Def Jam Recomp changelog
42 PC releases since October 4, 2026 and 6 Android releases since October 23, 2026, newest first.
- 42 PC releases
- 6 Android releases
- Latest v1.1.1




Every release of both projects, newest first: the PC port from its first source release to v1.1.1 with each version’s own notes from GitHub (links, images and test logs removed), then the Android port from its first APK to v1.4-FG.
Release timeline
| PC versions | 2026 | Main changes |
|---|---|---|
| 0.1.0 – 0.2.4 | Oct 4–6 | Playable Windows source release, display settings, settings file, test harness |
| 0.3.0 – 0.4.1 | Oct 7–8 | Gamepads, keyboard and mouse; launcher and F1 overlay; toolkit update |
| 0.5.0 – 0.6.2 | Oct 8–10 | Native Apple Silicon Mac, Windows and Mac setup tools, optional HD textures |
| 0.7.0 – 0.8.0 | Oct 11–13 | Linux and the Steam Deck, HD texture streaming, recoverable updates |
| 0.9.0 – 0.10.7 | Oct 14–22 | Widescreen, audio crackle fix, EA’s developer menu, new launcher |
| 0.11.0 – 0.13.0 | Oct 24 – Nov 1 | Mod support, toolkit rebase, smoother fights, language mods |
| 1.0.0 – 1.0.1 | Nov 4–6 | Def Jam Recompiled app, cheats, graphics options, one Linux AppImage |
| 1.1.0 – 1.1.1 | Nov 8 | Your own music, restored song, widescreen fixes, Windows update fix |
Coming next
The README’s roadmap, “directions, not promised release dates”: engine optimizations for low-spec machines, fully unlocked frame rates that keep game speed, widescreen refinement, custom fighter mods, more HD upscaling mods for Story fighters and stages, a Def Jam: The Takeover expansion, broader mod support (custom stages, game modes, restored cut content) and deeper decompilation.
PC releases
v1.1.1 – Windows update fix
November 8, 2026, 21:16 UTC · 327 downloads · notes on GitHub
Fixes an update or repair stopping with Access is denied while replacing
DefJamLauncher.exe, including the .restore error on a subsequent retry (#207).
An older Windows shortcut can leave its launcher running behind the app. Before
setup starts, the app now restarts directly and resumes the selected operation
after the old launcher exits. Saves, settings, mods and the verified dump are kept.
If another launcher is still open, setup reports it before recovery or compilation.
Recovery on all platforms leaves files that already match their backup alone and
reports both the original error and any rollback error. macOS and Linux already
replace their shortcut wrapper with the app, so they do not need the Windows restart.
Downloads and updating
- Windows x64:
DefJamRecompiled-1.1.1-windows-x64.exe. - macOS, Apple Silicon:
DefJamRecompiled-1.1.1-macos-arm64.zip.
v1.1.0 – Your own music
November 8, 2026, 12:23 UTC · 384 downloads · notes on GitHub
Your own songs play like the game's soundtrack, a song cut from the original release is back, and two widescreen
glitches are fixed.
As always, you need your own supported USA Xbox dump. No game files or game executables are distributed.
Downloads
- Windows:
DefJamRecompiled-1.1.0-windows-x64.exe. - Linux and Steam Deck:
DefJamRecompiled-1.1.0-linux-x86_64.AppImage. - macOS (Apple Silicon):
DefJamRecompiled-1.1.0-macos-arm64.zip. - Every app package has its SHA-256 and provenance. The legacy Windows and macOS setup downloads
were removed on November 8, 2026; this and future releases publish only the app packages above.
What's new
- Your own songs (#203). Put MP3, FLAC, Ogg or WAV files in the
songsfolder of your data folder (or add
folders on the launcher's new Songs page). They are converted once and play in the Beatbox, in the menus with the
v1.0.1 – Linux ships as one AppImage
November 6, 2026, 22:04 UTC · 1,480 downloads · notes on GitHub
A packaging hotfix for v1.0.0. The game, the app and the setup behave as in v1.0.0; only the Linux downloads change.
As always, you need your own supported USA Xbox dump. No game files or game executables are distributed.
Downloads
- Windows:
DefJamRecompiled-1.0.1-windows-x64.exe. - Linux and Steam Deck:
DefJamRecompiled-1.0.1-linux-x86_64.AppImage. It installs, updates and adds itself to Steam, and builds the game with a toolchain it carries. - macOS (Apple Silicon):
DefJamRecompiled-1.0.1-macos-arm64.zip. - The Windows and macOS setup tools (
DefJamSetup-1.0.1-windows-x64.exe,DefJamSetup-1.0.1-macos-arm64.dmg) are attached as well. Every file has its SHA-256 and provenance.
What changed
- Linux ships only the AppImage (#199). The separate Linux setup download (
DefJamSetup-<version>-linux-x64.tar.gz) is no longer published. The AppImage carries the same setup and does everything it did. - The AppImage names its platform (#199):
DefJamRecompiled-<version>-linux-x86_64.AppImage, like the Windows and macOS files. The app and the website still recognise the old name for v1.0.0.
Moving to 1.0.1
- Windows and macOS, from 1.0.0: the app offers this release as an update. Then it offers Update game, which builds the game again from your dump. Your saves, settings and mods are kept.
v1.0.0 – Def Jam Recompiled, the app
November 6, 2026, 19:42 UTC · 280 downloads · notes on GitHub
The first stable release. Def Jam Recompiled is one game-free app per platform that checks your dump, builds the game on your computer, runs it, updates it and manages its mods. It replaces v0.13.0 as the latest release.
As always, you need your own supported USA Xbox dump. No game files or game executables are distributed.
