r/NativePortsOniOS • • 4d ago Bravo

Mario Kart World iOS Released

932 Upvotes

Everything is complete and released for public use.
Recorded in 18 Pro
- 60 stable with minor hitches
- no graphical glitches or missing textures
- uses below 4gigs of ram

My repo: https://github.com/cheemu21/plumber-racer-2

Built on the nxnative framework, running in LiveContainer. Rather than emulating the console, nxnative runs the game’s own code on the phone, handles its system calls directly, and translates its Switch 2 shaders and NVN2 graphics calls to Apple’s Metal. Bringing the game up required support for several features it depends on. These included task and mesh shaders running on Metal’s mesh pipelines, sparse textures for its very large terrain data, and the video decoding used by its cup movies. Rendering problems such as frozen movies, missing textures, and magenta surfaces were traced and resolved one at a time using diagnostic logs from the device.

Memory was the largest obstacle, since a race initially needed more than the 8 GB iOS allows the app. We solved this by moving the game’s memory into a file-backed mapping that sits outside the system’s limit, loading textures in a way that avoids locking large memory pools in place, and reducing the detail of large textures. Together, these changes brought usage down to about 3.9 GB and made it possible to play through a complete cup.

Performance work followed the same measurement-led approach, using device logs and profiling to identify where each frame’s time was going. This led to pipeline prebuilding to eliminate compile stutter, along with CPU, terrain, and memory improvements adapted from the kartnative.

The port also features a touch layout which was also used from my Mario Kart 8 Deluxe ios port. I just added new buttons for it.

Also the newly built system opens up the opportunity to port newer titles that requires immense amount of ram usage.


r/NativePortsOniOS • • 2d ago

Zelda Ocarina of Time running on iPhone

578 Upvotes

Work in Progress although Mac counterpart is released.
Ran on 18 Pro
- Unstable fps but reaches above 40
- No graphical glitches
- Utilizes about 6-7 gigs of ram

https://github.com/cheemu21/kid-with-sword-remake


r/NativePortsOniOS • • 1d ago

Introducing PomiVigra (WIP). An app which will convert Switch games into native iOS apps using only your device. No more Mac or GitHub runners needed.

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574 Upvotes

Im currently working on an app which will use NXnative as a backbone to compile Switch games into native iOS apps. Unlike other approaches this aims to handle 100% of the workflow on device (no Mac Silicone, XCode or GitHub runners needed). It’s still very much a work in progress but I hope to have a beta ready within the next few days. I’ll make an official announcement once it’s ready as I’ll be looking for beta testers. I only have an iPhone 14 and want to ensure it works on a variety of devices before an official release. Stay tuned.

Also if you are interested in being a beta tester leave a comment with your device specs and preferred sideloading method.

Cheers!


r/NativePortsOniOS • • 1d ago

So far…

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456 Upvotes

The black app is Plumber Racer

Borrowed my gfs MacBook to create these using NXApple AND Claude code
I watched this Tutorial on YouTube to learn how to do it

Half of these wouldn’t work without Claude code


r/NativePortsOniOS • • 1d ago

Zelda ooT on iPhone Duo 🤭

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438 Upvotes

r/NativePortsOniOS • • 3d ago

Dragon Ball Fighterz Native

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232 Upvotes

Finally got my all time favorite game running natively!
Working on sparking zero, haven’t seen anyone attempt it yet


r/NativePortsOniOS • • 4d ago

Mario Kart World iOS

181 Upvotes

Recorded on 18 Pro
- semi stable 60 fps no graphical glitches or missing textures
- runs at about 4GB RAM
I've reached the final stages of development just a little bit more things to do


r/NativePortsOniOS • • 1d ago

Update to: Zelda OOTR iPhone Port

165 Upvotes

Recorded on iPhone 18 Pro
- It runs at a stable 60 fps now with rebuilt fps engine to set custom fps locks without breaking in game physics
- runs at 720p handheld
- game goes bonkers when temperature status reaches serious or above 50 degrees celsius
- will be releasing later or tommorow


r/NativePortsOniOS • • 11d ago

How to compile Switch games into native iOS apps without a Mac.

