Nintendo Switch 2 games on PC

Every project in the catalog for playing Nintendo Switch 2 games natively on PC, with no emulator: static recompilations, ports, decompilations, and the tools behind them. Reviewed by hand, with GitHub data kept up to date, and every one asks for your own copy of the game, except the ones their makers released for free.

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8 of 8 projects
Switch 2 Experimental
NS2

Donkey Kong Bananza

Lucas-blip-png/dkb-pc-recomp

DKB Recomp: a static recompilation of Donkey Kong Bananza, for Switch 2, into a native Windows x86-64 application with a Vulkan renderer: the game’s ARM64 code is translated to C ahead of time, and its graphics calls are answered by its own implementation of NVN 2, the console’s graphics API. It builds on TotK Recomp, the Tears of the Kingdom recompilation that is also in the catalog, and for shaders it uses the Eglantine emulator’s Ampere-to-Maxwell lowering. According to the README, it isn’t playable yet: it boots, gets past the title screen, and into the tutorial cave, where you can walk and punch with the guide movies playing, and one run reached the Ingot Isle Cave-In section; it can still crash, and many effects are missing. There are no releases: an installer builds the game from your copy, and progress is logged day by day in its devlog. The repository was created on November 1.

You needYour own copy of Donkey Kong Bananza for Nintendo Switch 2, dumped from your console. Windows.

★ 765 · 2026-11-11 View →
Switch 2 Playable
NS2

⑂ Fork of drakolordx7/switch2-recomp

Pokémon Pokopia (featureJosh)

featureJosh/Recompia

Recompia (formerly pokopia-recomp): a static recompilation of Pokémon Pokopia, for Switch 2, into a native Windows program, with online play. It comes from drakolordx7’s Pokopia Recomp, whose first commits it keeps, builds on that author’s nxrecomp recompiler, and follows the updates of pokopia-native, which it also takes code from. The launcher compiles the game on your PC from your copy, in about 7 minutes, and then translates about 99,000 shaders, one to two hours that can be paused. Link Play lets you visit a friend’s island or invite them to yours on the same network, by address, or over the internet through a relay with a room code, also with pokopia-native players; co-op in the story areas is experimental and off by default. It supports any resolution, render scale, quality presets (Switch 2, High, and Ultra), HDR, windowed, borderless, or fullscreen, FSR 1 and NVIDIA Image Scaling (FSR 3 and DLSS are there but don’t look good yet), Xbox, PlayStation, and Switch Pro controllers with rumble and motion, keyboard and mouse with remappable keys, the Joy-Con 2 mouse mode for placing items, importing your Eden or Ryujinx save, profiles with separate saves, mods that replace romfs files without touching your dump, and an updater with stable and testing channels. The launcher also works on Linux and SteamOS, where the game runs through Proton; players measured 26 to 53 fps on the Steam Deck and 55 to 75 on the Legion Go S. v0.8.0 (November 8) is the latest of 15 releases. The README says it’s developed mostly with AI, with the author as a supervisor who reviews and tests every commit. 23 of its last 100 commits list Claude as a co-author.

You needYour own extracted copy of Pokémon Pokopia for Nintendo Switch 2, version 2.0.1a: a folder with base and updates (each with exefs and romfs) or a .nup file; .nsp and .xci files have to be extracted first, and the base game alone isn’t enough. 64-bit Windows 10 or 11 with a Vulkan 1.3 GPU and about 14 GB free (31 GB if the shaders are left loose). On Linux or SteamOS, also Steam’s Proton Experimental; the first time, the launcher downloads Python and Zig (about 100 MB).

★ 606 · 2026-11-11 View →
Switch 2 Experimental
NS2

Pokémon Pokopia (drakolordx7)

drakolordx7/switch2-recomp

Pokopia Recomp: a static recompilation of Pokémon Pokopia, for Switch 2, into a native Windows program. It builds on nxrecomp, the same author’s Switch recompiler, with code from Ryujinx, Mesa, yuzu, Eden, and other Switch recompilations. The launcher compiles the game on your PC from your copy, in about 7 minutes, and then builds the shader cache, which takes one to two hours and can be paused. These are test builds: 0.1.0 (November 2) was tested through the opening and the first area, and the rest is untested. 0.1.1, from the same day, fixed fog, water, and other animated effects, brought the mouse to the menus, and added DLSS, DLAA, and FSR 3. The middle mouse button toggles the Joy-Con 2 mouse mode for placing items, and F1 opens the in-game settings.

You needYour own extracted copy of Pokémon Pokopia for Nintendo Switch 2, version 2.0.1a. 64-bit Windows 10 or 11, a GPU with Vulkan 1.3, and 16 GB of RAM.

★ 517 · 2026-11-04 View →
Native layer Experimental
NS2

Pokémon Pokopia (Pokopia Native)

xFractals/pokopia-native

Pokopia Native: a tool that builds, from your copy of Pokémon Pokopia for Switch 2, a native Mac app and an iPhone app. It isn’t an emulator: on top of nxnative, the game’s ARM64 code runs directly on the Apple chip and the graphics go through Metal. It supports updates 2.0.0 (v327680) and 2.0.1 (v655360), checks that the copy is one of them, and needs no keys. The first build takes about an hour, nearly all of it the game’s 3,800 shaders; later ones take a couple of minutes. On iPhone it runs at 30 fps, as the Switch 2 does in handheld mode, but the app only starts when signed with a paid Apple Developer Program account; there is also a Windows builder that prepares the iPhone app. Its author says they played until after the first wake-up with no issues. The latest release is 1.0.3 (November 3). 14 of its 22 commits list Claude as a co-author.

