highball README

The project's README from github.com/gauthierpiarrette/highball. As one markdown file: README.md.

Highball — a highball glass with ice

Highball

Run Windows games on Apple Silicon. Free, open, and never locked to one Wine build.

License: GPL-3.0 Latest release CI GitHub stars Apple Silicon, macOS 14+

Highball’s Library: nine games in one cover grid, each with its source badge and the open database’s verdict (Verified or Community)

Highball is a native macOS app (and CLI) that sets up Wine, DXMT, D3DMetal and DXVK for you, installs Steam or connects your Epic library, and tells you honestly what runs, what doesn't, and which renderer to use.

The difference is the data. Every verdict comes from an open, CC0 compatibility database: verified runs, per-game renderer verdicts, and the kernel-anti-cheat blocklist, with provenance on every claim. It's a standalone dataset any tool can build on (highball-db, browsable at gethighball.com/database), so you can check whether your game runs before downloading a byte.

Download

Download Highball for Apple Silicon (.dmg)

macOS 14+, notarized. Drag it to Applications, open it and press Get started: Highball installs Rosetta if needed, downloads the engine and prepares a Windows environment, then asks where your games are (Steam, Epic, or a Windows program you have).

Or with Homebrew:

brew install --cask gauthierpiarrette/highball/highball

Not sure it'll run your game? Check the compatibility database →

Beta, working end to end: one-button setup → Steam login → game, with the graphics mode picked per game from the database and msync-accelerated launches. Auto-updating. Not a paid tool and not a thin wrapper: engines are assembled from pinned, SHA-256-verified upstream builds, and the compatibility data is public and free for anyone to reuse.

Will my game run?

That's the whole point of the project, so the answer lives in an open, CC0 database: a verified renderer verdict, the frame rate people actually got, and provenance on every claim. Verified runs, community reports and machine-derived predictions are labelled separately, so you always know which one you're looking at, and it flags kernel-anti-cheat titles as impossible before you download 80 GB.

Search your game in the database →

Cyberpunk 2077, for one, runs 60–82 fps on an M5 (D3DMetal + FSR 2.1). Renderer switching, 32-bit apps via Wine's WoW64, Windows runtimes, ReShade, and your Epic library via Legendary work too.

What doesn't work yet

Several store launchers with an embedded browser (Chromium/CEF) UI don't render under this Wine build. Rockstar is blocked (it needs a CrossOver-only loader patch), and Ubisoft Connect and GOG Galaxy don't render a usable login window (Ubisoft stays unpainted, GOG comes up black), so you can't sign in. Battle.net and the EA app are flaky. GOG's DRM-free offline installers can be run directly in a bottle, and Epic works through Legendary. Each case is tracked in the recipe's knownIssues.

Getting started

Requires Apple Silicon and macOS 14+, and prompts for Rosetta 2 if needed.

First run takes a while: the engine download is a few hundred MB, and Steam's first launch unpacks its own ~235 MB client. Under Rosetta that can take 15 to 25 minutes; the strip at the bottom of the window shows the step, the elapsed time and the range it usually takes. Let it finish. If it stalls, relaunch and it resumes.

Everything lives in ~/Library/Application Support/Highball/. Nothing touches /usr or /Library; deleting that folder is a full uninstall.

⌘C / ⌘V / ⌘A work inside Windows apps — the Command keys are mapped to Ctrl, and Option to Alt so Alt-based game bindings keep working. Turn it off per environment (Settings, then Environments) for Wine's default, where Command acts as Alt.

Prefer the terminal? The CLI does everything the app does.
git clone https://github.com/gauthierpiarrette/highball && cd highball        # the app + CLI
git clone https://github.com/gauthierpiarrette/highball-db ../highball-db     # recipes + game database (CC0)
swift build -c release
.build/release/highball engine install spike/engine-manifest.json
.build/release/highball engine accept x64-sikarugir10.0_6-r0 apple-gptk-license-2023-08-17  # optional: D3DMetal
.build/release/highball bottle create play --recipe steam
.build/release/highball run play Steam

Run every command from the highball repo root. Recipe and database paths resolve relative to the current directory, with highball-db as a sibling folder.

