Source-checked entries in this category. Open a listing for evidence, limits and license notes.
Games & game engines · Reconstruction
DX-Ball 1.07 · Windows
From a classic brick-breaker to readable C/C++. Follow a reconstruction workflow that compares recovered functions against the original executable.
Reconstruction in progress
Sources & limits +
Author documents REA use
The project README describes Codex using REA with Ghidra to inspect and recover functions. The official REA showcase demonstrates the sound-pan calculation.
Know before you try: Original game files are required. A matching function is not proof of whole-game equivalence; we have not built or played this project.
04
Game feature reconstruction#Games & game engines · Reconstruction
Touhou 4 · PC-98 / DOS
See how a ring of bullets turns toward the player. A documented REA inspection connects 16-bit instructions with a readable angle calculation.
REA evidence covers one feature
Sources & limits +
REA maintainer case study
REA's official showcase verifies a focused bullet-ring inspection. The linked repository is a broader game reconstruction; the evidence does not attribute that whole project to REA.
Know before you try: Full-game validation has separate open work. The repository requires your own legal game copy; its source license does not cover original game assets.
BF2
Engine project · REA tooling#Games & game engines · Reconstruction
Battlefield 2 engine · C++20
An in-progress reimplementation of the Refractor 2 engine. Its repository includes a REA helper for investigating user-supplied game binaries.
Research engine; incomplete
Sources & limits +
REA tooling present
tools/rea.sh explicitly invokes rea-agents with Ghidra and per-binary snapshots. Tooling presence does not establish that REA produced every engine subsystem.
Know before you try: Requires your own Battlefield 2 installation. The checked README lists missing firing, vehicle control and sound. Not a complete free replacement for the game.
GZ
Rust port · REA tooling#Games & game engines · Reconstruction
GunZ: The Duel · Rust / Bevy
A Rust game port that reads assets from the user's Steam installation, with a separate REA and Ghidra investigation framework in the repository.
Port with documented limitations
Sources & limits +
REA tooling present
The README documents a target-independent REA framework. It also says game formats were recovered from data files; this does not prove the entire port was made with REA.
Know before you try: Requires your own game installation. We have not run it or checked retail feature parity. Included research tools are not an endorsement of every project claim.
RCT
Independent game engine#Games & game engines · Reconstruction
RollerCoaster Tycoon 2
An independent RollerCoaster Tycoon 2 engine reimplementation with modern-platform support and cooperative multiplayer.
Released engine; original data required
Sources & limits +
Independent reimplementation
The upstream README documents a reimplementation of RCT2, supported builds and the requirement for original game data. REA use is not required or claimed.
Know before you try: Requires legally obtained RollerCoaster Tycoon 2 files. Its code license does not include the original game assets. We have not played it or verified feature parity.
Generated coverMW
Independent game engine#Games & game engines · Reconstruction
Morrowind engine & Construction Set
An independent Morrowind-compatible RPG engine and Construction Set replacement supporting the original game data.
Released engine; original data required
Sources & limits +
Independent reimplementation
The upstream README describes the replacement engine and editor, reports completable main quests and documents mod-compatibility limits. The GitHub repository mirrors development hosted on public GitLab.
Know before you try: Requires ownership of Morrowind and its data. Some original-engine mods depend on quirks not reproduced here. Development-branch version numbers are not release guarantees; no gameplay test was performed.
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Independent game engine#Games & game engines · Reconstruction
Transport Tycoon Deluxe-style simulation
An open-source Transport Tycoon Deluxe reimplementation and transport simulation, with extensions and optional free graphics, sound and music.
Released game; free asset sets available
Sources & limits +
Independent reimplementation
The upstream README says it aims to mimic and extend Transport Tycoon Deluxe, documents supported platforms and distinguishes free OpenGFX/OpenSFX/OpenMSX assets from optional original game data.
Know before you try: Original graphics or music still require their own rights; free replacement asset sets have separate licenses. Add-ons and third-party components retain their terms. We have not run or benchmarked the game.
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Compatibility project#Games & game engines · Interoperability
Classic adventure and RPG game engines
A collection of replacement game engines that runs supported classic adventures and RPGs using their existing data files.
Released interpreter; game-dependent support
Sources & limits +
Compatibility project
The upstream README explicitly says ScummVM replaces the original executable files while using the game data, and directs readers to per-game compatibility lists. It is not a bundled collection of commercial games.
Know before you try: Support and completeness differ by game and version. You normally need lawful game data, whose license is separate from the engine. Consult the official compatibility list; we did not execute any game.
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Independent game engine#Games & game engines · Reconstruction
Heroes of Might and Magic IV · C++23 / SDL3
An unfinished Heroes of Might and Magic IV engine reimplementation, with the openh4 app and h4-tool for inspecting and rendering the user's game data.
Unfinished engine and tools
Sources & limits +
Independent reimplementation
The README explicitly describes an engine reimplementation, separates engine code from original GOG data and marks the project unfinished. Source contains engine modules and an app; the reviewed passive AI controller only ends its turn.
