Native x86-64 execution · PS4 compatibility runtime · Vulkan graphics · Windows and Linux
⬇ Windows package · ⬇ Linux package · Release notes · Português (Brasil) · Español · Report a problem
Development preview. Gameplay runs from a player's save at about 53 FPS in the night courtyard on an RTX 3070 (60 FPS mode), and the hotel lobby fight averages 38 FPS with dips. New in v0.2.5: the game can render natively at up to 4K with no upscaler, at 30 FPS on the same GPU. Full progression, long-session stability, the Chapter 6/9 QTE timing and sustained 4K/60 are not accepted yet. See Status.
The Order: 1886 for PlayStation 4, running on a PC through a dedicated compatibility runtime. The original x86-64 executable runs on the host CPU, PS4 system interfaces are reimplemented, and a shadPS4-derived video core translates GPU commands and shaders to Vulkan. The target is The Order: 1886 update 1.02 in any edition (CUSA00076, CUSA00035, CUSA00070, CUSA00100, CUSA00670, CUSA00785), on Windows and Linux x86-64. Only CUSA00076 has been run with a real dump; the others are accepted as experimental.
No game files are included. You need your own extracted copy. This is an unofficial community project, not an official PC release.
New in v0.2.5. Graphics → Render resolution makes the game itself draw every screen-sized pass at the chosen size; at 3840 wide that is 3840×1600 (or 3840×2160 with 16:9 framing), presented 1:1. RTX 3070, 30 FPS mode.
![]() |
|
![]() |
![]() |
![]() |
|
The top image is the full 3840×1600 scene, taken from the v0.2.5 Windows package in a borderless window on a 3840×2160 display. The two below were rendered at 3840×1600 and captured from a 1920×1080 window. The bottom comparison is a 1:1 crop. Measured at 3840×1600: 30 FPS in the street and on the Chapter I rooftop, with drops to 27 FPS in the Chapter II Council cutscene. Shadow maps and MSAA keep their original sizes, and only update 1.02 is supported so far. Evidence.
Captured from the preview 9 Windows package on an RTX 3070 at 1920×1080 in 60 FPS mode. Each image is the game window only, cropped to the 1920×800 scene the game renders.
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Watch the demonstration on YouTube, published by Julio Cacko.
How these were taken, with hashes and logs: preview 9 release verification.
v0.2.7 — 1 November 2026. Xbox and keyboard button prompts (#135): Controls → Button prompts shows Xbox letters or keycaps and mouse buttons in every prompt, menu, quick-time event, takedown and the weapon HUD, built from your own game files (131 Xbox and 185 keyboard bitmaps; pictures of the DualShock 4 itself stay). Keyboard and mouse also applies a matching key layout; Controls → Keyboard buttons still lets you assign any key. The Windows worker no longer crashes while building them. Release notes
![]() |
![]() |
![]() |
![]() |
v0.2.6 — 1 November 2026. Launcher folder buttons and update checks work (#131): Open installation, logs and player data open the folder, and an installed release now reads Up to date. A wrong Runtime executable is refused when you choose it, and a closed game window is named as the reason a session ended (#127). Fewer GPU-library stops (exit 23): invalid shader pointers read zero as on the PS4, and seven crash fixes come from SpartanPort (#133, not confirmed against the report). First CPU-use changes for 6-thread processors, with a per-thread CPU report in the boot log (#134, no measured drop yet). Release notes
v0.2.5 — 29 October 2026. Native resolution up to 4K with no upscaler (#3, #128): Graphics → Render resolution offers Original, 2560, 3840 or a custom width, and the game draws every screen-sized pass at that size. Borderless no longer turns into exclusive full-screen on Windows (#121, #125). Linux runs dumps with mixed-case folder names (#124). TOport is credited for the renderer fixes ported from it (#112, #123). Release notes
v0.2.4 — 28 October 2026. The Linux package starts without WebKitGTK 4.1, for example on SteamOS (#114). Play The Order 1886 starts the game directly with the saved settings, and --game-dir sets the game folder. The Order 1886 opens the launcher window, which still needs WebKitGTK 4.1, and without it reports what is missing and plays the saved settings. Tested in an Arch Linux container on software Vulkan, not on a Steam Deck. Linux packages also find their runtime again. Release notes
v0.2.3 — 28 October 2026. 60 FPS, 16:9 and the other experimental options work with update 1.02, and all six editions of the game are accepted (#113). Save import refuses an export without a title ID and imports mixed folders. Release notes
v0.2.2 — 24 October 2026 (launcher hotfix). Import saves… accepts decrypted PS4 save exports (Apollo Save Tool folders with sce_sys\param.sfo). Release notes
v0.2.1 — 24 October 2026 (launcher hotfix). Game & Content → Saves shows the saves folder and imports saves from another installation, a backup or one save; options that do not work yet are hidden. Release notes
v0.2.0 — 24 October 2026. Release notes
- Aiming no longer explodes the scene (#106), the smoke grenade draws its cloud (#107), no black flecks on faces (#101) and no mid-fight freeze on a runaway indirect draw (#103).