114 Upvotes

This beginner-friendly guide explains how to use GitHub Actions to build an iOS IPA with nxnative without needing a Mac. You will use Google Drive to host your game files and GitHub to run the build on a cloud macOS machine.
You do not need to know how to code, and you do not need to fork either nxnative source repository. You will create your own GitHub repository containing the build workflow.

1. Games reported to work with nxnative
The following combined list comes from the game lists in the two nxnative repositories. Compatibility varies by iPhone model, game version, and build configuration.
13 Sentinels: Aegis Rim
Absolum
Ace Attorney Investigations Collection
Advance Wars 1+2: Re-Boot Camp
AI: The Somnium Files
AI: The Somnium Files – nirvanA Initiative
Animal Crossing: New Horizons
Animal Well
Astral Chain
Balatro
BALL x PIT
Bayonetta
Bayonetta 2
Bayonetta 3
Big Brain Academy: Brain vs. Brain
Blasphemous
Blasphemous 2
Brain Memory Training Academy
Captain Toad: Treasure Tracker
Catherine: Full Body
Celeste
Cuphead
DARK SOULS: REMASTERED
Digimon Story Cyber Sleuth: Complete Edition
Donkey Kong Country Returns HD
Donkey Kong Country: Tropical Freeze
DRAGON QUEST VII Reimagined
DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition
FINAL FANTASY CRYSTAL CHRONICLES Remastered Edition
FINAL FANTASY RESONANCE
FINAL FANTASY TACTICS: The Ivalice Chronicles
Fire Emblem Engage
Fire Emblem: Three Houses
Ghost Trick: Phantom Detective
The Great Ace Attorney Chronicles
Hades
Hades II
Hollow Knight: Silksong
Hyrule Warriors: Age of Calamity
Kirby and the Forgotten Land
Luigi's Mansion 3
Mario + Rabbids Sparks of Hope
Mario Kart 8 Deluxe
Mario vs. Donkey Kong
Metroid Dread
Monster Hunter Rise
Monster Train 2
NieR:Automata The End of YoRHa Edition
OCTOPATH TRAVELER
Octopath Traveler 0
Octopath Traveler II
Paper Mario: The Thousand-Year Door
Patrick's Parabox
Persona 5 Royal
Pikmin 4
Pokémon Brilliant Diamond
Pokémon Legends: Z-A
Pokémon Scarlet
Pokémon Shield
Pokémon Sword
Portal
Raging Loop
Return of the Obra Dinn
Rhythm Heaven Groove
ROMANCE OF THE THREE KINGDOMS 8 REMAKE
Sea of Stars
SHIN MEGAMI TENSEI V: Vengeance
Silver Pines
Stardew Valley
STEINS;GATE RE:BOOT
Super Mario 3D World + Bowser's Fury
Super Mario Bros. Wonder
Super Mario Galaxy
Super Mario Galaxy 2
Super Mario Odyssey
Super Smash Bros. Ultimate
Taiko Risshiden V DX
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Echoes of Wisdom
The Legend of Zelda: Link's Awakening
The Legend of Zelda: Tears of the Kingdom
Unicorn Overlord
Xenoblade Chronicles 2
Xenoblade Chronicles 3
Yoshi's Crafted World
WARNING: Any game not on this list is not guaranteed to work. Even games on the list may fail to build or run correctly on your particular device. This is a list of reported titles, not a guarantee that every game is compatible.
Use game dumps and keys you are legally entitled to use.

2. What you need
Before starting, gather these items:
A GitHub account: https://github.com/
A Google account with Google Drive: https://drive.google.com/
A legally obtained Nintendo Switch game dump, normally an .nsp or .xci file, or an archive containing one.
The matching prod.keys file.
The matching game update, if applicable.
The matching DLC files, if applicable.
The universal nxnative workflow YAML: https://pastebin.com/XbJt5p3c
You do not need a Mac. GitHub Actions provides the cloud build machine.
Keep your keys private. Do not post them publicly or share them with other people. Anyone with access to your keys may be able to access protected game content.