Downloads
- Windows:
DefJamRecompiled-1.0.0-windows-x64.exe. Add to Steam sits beside Play and adds the game with its library artwork. The app makes no Start menu or desktop shortcuts. - Linux and Steam Deck:
DefJamRecompiled-1.0.0-x86_64.AppImage. It installs, updates and adds itself to Steam, and builds the game with a toolchain it carries, so nothing has to be installed first. - macOS (Apple Silicon):
DefJamRecompiled-1.0.0-macos-arm64.zip. Steam integration is not available on macOS. - The Windows and macOS setup tools (
DefJamSetup-1.0.0-windows-x64.exe,DefJamSetup-1.0.0-macos-arm64.dmg) are attached as well. Every file has its SHA-256 and provenance. There is no Linux setup download any more: use the AppImage.
Moving to 1.0.0
- From v0.13.0 on Windows or macOS: the app or setup you have offers this release as an update. Or download the app above and open it: it finds your installation and offers to update the game. Your saves, settings and mods are kept.
- From v0.13.0 on Linux or Steam Deck: the old setup will not offer this update. Download the AppImage above and open it: it finds your installation and offers to update the game. Your saves, settings and mods are kept.
- From beta 1 or beta 2: the betas report the same version, so they do not offer 1.0.0 themselves. Download the app above and open it. It replaces the beta app, then offers Update game, which builds the game again from your dump in about ten minutes. Your saves, settings and mods are kept, and the beta stays playable until the new build is ready.
What's new since v0.13.0
v1.0.0 beta 2 – Def Jam Recompiled, the app
November 5, 2026, 01:28 UTC · beta · 281 downloads · notes on GitHub
This is a beta for play-testers. It is published as a GitHub prerelease, so it is not the latest release, and the app and setup of v0.13.0 never offer it as an update. The latest stable release stays v0.13.0. Please play it and report what you find; press F9 in the game to save a bug bundle (a short recording and the logs) to attach.
As always, you need your own supported USA Xbox dump. The app checks it and builds the game on your computer. No game files or game executables are distributed.
Everything in beta 1 is here. This beta fixes what its testers found.
Moving from beta 1
Download this beta's app and open it.
- Windows: the downloaded program replaces the installed app.
- Linux and Steam Deck: the downloaded AppImage replaces the installed one.
- macOS: replace the app yourself.
The app then offers to update your game. Choose Update game: the game is built again from your dump, in about ten minutes. Your saves, settings and mods are kept, and beta 1 stays playable until the new build is ready.
Beta 1's app does not look for this beta itself, because both report version 1.0.0. From this beta on, the app tells builds of the same version apart.
Fixes
- The texture memory budget works again (#182). Every beta 1 player ran at 512 MiB, whatever Texture memory budget in Mods > Advanced mods said, because the setting reached the game under a name the texture loader does not read. Scenes with upscaled or HD textures evicted and reloaded them, and the widescreen sides flashed black: Press Start to the main menu, and the stage select in Battle. The 2048 MiB default applies again, and so does your own setting. If you raised it as a workaround, it now takes effect.
v1.0.0 beta 1 – Def Jam Recompiled, the app
November 4, 2026, 21:04 UTC · beta · 156 downloads · notes on GitHub
This is a beta for play-testers. It is published as a GitHub prerelease, so it is not the latest release, and the app and setup of v0.13.0 never offer it as an update. The latest stable release stays v0.13.0. Please play it and report what you find; press F9 in the game to save a bug bundle (a short recording and the logs) to attach.
As always, you need your own supported USA Xbox dump. The app checks it and builds the game on your computer. No game files or game executables are distributed.
What's new since v0.13.0
One app for everything (#125-#132, #179). Def Jam Recompiled is a single game-free app per platform. It replaces the setup wizard, the play wrappers and the launcher inside the game:
- First run asks for your dump, the install and data folders, and a picture style: Modern (widescreen at 2x, recommended) or Original. Generating upscaled original textures is optional. An existing installation can be reused.
- Home has Play, Settings, Controls, Mods and Help, with Check for updates kept in view. Advanced settings keep every option, with clearer descriptions.
- Mods has Installed and Browse tabs.
- Updates. The app updates itself from GitHub releases. When your installed game is older than the app, it offers to update the game first. Update reuses the verified analysis of your current build, so it is faster (#126).
- Repair, Clean Rebuild and Uninstall are under Advanced > Maintenance. Uninstall removes the app and its game builds and keeps your data folder (dump, saves, settings, mods and logs).
- Controller-only use, TV and high-DPI layouts are supported. On Windows the window is resizable and DPI-aware.
Platforms:
- Windows:
DefJamRecompiled-1.0.0-windows-x64.exe. Add to Steam sits beside Play and adds the game with its library artwork (#144). The app makes no Start menu or desktop shortcuts.
v0.13.0 – Language, audio and controller input
November 1, 2026, 15:36 UTC · 4,519 downloads · notes on GitHub
This release combines PR #156 (audio heap/window separation), #153 (language
mods, the disc's French interface and English Story subtitles), and #158
(ordered controller transitions and software input tracing).
- Heap RAM uses its first-mirror physical alias, preventing music/speech buffers
from reading a different heap page when memory layout changes.
- Language mods contain deltas against the player's own dump and rebuild into a
local cache. They do not change the dump; no translated game data is shipped.
- A language mod can include its own HD images beside its translation deltas.
Its images load beneath the other texture packs when that language mod is active.
- The interface offers the game's built-in French and English subtitles in
every Story cutscene. French voices and icon artwork remain English; some
disc strings, including 69 gym tips, are untranslated. Choose subtitle behavior
v0.12.3 – Smoother fights and the CachyOS build fix
October 28, 2026, 18:31 UTC · 4,735 downloads · notes on GitHub
A small release. Fights no longer judder from the game stepping its simulation
unevenly, and setup builds again on Linux compilers that default to C++20 (GCC 16
on CachyOS). Two pull requests were combined on one branch (release/v0.12.3), with a docs fix (#149),
and the full regression ran once per platform on that combination.