Know before you try: Needs a legally obtained GOG copy; optional acquisition signs in to GOG. The passive AI stub and brief README do not establish campaign playability or engine parity. We have not built it, signed in to GOG or played it.
No game data is included. Original game assets and third-party dependencies retain their own terms; the engine license does not grant rights to the commercial game.
Generated coverRK
Independent game engine#Games & game engines · Reconstruction
Roblox place formats and Luau · Rust / wgpu
A Rust engine for loading local Roblox places and models, running Luau scripts and rendering a separate client/server simulation outside Roblox.
Early development; partial engine
Sources & limits +
Independent reimplementation
The README describes reimplementing formats, APIs and behavior from public documentation and Studio observations. Replication is Rook-to-Rook, not wire-compatible with Roblox servers; the roadmap identifies remaining content and gameplay work.
Know before you try: Use only places and assets you own or have rights to. Meshes, textures, characters, GUI, audio and networking remain roadmap work at the reviewed commit. Author-reported load rates do not prove playable games; we have not run or audited it.
Roblox places, models and client assets are not included or licensed by this repository. Dependency notices and permissions for user-supplied content remain separate.
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Game formats & engine research#Games & game engines · Reconstruction
RollerCoaster Tycoon 3 Complete Edition · C++26
An early RollerCoaster Tycoon 3 reimplementation researching original formats, with OVL inspection, audio tools and a graphical front-screen viewer.
Early format tools and viewer
Sources & limits +
Independent reimplementation
The README describes bottom-up reverse engineering of asset formats before saves, simulation and rendering. The viewer source renders startup and front screens from the user's installation; this is not evidence of complete gameplay.
Know before you try: Requires a legitimate game copy, a C++26 toolchain and currently POSIX builds. The viewer needs GLFW and Vulkan. A front screen is not a playable replacement; full simulation and compatibility are not established. We have not built or run it.
Original game data is not included or covered by the code license. Vendored libraries and optional GNU Unifont downloads have separate notices and licenses.
OR
Independent game engine#Games & game engines · Reconstruction
Warcraft III · exploratory WoW / StarCraft II · C
An open-source Quake-style engine and compatibility project for Blizzard-era game data, with Warcraft III as the primary playable target on desktop and iPad.
Actively developed; WC3 primary path
Sources & limits +
Independent reimplementation
The upstream README describes an open-source Quake-style engine for Blizzard-era data, names Warcraft III as the primary playable target, lists exploratory WoW/SC2 work, and states that retail game data is not included and the project is unaffiliated with Blizzard. No REA involvement is claimed.
Know before you try: Original Warcraft III / WoW / SC2 assets must be supplied by the user and are not shipped. WoW and StarCraft II targets are exploratory. Submitter reviewed public README/license only; we have not independently tested builds or gameplay.
JJ
Independent game engine#Games & game engines · Reconstruction
Jazz Jackrabbit 2 · C++
An open-source reimplementation of the 1998 Jazz Jackrabbit 2 game, fully rewritten in C++ with many platform ports and partial JJ2+/MLLE support.
Mature; actively maintained
Sources & limits +
Independent reimplementation
The upstream README describes Jazz² Resurrection as a reimplementation of Jazz Jackrabbit 2 and states that this repository contains a fully rewritten C++ game. It documents the original-asset requirement and platform matrix. No REA involvement is claimed.
Know before you try: Original Jazz Jackrabbit 2 assets are not included and must be placed in a Source/ directory. Some console ports are experimental or untested on real hardware. Uses extensively modified nCine. Submitter reviewed public README/license only; we have not independently tested it.
Generated coverGames & game engines · Interoperability
Adobe Flash / SWF · Rust / WebAssembly
An Adobe Flash Player emulator written in Rust for desktop and the web via WebAssembly, aimed at keeping Flash/SWF content playable after Adobe’s EOL.
Mature; actively maintained
Sources & limits +
Compatibility project
The upstream README describes Ruffle as an Adobe Flash Player emulator written in Rust that targets both desktop and the web using WebAssembly. Project status notes ActionScript 1/2/3 support is strong but unfinished. No REA involvement is claimed.
Know before you try: Not feature-complete versus historical Flash Player; ActionScript gaps remain. Report issues upstream. Submitter reviewed public README/license only; we have not independently tested content compatibility.
See LICENSE.md for third-party notices.
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Independent game engine#Games & game engines · Reconstruction
Fallout: New Vegas · Rust / Bevy
A from-scratch reimplementation of Fallout: New Vegas in Rust with Bevy that reads the user’s own Data folder and ports engine behavior toward 1:1 gameplay.
Experimental; partial routes playable
Sources & limits +
Independent reimplementation
The upstream README describes a from-scratch reimplementation of Fallout: New Vegas, states that behaviour, rules, constants and formulas come from FalloutNV.exe read in Ghidra, and notes that the project contains no game files. No REA involvement is claimed.
