Awesome Game Mashups
Games rebuilt inside other games.
133 entries: 114 core projects, 7 unconfirmed sightings and 12 related projects. Not all entries are verified releases.
Made one? Submit your project · Report a correction · Browse the visual site
Community: chasm server on Discord — the community behind SkyCraft and the 2010 Rust Rewrite Mashup, where many of these mashups are first shared · chasm (chasmlol) on GitHub
Catalogue updated: 2026-10-13. This is an editorial update date, not a blanket verification date.
Listed availability is not a play-test or safety certification. Source code is not automatically a ready-to-install download. Unconfirmed sightings and related projects are counted separately.
Contents
- Featured projects
- New to the catalogue
- Browse projects
- Unconfirmed sightings
- Related projects
- Project details
- About this list
Featured projects
Editorial picks for variety, not a ranking or a claim of play-testing.
| Project | What it is | Status | Demo |
|---|---|---|---|
| SkyCraft | Brings Minecraft building, exploration and gameplay into Skyrim. | Released · Code available · Experimental | — |
| 2010 Rust Rewrite Mashup | Combines Modern Warfare 2 multiplayer, Skate-style skating and a Minecraft world. | Released · Code available | — |
| Killcraft | Runs Minecraft movement, combat, inventory, mobs and building inside ULTRAKILL levels. | Released · Code available · Experimental | — |
| SkateGM | Runs Skate 3 physics, tricks and scoring inside Garry's Mod, including multiplayer. | Released · Code available | — |
| OWCraft | Runs real Minecraft movement, blocks and inventory on Outer Wilds planets. | Released · Code available · Experimental | — |
| FalloutCraft | Runs Minecraft movement, building, HUD and combat inside Fallout 4's Commonwealth. | Released · Code available · Experimental | — |
| ValCraft | Runs Minecraft movement, blocks, inventory and combat inside Valheim while both games stay active. | Released · Code available · Experimental | — |
| GTA Trilogy Multiverse Portals | Runs GTA III, Vice City and San Andreas simultaneously with live portals between them. | In development · Video only | Watch |
| Mario Mode — SM64 in Spider-Man 2 | Runs Super Mario 64's movement, health and combat directly inside Marvel's Spider-Man 2's New York. | Released · Code available · Experimental | — |
New to the catalogue
Added to this index within seven days of the editorial update; not necessarily newly released games.
TempleMaps · Super Sekiro 64 · SK8V · PeakCraft · MinePeak · Minecraft Zombies (bo2mc) · Mario for Rec Room · LethalCraft
Full weekly digest · Atom feed
Browse projects
Available to play
| Project | What it is | Status | Demo |
|---|---|---|---|
| 2010 Rust Rewrite Mashup | Combines Modern Warfare 2 multiplayer, Skate-style skating and a Minecraft world. | Released · Code available | — |
| Arcade Mod Reloaded | Adds six playable arcade games, including Tetris, Pac-Man and Donkey Kong, to Minecraft. | Released · Code available | — |
| BNes Fork (NES on Minecraft servers) | Runs NES games on in-world arcade machines in Minecraft Paper servers, drawing frames on map items with synced controls and Plasmo Voice audio. | Released · Code available | — |
| BullySkate | Lets Jimmy skate through Bullworth using Skate 3 physics. | Released · Code available | — |
| Celeste Doom | An Everest code mod that runs classic Doom, with sound, as a level inside Celeste. | Released | — |
| Classic64 — Mario in ClassiCube | A ClassiCube plugin that adds a playable Super Mario 64 Mario to Minecraft Classic-style worlds. | Released · Code available | — |
| CraftMSC | Runs real Minecraft 1.12.2 inside My Summer Car. | Released · Experimental | — |