What changed
- Smoother fights: an even simulation step every frame
(#143, issue
#140). Frames
arrived evenly at 60 a second, but the fight's simulation sometimes ran no step
on one frame and two on the next, so motion jumped like 30 fps. The game's 60 Hz
frame clock and the display drift slowly in phase; when a clock tick sat right on
the main loop's check it fell on alternate sides of it. Each tick is now steered
v0.12.2 – Steadier Story frames and the fire-escape fix
October 27, 2026, 17:51 UTC · 1,573 downloads · notes on GitHub
A small release. The Story-mode Power Plant free-for-all now paces like Battle Mode,
because the renderer's push-buffer executor does less work per frame. The black
rectangle in the title-to-main-menu fire-escape pan is gone. Four pull requests
were combined on one branch (release/v0.12.2), and the full regression ran once
per platform on that combination.
What changed
- Executor performance: Story Power Plant paces like Battle Mode
(#129, issue
#109, probably also
#101). In the Story
Power Plant free-for-all the executor that replays the game's graphics commands
was busy 15.5 ms of every 16.7 ms frame, so close to half the frames missed the
v0.12.1 – Created fighters and widescreen fixes
October 26, 2026, 18:11 UTC · 1,389 downloads · notes on GitHub
A bug-fix release. Most fixes concern the created fighter in Story mode (portraits,
eye colours, thumbnails) and widescreen placement (meters, the paused HUD, the menu
song notification). Seven fixes were combined on one branch, and the full
regression ran once per platform on that combination.
What changed
- Created-player portraits on Story loading cards
(#110, issue
#108). The
match-loading card clipped the created player's portrait at The Limit and could
hide it entirely in the Power Plant free-for-all. The renderer received a clip
rectangle in anti-aliased pixels while the picture was drawn in screen pixels;
clips are now kept in screen pixels.
v0.12.0 – Toolkit rebase and performance
October 25, 2026, 19:52 UTC · 1,603 downloads · notes on GitHub
This release focuses on two things:
- The toolkit rebase. The port now runs on xboxrecomp v0.16.0, rebased
from v0.13.0 with all of the port's own fixes carried over.
- Performance optimization. Frames are steadier on variable-refresh
(G-Sync/FreeSync) Windows displays, and Steam Deck fights hold 60 fps at
higher render scales.
It is also the first release built as a release train: the four changes below
were combined on one branch, and the full regression ran once on Windows, macOS
and the Steam Deck on that combination.
What changed
- Toolkit v0.16.0 (#85).
The recompiler and runtime move from xboxrecomp v0.13.0 to upstream v0.16.0,
v0.11.0 – Mod Support Beta
October 24, 2026, 14:25 UTC · 1,560 downloads · notes on GitHub
Mod Support Beta brings mod discovery, downloads, enablement and load order
into the launcher through a signed catalogue. HD Widescreen Menus is the first
curated download, alongside support for your existing local texture packs.
The owner reports that v0.11.0 works well on Steam Deck and approved promotion
to the full stable release on 2026-10-24. Mod support remains a beta feature;
the known visual limitations below are retained.
What changed
- Mod Support Beta: signed catalogue and downloads. Mods verifies the catalogue and pack
hashes, supports testing versions, and keeps installed mods available offline.
The separate HD Widescreen Menus pack supplies restored scenery, title/emblems
and pre-fight backgrounds across 4:3, 16:10, 16:9, 21:9 and 32:9 where covered.
- Clearer installed mods and priority. Installed mods use a table. The two
v0.10.7 – Windows start-up and setup fixes
October 22, 2026, 20:22 UTC · 2,792 downloads · notes on GitHub
Two Windows fixes. Nothing else changes; the launcher, controls, graphics and saves are the
same as in v0.10.6.
Fixes
- **The game no longer closes at start-up on PCs where Windows refuses part of its memory
layout** (issue #72).
The port reserves a block of address space for the Xbox's RAM and its device areas. It used
to accept the RAM location without checking that the device areas fitted beside it, so on
some PCs audio start-up read memory that had never been mapped and the game stopped with an
access violation in VCRUNTIME140.dll before the menu. The code dates from v0.1.0, and
whether it fails depends on how Windows lays out a given PC's address space. The whole layout
is now checked before the game boots; if any part is unavailable the placement is undone and
another location is tried, and if none works the game stops with a message instead of crashing.
v0.10.6 – Improved Game Launcher
October 20, 2026, 16:00 UTC · 2,375 downloads · notes on GitHub
A redesigned launcher for Steam Deck, Windows and macOS, with a focused Home screen
and organized Advanced settings. v0.10.6 is the stable/latest release.
First published as a beta on October 20, 2026, then promoted with the owner's approval
the same day. The tag and all nine verified setup/checksum/provenance assets are unchanged.
Changes
- Home plus Advanced settings. Common display options and a large Play button on
Home; Display, Controls, Mods, Interface, Diagnostics and Maintenance in Advanced.
Charcoal, ivory, oxblood and gold, with quiet procedural brickwork and torn paper.
- Direct utilities. Advanced, Mods, Open Logs, Open Folder and Update / Repair.
Mods lists local texture packs and their priority. Setup opens its existing wizard
with installed paths prefilled; it does not begin an update automatically.
- Clearer controls. Brighter slider tracks, contextual explanations and a layout
v0.10.5 – menu sound effects with *Skip startup movies*
October 19, 2026, 23:57 UTC · 1,690 downloads · notes on GitHub
A hotfix for the Skip startup movies and legal screen option added in v0.10.1. With it on, the
game started at Press Start as intended, but the menu sound effects were missing. Nothing else in
the game, the toolkit or the setups changed.
