Astral Chain Recomp PC & Linux Vulkan Guide

Astral Chain Recomp (captainj-sparrow/astral-chain-pc-recomp) is an MIT-licensed static recompilation that lifts Astral Chain ARM64 code to native x86-64 C over a custom Vulkan renderer. Built on the TotK Recomp pipeline with extensive timing, HDR10, and upscaling engineering by @capibawa, it runs start-to-credits on Windows and Linux without CPU emulation or shader stutter, shipping zero proprietary game files.

60 FPS SyncedExact Perfect Dodge, Assault & cutscene timings
DLSS / XeSS / FSR 3Temporal upscaling with native-res 2D HUD
16:10 to 48:9Ultrawide camera, HDR10 & bounce-light GI
Gigabyte GeForce RTX 3090 graphics card illustrating native Vulkan command replay and DLSS temporal upscaling
Astral Chain Recomp replays NVN command buffers directly on Vulkan 1.3, pre-compiling shader stage libraries during setup so combat encounters run without pipeline compilation hitches.

Select your Windows, Linux, or macOS build

Inspect verified byte counts, 64-character SHA-256 checksums, and direct GitHub Releases links for captainj-sparrow/astral-chain-pc-recomp (1.18.0) and the separate swaymun/AC-Recomp (v0.1.0) macOS preview.

Release binaryAstral.Chain-Setup-1.18.0-windows.zip
Release tag1.18.0
Verified byte size222,640,534 B (212.33 MiB)
GitHub repositorycaptainj-sparrow/astral-chain-pc-recomp

Playable start-to-credits on Windows 10/11 x64 (SSE4.2+, Vulkan 1.3). Includes 60 FPS timing fixes, DLSS/XeSS/FSR 3, HDR10, ultrawide up to 48:9, and ao = gi bounce light.

SHA-256 digest

896fd68844870e0e57f0781e5f4a43a13ee91a331d98bece376f0cda6b0d4ebc

Setup or launch sequence

Unpack zip -> Run Astral Chain-Setup.exe -> Select your 1.0.0 base + 1.0.1 update + prod.keys -> Builds astralchain.exe

Static recompilation vs traditional Switch emulation

Combining the CPU lifter from LAS Recomp with host service overrides and a multi-threaded Vulkan 1.3 backend from the TotK Recomp lineage removes runtime JIT overhead altogether.

SubsystemSwitch Emulators (JIT)Astral Chain Recomp (x86-64)Practical Impact in Combat
CPU executionDynamic ARM64 JIT translation at runtimeAhead-of-time ARM64-to-C lift compiled with Clang/LLD (x86-64-v3 AVX2 or v2 SSE4.2)Runs cleanly on older quad-core CPUs; three virtual Horizon cores with 250 us async preemption
60 FPS action & cutscene pacingLegacy 60 FPS mods broke Assault Attack windows and desynced voicesReal-time clock step (realtime = 1), fixed action counters (1.6.0), synced 60 FPS in-engine cutscenes & 30 FPS VP9 movie catch-up (1.13.0)Perfect Dodge, Sync Attacks, 360-spin inputs, and cloth physics behave identically to 30 FPS reference timing
Shader & texture streamingFirst-encounter shader compilation and ASTC decode spikesOffline SPIR-V translation (ac_xlate) + setup-time driver pre-warming + background ASTC preparation (1.8.0)Eliminates traversal and enemy-spawn hitches; automatic VRAM panic recovery added in 1.12.2
Display & lighting pipelineScaled 1080p targets with stretched HUDNative 32n x 18n render targets up to 3840x2160, DLSS/XeSS/FSR 3, aspect = wide up to 48:9, HDR10, and ao = gi radiance cascadesCrisp native HUD anchored to ultrawide edges, emissive-aware SSGTAO, and bounced surface color tinting
1.18.0Latest Windows & Linux release (2026-11-15)
~14 GBInstalled footprint (~11 GB temp merge space)
48:9 MaxUltrawide & 16:10 camera with corner HUD
0 BytesProprietary Nintendo or PlatinumGames data

Two open-source recompilation projects compared

Players searching for an Astral Chain PC or Mac port encounter two distinct GitHub repositories built on different runtime lineages and expecting different game versions.

Windows & Linux x64

Release 1.18.0 Highlights

Published on 2026-11-15, version 1.18.0 resolves a crash right before the ending credits roll and introduces a fourth Ambient Occlusion tier, ao = gi (High + bounce light), using screen-space radiance cascades so lit walls and floors tint nearby characters. Read the full release history.