You needYour own copy of Pokémon Pokopia for Nintendo Switch 2 with update 2.0.0 (v327680) or 2.0.1 (v655360), dumped as exefs and romfs folders; the base game alone isn’t enough. An Apple silicon Mac (M1 or later) with about 20 GB free, Xcode 27 with its Metal tools, Python 3.12, and .NET 10; for the iPhone, also a paid Apple Developer account.

★ 443 · 2026-11-09 View →
Native layer Fully playable
NS2

Mario Kart World (switch2mac)

azmasm/switch2mac

switch2mac: a fork of nxnative that builds native versions of Switch 2 games on your Mac from your copy, as regular macOS apps. It isn’t an emulator: the game’s ARM64 code runs directly on the Mac, with its system calls rewritten into a native runtime and its shaders translated to Metal ahead of time. Its game is Mario Kart World 1.0.0, which according to the README plays start to finish: menus, Grand Prix, Free Roam, traffic, and movies, at about 58 fps in races on an M1 Max, at 2560x1440. It also builds Donkey Kong Bananza with nxnative’s builder and Pokémon Pokopia with Pokopia Native’s, not yet tested inside switch2mac. It has a performance overlay and a settings panel, supports controllers and keyboard, and needs no keys and decrypts nothing. It was created on November 3, and all 6 of its commits list Claude as a co-author.

You needYour own dump of Mario Kart World 1.0.0 for Nintendo Switch 2; for the other games, the version each game’s page gives. An Apple silicon Mac with macOS 26 or later, Xcode with its Metal tools, the .NET 10 SDK, and Python 3.12.

★ 157 · 2026-11-11 View →
Native layer Playable
NS2

Mario Kart World (kartnative)

pahorema/kartnative

kartnative: a Switch 2 fork of nxnative that runs Mario Kart World 1.0.0 natively on an Apple silicon Mac. As with nxnative, it isn’t an emulator: the game’s code runs on the Mac’s CPU, and NVN2, the Switch 2’s graphics API, is implemented on Metal, with its own frontend for the console’s SM86 shaders; all 11,567 of the game’s shaders translate, with task and mesh shaders becoming Metal mesh shaders. According to the README it boots, shows the menus and movies, and plays whole Grand Prix cups at 150cc, Time Trials, and Free Roam with a controller, at a steady 60 fps, also in fullscreen on 120 Hz ProMotion screens. Some scenery objects vanish and reappear while driving, and there’s no online play. For now it’s Mac only, with no iPhone build, and it was tested on an M5 Pro with macOS 27. To learn what the Switch 2’s services, NVN2, and SM86 do, it drew partly on the public commits and notes of the Eglantine and PokeDinner emulators. The repository was created on November 1.

You needYour own copy of Mario Kart World 1.0.0 for Nintendo Switch 2 (0400C3F00006E000), dumped and decrypted as exefs and romfs folders. An Apple silicon Mac with nxnative’s tools (Xcode with Metal, .NET, and Python); the first build translates about 11,600 shaders, roughly 30 minutes.

★ 61 · 2026-11-02 View →
Native layer Experimental
NS2

Pokémon Pokopia (OunceNative)

kirakira-dev/OunceNative

OunceNative: a fork of nxnative that adds Switch 2 support on macOS for Pokémon Pokopia and, at a very early stage, Splatoon Raiders. The game’s ARM64 code runs on the Mac’s CPU after its instructions are rewritten, a host of its own implements the system calls and graphics APIs, and shaders are translated to Metal ahead of time, with shader compiler patches from PokeDinner, a fork of the Eglantine emulator. According to the README, Pokopia is fully supported and should look nearly identical to the console: at 1080p it reached about 59 fps in a short test and 38 to 41 in a longer outdoor run, on an M4 MacBook Air; sustained 60 fps is still in progress. It’s a development project, with a single commit (November 3) and no releases.

You needYour own dump of Pokémon Pokopia for Nintendo Switch 2, and your keys. An Apple silicon Mac with Xcode.

★ 11 · 2026-11-03 View →
Switch 2 Experimental
NS2

The Legend of Zelda: Ocarina of Time (Switch 2)

NotRexed/Hookshot

Hookshot: a static recompilation of The Legend of Zelda: Ocarina of Time for Switch 2 (the 2026 version) into a native program for Windows and Linux, with no emulator. The game’s ARM64 code is translated to C and compiled together with a reimplementation of the console’s system; the NVN2 graphics calls are replayed on Vulkan, and the Switch 2 shaders are translated to SPIR-V with Eden’s shader recompiler. The game doesn’t come ready-made: Hookshot Builder builds it once on your PC from your copy (first downloading about 500 MB of tools, its own compiler included), and afterwards you start and update it from its launcher. It’s experimental: the README says Kokiri Forest gameplay, sound, controller, keyboard, saves, the in-game menu, frame generation, and upscaling (DLSS, FSR 3.1, and FSR 4) work, and that players have reached Hyrule Field, Castle Town, Kakariko Village, and the dungeons, with open bugs; cards without mesh shaders aren’t supported. The repository holds lists of Vulkan pipeline states recorded by players, which only store hashes and formats, with no game code or data. Version 2.1.0 is from November 11. 51 of its last 100 commits list Claude as a co-author.

You needYour own copy of The Legend of Zelda: Ocarina of Time for Switch 2, at the exact version it supports (program 0400486024DEC000, update v131072, build e0f3ccfa), as a .nup file or as romfs and exefs folders. 64-bit Windows 10 or 11 or Linux (glibc 2.35 or newer, and a CPU with AVX2 for the AppImage); a GPU with Vulkan 1.3 and mesh shaders (NVIDIA RTX 20 or newer, AMD RX 6000 or newer, Intel Arc), 16 GB of RAM, ideally 8 GB of VRAM, and about 60 GB free while building.

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