Changes
- Menu sound effects play with *Skip startup movies and legal screen* on
(#65). The Press Start sound, the
transition from Press Start to the main menu and the transitions from the main menu into the
sub-menus were silent; music played. A normal start sets up the game's audio in two steps, the
second after the startup movies end, and the option skipped that second step. It is now done
when the option skips the movies, so the sounds match a normal start. With the option off,
nothing changed.
- For developers.
regress.py --only skipintronow checks that the audio setup is complete in
v0.10.4 – Mac setup hotfix
October 19, 2026, 19:21 UTC · 487 downloads · notes on GitHub
A hotfix for the macOS setup. A setup downloaded with a browser could not get past "Preparing
setup files". Nothing in the game changed: it is v0.10.3, and only the Mac setup is different.
Changes
- Mac setup no longer stops on *"python3" Not Opened*
(#59). After Install / Repair,
macOS refused the Python bundled inside the setup ("Apple could not verify "python3" is free of
malware…"), even when Def Jam Setup itself had been allowed with Open Anyway. The setup
unpacked its files with the download's quarantine still on them, and macOS checks each of those
files again. It now unpacks them without it. The files are the ones the setup already checks
against its own checksum. You still allow Def Jam Setup once with Open Anyway, as before
(the setup is not signed with an Apple Developer ID).
- For developers.
tests/unit/test_macos_payload.pyruns the setup's own unpack commands on
v0.10.3 – Brightness, vignette and a setup fix
October 19, 2026, 14:18 UTC · 256 downloads · notes on GitHub
A brightness slider and options to remove or weaken the vignette, both in the launcher and the
in-game overlay, and a fix for Windows setup stopping with "Access is denied". First published as
a beta (pre-release) on 2026-10-19 and released after the owner's Steam Deck play-test.
Changes
- Brightness slider (#44).
Display → Picture in the launcher and the in-game overlay (F1), 50-200, default 100. It
brightens or darkens the mid-tones on top of the game's own brightness curve; black and white
stay as they are, and 100 is the picture as before. Applies as you move it.
[display] brightness in settings.ini, or RECOMP_BRIGHTNESS.
- Vignette off, or weaker (#47).
The darkened screen edges the venues draw can be turned off (Vignette), or faded toward the
undarkened picture (Vignette strength, 0-100%). Both apply at once. [display] vignette and
v0.10.2 – Smoother Story scenes
October 19, 2026, 02:44 UTC · 642 downloads · notes on GitHub
Story cutscenes on macOS and the Steam Deck no longer stutter the first time an effect
appears, and on macOS the random short freezes during scenes are gone. The changes come
from a performance pass over all 38 Story scenes on a Mac and a Steam Deck
(Mac report,
Deck report).
Changes
- Shader cache (macOS and Linux, including the Steam Deck). Compiled shaders and the
graphics driver's pipeline cache are now kept in cache/vulkan in the data folder, so
an effect's shader is compiled once, not once per launch. Each distinct shader is also
compiled only once per run: the opening scene used to compile the same 29 shaders 188
times. On the Mac the opening scene's late frames fell from 2.8% to 0.1-0.2%; on the
Deck, hitches across the 38 scenes fell from 22 to 8, and short scene loads went from
v0.10.1 – Skip startup movies and legal screen
October 18, 2026, 02:25 UTC · 818 downloads · notes on GitHub
An optional debug setting now takes you to Press Start after initial loading,
without waiting through the legal screen and startup movies. Automated regression
tests use this path for most launches, saving time while retaining one complete
normal startup check in each quick and full regression set.
Changes
- Skip startup movies and legal screen. Enable the checkbox under
General → Debug in the launcher. It is off by default. Enabling it before
Play applies to that launch; changing it in the in-game overlay applies on the
next launch. The settings-file option is [debug] skip_intro=true, with
RECOMP_SKIP_INTRO=1 available for automated runs.
- Story and attract movies still play. The setting only skips the initial
legal and startup-movie sequence. Controller and save checks still run when
v0.10.0 – EA's developer menu, Story scenes on demand, the play-test recorder
October 18, 2026, 01:33 UTC · 233 downloads · notes on GitHub
This release brings back the debug menu EA's developers used, which the retail game can never
open, and adds the tools used to find and report short-lived problems: a play-test recorder with
one-button bug bundles, and a way to start any Story scene without a save.
Changes
- The developer menu, restored. The game still contains EA's debug menu, but the module
that runs it was cut off from the retail build. The port rebuilds that module from outside the
game, so the menu works again: open the overlay (F1), go to Debug, and press **Developer
menu** (or start with RECOMP_DEV_MODULE=1). From it you can:
- set up any match (
MODE - GAME): the match type (single, tag, three- and four-way, - play any Story scene (
MODE - REAL TIME CINEMA), chosen on theCINEMAline; - look at a venue (
MODE - STAGE VIEWER): its objects, morphs, environment attacks and - and open the animation viewer, the create-player screen, the crowd test and the Blazin viewer.
v0.9.3 – Audio crackle fix
October 16, 2026, 16:08 UTC · 703 downloads · notes on GitHub
This release fixes the crackling in cutscenes, menus and matches (#30).
It also includes everything from v0.9.2 (the opt-in debug switches to unlock everything for
testing), which was never published on its own.