Know before you try: Not a full campaign; original saves and NVSE DLLs unsupported; Windows is the tested platform. Original Fallout: New Vegas assets/executable are not included. Submitter reviewed public README/license only; we have not independently tested it.
The author offers MIT or Apache-2.0 at your option. See LEGAL.md for original game asset boundaries.
Generated coverRA
Independent game engine#Games & game engines · Reconstruction
Command & Conquer: Red Alert · Tiberian Dawn · Dune 2000 · C# / SDL / OpenGL
A libre/free real-time strategy engine for early Westwood classics, shipping reimagined mods for Red Alert, Tiberian Dawn and Dune 2000 on major desktop platforms.
Mature; actively maintained
Sources & limits +
Independent reimplementation
The upstream README describes a Libre/Free RTS engine supporting early Westwood classics and distributed mods for Red Alert, Tiberian Dawn and Dune 2000. It states EA has not endorsed and does not support the product. No REA involvement is claimed.
Know before you try: Original Westwood/EA assets and trademarks remain with their owners; OpenRA provides engine and community content, not a licensed commercial remaster. Large open issue backlog is typical of a long-lived engine. Submitter reviewed public README/license only; we have not independently tested it.
Generated coverXC
Independent game engine#Games & game engines · Reconstruction
X-COM: UFO Defense · Terror From the Deep · C++ / SDL
An open-source clone of MicroProse’s UFO: Enemy Unknown (X-COM: UFO Defense) and X-COM: Terror From the Deep, written in C++/SDL with a large mod ecosystem.
Mature; actively maintained
Sources & limits +
Independent reimplementation
The upstream README describes OpenXcom as an open-source GPL clone of UFO: Enemy Unknown and Terror From the Deep in C++/SDL. Installation requires vanilla X-COM resources and warns against modded resource packs. No REA involvement is claimed.
Know before you try: Original X-COM assets are not included and must be supplied by the user. Compatibility depends on unmodded resource files. Bundled SDL_gfx-derived code is LGPL with author permission (per README). Submitter reviewed public README/license only; we have not independently tested it.
Bundled SDL_gfx-derived code is LGPL with author permission (per README).
OL
Independent game engine#Games & game engines · Reconstruction
Chris Sawyer's Locomotion · C++
An open-source re-implementation of Chris Sawyer's Locomotion that aims to improve the game similarly to OpenTTD/OpenRCT2, using the player's own original assets.
Actively maintained; C++ reimplementation complete per authors
Sources & limits +
Independent reimplementation
The upstream README describes an open source re-implementation of Chris Sawyer's Locomotion and states that as of December 2025 the game has been reimplemented in C++. It notes the original was x86 assembly on an RCT2-derived engine and that OpenLoco does not share codebase with OpenRCT2. No REA involvement is claimed.
Know before you try: Original Chris Sawyer’s Locomotion assets are not included (Steam/GOG purchase required). Multiplayer and higher map/vehicle limits pending a new save format; still bound to CSL SV5/SC5 save limits until NSF. macOS builds are unsigned. Submitter reviewed public README/license only; we have not independently tested it.
OB
Independent game engine#Games & game engines · Reconstruction
Black & White (2001) · C++ / OpenGL / Vulkan
An open-source reimplementation of Lionhead’s Black & White (2001) in modern C++ with OpenGL/Vulkan, using original assets extracted from the retail installer/patches.
Actively developed; nightly desktop builds
Sources & limits +
Independent reimplementation
The upstream readme describes openblack as an open source reimplementation of Black & White (2001) in modern C++ with OpenGL/Vulkan and states that original game assets are still required. Repository topics include reverse-engineering; asset extraction docs cover Audio/Data/Scripts from the original install. No REA involvement is claimed.
Know before you try: Original Black & White assets remain copyrighted and are not included. Android/iOS and some cross-compile targets are experimental. Gameplay completeness depends on original assets and ongoing engine work. Submitter reviewed public readme/license only; we have not independently tested it.
Generated coverDF
Independent game engine#Games & game engines · Reconstruction
The Elder Scrolls II: Daggerfall · Unity / C#
An open-source recreation of The Elder Scrolls II: Daggerfall in the Unity engine, using free DOS Daggerfall assets for textures, models and audio with modern rendering, QoL and mod support.
Mature; actively maintained
Sources & limits +
Independent reimplementation
The upstream README describes Daggerfall Unity as an open source recreation of Daggerfall in the Unity engine and states that a free copy of DOS Daggerfall is required for assets. It documents cross-platform play without emulation and a community mod ecosystem. No REA involvement is claimed.
Know before you try: Original Daggerfall assets are not redistributed; users supply DOS Daggerfall data. Unity engine runtime is subject to Unity’s own terms for builds. Optional mods can raise system requirements or reduce stability. Submitter reviewed public README/license only; we have not independently tested it.