One-Click Updates & Launcher

No Re-Extraction on Updates

Starting in 1.14.2 and 1.16.0, updating an existing installation no longer requires re-selecting your base and update dumps: click Update my installed game in Astral Chain-Setup or manage builds automatically through RecompLauncher.

Apple Silicon Preview

AC-Recomp v0.1.0 on macOS

Maintained separately by swaymun on top of SuperMarioWonderRecomp and MoltenVK, AC-Recomp compiles a native ARM64 AC-Recomp.app bundle on macOS 13+ from a base 1.0.0 NSP, reaching the File 01 highway chase at 30 FPS.

AttributeAstral Chain Recomp (Windows & Linux)AC-Recomp (Apple Silicon macOS)
Upstream repositorycaptainj-sparrow/astral-chain-pc-recomp (MIT)swaymun/AC-Recomp (MIT original code; SuperMarioWonderRecomp base)
Current release & binaries1.18.0 (Astral.Chain-Setup-1.18.0-windows.zip 212.33 MiB; x86_64.AppImage 231.96 MiB)v0.1.0 preview (AC-Recomp-v0.1.0-macos.dmg 4.67 MiB; macos.zip 2.18 MiB)
Playability statusPlayable start-to-credits; ending credits crash fixed in 1.18.0Early preview: boots opening, character creation, and File 01 motorcycle chase at 30 FPS on M-series Macs
Required user game filesBase game 1.0.0 (XCI or NSP) plus 1.0.1 update (NSP) + prod.keysBase game 1.0.0 (NSP only, no update) + console keys
Graphics & upscalingVulkan 1.3 native, DLSS/DLAA, XeSS, FSR 3, FSR 1, HDR10, ao = gi bounce light, ultrawide 16:10-48:9Vulkan on Metal via MoltenVK, 1,332 offline SPIR-V shaders, FSR 1 upscaling, experimental --fps 60 & --render-res

Interactive astralchain.ini configuration generator

Select your GPU family, monitor aspect ratio, upscaler preset, and gamepad layout to build a verified astralchain.ini file and AC_* environment overrides. See the complete INI key reference for every setting.

Generated astralchain.ini
# astralchain.ini - place next to astralchain.exe (or astralchain on Linux)
[frame rate]
fps = 60
realtime = 1
cloth_realtime = 1
highfps_fix = 1

[performance]
async_preempt = 1
free_cores = 0
timer_1ms = 1
astc_bc = auto
tex_mip_skip = 0
gpl = 1
vk_recorder = 1
vk_dyn_a2c = 1

[display]
device_profile = desktop
fullscreen = 1
window_size = 2560x1440
output_res = 2560x1440
aspect = wide
upscaling = dlss
upscaling_quality = quality
anti_aliasing = smaa
ao = gi
aniso = auto
shadow_scale = 2
draw_distance = 150
hdr = 0

[language]
operation_mode = docked
menu_lang = en

[input]
pad_layout = auto
prompts = auto
motion = 1
rumble = 1
rumble_strength = 130
rumble_triggers = 0
stick_deadzone = 8
AC_* overrides & shader warm
# Place NVIDIA DLSS SDK nvngx_dlss.dll next to astralchain.exe:
copy nvngx_dlss.dll "Astral Chain
vngx_dlss.dll"

# Optional AC_* environment overrides (override astralchain.ini for one run):
AC_FPS=60 AC_UPSCALING=dlss AC_AO=gi ./astralchain

# Rebuild driver shader cache after a GPU driver update:
astralchain.exe --warm-shaders

# In-game shortcuts:
# F1: Settings menu | F10 (or L+R then -/+): Perf overlay | F11: Fullscreen | F12: No-HUD

Keep output_res on a 16:9 32n x 18n grid (1280x720, 1920x1080, 2560x1440, 3840x2160); aspect = wide expands the camera to 16:10, 21:9, or 32:9 without losing the Vulkan device.

Handheld gaming PCs running native x86_64 Vulkan builds with 16:10 aspect ratio support
On Steam Deck and Linux handhelds, device_profile = auto detects Valve Jupiter and Galileo boards, applying 1280x720 output, BC1 ASTC texture re-encoding, and tex_mip_skip = 1024.
AMD Ryzen multi-core processor pins representing parallel ARM64-to-C lifting and shader pre-building
During one-time setup, the installer lifts ARM64 functions to C in parallel worker processes and links astralchain.exe in roughly one minute on modern multi-core CPUs.