Changes
- No more crackle. The game mixes its music and speech into a small looping buffer, 50 ms
long, that the audio chip plays over and over. A game thread refills it every 10 ms and stays
about 21 ms ahead of what's playing. When it ran late, the old part of the buffer played
again, and that was the crackle. It ran late because of the port, not the game:
- the game's millisecond clock (
KeTickCount) stood still for 12–18 ms at a time, so the - on macOS, the system woke the thread 3–4 ms late to save power, and the thread waited
- on macOS, the thread that produces the sound now gets the same priority as the game's
- two fixes from the Steam Deck investigation: the voice resampler reads 8 samples ahead of
v0.9.1 – Reuse freed memory across matches
October 15, 2026, 14:17 UTC · 614 downloads · notes on GitHub
This bugfix release enables heap reclamation by default to prevent the guest
contiguous-memory arena from filling up during long sessions. The exhausted
arena was observed alongside upside-down menu icons, incorrect fight callouts
and persistent white UI rectangles in issue #26.
Changes
- Set
RECOMP_HEAP_RECLAIM=1as a runtime default on Windows, Linux/Steam Deck
and macOS, allowing freed guest-memory blocks to be reused across matches.
- Add
[CONTIG] high-water N MiB of 64 (reclaim on|off)diagnostics in 4 MiB
steps to make arena growth visible in gameplay logs.
- The scene-purge proposal from PR #27 is excluded; the fix is
PR #28.
v0.9.0 – Widescreen (beta)
October 14, 2026, 01:33 UTC · 518 downloads · notes on GitHub
The game can now be played in widescreen. Pick a widescreen Picture shape on the launcher's
Display page and the 3D view gets wider (more of the arena and crowd at the sides, the same
vertical view), while menus, the fight HUD and movies keep their shape. It is off by default and
marked beta: this release is for play-testing it, on Windows first and now on Linux, the Steam
Deck and macOS.
How to try it
1. Start the game; on the launcher's Display page set Picture shape to
widescreen (auto) (your screen's shape: 16:9 or 16:10), or 16:9 / 16:10. 21:9 and
32:9 are there too, marked experimental.
2. Under it, optionally: Fight HUD position (screen edges, or a centred 16:9 box on very wide
screens), Story cutscenes (authored keeps the game's own 16:9 framing, fill always fills
the screen), Beside 4:3 pictures (blur or black) and Widest field of view.
v0.8.0 – Setup release selection and recoverable updates
October 13, 2026, 04:37 UTC · 294 downloads · notes on GitHub
The Windows, macOS and Steam Deck setup wizards can fetch stable GitHub releases,
select a compatible platform setup, and run that release's own installer engine.
Changes
- Install, repair, clean-update and clean-rebuild from setup. Clean operations
compile a fresh candidate from the verified installed dump without requiring
the original disc image.
- Preserve saves, profiles, settings, caches, mods and HD texture packs.
- Verify downloaded setup checksums, provenance and payload inventory before
handing off to the selected release's bundled Python and engine.
- Recover interrupted activation through an owned journal covering the stable
launcher, receipts and changed settings. Optional shortcuts reconcile after
the core installation commits.
v0.7.3 – Texture streaming and Steam Deck input
October 12, 2026, 22:52 UTC · 212 downloads · notes on GitHub
Smoother HD textures: the packs no longer stall the render thread when they load, and the
fight frame rate with the packs on is back near the packs-off rate on Windows. The Steam Deck
no longer sees each menu press twice.
Changes
- HD textures stream in the background. Replacement PNGs are decoded and mipped on up to
three low-priority worker threads, on Windows, Linux and macOS. The render thread only creates
the texture and copies the finished mip chain in; until a replacement is ready the original
texture is drawn. RECOMP_TEXTURE_SYNC=1 restores the old synchronous path. On the Steam Deck
this cut the render-thread texture time from title to main menu from 4.9 s to 0.56 s, and the
slowest single upload from 348 ms to 24 ms (scripted, packs on).
- Texture identity on Windows. The game identifies each bound texture by a SHA-256 of its
bytes. Windows read the clock in 15.6 ms steps, so the 8 ms re-check window expired on nearly
v0.7.2 – HD textures in the Linux setup
October 12, 2026, 04:34 UTC · 269 downloads · notes on GitHub
The Linux setup (the Steam Deck included) now offers Apply HD texture upscale during install,
as the Windows and macOS setups do, and the HD packs now run at full speed on Linux: on a Steam
Deck a fight with the packs went from 25 to 60 frames a second.
Changes
- Linux setup: the HD option. A checkbox in the wizard, unchecked by default (with the note
"Adds about 6.2 GB; needs extra working space. No GPU needed."), and --hd-textures for
DefJamSetup.sh --silent. After building the game, setup makes the Lanczos 4x packs on the CPU,
verifies them and turns them on for the first launch; turn them off or on later on the
launcher's or F1 overlay's Textures page. On a Steam Deck an install with the option takes
about 15 minutes. Setup asks for 15 GiB of extra free space while it works. Uninstalling keeps
the packs with the rest of your data.
- Texture packs on Linux, faster (toolkit
defjam/linux-hd-sha, pinned at2992bd8). With
v0.7.1 – Icons and Steam artwork
October 11, 2026, 16:39 UTC · 294 downloads · notes on GitHub
Every executable, app bundle, launcher and shortcut now carries the shield from the game's own
menus, and the Linux setup gives the game's Steam shortcut library artwork on the Steam Deck.
No gameplay or runtime code changes. This release follows the Linux release (v0.7.0): it builds
on the Linux setup and its Steam shortcut.