| CrossplayProject — Minecraft ↔ Roblox | Links Minecraft and Roblox so players, blocks and chat synchronize between both games. | Released · Code available · Archived | — |
| CS-Craft | Adds a Minecraft Overworld/progression mode to a CS:GO Rust/Bevy rewrite. | Released · Code available · Experimental | — |
| Dark Souls: Remastest / Remastester | Mixes Halo maps and weapons with a major Dark Souls multiplayer and combat overhaul. | Released | Watch |
| DDNet SM64 — Mario in Teeworlds | Drops a 3D Super Mario 64 Mario into the 2D multiplayer game DDNet (Teeworlds). | Released · Code available · Experimental | — |
| Dead by Daylight Add-On (Zero Squad) | Recreates Dead by Daylight’s generators, chases, traps and survivor systems in Minecraft Bedrock. | Released | Watch |
| DOOM in Factorio | Runs the original Doom in real time inside a dedicated Factorio world as a mod-portal mod. | Released · Code available · Experimental | Watch |
| DOOM in Hearts of Iron IV | Plays DOOM's shareware first episode inside Hearts of Iron IV as a Workshop mod. | Released · Code available | — |
| DOOM on Hytale — PapiSpielt | Reconstructs classic DOOM WAD levels as Hytale worlds with enemies and items mapped into Hytale. | Released · Code available · Experimental | — |
| Doom-in-Doom | Runs a second copy of Doom on a wall inside unmodified DOS Doom II using a code-execution exploit. | Released · Code available | Watch |
| DOOMSona (DOOM in Persona 5 Royal) | Makes full Doom playable on the retro console in Persona 5 Royal, complete with in-game rewards. | Released · Code available | — |
| EldenCraft | Runs real Minecraft Java inside Elden Ring, composited into one frame with mining, building, the Nether and progression. | Released · Code available · Experimental | — |
| ER Mario | Runs Super Mario 64's movement, health and combat inside Elden Ring. | Released · Code available · Experimental | — |
| FalloutCraft | Runs Minecraft movement, building, HUD and combat inside Fallout 4's Commonwealth. | Released · Code available · Experimental | — |
| FortressCraft (FortCraft) | Plays Minecraft as a Team Fortress 2 mercenary, with TF2's classes, weapons and buildings running against Minecraft's world and mobs. | Released · Code available · Experimental | — |
| FreeDoom386i | Runs playable Freedoom on My Winter Car's in-game 386 PC with sound and keyboard controls. | Released | — |
| Freeplay Mod (Arcade Paradise) | Adds an arcade cabinet to Arcade Paradise that runs real arcade and GBA games through libretro. | Released · Experimental | — |
| G64 | Puts a fully playable Super Mario 64 Mario, with his original moveset, into Garry's Mod. | Released · Code available | Watch |
| Garry's Redemption | Runs Garry's Mod movement, physgun, toolgun, weapons and spawn menu inside RDR2. | Released · Code available · Experimental | — |
| gmDoom (+ gmDoom Maps) | A Lua partial port of Doom that loads Doom weapons, monsters and WAD maps straight into Garry's Mod. | Released | — |
| Good Enough Game Integration (GEGI) | Plays itch.io and Newgrounds web games interactively inside Minecraft through an embedded Chromium view. | Released · Code available | — |
| GrandTheftMinecraft | Recreates Minecraft creative-mode building, inventory, mobs and items directly inside GTA V Story Mode. | Released · Code available · Experimental | — |
| GTA San AnSkateas | Runs Skate 3 skating, tricks and physics on GTA San Andreas streets and collision. | Released · Code available · Experimental | — |
| GTA Skate 3 Trilogy | Combines a Vice City rewrite with Skate 3's skating runtime. | Released · Code available · Experimental | — |
| gzdoom-sm64 — Mario in Doom | Replaces the Doom player with Super Mario 64's Mario inside the GZDoom engine. | Released · Code available · Experimental | — |
| Halfcraft (Minecraft in Half Sword) | Puts real Minecraft blocks, mobs and combat into Half Sword's arenas. | Released · Code available · Experimental | — |