Played something? highball report files the result to the open database (community reports already cover M4, M5 and macOS 15). The in-app Report a Problem button is for bugs in Highball itself.

Why Highball is built this way

This niche has a cautionary tale: Whisky was archived in 2025. Highball is built to avoid the ways these tools tend to die:

Architecture in one paragraph

highball (CLI) and the app are thin views over HighballKit: an engine is a manifest-defined bundle (Wine + runtime dylibs + renderer overlays) laid out under engines/<id>; a bottle is a WINEPREFIX plus bottle.json; renderers (WineD3D / DXMT / D3DMetal / DXVK) are directory overlays selected per launch via WINEDLLPATH_PREPEND; recipes are declarative JSON steps (installer, registry, winetricks, sync, renderer, pin, note) applied to a bottle. D3DMetal is gated behind explicit acceptance of Apple's Game Porting Toolkit license and is never redistributed in this repository.

Contributing

Licensing

App + CLI + HighballKit: GPL-3.0 (LICENSE). Recipes and database: CC0-1.0 (in highball-db). Wine is LGPL; DXMT is MIT/LGPL; DXVK is Zlib; D3DMetal is Apple-licensed (non-commercial, downloaded separately, never modified). Highball has no paid tier and never will: the app is GPL-3.0 and the data CC0, so anyone can rebuild and redistribute it for free, and a locked paid tier could never hold.

Credits

Standing on: Wine · Gcenx (the entire free Mac Wine supply chain) · 3Shain's DXMT · Sikarugir · Apple's Game Porting Toolkit · Whisky, whose honesty about its own limits shaped this design.

highball (gauthierpiarrette/highball)

Searching Database…

这是什么?Highball 是一款原生 macOS 应用(带配套 CLI),负责装好 Wine、DXMT、D3DMetal 和 DXVK,让你在 Apple Silicon 上跑 Windows 游戏,背后还有一个开放的兼容性数据库,告诉你哪些游戏真的能玩。
它是 GUI 应用,还是也有 CLI?都有:macOS 应用和 “highball” CLI 都是名为 HighballKit 的共享引擎之上的薄薄一层视图,所以 CLI 能做应用能做的一切。
怎么安装 Highball 并让游戏跑起来?下载已公证的 .dmg(或用 Homebrew 安装),拖进 Applications,打开后按 Get started——它会按需安装 Rosetta、下载 Wine 引擎、准备 Windows 环境,然后询问你的游戏在哪(Steam、Epic 或某个 Windows 程序)。
需要什么硬件和 macOS 版本?一台运行 macOS 14 或更高版本的 Apple Silicon Mac;如果缺 Rosetta 2,首次运行时会自动安装。
每个游戏都真能跑吗?不能——先查那个开放的兼容性数据库。几个内嵌 Chromium 界面的启动器渲染不出来,Rockstar 被拦,Ubisoft Connect 和 GOG Galaxy 显示不出能用的登录窗口,Battle.net 和 EA app 时灵时不灵,带内核级反作弊的游戏在下载之前就会被标记为没戏。
它的许可是什么情况?应用、CLI 和 HighballKit 都是 GPL-3.0;兼容性配方和数据库则单独以 CC0-1.0 授权,任何人都能自由复用。
为什么不接着用 Whisky 或 CrossOver,而要再做一个 Wine 封装?Whisky 已在 2025 年归档,Highball 的设计就是为了避开这类工具的死法:引擎由固定版本、经 SHA-256 校验的上游构建组装,而不是自定义补丁;兼容性数据库本身就是产品,以开放的 CC0 数据发布。
数据库里的兼容性结论有多可信?每条条目都标注来源——已验证运行、社区报告,或机器推导的预测——并带出处和 lastVerified 字段(引擎、macOS 版本、芯片),你能清楚知道某个结论有多扎实。
还没安装任何东西之前,能先查某个游戏能不能玩吗?可以,CC0 兼容性数据库可以在 gethighball.com/database 在线浏览,下载之前就能查到某个游戏的渲染器结论和上报的帧率。
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