Changes
- Icons everywhere. The shield, rendered from the in-game texture at eight times its size
with its edge re-sharpened, on a dark plate with the glow of the title screen's skyline:
- Windows:
DefJamSetup.exe,DefJamLauncher.exeand the game, each with file properties - macOS:
Def Jam Setup.app,Def Jam Recompiled.app(and the Desktop alias and - Linux: the application-menu and desktop entries, the setup wizard window, and the game's
- Steam artwork for the Linux setup. With Add to Steam (or
--steam-shortcut), setup
reads the shortcut's id back from Steam and places a portrait capsule (the official cover with
v0.7.0 – Linux and the Steam Deck
October 11, 2026, 04:55 UTC · 260 downloads · notes on GitHub
This release makes x86-64 Linux, and the Steam Deck in particular, a native platform alongside
Windows and macOS, with a setup that builds and installs the game for you. It runs natively, not
through Proton: Vulkan on the Deck's GPU, PipeWire sound and the Deck's own controls as a pad. The
launcher and F1 overlay of v0.6.2 are there too. Windows and macOS behave as in v0.6.2. No precompiled
game, dump or generated guest code is distributed: setup compiles the game on your computer from your
own supported USA Xbox dump.
Changes
- Linux setup.
DefJamSetup-0.7.0-linux-x64.tar.gz: unpack it and openDefJamSetup.sh(on the
Steam Deck, in Desktop Mode, double-click it and choose Execute). Same steps as the Windows and macOS
wizards (your ISO, XISO or extracted dump, an install and a data folder, shortcuts), plus **Add to
Steam** so the game starts from Gaming Mode. It brings its own Python and needs nothing else of yours.
On a computer without a compiler, such as the Deck, it builds in a container pinned to SteamOS 3.8's
v0.6.2 – the launcher and in-game overlay on macOS
October 10, 2026, 17:40 UTC · 242 downloads · notes on GitHub
This release brings the start-up launcher and the F1 settings overlay, which Windows has had since
v0.4.0, to macOS on Apple Silicon. It is the same screen on both: display, texture, controller,
pad-button and keyboard settings, saved as you change them. The Windows game is unchanged. No
precompiled game, dump or generated guest code is distributed: setup compiles the game on your Mac
from your own supported USA Xbox dump.
Changes
- The launcher. A window appears every time the game starts, before the game's own window, with
the settings and Play and Quit buttons. Settings that are read only at start-up (render scale,
who plays, how many controllers, the pad backend) apply to that very launch. Tick *Skip the launcher
at start* to go straight in; hold Shift while opening Def Jam Recompiled.app to see it again, or
open "Def Jam Recompiled.app" --args --launcher (--no-launcher skips it for one start).
Closing it with the red button or Cmd+Q quits without starting the game. It is drawn through Metal by
v0.6.1 – macOS setup and HD textures on macOS
October 9, 2026, 23:55 UTC · 367 downloads · notes on GitHub
This release adds a setup installer for Macs with Apple Silicon and draws the optional
HD texture packs through Vulkan on macOS. The Windows game is unchanged. No precompiled
game, dump or generated guest code is distributed: setup compiles the game on your Mac from
your own supported USA Xbox dump.
Changes
- macOS setup (Apple Silicon).
DefJamSetup-0.6.1-macos-arm64.dmgholds a native
wizard with the Windows wizard's steps: your ISO/XISO or extracted dump, separate install
and data folders, an unchecked HD texture option, a desktop-shortcut choice, Install /
Repair, logs, Play and Cancel, plus silent mode (--silent, --uninstall, --hd-textures)
with the same exit codes. It needs no Terminal, Homebrew, CMake or Python of your own and
no internet connection. See the installer guide.
- Command Line Tools. Apple's compiler cannot be bundled. If the Xcode Command Line
v0.6.0 – Optional faithful HD textures
October 9, 2026, 17:03 UTC · 150 downloads · notes on GitHub
This release adds Windows Direct3D 11 HD texture support and optional
Lanczos 4x generation in Setup. The textures are generated locally from your own
supported USA Xbox dump. The downloadable installer contains maintained source
and tools; it contains no game artwork, generated game code or game executable.
Install and play with HD textures
1. Run DefJamSetup-0.6.0-windows-x64.exe and choose your dump, installation folder
and separate data folder. Existing installations should use the same folders.
2. Select Apply HD texture upscale during install (increases install time).
This option starts unchecked; installation also works with original textures.
3. Allow the local game build and CPU texture processing to finish. Select Play,
use your shortcut, or open DefJamLauncher.exe in the installation folder.
4. To return to original textures, open Textures in the launcher or F1 overlay,
v0.5.1 – Windows release setup
October 9, 2026, 01:43 UTC · 161 downloads · notes on GitHub
This release adds a Windows x64 setup tool that builds the game locally from
your own supported USA Xbox dump. Game and renderer behavior remains that of
v0.5.0. No precompiled game, dump or generated guest code is distributed.
Changes
- Native setup wizard with separate installation and data locations, ISO/XISO or
extracted-folder input, silent mode, stage progress, cancellation and repair.
- Embedded Python, pinned source/toolkit and offline SDL3/ImGui build inputs.
Setup verifies the payload and dump before local analysis, lifting and compilation.
Missing Microsoft Build Tools installation requires explicit opt-in and consent.
- Optional desktop shortcut, Start-menu shortcut and an explicit completion path.
Select Play or double-click DefJamLauncher.exe in the installation folder.
The launcher supplies the correct data location and working directory.
v0.5.0 – native macOS on Apple Silicon; Linux runtime
October 8, 2026, 21:19 UTC · 0 downloads · notes on GitHub
This source release adds a native arm64 macOS build of the game, drawn through
Vulkan (MoltenVK), and brings the runtime, its fixtures and the Vulkan device to
Linux x86-64. Windows is unchanged in features and gains one audio fix.
Changes
- macOS (Apple Silicon). The analysis, the lift and the build run on a Mac
(scripts/pipeline.py), and the game plays in a window or full screen with
gamepads, keyboard and mouse through SDL3. See
Build on macOS and Linux.