Unity engine runtime is subject to Unity’s own terms for builds.
PZ
Independent game engine#Games & game engines · Reconstruction
Plants vs. Zombies: Game of the Year · C++ / SDL / OpenGL ES
A community cross-platform reimplementation of Plants vs. Zombies: Game of the Year Edition using SDL and OpenGL ES, with original-compatible user data and a portable mid-level save format.
Actively maintained; broad platform matrix
Sources & limits +
Independent reimplementation
The upstream README describes a cross-platform community-driven reimplementation of Plants vs. Zombies GOTY and states that copyrighted assets are not shipped. The author notes code based on public community research/game testing rather than binary RE of the EXE. No REA involvement is claimed.
Know before you try: Requires a legally purchased GOTY copy (main.pak + properties/). Best with GOTY 1.2.0.1073 EN assets; other builds may need compat overrides. Touch UIs are not mobile-optimized. We have not playtested it.
PopCap/EA game IP and assets remain theirs; SexyAppFramework portions retain PopCap Framework acknowledgment.
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Independent game engine#Games & game engines · Reconstruction
Carmageddon (1997) · C / SDL2
An ongoing reverse-engineering rebuild of the 1997 Carmageddon engine so it runs natively on modern systems with SDL2, replacing original assembly function-by-function using recovered Watcom debug symbols.
Work-in-progress matching decompilation
Sources & limits +
Independent reimplementation
The upstream README describes rebuilding Carmageddon to run natively, with symbol-driven reverse engineering and a progress chart. Topics include reverse-engineering. Game content is not shipped. No REA involvement is claimed.
Know before you try: Needs original Carmageddon data or freeware demos. Matching progress is incomplete. README also contains conflicting “Public Domain” / non-commercial wording; the LICENSE file is GPL-3.0 — this listing follows the LICENSE file. We have not tested it beyond README/source review.
README also contains conflicting “Public Domain” / non-commercial wording; LICENSE file is GPL-3.0. Original Carmageddon assets remain proprietary.
MF
Independent game engine#Games & game engines · Reconstruction
Metroid Prime · C++ / D3D12 / Vulkan / Metal
A native reverse-engineered reimplementation of the Metroid Prime engine, recently rewritten atop the Metroid Prime matching decompilation, targeting modern graphics backends.
Restabilizing; builds currently unavailable
Sources & limits +
Independent reimplementation
The upstream README describes Metaforce as a reverse-engineered reimplementation of the Metroid Prime engine and notes a rewrite on the matching decompilation. Topics include reimplementation and reverse-engineering. No REA involvement is claimed.
Know before you try: README states builds are currently unavailable while the project restabilizes after the decompilation rewrite. Original Nintendo/Retro assets are not redistributed. Platform support list is aspirational relative to current build state. We have not tested it.
Generated coverLA
Independent game engine#Games & game engines · Reconstruction
Classic Tomb Raider · C/C++ / WebGL
An open-source engine for classic Tomb Raider titles that loads original game data and runs levels on modern platforms, including a WebGL demo build.
Mature; actively maintained
Sources & limits +
Independent reimplementation
The upstream README states it is a classic Tomb Raider open-source engine with a WebGL demo and standalone releases. Original game data is required and not redistributed. No REA involvement is claimed.
Know before you try: Compatibility and feature coverage vary by Tomb Raider title. Users must supply legally obtained original game data. Submitter reviewed public README/license only; we have not independently tested it.
OG
Independent game engine#Games & game engines · Reconstruction
Jak & Daxter (PS2) · GOAL / x86-64
Decompiles Naughty Dog GOAL code from Jak & Daxter, provides a GOAL compiler and asset tools, and recompiles the games as native x86-64 PC ports for owners of a legal PS2 retail disc.
Active; Jak 1 complete, Jak 2 beta, Jak 3 in progress
Sources & limits +
Independent reimplementation
The upstream README documents a decompile → GOAL compiler → asset extract/repack → native x86-64 port strategy. Topics include reverse-engineering. Assets are not shipped. No REA involvement is claimed.
Know before you try: Requires a legally purchased PS2 retail disc; later console remasters are out of scope. Windows/Linux/macOS (Rosetta) x86-64 only. Submitter reviewed public README/license only; we have not independently tested it.
SX
Independent game engine#Games & game engines · Reconstruction
Dungeon Siege (2002) · C# / .NET
A clean-room reimplementation of Gas Powered Games’ Dungeon Siege (2002) in C#/.NET that loads original .dsres archives, GAS templates, Skrit scripts and meshes without redistributing copyrighted assets.
Active alpha; campaign largely playable
Sources & limits +
Independent reimplementation
The upstream README describes an open-source clean-room reimplementation of Dungeon Siege that loads original data files directly rather than redistributing them. It documents format parsers, a Skrit VM and alpha playable releases. No REA involvement is claimed.
