MacRunner

OBSERVED GAME CHECKS · OCTOBER 5, 2026

Tested games

A working result applies to the configuration tested. It does not certify every game version, scene or future release.

HyperBridge and current development checks

Current and bounded results
GameConfiguration and observationLimits
Hollow KnightMacRunner 1.0.3, HyperBridge 0015, DXMT Direct3D 11 → Metal. King's Pass: 107–117 FPS with a 120 limit; reported median frame time 8.33 ms.Earlier packaged configuration, not a 1.0.8 benchmark. On October 5 MacRunner 1.0.8 reached the main menu without input (116 FPS in the menu, one screenshot). Broader scenes and long sessions remain.
ABZUOctober 5: MacRunner 1.0.8 reaches the main menu; 77 FPS in the menu (one screenshot).Menu-only observation without input. Gameplay was not part of this check.
Indiana Jones and the Great CircleOctober 1: launched with one click in MacRunner (1.0.6 Indiana preview) and played in a level on an M1 Pro; about 10–12 FPS on minimum settings, custom MoltenVK Vulkan → Metal. Video.Ray tracing not working on M1; split frames and sky artifacts; firing a weapon hung the GPU on M1 Pro. Experimental preview, single-machine observation.
Stardew ValleyOctober 5: MacRunner 1.0.8 reaches the main menu (.NET 6).Menu-only observation. Gameplay, audio, saves and exit are not established by this result.
Divinity: Original Sin — Enhanced EditionOctober 5: MacRunner 1.0.8 reaches the main menu; 96 FPS in the menu (one screenshot).Gameplay, saving and exit were not part of this check.
Hedon BloodriteOctober 5: start screen on the 1.0.8 engine code, before the final packaging. The sound mix no longer breaks (confirmed by ear on a pre-release 1.0.8 build, October 4).Gameplay and long sessions were not part of this check; sound was not listened to again on the final build.
Heroes of Might and Magic IIIOctober 5: MacRunner 1.0.8 reaches the main menu (32-bit, experimental). Music plays (confirmed by ear on a pre-release 1.0.8 build, October 4) and the window geometry is corrected.Gameplay and saving not accepted; sound was not listened to again on the final build.
Ion FuryOctober 5: in an unattended run on an earlier 1.0.8 candidate the game stops at its own setup dialog.The game screen was not verified for 1.0.8. The earlier working check used the game's software renderer.
WRATH: Aeon of RuinOctober 5: loading screen in the recorded check on the 1.0.8 engine code, before the final packaging; the maintainer then saw the main menu.Gameplay was not part of this check; an earlier check reached gameplay.
Vampire SurvivorsOctober 5: start screen on the 1.0.8 engine code, before the final packaging.Startup-only observation without input.
Dome KeeperOctober 5: a game screen with its pause menu on the 1.0.8 engine code, before the final packaging.Startup-only observation without input.

Earlier FEX and Wine checks

These observations are preserved from earlier configurations. They have not been repeated on the 1.0.8 release. Historical FPS figures of 60 for Hollow Knight and 100 for Divinity were maintainer observations without recorded resolution, settings, scene or duration; they are not standardized benchmarks.

Previously observed functionality
GameWhat was checkedRemaining limits
Hollow KnightGameplay, installed-app launch and normal exit.Complete cinematics, long sessions and save/reload.
Divinity: Original Sin — Enhanced EditionGameplay and menu navigation, DXMT Direct3D 11.Save/reload, voluntary exit and long sessions; earlier run ended by timer.
FactorioTutorial gameplay, saving, menu return and reload, DXMT Direct3D 11.FPS not measured; long sessions pending.
Vampire SurvivorsUnity/IL2CPP build: movement, audio, gameplay and voluntary exit, DXMT Direct3D 11.FPS not measured; long sessions pending.
Hedon BloodriteGameplay, keyboard/mouse, audio, save/reload and clean exit, OpenGL path.FPS not measured; menu and clean exit reconfirmed on 1.0.7.
DOOM 64In-level rendering, mouse/audio, save/load, English-layout keyboard, intro and exit, OpenGL path.FPS not measured; other keyboard layouts and long sessions pending.
Ion FuryGameplay, save/load and voluntary exit with software rendering.Accelerated OpenGL unresolved; FPS not measured.
Dome KeeperMovement, audio, menu return, saved-state continuation, repeated mining scene and exit, OpenGL path.Shutdown resource warnings; FPS not measured.
WRATH: Aeon of RuinGameplay, audio and loading, OpenGL path.Manual save/reload and voluntary exit not checked; timer-ended run; FPS not measured.
Elden RingMaintainer-confirmed gameplay on September 23 through the separate DXMT-based DirectX 12 → Metal development path.Outside the DirectX 10/11 bundle; rendering and performance work continues; full RT and FPS not established.

Earlier failures and later confirmations describe their own configurations. They do not imply that a current runtime regression has been excluded.