![]() |
![]() |
- AMD FSR 3.1 and NVIDIA DLAA replace the game's temporal anti-aliasing (#97, #98). Shaders compile in the background by default (#105). Trophy names come from your own game with your console key (#99).
- Go launcher only (#108): the old Tkinter launcher and the inherited God of War leftovers are gone.
- Known issue: short black flashes still appear during gameplay; the cause is being investigated.
Preview 9 — 21 October 2026. Release notes
- Playable frame rate. The slow courtyard went from 7.2 to about 53 FPS. Memory-table locking, buffer readbacks and the draw pipeline were ported from IgorAugustoHH/The-Order-1886-PC-Port (#93).
- Graphics options that work. Output resolution, sharpening, anisotropic filtering, overlay items, frames queued, async shaders and warm-up now reach the runtime (#90). 90 FPS and Unlocked engine timing come with a 30–240 presentation cap (#91). Film grain, motion blur, depth of field and chromatic aberration really switch off (#92).
- Temporal upscaling groundwork. The game's temporal resolve is mapped and its velocity validated in the runtime, and an FSR 3.1 provider can replace it at native resolution (#94). The launcher does not offer it yet.
- A Linux package that starts. It now carries its FFmpeg, SDL3, fmt and Zydis libraries instead of expecting the build machine's; before, the runtime failed on any other system.
- Fixes. Gameplay no longer renders flat blue after a depth clear (#88). A startup heap corruption with async shaders is gone. Launcher text is readable under a light desktop theme. The in-launcher updater accepts this release's receipt.
See implementation and issue status.
| Area | Current evidence | Remaining acceptance |
|---|---|---|
| Boot and rendering | Title, menus, cinematics and gameplay in the courtyard and the hotel from copied saves | Full progression, checkpoint save/load across chapters |
| Performance | About 53 FPS in the courtyard and 38 FPS in the hotel fight (RTX 3070, 60 FPS mode). Native 3840×1600 at 30 FPS, dipping to 27 in the Chapter II Council cutscene (30 FPS mode) | Sustained 60 in fights; native 4K at 60, shadow maps and MSAA at 4K, base 1.00 (#3) |
| Launcher | Go launcher on Windows and Linux; graphics, timing and effect options reach the runtime | Broader DPI and language coverage |
| Temporal providers | FSR 1 presentation; FSR 3.1 or NVIDIA DLAA (DLSS at native size) in place of the game's temporal resolve, selectable in the launcher on Windows (next preview) | Lower render sizes and DLSS quality modes, XeSS and FSR 4 (#10–#13) |
| Linux | The package starts on Ubuntu 26.04 and reaches the title menu on software Vulkan | Gameplay on a Linux GPU driver |
| Game versions | CUSA00076 with or without update 1.02 (base and update SFOs); the 60 FPS, 16:9 and effect recipes check the executable's instructions, not its version (#113) | The other five editions with real dumps; update 1.02 crash report #23 |
See current status and the 4K/60 acceptance plan.