| HyCraft | Lets Minecraft players join Hytale servers and interact with their worlds. | Released · Code available · Experimental | — |
| hytale2mc | Lets Minecraft and Hytale players join the same synchronized cross-game minigames. | Released · Code available · Experimental | hytale2mc.mp4 |
| Juni Emu — GBA in Minecraft | A Forge mod that plays Game Boy Advance cartridges inside Minecraft, found in generated game stores. | Released · Experimental | — |
| Just Doom It (Elin) | Adds a DOOM arcade cabinet to Elin that runs the real Managed Doom engine and pays out casino chips. | Released · Code available | — |
| Killcraft | Runs Minecraft movement, combat, inventory, mobs and building inside ULTRAKILL levels. | Released · Code available · Experimental | — |
| L4D2 x Minecraft | Runs real Minecraft inside Left 4 Dead 2 with building, items, mobs and experimental co-op. | Released · Code available · Experimental | — |
| Latte Doom | Runs DOOM inside Minecraft using the Mocha Doom engine. | Released | — |
| LethalCraft | Minecraft inside Lethal Company through a SkyCraft-derived bridge, with Steam/LAN co-op. | Released · Code available · Experimental | — |
| LibertyCraft | Runs Minecraft movement, inventory and building inside GTA IV's Liberty City. | Released · Code available · In development · Experimental | Watch |
| Mario for Rec Room | Super Mario 64's Mario physics in old offline Rec Room builds via libsm64 and BepInEx. | Released · Code available · Experimental | Watch |
| Mario Mode — SM64 in Spider-Man 2 | Runs Super Mario 64's movement, health and combat directly inside Marvel's Spider-Man 2's New York. | Released · Code available · Experimental | — |
| Minecraft PassthroughIV | Draws a real Minecraft Java session into GTA IV's Liberty City. | Released · Experimental | — |
| Minecraft Zombies (bo2mc) | Black Ops II Zombies rounds every night in a Minecraft world on the IW4L Rust engine. | Released · Code available · Experimental | — |
| MinecraftNES | A NES emulator built entirely from vanilla Minecraft resource-pack shaders. | Released · Code available · Demo | — |
| MinePeak | Rebuilds PEAK's daily island and climbing rules inside Minecraft from your own PEAK install. | Released · Code available · Experimental | — |
| Morrowind: PipBoy Edition (Holo-Wind) | Plays Morrowind, run by OpenMW, live on Fallout 4's Pip-Boy screen via a holotape. | Released · Code available | — |
| MW2 x Risk of Rain 2 (MW2xRoR2) | Adds a Risk of Rain 2 survivor that plays with Modern Warfare 2's own movement, weapons, HUD and killstreaks. | Released · Code available · Experimental | — |
| NG64 — Mario in BeamNG.drive | Lets you play as Super Mario 64's Mario in BeamNG.drive. | Released · Code available · Experimental | — |
| NucleDoom | Runs DOOM inside Minecraft with controls and sound. | Released · Code available | — |
| Ocarina of Time in Minecraft | Recreates Zelda: Ocarina of Time in Minecraft, with its story, bosses, quests and items. | Released | Watch |
| OpenLara SM64 — Mario in Tomb Raider | Lets you play Tomb Raider 1 as Super Mario 64's Mario, switching between Mario and Lara. | Released · Code available | — |
| OWCraft | Runs real Minecraft movement, blocks and inventory on Outer Wilds planets. | Released · Code available · Experimental | — |
| PipeLink Launcher — GTA SA × Skate 3 × MW2 | Runs Skate 3 and MW2 gameplay modes inside GTA San Andreas. | Released · Code available · Experimental | Watch |
| Pokémon Red in Minecraft | Rebuilds the Pokémon Red adventure as a playable game inside vanilla Minecraft. | Released | — |
| Project Inception | Runs a playable second Minecraft game on a screen inside Minecraft. | Released · Code available | — |