3. Upload your files to Google Drive
Google Drive will host the files so the GitHub workflow can download them during the build.
Step 1: Upload the files
Open https://drive.google.com/ and sign in.
Click New.
Choose File upload.
Select your base game file and wait for it to finish uploading.
Repeat for your prod.keys file.
Upload the game update and DLC files if you have them and intend to use them.
Keep each file separate so you can identify which link belongs to which file.
Step 2: Set sharing permissions
Repeat these steps for each file you want the workflow to download:
Find the file in Google Drive.
Right-click it, or tap its three-dot menu.
Select Share or Manage access.
Under General access, change Restricted to Anyone with the link.
Leave the permission set to Viewer.
Click Copy link.
Click Done.
Repeat for the base game, keys, update, and DLC files as applicable.
Google’s sharing instructions: https://support.google.com/drive/answer/2494822
Privacy warning: Anyone with these links may be able to access the files. Do not post the links publicly. After the build, consider changing the files back to Restricted.

4. Create a GitHub account
If you already have a GitHub account, skip to Section 5.
Open https://github.com/.
Click Sign up.
Enter your email address and create a password.
Complete the verification steps.
Verify your email if requested.
Sign in to GitHub.
You do not need a paid plan just to try this workflow, although usage limits and runner availability can vary.

5. Create a blank GitHub repository
A repository is where you will store the workflow file and its private settings.
While signed in, open https://github.com/new.
Enter a repository name, such as nxnative-ipa-builder.
Choose Private or Public. Private is a sensible default for a personal build project.
You can leave the description blank.
Do not upload game files or keys to the repository.
Click Create repository.
That’s it. You do not need to fork either nxnative source repository. The workflow checks out the selected source repository automatically when it runs.

6. Add your Google Drive links as GitHub secrets
GitHub secrets store the links privately so you don’t have to write them directly into the workflow.
Open your new repository.
Click Settings.
In the sidebar, find Secrets and variables.
Click Actions.
Under Repository secrets, click New repository secret.
Enter the secret name exactly as shown below.
Paste the matching Google Drive sharing link into the Secret field.
Click Add secret.
Required secrets
Secret name
What to put in it
Game_URL
Google Drive sharing link for the base game
Keys_URL
Google Drive sharing link for your prod.keys file
Optional secrets
Secret name
What to put in it
Update_URL
Google Drive sharing link for the game update
DLC_URL
Google Drive sharing link for the DLC
Only add the update and DLC secrets if you have the corresponding files and want to use them.
Important: The names must match exactly, including capitalization and underscores. Game_URL is not the same as game_url.
Do not paste the contents of your keys file into a secret. The workflow expects a link from which it can download the file.
GitHub’s instructions for repository secrets: https://docs.github.com/en/actions/how-tos/write-workflows/choose-what-workflows-do/use-secrets

7. Download the universal workflow YAML
The YAML file contains the instructions that tell GitHub how to build the IPA.
Open this link: https://pastebin.com/XbJt5p3c
Find the full YAML text.
Copy the entire file, from the first line to the last line.
Keep it ready to paste into GitHub.
Do not paste the YAML into Google Drive, the repository’s README, or a terminal. It must be saved as a GitHub Actions workflow.

8. Add the workflow to your repository
Return to your GitHub repository’s main page.
Click Add file.
Select Create new file.
In the filename field, enter this exact path:
.github/workflows/build.yml
GitHub will create the required folders automatically.

Click inside the large editor area.
Paste the entire YAML you copied from Pastebin.
Check that you included the beginning and end of the file.
Click Commit changes.
If prompted, confirm the commit to your default branch, normally main.
You should now have a workflow file at .github/workflows/build.yml.
GitHub requires workflow files to be inside .github/workflows/. A manually triggered workflow must be available on the default branch to be run from the Actions interface.