Know before you try: Original Dungeon Siege data required (GOG/Steam/discs). Remaining parity gaps include Bink movies, interior lighting and combat balance. Optional Epic Online Services multiplayer uses Epic’s SDK under separate terms. We have not independently tested it.
Optional Epic Online Services multiplayer uses Epic’s SDK under separate terms (THIRD-PARTY-NOTICES).
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Game formats & engine research#Games & game engines · Reconstruction
Legend of Legaia (USA SCUS-94254) · Rust / wgpu / SDL3
Reverse-engineering and clean-room Rust reimplementation of PlayStation Legend of Legaia, with Ghidra-backed format docs, disc extractors, a wgpu/SDL3 engine and patcher/randomizer tools.
Active research/port; most of game playable per author
Sources & limits +
Independent reimplementation
The upstream README defines scope as reverse-engineering plus a from-scratch Rust port reading original disc data (not a byte-match decompilation rebuild), with Ghidra provenance and parity tooling. Explicit BYO-disc policy. No REA involvement is claimed.
Know before you try: Sony executable/assets are not redistributed. Remaining bugs, partial retail parity, silent spell voices and keyboard-only native input; USA disc focus for the engine. Submitter reviewed public README/license only; we have not independently tested it.
Dual Unlicense or MIT for repo code/docs; Sony game executable/assets are not covered.
Generated coverTH
Independent game engine#Games & game engines · Reconstruction
Theme Hospital (1997) · Lua / C++
An open-source reimplementation of Bullfrog’s 1997 Theme Hospital that recreates the original campaign while adding modern OS support, HD/4K, zooming, custom campaigns and QoL features.
Mature; actively maintained
Sources & limits +
Independent reimplementation
The upstream README describes a reimplementation of Theme Hospital that faithfully recreates the original and adds modern platform support. It states most original features work and the full campaign can be completed. No REA involvement is claimed.
Know before you try: Original Theme Hospital graphics/sound/data required (CD, GOG or EA). Some original features still missing (multiplayer/LAN, AI hospitals, rats, certain videos/art). Submitter reviewed public README/license only; we have not independently tested it.
MIT-style grant for CorsixTH code plus bundled third-party notices; original Theme Hospital assets are not included.
DL
Independent game engine#Games & game engines · Reconstruction
The Legend of Zelda: Twilight Princess · C++ / D3D12 / Vulkan / Metal
A reverse-engineered reimplementation of Twilight Princess that aims for accuracy while adding enhancements and tools, built on the Twilight Princess decompilation and targeting PC and mobile GPUs.
Active; commercial discs supported (except Wii Korea)
Sources & limits +
Independent reimplementation
The upstream README describes Dusklight as a reverse-engineered reimplementation of Twilight Princess based on the Twilight Princess decompilation, and states that copyrighted assets are not provided. No REA involvement is claimed.
Know before you try: Requires your own dumped Twilight Princess disc (ISO/RVZ). Does not redistribute Nintendo assets. GPU needs D3D12, Vulkan 1.1+, or Metal for full accuracy; older backends are best-effort. Wii disc play still presents GameCube HUD specifics. We have not independently tested it.
CC0-1.0 for Dusklight code; Nintendo Twilight Princess assets and trademarks remain proprietary.
OP
Independent game engine#Games & game engines · Reconstruction
Prototype (1995, DOS) · Rust
An open-source from-scratch Rust port of NEO Software’s 1995 DOS shoot-’em-up Prototype, reverse-engineered from shipped game files with format notes from the original programmer.
Playable alpha; all seven levels per author
Sources & limits +
Independent reimplementation
The upstream README describes a from-scratch Rust port built by reverse engineering the shipped game files, playable start-to-finish from the user’s disc image. No REA involvement is claimed.
Know before you try: Requires a lawful Prototype disc image (~cue). Install script may offer an Internet Archive download—users must ensure they have rights. Smaller community; last upstream push mid-2026. macOS builds unsigned (Gatekeeper). We have not independently tested it.
GPL-3.0 for OpenPrototype code; original Prototype assets remain with their owners.
OY
Independent game engine#Games & game engines · Reconstruction
Might and Magic VI–VIII · C++ / SDL3
A modern C++ reimplementation of Might and Magic VI, VII and VIII (Open Yet Another Might and Magic) that uses original game data with HD artwork, a new HUD/menus and cross-game continent travel.
Playable across MM6–8; actively maintained
Sources & limits +
Independent reimplementation
The upstream README describes OpenYAMM as a modern C++ reimplementation of Might and Magic VI–VIII that uses original game data with HD artwork and states the games are playable with shared systems. No REA involvement is claimed.
Know before you try: Requires original Might and Magic VI–VIII data. Compatibility and polish are ongoing. Windows/Linux/Android supported per README. We have not independently tested it.
GPL-3.0 for OpenYAMM code; New World Computing / Ubisoft game assets remain proprietary.