- Vulkan renderer for hosts without Direct3D 11. It reuses the existing
combiner and vertex-program generators and reproduces the three image goldens
and the simulation replay golden recorded on Windows.
- Device registers off Windows. Trapped pages are served from a signal
v0.4.1 – xboxrecomp v0.13.0 migration
October 8, 2026, 17:36 UTC · 0 downloads · notes on GitHub
This source release updates the pinned xboxrecomp fork to upstream v0.13.0,
preserving Def Jam's display, audio, controller, save, launcher and overlay support.
Changes
- Rebase the retained Def Jam toolkit changes onto upstream v0.13.0. Four patches
already supplied upstream are omitted; the remaining 22 topics are retained.
- Preserve parity and floating-point comparison flags across control-flow joins,
and include slot zero when recovering backward switch tables.
- Clear x87 C2 after a completed remainder operation, allowing guest CRT polling
loops to finish after a floating-point classification.
- Share synchronization-event consumption between single and multiple waits and
report live contiguous and heap allocation statistics.
- Publish AC97 trap ownership before protecting its page, avoiding a startup
v0.4.0 – Launcher and in-game overlay
October 7, 2026, 21:37 UTC · 0 downloads · notes on GitHub
The third M6 (PC features) release: a start-up launcher and an in-game settings overlay, so the settings in
settings.ini can be changed with a mouse, a keyboard or a gamepad without editing the file.
New
- A launcher that appears every time the game starts: the display, controller, pad-button and key settings
and a Play button. Settings that are read only at start-up (render scale, who plays, how many
controllers, the pad backend) take effect for that very launch. Tick *Skip the launcher at start* to go
straight to the game; hold Shift while the game starts, or start it with --launcher, to see it again.
- An in-game overlay, opened with F1, the pad's guide button, or both stick clicks held for half a
second. It shows the same screen over the picture. While it is open the game keeps running but sees every
input at rest. Full screen, window size, picture shape, filter and vsync apply as you change them.
- One settings screen for both, built with Dear ImGui: Display; Controllers (which pad is which player, a
live view of each pad's sticks and buttons as the game sees them, a rumble test, dead zones, rumble
v0.3.0 – Gamepads, keyboard and mouse
October 7, 2026, 17:01 UTC · 0 downloads · notes on GitHub
The second M6 (PC features) release: the game reads your gamepads, keyboard and mouse, with
rumble, remapping and hot-plug.
New
- Gamepads through SDL3. Xbox, DualSense, DualShock 4, Switch Pro and most other pads, wired or
Bluetooth. Up to four players; each pad takes the lowest free player in the order it appeared.
backend = xinput reads Xbox-style pads only, with no extra library.
- The keyboard and mouse are a player of their own, after the pads: player 2 beside a pad, player 1
with none. keyboard_player also offers merge (into player 1's pad), off, or a chosen player. Mouse
buttons and the wheel are bindable like keys; the pointer hides when idle and stays inside the window in
full screen. W A S D and the arrow keys are the sticks, I J K L the face buttons.
- Rumble. The game's rumble reaches the pad of the player who is hit. The game's pulses are brief and
faint, so they are raised to a minimum strength and length (rumble_floor, rumble_min_ms), and a pad
v0.2.4 – Two pads, four-fighter results and picture baselines
October 6, 2026, 22:23 UTC · 0 downloads · notes on GitHub
Test tooling only. Nothing in how the game plays changes from v0.2.3.
New
- A two-pad match. The
versusscenario plugs in a second emulated
controller: both pads press START, pick their fighters and fight, and the check
passes only if both fighters are pad-controlled, both walked and both landed a
hit that did damage. It is part of the full regression.
- A four-fighter match played to its result.
ffa-resultasserts that every
fighter but the winner was recorded as put out, each once, at zero health.
- Two matches in one launch.
two-matchesplays a One on One to its result,
goes back through the summary and the menus, and plays a Free For All to its
result. Each match is judged on its own events.
- Picture baselines for still screens. The crib menu, the Learn Moves list
v0.2.3 – Repeatable fights and a sound-library guard
October 6, 2026, 14:26 UTC · 0 downloads · notes on GitHub
Mostly test tooling again, with one change that affects play: a guard against a
rare crash in the game's sound code.
Fixed
- A rare crash in the sound library. Found by v0.2.2's longer test run: in one
of three Debug runs of a four-fighter match the game's audio interrupt routine
followed an empty entry while tidying up an idle voice. The routine now checks
for it. The underlying timing fault is in the emulated audio chip and is still
there; the guard keeps the game running when it happens and logs it. The guard
has not been seen to fire since, so it is not yet proven against the real event.
New
- Fights that play the same way twice. A scripted fight can now be driven by
the game's own simulation step instead of the host's clock, with the random
v0.2.2 – Gameplay test harness
October 6, 2026, 07:40 UTC · 0 downloads · notes on GitHub
A tooling release. It changes how the port is tested, not how it plays: with the
test probes off, which is the default, the game behaves as in v0.2.1.
New
- A combat check that reads the game's own state. A scripted One on One is
played until the game shows its match summary, and the test asserts that the
match started with the right fighters, the player's fighter walked, a hit by the
player followed a button press, its target lost health, the game recorded one
decisive result with a winner and a loser, and the summary followed. A fight
that draws correctly but ignores the pad, never does damage or never ends now
fails.
- Scenario reports.
scripts/scenario_suite.pyruns one route with all its
assertions and writes a JSON, JUnit and HTML report with the log, captures and
v0.2.1 – Terrordome crash fix
October 6, 2026, 03:28 UTC · 0 downloads · notes on GitHub
A bug-fix release for v0.2.0.
Fixed
- Matches at the Terrordome no longer freeze and close. One of the fighter
state functions returned without running its exit code, which left the game's
stack misaligned and sent the per-frame loop over the fighters into unrelated
memory. The crash was present in v0.1.0 and v0.2.0 and showed most reliably in a
four-fighter Free For All.
