BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp
GamesRun the Apple Arcade macOS game Castlevania: Grimoire of Souls natively on Windows using your own game image.
Project Overview
GoSRecomp is a static-recompilation project that lets the Apple Arcade macOS version of Castlevania: Grimoire of Souls run natively on Windows. It follows the same approach as Unleashed Recompiled: game code from the original binary is machine-translated to x64, and a small runtime plus compatibility layers replace the Apple-only and online pieces.
The repository does not ship game code or assets. Its releases contain the recompiled GameAssembly.dll and supporting runtime, while art, sound, text and the other original files must come from the user's own macOS .dmg at version 1.4.2. The setup extracts and patches those files locally. The project is aimed at players who already own that version of the game and want an offline Windows build with controller support, configurable display settings and translated particle effects.
Once installed, the game runs fully offline: the original server is emulated in-process, so no account or network connection is used. Input covers Xbox and PlayStation controllers, keyboard and mouse; a debug menu on F8 exposes progression and inventory cheats behind a confirmation prompt.
Getting Started
You need Windows 10 or 11 64-bit, a Direct3D 11 GPU, and an unmodified macOS app image of version 1.4.2. The setup needs about 3 GB of free space and takes a few minutes.
- From the Releases page, download
GoSRecomp-x.y.z.zip, not the "Source code" archive, and extract it into a new empty folder. - Drag your
.dmgontoSetup.bat, or run it and paste the path. If the image is not version 1.4.2, setup stops and reports the mismatch. - Start the game with
Play.bat.
To update, extract a new release into a fresh folder and run Setup.bat again. Saves remain under %USERPROFILE%\AppData\LocalLow\Konami Digital Entertainment Co_, Ltd_\Castlevania_ Grimoire of Souls.
Display, controller, mouse, effects and debug options are configured in gosr.ini next to GoS.exe; bindings themselves are set in the game's own Gamepad and Keyboard screens. If a custom controller layout carries over from an older build, press Default once.
Constraints and Known Issues
- The installer checks the game image version; other versions or modified images are rejected.
- Mouse buttons can only be bound through the game's keyboard options, and they appear there as Mouse L / R / M / 4 / 5.
- Effects can appear a few frames late the first time they are drawn while shaders are converted; later runs use the cache.
- The game targets 60 fps. Higher caps work, but if gameplay feels too fast, return to 60.
- There is no multiplayer.
- The debug menu permanently changes the save and skips normal progression, so it asks for confirmation before first use.
- Building from source runs on Linux with cross-compilation to Windows and requires the macOS game files, Unity 2020.3.30f1 with Windows IL2CPP support, and an MSVC sysroot via xwin; the full procedure is in BUILDING.md and the design in ARCHITECTURE.md.
- The project is MIT-licensed, but it is not affiliated with Konami, Apple or Unity, and users are asked not to request or share game files.
HotRepo's take
The repository was listed on the new-project C++ board on 2026-11-05, recording 107 stars and 7 stars gained over the roughly two-hour window from 12:45 to 14:45 UTC. That record shows early attention only; it is too short a series to say anything about sustained adoption. What stands out technically is the scope of the port itself: an arm64-to-C++ translator, a Metal-to-HLSL shader path and an in-process server emulator, all organized under the layout described in the README. Readers evaluating it should weigh that implementation detail against the practical requirement of owning the exact 1.4.2 macOS image, since the release is useless without it.
Written by AI from the project's README, updated . The project's own docs are the source of truth.