| Retro Handheld Emulator 1x1 scale | Runs playable Game Boy games on a giant in-world display inside Hytale. | Released | — |
| Retro64 | Lets you toggle into Super Mario 64's Mario, with original physics, inside a Minecraft world. | Released · Code available | Watch |
| Retromod 2.0 (and GNES / GEMU) — ckosmic's Garry's Mod emulators | A lineage of in-game console emulators for Garry's Mod, from GNES (2016) to the RetroArch-based Retromod 2.0. | Released | — |
| Schedule I Doom TV | Plays DOOM on the in-game televisions in Schedule I. | Released · Code available | — |
| SK8V | Skate 3 Flick-It skating, grinds and scoring inside GTA V Legacy Story Mode. | Released · Code available · Experimental | — |
| SkateGM | Runs Skate 3 physics, tricks and scoring inside Garry's Mod, including multiplayer. | Released · Code available | — |
| SkyCraft | Brings Minecraft building, exploration and gameplay into Skyrim. | Released · Code available · Experimental | — |
| SM64 Generations | Replaces Sonic with Super Mario 64's Mario, using his exact controls and moveset, in Sonic Generations. | Released | — |
| sm64-san-andreas (Super Mario 64 in GTA San Andreas) | An ASI plugin that lets you swap CJ for a fully physical Super Mario 64 Mario in GTA San Andreas. | Released · Code available · Experimental | Watch |
| SMC64 — Mario in Halo: CE | Puts a playable Super Mario 64 Mario into Halo: Combat Evolved. | Released · Code available · Experimental | Watch |
| Subnauticraft (Subnautica Link) | Bridges Subnautica and Minecraft so Minecraft movement, health and building drive Subnautica, with multiplayer. | Released · Code available | — |
| Super Sekiro 64 | Plays Sekiro as Super Mario 64's Mario with real SM64 movement and combat through Sekiro's damage pipeline. | Released · Code available · Experimental | — |
| Supersonic Mario | A BakkesMod plugin that lets players run around Rocket League matches as Super Mario 64's Mario. | Released · Code available | — |
| talemonpokemon | Recreates Pokémon catching, battles, evolution and trainer progression inside Hytale. | Released | Watch |
| Ultracraft | Plays the real ULTRAKILL inside real Minecraft: Java Edition, drawing it into Minecraft's window. | Released · Code available | — |
| UltraDoom / UltrakillDoom | Lets you play DOOM on the shop terminals inside ULTRAKILL. | Released · Code available | Watch |
| Ultrakill in Ultrakill | Plays ULTRAKILL on in-game terminals inside ULTRAKILL, three instances deep. | Released · Code available · Demo | — |
| Ultrakill64 | A proof-of-concept that drops Super Mario 64's Mario into ULTRAKILL's sandbox using libsm64. | Released · Code available · Demo | — |
| ValCraft | Runs Minecraft movement, blocks, inventory and combat inside Valheim while both games stay active. | Released · Code available · Experimental | — |
| VM Computers | Build a working PC inside Minecraft that runs a real VirtualBox virtual machine, Doom included. | Released · Code available · Archived | — |
| WadSupport (DOOM in The Simpsons: Hit & Run) | Runs DOOM, via doomgeneric, from an FMV call inside The Simpsons: Hit & Run mods, with a Kwik-E-Mart arcade demo mod. | Released · Code available | — |
| WitcherCraft | Lets you play The Witcher 3 as Minecraft's Steve (walk, build, fight) while real Minecraft runs alongside. | Released · Code available | — |
| Wither Storm × GTA V Passthrough | Runs Minecraft's Wither Storm simulation inside GTA V and bridges its effects into Los Santos. | Released · Code available · Experimental | Watch |
| WowCraft — Minecraft inside World of Warcraft | Runs Minecraft movement, combat, building and items through World of Warcraft 1.12.1. | Released · Experimental | Watch |
Code, demos and projects in development
Public code can still require compilation. Video-only entries have no public build listed.