Verify setup zip, AppImage & DMG SHA-256 locally

Drop any downloaded .zip, .AppImage, or .dmg archive below. Your browser computes its SHA-256 digest via WebCrypto locally and checks all 52 recorded GitHub release assets with zero file upload.

Drop local .zip, .AppImage, .exe, or .dmg release archive here (or click to browse; hashed locally via WebCrypto with zero upload)
Waiting for a local Astral Chain Recomp / AC-Recomp archive or 64-character SHA-256 digest.

Controllers for dual-stick Legion combat

Astral Chain Recomp uses SDL3 for low-latency gamepad input, rumble curves, gyro aiming, back paddles, and automatic Xbox or PlayStation prompt detection.

8BitDo Ultimate 2C Wireless Controller

Hall-effect sticks and L4/R4 bumpers with low-latency 2.4G dongle for 60 FPS Sync Attacks and Legion positioning.

View on Amazon

GameSir Super Nova Hall-Effect Gamepad

Drift-free Hall sticks, physically swappable ABXY faceplates (pad_layout = xbox or nintendo), and motion gyro via SDL3.

View on Amazon

8BitDo Pro 2 Bluetooth Gamepad

Symmetrical dual-stick layout with Switch/X-Input modes, motion aiming for Bow Legion, and rear paddles (`lpaddle1`/`rpaddle1`).

View on Amazon

GuliKit KK3 Max Wireless Controller

TMR electromagnetic sticks and 1000 Hz polling for tight 360-spin and Perfect Dodge input windows on Windows and Linux.

View on Amazon

Affiliate disclosure: As an Amazon Associate, astralchainrecomp.wiki earns from qualifying purchases at no added cost to you.

Technical questions on Astral Chain Recomp

Verified answers from upstream source code, release notes, and issue trackers.

Does Astral Chain Recomp include game ROMs, keys, or Nintendo code?

No. Neither captainj-sparrow/astral-chain-pc-recomp nor swaymun/AC-Recomp distributes any Nintendo or PlatinumGames code, assets, shaders, fonts, or keys. The setup wizard compiles astralchain.exe locally on your machine from your own legally obtained copy of Astral Chain (base 1.0.0 plus the 1.0.1 update for the Windows/Linux port).

Are gameplay timings and cutscenes accurate at 60 FPS?

Yes. Since release 1.6.0 (gameplay action windows, Perfect Dodge, Assault Attack, and 360-spin) and release 1.13.0 (in-engine cutscene audio synchronization and pre-rendered 30 FPS VP9 movie catch-up), the port plays from opening to credits at 60 FPS without audio drift. You can still toggle 30 FPS live in the F1 menu.

How do I enable NVIDIA DLSS or DLAA on Windows?

Download nvngx_dlss.dll from NVIDIA's DLSS SDK and place it next to astralchain.exe inside your installed game folder before launching. Press F1 -> Graphics (or set upscaling = dlss in astralchain.ini) and pick Native (DLAA), Quality, Balanced, Performance, or Ultra Performance. Intel XeSS (libxess.dll) and AMD FSR 3 are already bundled.

Why does Windows SmartScreen warn when opening Astral Chain-Setup.exe?

Both Astral Chain-Setup.exe and the locally compiled astralchain.exe binary are unsigned open-source executables without a commercial EV code-signing certificate. Always verify your downloaded zip's SHA-256 checksum against the GitHub Releases ledger before choosing More info -> Run anyway.

Do I need my game dumps again when updating to 1.18.0?

No, provided your folder was installed with version 1.0.0+ update support and still contains astralchain-install.json. Unpack the 1.18.0 setup archive, launch Astral Chain-Setup.exe, click Update my installed game, and select your existing Astral Chain directory; saves in profile/save and settings in astralchain.ini are preserved.

What shortcuts control the in-game menu, FPS counter, and No-HUD mode?

Press F1 (or Start + Select on a gamepad in supported screens) for the Dear ImGui settings menu, F10 (or hold L + R and press Minus + Plus on a controller) to cycle the performance overlay without triggering Legion Fusion on L3 + R3, F11 for borderless fullscreen, and F12 to hide the gameplay HUD for screenshots.