.
Where it still beats the newcomer: your files. It accepts an XDVDFS ISO, a zip containing the game root, a zip containing a GOD image, an extracted folder with Default.xex and Data, or a GOD or SVOD container. You can drag any of those into one window. It hashes what you give it, recognises five known revisions including two Russian GOD images, and installs an unrecognised dump anyway. If you do not have a 360 and a transfer cable to hand, this is the project that will still work for you.
Where it loses: platforms and the GPU bug. It is Windows x86-64 on D3D12 with no Linux or macOS build, and the Vulkan branch is described by its own developer as not usable. The white textures problem on Intel integrated graphics that we flagged in September is now a filed issue, reported on an Intel UHD running under Linux, where 3D scenes render white. The 1 October test build exists to try to fix that for Intel and AMD, which tells you it has not been fixed in the stable release.
One caveat that has not changed. The support package is not purely the developer's own code. In their words it "contains PC components and binary patches," and "some patches include replacement bytes derived from game resources." They say so plainly rather than hiding it, which is more than most projects manage, but it is worth being aware of what you are downloading.
On the AI question it is the mirror image of the other project. The developer discloses heavy use of commercial AI coding tools, specifically OpenAI Codex and Astra, and does not pretend otherwise. They also say output never counted as proof, and that every change had to survive a clean build and the actual game. Two teams, same game, opposite policies, both shipping.
About that repository outage. The predecessor repository went offline around 12 September 2026, and a lot of posts framed it as a Marvel or Activision takedown. The developer said otherwise. Their account had been flagged by GitHub's security system, and there was no confirmation of any DMCA complaint. Project 2099 is the current repository and it is live.
Which Edge of Time Port Should You Use
| EdgeOfTimeRecompiled 1.0 | Project 2099 V2 BETA 4.1 | |
|---|---|---|
| Release status | 1.0.0, 4 October 2026 | Beta, 24 September 2026 |
| Windows | Yes | Yes |
| Linux / Steam Deck | Yes, native AppImage | No, Proton only |
| macOS | Yes, Apple Silicon | No |
| Your game files | Dumped from a 360, US region, Title Update | ISO, zip, folder, GOD or SVOD |
| Renderer | Custom native renderer | ReXGlue path, D3D12 |
| Known GPU problem | None reported yet | White 3D scenes on some Intel and AMD |
| AI policy | None used, reversing required | Disclosed, heavy use |
Pick EdgeOfTimeRecompiled if you have a 360 and the cable, or if you are on Linux, a Steam Deck or an Apple Silicon Mac. It is the finished release and the only one with a native build for anything but Windows.
Pick Project 2099 if your game files are already a file on your PC rather than data on a console you still own. That one difference is the whole decision for a lot of people.
Spider-Man: Web of Shadows
WOSRECOMP is an attempt at the Xbox 360 version of Web of Shadows, built on XenonRecomp and XenosRecomp, following the pattern Unleashed Recompiled established.
It is very early. The runtime implements 85 kernel imports across 21 files, and the project boots, opens a window and presents at 60 Hz. No game visuals render. The repository is honest that the graphics pipeline has not been started, and that this is the overwhelming majority of the work left.
There is nothing to download and nothing to play. It is on this list because people keep finding it and assuming otherwise.
The PS1 Spider-Man Ports
A project called spider1 is porting the original PlayStation Spider-Man through static recompilation, using a framework called psxport that pairs native subsystems with a Lightrec runtime executor for the remaining MIPS instructions. It targets both Neversoft games, the 2000 original and Spider-Man 2: Enter Electro.
Progress is measured in very small units. For the first game, one authenticated movie field has been demonstrated, and complete intro movies plus actual gameplay remain unverified. For Enter Electro it is earlier still, with rendering and gameplay absent entirely.
There are no prebuilt releases. You compile it yourself, the hosted CI only covers Linux x86-64, and Windows, macOS, Apple Silicon and Android backends are explicitly not implemented. You also supply a USA disc image from a copy you own.
If you want to understand why the PS1 side of this scene is worth watching anyway, our PS1 recompilation explainer covers the toolchain and the one PS1 port that did ship.
spidey-decomp
This one is a different kind of project, and the distinction matters. spidey-decomp is a decompilation of Neversoft's Spider-Man, specifically the PC port, not the console version. It has 130 stars and is actively worked on.
A decompilation rebuilds readable source code from a shipped binary. It is slow, manual work, and the payoff is depth rather than speed. Once a decomp is finished you can rebuild the game for any platform and modify anything, which is why decomp based ports usually end up with the deepest feature sets. Our decomp vs recomp explainer walks through the trade off.
What it is not is a download. There is no consumer build here. This is groundwork.
Not a Recomp: the Shattered Dimensions PC Fix
Worth one paragraph because it comes up in every search. The Shattered Dimensions PC Fix is a d3d9 wrapper for the game's existing PC release. It fixes widescreen resolutions, unlocks the frame rate and raises the field of view.
That is a patch for a game that already ran on PC. No recompilation is involved. It is useful if you own the PC version, and irrelevant to everything else on this page.
Which Repository Is Which
| Project | Game | Toolchain | Stars | Working build? |
|---|---|---|---|---|
| EdgeOfTimeRecompiled | Edge of Time (360) | ReXGlue + custom renderer | 173 | Yes, Windows, Linux, macOS |
| Project 2099 | Edge of Time (360) | ReXGlue | 52 | Yes, Windows |
| WOSRECOMP | Web of Shadows (360) | XenonRecomp | 0 | No |
| spider1 | Spider-Man + Enter Electro (PS1) | psxport, Lightrec | 2 | No, source only |
| spidey-decomp | Spider-Man (PC port) | Decompilation | 130 | No, source only |
The lesson from September was that star counts measure attention, not progress, and that the project with a release was the one nobody had heard of. Two weeks later the popular project shipped a better release than the obscure one. So the real lesson is narrower and more useful: check the releases page, not the star count, and check it again later.