Published download: v0.2.7 (November 1). Windows and Linux x86-64 packages. Keep your user folder when upgrading.
Download the Windows package · Download the Linux package · Setup guide · Windows checksum · Linux checksum
The packages include the launcher, the dedicated runtime and the libraries they need. No Python, MSYS2 or compiler is required. GitHub's "Source code" archives are for developers.
Windows
- Extract the entire ZIP to a writable folder. Keep the executables and
bintogether. - Read QUICKSTART.txt, then open The Order 1886.exe.
- Choose your extracted game folder (any name; CUSA00076, CUSA00035, CUSA00070, CUSA00100, CUSA00670 or CUSA00785). It must contain
eboot.bin,sce_sys,sce_module,_dataandarchivemap.bin. - Start with 30 FPS or 60 FPS, choose a display mode and press Play.
Linux x86-64
Extract the tar.gz and run The Order 1886. You need a Vulkan GPU driver and glibc 2.39 or newer. The launcher window also needs GTK 3 and WebKitGTK 4.1. Without them, Play The Order 1886 --game-dir /path/to/game plays directly (SteamOS and Steam: see QUICKSTART.txt in the package). The package has started on Ubuntu 26.04; gameplay on a Linux GPU driver is not tested yet.
Original game files stay unchanged. Prepared images, settings, caches, logs, saves and backups live under the installation's user/order1886 folder.
For a source checkout, open Launch The Order 1886.cmd or run the Go launcher you built:
./launcher-go/build/bin/The Order 1886.exe![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
| Page | Available controls |
|---|---|
| Home | Play, the launch configuration and the game installation check |
| Graphics | Display mode, framing, render resolution (native up to 4K), FSR 1/Linear, VSync, output resolution, sharpening, anisotropy and the four post effects |
| Performance | 30/60/90 FPS and Unlocked, the presentation cap, the in-game menu and overlay items |
| Controls | Mouse camera, sensitivity, inverted Y and keyboard bindings |
| Game & Content | Game folder, game language, catalogued patches, saves, mods, desktop shortcut and Add to Steam |
| Achievements | Earned trophies, read from the game's own trophy data |
| System | Runtime override, performance recording, launcher language, updates, logs and cache tools |
Use Save settings after editing; launching from a settings page saves its values. Navigation keeps unsaved edits, and Escape returns Home. The launch bar stays available on every page.
Saves: on Game & Content, select a backup and press Play to confirm restoration before launch, or use Restore selected backup. Current saves are backed up first; then choose Continue/Load in the game. Older snapshots may lack Profile or progress. Saves use the SFO’s INSTALL_DIR_SAVEDATA=CUSA00035; do not rename that folder to CUSA00076.
Language: save the choice on System and restart the launcher. The next game launch requests that PS4 system language, including Brazilian Portuguese. Matching game language assets must be installed; independent text/voice controls remain open.
For mouse look, open Controls: sensitivity and inverted Y persist. In the game window Esc releases the cursor and F6 toggles capture; focus loss releases it automatically. This supplies the PS4 right stick; a direct 1:1 camera hook and remapping UI remain open. See the input/direct-play guide.
Play The Order 1886.exe starts with the same saved configuration, preparation and logs as Play. Keep it beside _internal and bin. Use Game & Content → Add to Steam with Steam closed; the action preserves existing shortcuts and is idempotent. Reopen Steam afterwards.
Asset mod formats and limits describe reversible _data overlays. Updates are installed manually; automatic updating, external executable patches, a Cheats page, independent game text/voice and a live Achievements page are not complete. The Tk window that used to be the fallback launcher has been removed; the Go launcher is the only one.