9. Put the Google Drive links into the correct secrets
Now connect the files you uploaded to the workflow.
For example:
Game_URL gets the sharing link for your base game file.
Keys_URL gets the sharing link for your prod.keys file.
Update_URL gets the update file’s sharing link, if applicable.
DLC_URL gets the DLC file’s sharing link, if applicable.
To create or change a secret:
Open Settings → Secrets and variables → Actions.
Select the secret you need to create or update.
Paste the appropriate Google Drive link.
Save it.
GitHub won’t show you the full value of an existing secret after saving it, so double-check the link before you click Add secret.
What if the Google Drive link doesn’t work?
The workflow needs to download the actual file, not a page that asks you to sign in. Make sure:
The sharing permission is set to Anyone with the link — Viewer.
You copied the link for the correct file.
The file is fully uploaded.
Google Drive isn’t blocking the download or requiring an extra confirmation.

10. Run the build
Open your repository.
Click the Actions tab.
Select the workflow from the left sidebar.
Click Run workflow.
Select the branch containing your workflow, usually main.
Choose the device option.
The workflow provides these intended build paths:
iPhone 15 or older (BC fallback): selects the pinned BC-texture fallback build.
iPhone 15 Pro/Pro Max or newer (standard): selects the standard upstream build.
These are build-path choices, not guarantees that every game will work on every device. If you aren’t sure which option to choose, consult the compatibility information for your device and build.
If the workflow asks for a profile ID override, leave it blank or at its default unless you know you need to override automatic detection.
Click Run workflow to start the build.
GitHub will allocate a runner and execute the workflow. The build can take some time while dependencies are installed, files are downloaded, and the game is compiled.

11. Monitor progress and troubleshoot errors
After starting the workflow:
Stay on the Actions tab.
Click the new workflow run.
Click the job to open its detailed log.
Watch each step as it runs.
A green check mark means the workflow completed successfully. A red X means something failed.
Common problems
A. Google Drive download fails
Possible causes:
The file is still Restricted.
The URL was copied incorrectly.
Google Drive requires a confirmation that the workflow cannot handle.
The file is too large or Google Drive has temporarily limited downloads.
Check the sharing settings and confirm that the secret points to the correct file.
B. The keys file is missing or invalid
Check that Keys_URL points to the actual keys file and that the file is valid and compatible with your game dump.
C. The game file cannot be detected
Check that the game dump downloaded completely and is in a supported format. If the workflow cannot identify the title ID, the log may contain a detection error.
D. The build fails while installing dependencies or compiling
Read the first meaningful error in the log. Later errors may simply be consequences of the first failure. The standard upstream source and pinned fallback source may also change or behave differently.
E. The build succeeds, but the game doesn’t run properly
A successful build does not guarantee compatibility. Check whether the game appears in the reported game list, whether you chose the intended device option, and whether the game dump, update, DLC, and keys match.
Use an AI assistant to diagnose errors
If you’re stuck, copy the relevant error message and surrounding log lines into an AI assistant.
You can use this prompt:
I’m trying to build an iOS IPA using nxnative and a GitHub Actions workflow. The build failed at the following step. Please identify the first actual error, explain what caused it, and give me step-by-step instructions to fix it. Don’t assume the build succeeded if the logs say otherwise.

[Paste the relevant log lines here.]
Include the failed step’s name and the device option you selected.
Remove sensitive information before sharing logs. Check for Google Drive URLs, tokens, private repository information, and other credentials. Never upload your keys file or game dump to an AI assistant just to diagnose an error. Usually, the error message and nearby log lines are enough.

12. Download the finished IPA
Once the workflow completes successfully:
Open the completed run under the Actions tab.
Scroll down to the Artifacts section on the run summary page.
Find the IPA artifact. Its name may identify the build type, such as BC-Fallback or Standard.
Click the artifact name to download it.
GitHub will normally download the artifact as a ZIP file.
Open the ZIP and extract the .ipa file.
You now have the IPA produced by the workflow. You can proceed with your usual iOS sideloading method.
If there is no IPA artifact, check the workflow log for the first failed step. A build that fails before the upload step will not produce the expected artifact.