On a Handheld
This is the section the 1.0 release changes most, because for the first time a Spider-Man port has a native Linux binary.
Steam Deck and other SteamOS handhelds. EdgeOfTimeRecompiled ships a Linux x86-64 AppImage, so there is no Proton and no D3D12 translation in the way. The project's own documentation names the Deck directly and targets the Medium preset at 720p and 60 FPS on it. That is a target rather than a measurement, and we have not tested it, but a project that publishes a Deck preset at all is a different situation from one that has never mentioned the hardware.
One thing to check first. The Linux requirement is glibc 2.41, and that is not an old version. SteamOS 3.7.7 and 3.8.14 both ship exactly 2.41, so a current Deck clears it with nothing to spare. An older SteamOS install does not. Update before you download.
Windows handhelds. A
or a Legion Go runs either project natively, with no compatibility layer involved. Both projects produce Windows x86-64 builds, so this is the path with the fewest unknowns, and it is the only path if you want Project 2099 specifically.Apple Silicon. The macOS build is Apple Silicon only, running Vulkan through MoltenVK. That is not a handheld, but it does mean an iPad or Mac class ARM chip is now a supported target for a 360 recompilation, which is new. We cover why Apple's layers matter more than people expect in translation layers explained.
Android and ARM Linux handhelds still cannot run any of this. This is the line that needs rewording rather than deleting. Until this week every recompiled Spider-Man binary was x86-64, and the macOS build breaks that in one direction, because it is ARM. What it does not give you is an Android or ARM Linux build. Your Retroid, your Anbernic and your phone are ARM64 running Android or Linux, and there is no build for them. We wrote a whole guide on why ARM handhelds miss out on the recomp scene, and the short version is unchanged.
Questions People Ask
Can I play Spider-Man: Edge of Time on PC right now?
Yes, and as of 4 October 2026 there are two ways. EdgeOfTimeRecompiled released version 1.0.0 with Windows, Linux and macOS builds, and Project 2099 has a Windows beta. Both recompile the Xbox 360 release and both need game files from a copy you own.
Which Edge of Time port is better?
EdgeOfTimeRecompiled for most people. It is a finished 1.0, it has a custom renderer with full PC graphics settings, and it is the only one with Linux and macOS builds. Project 2099 wins on one point, which is that it accepts an ISO, a zip or a folder, while EdgeOfTimeRecompiled wants files dumped from a 360 you own.
Why does the Edge of Time repository say there is no PC port?
Because that warning is old and it is about the project hosting it. EdgeOfTimeRecompiled wrote it in July 2026 when it had no release, and the line is still sitting at the top of the page even though the project shipped 1.0 on 4 October. Ignore it and look at the releases.
Does Edge of Time work on Steam Deck?
Better than it did. EdgeOfTimeRecompiled ships a native Linux AppImage, so no Proton is involved, and the project's own documentation suggests the Medium preset at 720p and 60 FPS for the Deck. The AppImage needs glibc 2.41, which current SteamOS has and older versions do not, so update first. We have not tested it and that 60 FPS figure is the project's target, not a measured result.
Do I need an Xbox 360 to install this?
For EdgeOfTimeRecompiled, effectively yes. It wants containers or images dumped from a 360 using a transfer cable or USB storage, from the US release with its Title Update, and folder support is not in 1.0. Project 2099 accepts an ISO, a zip, an extracted folder or a GOD container, so it is the one to use if your files are already on a PC.
Is there a Spider-Man: Web of Shadows PC port?
Not a playable one. WOSRECOMP boots a window and presents at 60 Hz, but no game visuals render because the graphics pipeline has not been started. There is nothing to download.
Do any of these ship the game?
No. Every project here requires game files from a copy you legally own, and most verify your files before they will run. Project 2099's support package does include binary patches with some bytes derived from game resources, which the developer states openly. Any download that includes the game itself did not come from either team.
Was AI used to build these?
The two Edge of Time projects landed on opposite sides of this. EdgeOfTimeRecompiled says it contains no AI generated or vibe coded content, no AI art and no AI translations, and its contributing guide requires reverse engineering evidence for any change. Project 2099's developer discloses heavy use of OpenAI Codex and Astra, while noting every change had to survive a clean build and real gameplay. Both shipped working builds, which is what makes the comparison interesting.
Can I buy these Spider-Man games legally on PC?
Mostly no. Shattered Dimensions was delisted from Steam in March 2017 and Web of Shadows was pulled as well, both when Activision's Marvel licence expired. Edge of Time never had a PC release. The console versions are what exist.
Related Reading
- Xbox 360 Recompiled Games List: Every Native Port So Far
- Xbox 360 Recompilation and ReXGlue Explained
- Decomp vs Recomp: How Old Games Become PC Ports
- The Recomp Scene Split Three Ways Over AI
- Recompiled Games List: Every Native PC Port by System
- Can Android Handhelds Run Recompiled Games?
- PS1 Recompilation Explained: PSXRecomp and What Pepsiman Proved
- FEX, Box64, Proton, DXVK: What Translation Layers Actually Do
Written 23 September 2026 and rewritten 5 October 2026 after EdgeOfTimeRecompiled released version 1.0.0. Project status, star counts, release tags, asset names, system requirements, settings lists, suggested hardware tiers and issue reports come from each project's own documentation and the GitHub API, retrieved 5 October 2026. SteamOS glibc versions are from DistroWatch. Every performance figure on this page belongs to the project that published it, measured on its own hardware. We tested none of these projects on any device and publish no performance figures of our own.