TS
Independent game engine#Games & game engines · Reconstruction
Command & Conquer: Tiberian Sun 2.03 Firestorm · C++
A community-led open-source reconstruction of the Tiberian Sun engine as a standalone program, combining EA’s GPL-released related C&C sources with Tiberian Sun-specific reverse engineering for play and modding.
Active; playable engine with modding focus
Sources & limits +
Independent reimplementation
The upstream README describes an independent reconstruction targeting Tiberian Sun 2.03 Firestorm, based on EA GPL-released related sources plus TS-specific reverse engineering, and states original assets are not distributed. No REA involvement is claimed.
Know before you try: Not an EA remaster or official source release. Original Tiberian Sun assets required and not redistributed. GitHub license field is unset (NOASSERTION); listing follows LICENSE.md (GPL-3.0-or-later plus EA Section 7 terms on derived files). We have not independently tested it.
GPL-3.0-or-later with Electronic Arts additional terms under GPL Section 7 on material derived from EA-released Red Alert sources; Tiberian Sun game assets remain proprietary.
OA
Independent game engine#Games & game engines · Reconstruction
The Elder Scrolls: Arena (1994) · C++
A modern clean-room open-source engine written from scratch for Bethesda’s 1994 DOS RPG The Elder Scrolls: Arena, aiming to replicate the original while adding quality-of-life changes.
Active WIP; combat, shops, fast travel work; spells/quests unfinished
Sources & limits +
Independent reimplementation
The upstream README describes a from-scratch clean-room engine for Arena that does not distribute game assets, with a documented current-status feature list. No REA involvement is claimed.
Know before you try: Requires original Arena game data (not redistributed). Quests, spells, potions, plate materials and save/load are not yet implemented per README. We have not independently tested it.
MIT for OpenTESArena code; Bethesda Softworks Arena assets remain proprietary.
OR
Independent game engine#Games & game engines · Reconstruction
Grand Theft Auto III · C++
A cross-platform, open-source re-implementation of Rockstar’s Grand Theft Auto III (2001) engine for Linux, macOS, Windows and BSD.
Long-running community project; last upstream push mid-2025
Sources & limits +
Independent reimplementation
The upstream README describes OpenRW as a cross-platform, open-source re-implementation of Grand Theft Auto III and states that a legitimate copy of the original PC game is required. No REA involvement is claimed.
Know before you try: Requires the original GTA III PC game files; Rockstar assets are not redistributed. Mission completeness is tracked upstream rather than claimed as full parity. We have not independently tested it.
OpenRW code is GPL-3.0-or-later; bundled dependencies (FFmpeg, Bullet, SDL) keep their own licenses; GTA III assets remain Rockstar/Take-Two property.
SA
Independent game engine#Games & game engines · Reconstruction
Grand Theft Auto: San Andreas · Unity / C#
An open-source reimplementation of the GTA San Andreas engine in Unity, focused on gameplay features, multiplayer and a moddable framework.
Releases up to v4.x; last upstream push mid-2023
Sources & limits +
Independent reimplementation
The upstream README describes an open-source reimplementation of the GTA San Andreas game engine in Unity and states that you need to own GTA to play it. No REA involvement is claimed.
Know before you try: Author states it will not be a complete reimplementation. Requires a PC GTA San Andreas installation; development needs Unity 2020.3+. Upstream activity has slowed. We have not independently tested it.
San Andreas Unity code is MIT; GTA San Andreas assets remain Rockstar/Take-Two property.
XO
Independent game engine#Games & game engines · Reconstruction
BioWare Aurora engine (Neverwinter Nights → Dragon Age II) · C++
An open-source implementation of BioWare’s Aurora engine and its derivatives, aiming to run games from Neverwinter Nights to Dragon Age II portably.
Pre-alpha; still receiving pushes in 2026
Sources & limits +
Independent reimplementation
The upstream README describes xoreos as an open-source implementation of BioWare’s Aurora engine and its derivatives, lists the target games, and states that no actual normal gameplay is implemented yet. No REA involvement is claimed.
Know before you try: Resource, format, graphics and sound foundations exist, but normal gameplay is not implemented; mostly area viewing and partial menus. Requires original game installations, which are not redistributed. We have not independently tested it.
xoreos code is GPL-3.0-or-later; BioWare and other publishers’ game data remain proprietary.
T2
Independent game engine#Games & game engines · Reconstruction
The Sims 2 · Unity / C#
An open-source reimplementation of The Sims 2 using Unity, with modular C# libraries for TS2 file formats. Distinct from OpenTS (Tiberian Sun).
Early stage; main menu and neighborhood view
Sources & limits +
Independent reimplementation
The upstream README describes an open-source reimplementation of The Sims 2 using the Unity game engine and documents progress on menus and neighborhood views. No REA involvement is claimed.
Know before you try: Not a playable Sims 2 replacement yet: basic main menu, neighborhood chooser and early neighborhood view. Requires a configured Sims 2 Ultimate Collection install; EA assets are not redistributed. We have not independently tested it.