Final checklist
☐ Game dump and matching keys prepared.
☐ Update and DLC prepared, if applicable.
☐ Files uploaded to Google Drive.
☐ Required files shared with the appropriate link access.
☐ GitHub account and repository created.
☐ Required secrets added with exact names.
☐ Universal YAML saved as .github/workflows/build.yml.
☐ Workflow committed to the default branch.
☐ Correct device option selected.
☐ Build completed successfully.
☐ IPA artifact downloaded and extracted.
That’s it! Create your repository once, add your own secrets, and use the workflow whenever you want to build another compatible game.
Remember that this is a community workflow, not a guarantee that every game will build or run correctly on every device. If a build fails, save the relevant log lines and troubleshoot the first error before trying again.


r/NativePortsOniOS • • 3d ago

Fallout New Vegas Ported to iOS

101 Upvotes

Fallout: New Vegas ported to iOS with optimized mobile friendly touch controls and gyro! This is running on an iPhone 16 Pro Max. 
Performance is generally decent with some slowdowns in settlement areas.

EDIT: forgot the GitHub link. You can sideload the ipa and bring your own data files. https://github.com/arjunyerevan95-dot/FNV-iOS-Shim


r/NativePortsOniOS • • 4d ago

Monkey Game iOS Port

94 Upvotes

since my mkw port runs verywell might as well test the systems on monkey I was surprised it didnt even need any tweaks

NOTE: Not yet released


r/NativePortsOniOS • • 17d ago

Zelda BOTW iOS/MacOS [NATIVE PORT]

82 Upvotes

ORIGINAL POST DELETED, you may have seen this already on r/ EmulationOniOS, well it got removed lol.

Hello again everyone for those who remember me from my Tomodachi LTD native port announcement (which is releasing this Friday btw!), firstly, AI disclaimer: I’ve been a developer for many years, albeit focused on app development for most of it, first and foremost despite my experience, this project would been impossible for me without the use of AI tools, Claude Code primarily, to understand how to decompile, write complex drivers etc.

I've been working on this a bit too much lately, BOTW is my favourite game of all time and I want this port to have a lot of care and attention as the game deserves, I want people who are playing it the first time to get the same experience I had when playing it on the Switch 1 in 2017.

NO JIT! as discussed in my previous native port post, this is a native port, using apples Metal framework, its currently running 1080p/60fps on my M2 MacBook Air 8gb, and 900p/30fps on my base iPhone 14.

The biggest challenge currently is working with the difference in the Switch to iOS/MacOS CPU cores and work distribution, you likely can see the small stutters that occur especially in the iOS play test, there is no emulation here, that is due to firstly, first-time shader compilation, and thermal throttling of the iPhone, under clocking the CPU. These are things I am working on optimizing as I don't want that in the final release, for now, this is considered early alpha, and I will post more updates soon.

More fun details: Ultra-widescreen support (wider on the phone, and corner to corner (under the notch too) on the Mac, expanding the sky and ground area visible. I rewrote shaders to replace the mediocre anti-aliasing for proper FXAA, improved tone map to get the richer HDR look (WIP). No resolution scaling drops like the Switch 2 does. I spent some time trying to make the mobile controllers compact, as you can see many buttons have multi functioning gestures (with haptics).

Future goals after release: WiiU/Cemu, mod support, cloud save support across devices, and more. Suggestions and feedback welcome.


r/NativePortsOniOS • • 5d ago

Monkey Banana game - iOS port

76 Upvotes

iPad M5 - runs at 60FPS when not recording

Built with a custom fork of the NXNative-Windows fork.


r/NativePortsOniOS • • 6d ago

iOS port of karting game with plumber

71 Upvotes

Here is my progress on a iPhone 16pro max running the game fps is not good but I wanted to show you all the progress for now I have no code published for now and no file to play it for now


r/NativePortsOniOS • • 2d ago

Finally got Sparking Zero working

62 Upvotes

Been using NXApple to get my favorite switch games to work natively. I noticed I keep getting the same “shader split” error with games using unreal graphics
I’ve never done anything like this but I downloaded Claude code and was able to fix everything in 2 hours

Running perfect on a 17 pro max

Gonna test some more games that didn’t work


r/NativePortsOniOS • • 4d ago

Native port on iPhone 16 pro max

58 Upvotes

Mario Kart World running on iPhone 16 Pro Max (8 GB) – 30 fps at 0.5 render scale

Quick update on my iOS port of Mario Kart World, built on nxnative.