The cause was in the translation, not the game: a jump to the function's shared
exit had been replaced by an empty placeholder. That exit and six others of the
same shape elsewhere in the program are now translated as code.
Build this version
If you already built v0.2.0, update the checkout and rerun the whole pipeline: the
v0.2.0 – Display settings and a settings file
October 6, 2026, 00:21 UTC · 0 downloads · notes on GitHub
The first M6 (PC features) release. The game now starts by itself and has
player-facing display settings.
New
- Direct launch.
defjam_recomp.exefinds thegamefolder, supplies the
runtime switches and writes its own log. scripts/run.ps1 still works.
settings.iniin the data folder, written with comments on first start.
Environment variables still override it for one run.
- Borderless full screen with Alt+Enter or F11, remembered between runs.
- Resizable window that keeps the console's 4:3 picture with black bars, or
stretches if you prefer. The window size is remembered.
- Render scale, scaling filter and gamma as settings.
- Vsync that paces the game on the display when its refresh rate is a multiple
v0.1.0 – Playable Windows source release
October 4, 2026, 18:20 UTC · 0 downloads · notes on GitHub
The first public source version of Def Jam: Fight for NY – Recompiled targets
Windows x64. The October 4, 2026 owner play-test accepted the optimized Release
build: smooth frames, much better audio and no additional graphical glitches
discovered over one hour of Story Mode playtime.
Included
- Working menus, match setup and fights; verified Story intro/creator, crib/gym
and Unlock Fighters routes.
- Direct3D 11 rendering with GPU vertex programs, audio and XInput controller support.
- Local profiles and read-only compatibility with earlier project save-folder hashes.
- The published xboxrecomp fork pin: 108 historical patches mapped into 15 topics.
- A launcher that supplies the required runtime defaults in a fresh shell.
- Build, test and source-release documentation and GitHub workflows.
Android releases
Def Jam v1.4 – The Big Update
November 6, 2026, 12:30 UTC · 3,355 downloads · notes on GitHub
- Experimental frame generation: Lossless / LSFG (menus, scenes and fights) and Win-FG (fights only) in the native Vulkan mode. LSFG needs your own
Lossless.dllimported in the launcher; Win-FG does not. Frame generation can pause when the GPU is overloaded or the phone heats up. - No more 45 FPS cap, and a clearer FPS counter.
- hakuX emulation mode: the launcher now offers native Vulkan or the bundled hakuX 1.3.0 emulator (GPL-3.0 or later) for phones where the native port does not work. It needs an ARM64 phone and a Vulkan driver with the required features. From your extracted folder the launcher can prepare a temporary XISO for it.
- Controls: an updated touch editor for menus and fights, the D-pad moves as a group, and the Xbox and PlayStation layouts gain all four shoulder buttons (LB/RB, L1/R1).
- Languages: the native mode accepts compatible language packs as ZIP files and shows subtitles in Story scenes that carry subtitle data.
Def Jam v1.3 – Discord, Voice & Controls Update
October 27, 2026, 16:11 UTC · 48,562 downloads · notes on GitHub
- Discord sign-in through the FFNY Online account service; saved sessions in encrypted app storage.
- Room discovery fixed with compatible PC lobbies; choose Europe or North America (both players the same).
- Push-to-talk room voice with a microphone permission prompt and mute; nothing is recorded to the gallery.
- Both real analog sticks restored in the custom fight layout; launcher popup for new releases.
- Fix Mali / PowerVR options (conservative synchronization and/or rendering), off by default.
Def Jam v1.2 – Controls & Compatibility Update
October 27, 2026, 12:57 UTC · pre-release · 749 downloads · notes on GitHub
- Expanded Xbox-style, PlayStation-style and custom touch layouts with dual analog input.
- Automatic 60 FPS menus and 30 FPS fights on low-end phones, with frame-time statistics.
- Relay handshake update; experimental opt-in rollback. Online may not work after the move to Discord sign-in.
Def Jam v1.1 – The Online Update
October 23, 2026, 22:07 UTC · pre-release · 19,864 downloads · notes on GitHub
- FFNY Online lobby, public rooms, room codes, fighter selection and arena voting.
- Spanish interface beside English and Brazilian Portuguese; editable menu controls.
- Vulkan synchronization fixes for Mali phones; touch controls no longer stay hidden after a pad disconnects.
Def Jam v1.0 – Pre-release
October 23, 2026, 12:01 UTC · pre-release · 4,074 downloads · notes on GitHub
- First release under the Def Jam v1.x name, marked as an experimental pre-release.
Def Jam Android Native Port – ARM64 APK
October 23, 2026, 02:33 UTC · pre-release · 7,117 downloads · notes on GitHub
- The first public APK (
app-release.apk), packageorg.defjamffny.android, Android 10+ and ARM64.
Frequently asked questions
What is the latest version of Def Jam Recomp?
PC v1.1.1, published November 8, 2026, 21:16 UTC, a hotfix for Windows updates blocked by an older launcher on top of 1.1.0’s custom music. The Android port is at v1.4-FG, published November 6, 2026.
How often is Def Jam Recomp updated?
Very often: 42 PC releases between October 4, 2026 and November 8, 2026, sometimes several a day.
What is coming next?
The README’s roadmap lists engine optimizations for low-spec machines, frame rates above 60 fps that keep game timing, custom fighters, stages and game modes, more HD texture mods, and bringing Def Jam: The Takeover’s mechanics and story mode into this game. These are directions, not promised dates.
Does updating delete my saves?
No. Update game keeps saves, settings and mods on PC. On Android, install the new APK over the old one without clearing app data.