OpenTS2 code is MPL-2.0; The Sims 2 assets remain EA property.
OS
Independent game engine#Games & game engines · Reconstruction
Screen Antics: Johnny Castaway (1992) · Rust
A free, open-source Rust reimplementation of Sierra/Dynamix’s 1992 Windows 3.1 screensaver Johnny Castaway, running natively on Windows, macOS and Linux.
Very new (Oct 2026); release binaries available
Sources & limits +
Independent reimplementation
The upstream README describes a free, open-source Rust reimplementation of the classic Windows 3.1 screensaver and lists the original resource files the user must supply, which it does not include. No REA involvement is claimed.
Know before you try: Requires three original screensaver files (SCRANTIC.SCR, RESOURCE.MAP, RESOURCE.001) beside the binary. Unsigned binaries may trigger OS warnings. Young single-maintainer project. We have not independently tested it.
Open Scrantic code is MIT; Screen Antics assets remain with their rights holders.
RC
Independent game engine#Games & game engines · Reconstruction
Jackie Chan Stuntmaster (PS1, NTSC-U) · C++
An unofficial reverse-engineering project that reimplements the PlayStation game Jackie Chan Stuntmaster natively in C++ (not an emulator), adding keyboard/mouse, widescreen and higher-resolution rendering.
Active; Windows/Linux x86_64 builds
Sources & limits +
Independent reimplementation
The upstream README describes a reverse-engineering project reimplementing Jackie Chan Stuntmaster, reconstructing game logic, data structures and formats, and states it is not a PS1 emulator. No REA involvement is claimed.
Know before you try: Only NTSC-U SLUS-00684 is targeted (PAL unsupported); Windows/Linux x86_64 only. Requires the user’s own disc image; assets are extracted locally. Completeness level is not stated upstream. We have not independently tested it.
ReChan code is MIT and does not cover the original game or its assets.
ML
Independent game engine#Games & game engines · Reconstruction
Marble Madness (1984 arcade) · TypeScript
A function-by-function TypeScript port of Atari’s 1984 arcade Marble Madness with a browser frontend, reverse-engineered from the 68010 disassembly and parity-tested against MAME.
Research-grade; gameplay and level progression work
Sources & limits +
Independent reimplementation
The upstream README describes a function-by-function TypeScript port (not an emulator) whose routines were reverse-engineered from the 68010 disassembly and tested against MAME, and documents its Ghidra/MAME method. No REA involvement is claimed.
Know before you try: Requires user-supplied MAME ROM ZIPs. Audio is not globally bit-perfect, attract/insert-coin audio is unfinished, and known bugs remain. Small single-maintainer project. We have not independently tested it.
Marble Love code is MIT (see NOTICE and THIRD_PARTY.md); Marble Madness ROMs and Atari IP remain with rights holders.
RL
Independent game engine#Games & game engines · Reconstruction
StarLancer (2000) · Zig / SDL3
An open-source, faithful engine reimplementation of the space combat simulator StarLancer, running natively on Linux, macOS and Windows, with format tools and a Luau modding API.
Beta per author; single-player campaign playable
Sources & limits +
Independent reimplementation
The upstream README describes a faithful engine reimplementation of StarLancer, with reimplemented engine modules, Ghidra scripts and type maps, and docs on file formats and reverse engineering. No REA involvement is claimed.
Know before you try: Requires assets from a retail StarLancer copy. Mission editor, multiplayer and standalone engine are still in development. Young project (created Sept 2026). We have not independently tested it.
OpenReliant code is MPL-2.0; docs are CC BY-SA 4.0; dependencies keep their own licenses; StarLancer assets remain proprietary.
OE
Independent game engine#Games & game engines · Reconstruction
Might and Magic VI–VIII · C++
An open-source reimplementation of the Might & Magic VI–VIII engine for Windows, Linux, macOS and experimental Android, using the original game data. Distinct from OpenYAMM.
Active since 2016; nightly builds; MM7 playable
Sources & limits +
Independent reimplementation
The upstream README describes an open-source reimplementation of the Might & Magic VI–VIII game engine that uses the original game data, and states that currently only MM7 is playable. No REA involvement is claimed.
Know before you try: Only MM7 is currently playable; MM6/MM8 are planned. Nightly builds only; Android untested by the team; unsigned macOS binaries. Requires your own game data. We have not independently tested it.
OpenEnroth code is LGPL-3.0; Might and Magic game data remains proprietary.
AW
Independent game engine#Games & game engines · Reconstruction
Alan Wake engine (Northlight) · C++
An open-source reimplementation of Remedy’s Alan Wake engine (later Northlight), aiming to run Alan Wake and Alan Wake’s American Nightmare portably.
Early stage; free-camera viewer
Sources & limits +
Independent reimplementation
The upstream README describes an open-source reimplementation of Remedy’s Alan Wake engine, later known as Northlight, with the goal of running Alan Wake and American Nightmare portably. No REA involvement is claimed.