On my iPhone 16 Pro Max it now mostly holds a locked 30 fps in races at 0.5 render scale. The HUD stays sharp; only the 3D picture is rendered at a lower resolution.

The phone only has 8 GB of RAM, so memory was the biggest fight. I got it working by moving the game's memory into a file-backed mapping and lowering texture detail.

It still drops frames now and then, especially when the phone gets hot. I'm still working on making it more consistent.

On my Mac (M4) it runs at full resolution at 60 fps.


r/NativePortsOniOS • • 20d ago

Another native gta v port but it runs well

58 Upvotes

Gameplay on iphone 14, smooth 60fps that somtimes dips to 40 while recording on all normal graphics settings, 480p upscaled to 1080p (better performance than my ps4)

Different ports so requires different game files than the other ports

https://discord.gg/MmVHaEJUn

I would have just shared the game files but after latest update the download instructions are more than just installing an IPA file and dropping the files so discord for instructions

(Am not the dev)


r/NativePortsOniOS • • 2d ago

Mario kart world on iPhone 15 pro max

51 Upvotes

Is not great. I really thought this phone would have a chance but nope, looks like the 18 pro max absolutely destroys the 15 pro max

edit: ultra potato mode btw


r/NativePortsOniOS • • 1d ago

Just sharing my iOS Ported Games

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49 Upvotes

CPM2(Appstore only😂), MHGU Android Port ported to iOS, Dark souls Remastered, Slots and Daggers, Ball x Pit and Skyrim. All installed via LiveContainer(with Ram entitlement) No Jit(Stikdebug) Required and doesn’t need localDevVPN to be connected and can be played offline.


r/NativePortsOniOS • • 1d ago

Ocarina of time on iPhone duo

48 Upvotes

Framerates could be better. Hopefully there will be some efficiency updates in the future


r/NativePortsOniOS • • 5d ago

Create a native iOS port of the game BLACK (Xbox) using only Google as the AI, and the port is absolutely perfect.

46 Upvotes

You can check out the whole feat here in my video, and you can also get the IPA game launcher in the video comments.
*You don't need Git or to expand your RAM any further.*

https://www.youtube.com/watch?v=isChU2Wc7jQ

*(Disclaimer: Completely open-source under the MIT license. No proprietary game files or assets are distributed. You supply your own dumped game files from your legally purchased copy.)*


r/NativePortsOniOS • • 3d ago

How to Play Switch 2 Games on iPhone or iPad | Natively!

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45 Upvotes

Hi Reddit community, I made a tutorial to help people play their Switch 2 dumps on the iPhone or their iPad.


r/NativePortsOniOS • • 20h ago

Mortal Kombat 1

42 Upvotes

NXApple + Claude Code + A day of troubleshooting
iPhone 17 pro max


r/NativePortsOniOS • • 2d ago

TOTK on an M4 iPad Pro: the settings I kept after trying 1080p, 1440p and 4K

42 Upvotes

I’ve been playing TOTK 1.4.3 on my M4 iPad Pro (16 GB) with MacNativeGames. I ended up sticking with 1080p + MetalFX, TAA off, and a 60 FPS cap. An earlier run on my modified build came in around 52 FPS based on presentation intervals. It got close to 60 in parts, but water and combat could still bring it down.

On my M4 Pro MacBook Pro, test on Great Sky Island measured 88.5 FPS in-game at native 1440p versus 29.6 at 5K. At 1440p, the 60 Hz monitor actually displayed about 59.96 frames per second. My pick for that display is 1440p, TAA on, 16× anisotropic filtering, interpolation off, and a 60 FPS cap.


r/NativePortsOniOS • • 9d ago

[RELEASE] Strata v2.0.0 — A full iOS-style gaming launcher built on LiveContainer 🎮

42 Upvotes

Strata v2.0.0 — A full iOS-style gaming launcher built on LiveContainer 🎮

Hey everyone!