FSR 1 is spatial presentation scaling. AMD FSR 3.1 (native AA) + FSR 1 replaces the game's own temporal resolve at its render size, then FSR 1 scales to the output (Windows, from the next preview). NVIDIA DLAA (DLSS at native size) + FSR 1 does the same on GeForce RTX GPUs; DLSS quality modes, which render below the output size, wait for render-target scaling. XeSS and FSR 4 follow. The 4K/60 target is 3840×2160 output with upscaling acceptable, preserved detail and sustained 60 FPS in gameplay. It has not passed. Separately, Render resolution makes the game itself render larger with no upscaler: 3840 wide is native 4K (3840×1600 scene, or 3840×2160 with 16:9 framing), at 30 FPS in gameplay on an RTX 3070, with drops to 27 FPS (67 ms frames) in the Chapter II Council cutscene. It is experimental (evidence).
60 FPS, 90 FPS and Unlocked are experimental. The 60 FPS recipe warns of possible QTE softlocks in Chapters 6 and 9, and gameplay timing above 60 FPS has not been measured. On a 60 Hz display, VSync holds every rate at 60. A host presentation rate or selected cap does not establish that the game produces that many new frames. Use the 30 FPS baseline first.
| Problem | What to do |
|---|---|
Image exceeds device format limits, layers=8029/2048 |
Preserve the boot log and matching last-run.json. Descriptor validation and targeted inactive-resource guards remain enabled. Keep the matching descriptor/shader evidence; the original crash is not closed by a timeout run. |
| Low or varying frame rate | Include the scene, settings, GPU/driver and matching log. Shader compilation and compatibility work remain in progress. |
| Runtime missing or identity rejected | Keep the complete package together, or build a matching runtime. Use System for an explicit runtime override. |
| Experimental 60/90 FPS or Unlocked timing problems | Return to 30 FPS and report the chapter and reproduction steps. |
Open System → Open logs. When
reporting a problem, include
last-run.json, the matching boot/session log, runtime SHA256, game metadata,
GPU/driver and reproduction steps. Review logs for personal paths before sharing;
do not upload game binaries or saves.
A previous instrumented session coincided with a full-PC freeze requiring a reset; its cause remains unknown. The October 17 image assertion is separate evidence and does not establish the cause of that freeze.
Follow the Windows build guide and initialize its required submodules. From PowerShell:
& C:\msys64\usr\bin\bash.exe build.sh --test
out/order1886-pyenv/Scripts/python.exe -m unittest discover -s testsAfter the native build succeeds, create the portable preview. The Go launcher is the only launcher, and this builder packages it together with the payload from source:
./packaging/windows/order1886-go-build.ps1 -Runtime ./out/order1886-runtime.exeThe builder bundles the Go launcher (as both entry points), the dedicated runtime with every DLL it imports, the worker the launcher drives, build identity and license notices. The portable smoke verifier checks a relocated package without starting gameplay. Build, CPU and smoke checks are separate from graphics and gameplay acceptance.
| Layer | Role |
|---|---|
| Loader | Prepares a hash-checked copy of the original executable and links its modules |
| Runtime | Reimplements the PS4 system interfaces used by this title |
| Video | Translates PS4 GPU commands and shaders to Vulkan/SPIR-V |
| Launcher | Configures the dedicated backend and manages sessions, logs and save backups |
GPL-2.0-or-later. Loader/build infrastructure derives from FelipePrado0/gow3_pc; graphics/API work derives from shadPS4. Renderer fixes (memory-table lock, deferred readbacks, draw pipe, redraw depth bias and the HTILE diagnosis) come from TOport, IgorAugustoHH/The-Order-1886-PC-Port (GPL-2.0). The five-page launcher structure is adapted from mateussmeneses/theorder1886-port. README organization is inspired by HayatoG/iss_pc. Exact revisions and reuse decisions are recorded in the assessment; portable builds retain the attribution notice.
The Order: 1886 belongs to its respective rights holders, including Sony Computer Entertainment and Ready at Dawn. This project is not affiliated with or endorsed by them. No game executable, dump or player save is distributed.



