Know before you try: Documents a free-camera viewer over loaded game data; no playable gameplay is claimed. Requires your own Alan Wake data and many system dependencies. We have not independently tested it.
OpenAWE code is GPL-3.0-or-later except bundled 3rdparty libraries; Alan Wake data remains Remedy property.
SC
Independent game engine#Games & game engines · Reconstruction
Sacrifice (2000) · D
An engine reimplementation for Shiny Entertainment’s 2000 game Sacrifice, written in D and run against the original game’s maps and data.
Active since 2020; playable scope not stated in README
Sources & limits +
Independent reimplementation
The upstream README describes sacengine as an engine reimplementation for Sacrifice and explains running it with the original maps and data folder. No REA involvement is claimed.
Know before you try: The README does not publish feature or parity status (roadmap is external). Requires original Sacrifice data, the LDC D compiler to build, and extra DLLs on Windows. We have not independently tested it.
sacengine code is GPL-3.0; Sacrifice data and maps remain proprietary.
Games & game engines · Interoperability
Bethesda Gamebryo/Creation data (Oblivion → Starfield) · Rust / Vulkan
A ground-up Rust and Vulkan engine that reads Bethesda Gamebryo/Creation-lineage data (NIF, BSA, ESM/ESP, Papyrus), built from community format specifications.
Young project (2026); format/data compatibility focus
Sources & limits +
Compatibility project
The upstream README describes a ground-up reimplementation that treats the legacy data as authoritative, tracks per-game NIF parse rates in a compatibility matrix, and writes the NIF parser against the niftools nif.xml community spec. No REA involvement is claimed.
Know before you try: The strongest documented claim is format and data compatibility; full gameplay parity with any title is not claimed. Requires your own Bethesda game data. Small, young project. We have not independently tested it.
ByroRedux code is MIT; Ruffle and other dependencies keep their own licenses; Bethesda game data remains proprietary.
MC
Independent game engine#Games & game engines · Reconstruction
Kenshi · C# / .NET / Vulkan
A C#/.NET 10 reimplementation of the Kenshi engine with a Vulkan renderer, aiming to run original Kenshi content, mods and saves unchanged.
Very young project (created October 2026); early playable slice, actively developed
Sources & limits +
Independent reimplementation
The upstream README describes a reimplementation of Kenshi that runs original content, mods and saves, lists an early playable slice, and states that readers and game logic use interoperability facts without distributing proprietary SDKs, original content or decompiled code. No REA involvement is claimed.
Know before you try: Early playable slice only: AI is partial and full gameplay parity is not claimed; UI fidelity gaps are tracked in the roadmap. Windows 10/11 with a Vulkan 1.3 GPU; other platforms untested. Requires an installed legal copy of Kenshi; no game assets are shipped. We have not independently tested it.
MeitouClient code is GPL-3.0-or-later with an additional license exception (LICENSE-EXCEPTION.md); FSR/DLSS vendor files are separate runtime dependencies; Kenshi assets remain Lo-Fi Games property.
LI
Matching decompilation#Games & game engines · Reconstruction
LEGO Island (1997) · C++
A complete, matching decompilation of LEGO Island (v1.1, English): CONFIG.EXE, ISLE.EXE and LEGO1.DLL rebuilt from source with the original MSVC toolchain.
Decompilation complete; remaining work is naming and documentation
Sources & limits +
Independent reimplementation
The upstream README states that CONFIG.EXE, ISLE.EXE and LEGO1.DLL are completely decompiled and that a verified rebuild reproduces all three retail binaries byte for byte, with per-function reccmp accuracy reports and a ReproBit verification report. No REA involvement is claimed.
Know before you try: Targets 32-bit Windows only and stays true to the original release; the cross-platform port is the separate isle-portable repository. Original game assets are not included and a LEGO Island install is required. We have not independently tested it.
isle code is LGPL-3.0; LEGO Island assets remain the property of their rights holders; d3drm.dll may need to be sourced separately.
SP
Independent game reimplementation#Games & game engines · Reconstruction
3D Pinball for Windows – Space Cadet · C++ / SDL2
A reverse-engineered, compilable and portable C++11/SDL2 version of 3D Pinball for Windows – Space Cadet that runs on modern Windows, Linux and macOS with the original data files.
Mature and widely packaged; last upstream push August 2024
Sources & limits +
Independent reimplementation
The upstream README describes the project as reverse engineering of 3D Pinball for Windows – Space Cadet from the Windows XP pinball.exe and its public PDB (plus Full Tilt! Pinball), using Ghidra, IDA and Visual Studio, with all subroutines decompiled and converted to compilable C++. No REA involvement is claimed.
Know before you try: Original game resources are not included; users must supply Windows or Full Tilt! data files. Development is slow and community console ports are maintained separately. We have not independently tested it.
SpaceCadetPinball code is MIT; SDL2 keeps its own license; original game data remains Microsoft/Maxis property.