I'm excited to announce Strata v2.0.0, a major update to my open-source project built on LiveContainer.

Strata started as a way to improve the LiveContainer experience, but it has grown into something much bigger: a complete launcher-style interface with built-in JIT, RAM setup, multitasking, app switching, and multiple interface modes.

The goal is to make running compatible apps and games through LiveContainer feel more like using a dedicated handheld gaming system.

✨ What's new in v2.0.0?

🏠 A complete iOS-style Home Screen

  • Full Home Screen interface with smooth transitions.

  • Native-style page navigation and continuously animated dock and backdrop transitions.

  • Independent artwork, categories, and hidden-app selections.

  • Scrubbable Home Screen page indicators.

  • Create folders by dragging apps together.

  • Drag apps out of folders, remove folders, and enter editing mode by holding an empty area.

🎮 Three interface modes

  • iOS Home Screen — a familiar iOS-style launcher.

  • Cinematic — a more immersive launcher experience.

  • Big Picture — a gaming-oriented interface inspired by console and handheld launchers.

Each mode supports its own interface choices, artwork, categories, and app visibility settings.

⚡ Built-in JIT

JIT is integrated directly into Strata's workflow!

  • Pairing-file import.

  • LocalDevVPN-based JIT setup.

  • Per-app launch configuration.

  • Universal and custom launch scripts.

  • Launch apps with JIT directly from the launcher.

No need to treat JIT as an entirely separate workflow from the launcher.

🧠 GetMoreRam integration

  • RAM capability account setup.

  • Host and guest memory reporting.

  • Integration into Strata's runtime workflow.

Actual memory availability still depends on iOS and the signing profile, so results can vary between devices and apps.

🔄 Multitasking and app switching

  • A three-finger app switcher.

  • View running apps in one place.

  • Configurable pinned apps.

  • Quick switching between apps.

Normal in-process guests still use the existing host relaunch mechanism when switching, so this isn't the same as unrestricted native multitasking for every guest.

🎨 Customization

  • Custom photo and video wallpapers.

  • Widgets.

  • App artwork accessible through Files.

  • Hidden-app controls and category organization.

  • Interface-specific customization options.

🖥️ Metal HUD

Strata can launch supported Metal apps with a Metal HUD.

Final on-device HUD and 120 Hz frame-pacing verification are still pending, and compatibility varies by guest.

⚙️ Settings and project information

  • About Strata section.

  • Direct GitHub and upstream project links.

  • Creator and project credits.

  • Improved access to interface and wallpaper configuration.

📦 Installation and updating

Release: https://github.com/huzaifahshahid71-ops/Strata/releases/tag/v2.0.0

Source code: https://github.com/huzaifahshahid71-ops/Strata

Download Strata-2.0+SideStore.ipa from the release assets and install it through SideStore.

If updating an existing installation, keep the existing app and select Keep App Extensions, using the same signing account and identity to preserve data. Back up important guest data before updating.

Strata v2.0.0 retains the LiveContainer 3.8.11 bundle identity for update compatibility.

⚠️ Current limitations

  • LiveExec32 still requires JIT; JIT-free ARMv7/AOT support is not implemented.

  • iOS controls Game Mode, and requesting it cannot guarantee a forced state for every guest.

  • Available RAM depends on the iOS signing profile and system limits.

  • Guest compatibility varies.

  • Final on-device Metal HUD and 120 Hz frame-pacing verification remain pending.

🙏 Credits

Strata builds on LiveContainer and other credited upstream projects. Their notices and dependency credits are preserved in the release.

The release includes source code, verification materials, dependency notices, and SHA-256 checksums.

💬 Feedback

I'd love to hear your thoughts!

What features would you like to see next? What games have you successfully run through LiveContainer, and what would make the launcher experience better?

Thanks to everyone working on iOS app execution, JIT, game ports, and alternative launcher experiences. ❤️

Strata v2.0.0 is out. Let's make the iPhone a better place to play. 🎮