| Project | What it is | Status | Demo |
|---|---|---|---|
| ArkWeb | Runs Spider-Man's native traversal through Batman: Arkham Knight's Gotham. | Code available · Experimental | Watch |
| Attack on Elden Ring | Brings Attack on Titan Tribute Game 2's ODM gear movement into Elden Ring using both games at once. | Code available · Experimental | — |
| CS:GO systems inside Project Zomboid | Adds CS:GO weapons, shooting and movement to Project Zomboid. | In development · Video only | Watch |
| DOOM in Sonic Mania | Adds a main-menu option to Sonic Mania that boots a playable Chocolate Doom inside the game. | Code available | — |
| DoomMaps | Runs DOOM on Hytale’s in-game world-map screen. | Code available · Demo | — |
| fnv-libsm64 | Plays Fallout: New Vegas as Super Mario 64's Mario via an xNVSE plugin using libsm64. | Code available · Experimental | — |
| GTA Trilogy Multiverse Portals | Runs GTA III, Vice City and San Andreas simultaneously with live portals between them. | In development · Video only | Watch |
| Halo / MW2 Director | Runs Halo CE characters and map data inside a native MW2/IW4L prototype. | Code available · Experimental | — |
| Halocraft | Adds destructible Minecraft-style blocks and maps to Halo 3 multiplayer. | Released · Unavailable | Watch |
| HellGate: Doom Portal | Opens a portal from Minecraft into a playable DOOM II experience. | Released · Unavailable | — |
| HytaleDoom | Lets you control DOOM from inside Hytale. | Code available · Demo | Watch |
| Mario 64 in Minecraft (Zckyy) | Lets you play as Super Mario 64's Mario inside Minecraft, with the decompiled SM64 movement code driven by Minecraft's blocks. | Released · Code available · Experimental · Unavailable | — |
| Minebonk | Rebuilds Minecraft-style combat, inventory, mobs and bosses natively inside Megabonk. | Code available · In development | — |
| Minecraft Classic 0.30 inside Hytale | Shows Minecraft Classic running on Hytale’s in-game world-map screen. | In development · Video only | Watch |
| Minecraft Crossover Bridge | Brings Minecraft blocks, mobs and combat into Monster Hunter: World or Elden Ring on Apple Silicon Macs. | Code available · In development | — |
| Minecraft in GTA V | Runs real Minecraft movement, building, mobs and combat inside GTA V Story Mode. | Code available · Experimental | — |
| Minecraft in Minecraft (CHUNGUS 2 redstone computer) | A playable miniature Minecraft running on a redstone computer built inside Minecraft. | Code available · Demo | Watch |
| Minecraft Ring | Runs real Minecraft movement, building and combat inside Elden Ring through a Windows D3D12 bridge. | Code available · In development · Experimental | — |
| Minecraft voxel engine inside Super Mario 64 | Adds Minecraft-style terrain, blocks and lighting to Super Mario 64. | In development · Video only | Watch |
| Minecraft X Half-Life | Ports SkyCraft's Minecraft passthrough model to Half-Life. | Code available · In development · Experimental | — |
| Minecraft X Saints Row: The Third Remastered | Runs real Minecraft inside Saints Row: The Third Remastered, with building, TNT and combat in Stilwater. | Code available · In development · Experimental | — |
| Minecraft ↔ Hytale crossplay (SSquadTeam) | Lets Minecraft and Hytale players share a synchronized Hytale-hosted world. | Code available · In development | — |
| Morrowind in Elden Ring | Recreates Morrowind’s world and gameplay inside Elden Ring. | In development · Video only | Watch |
| New VegasCraft | Composites Minecraft into Fallout: New Vegas and lets you build in the Mojave. | Code available · In development · Experimental | — |
| PeakCraft | Play PEAK with Minecraft physics, HUD and blocks: a SkyCraft port using shared-memory mods. | Code available · Experimental | — |
| PokeWorlds Online | Rebuilds classic top-down Pokémon as a multiplayer game inside Hytale. | In development · Video only | Watch |
| Skate 3 Board for Garry's Mod | Runs Skate 3's board physics, tricks, cameras and bails inside Garry's Mod. | Code available · In development · Experimental | — |
| Skate Fortress 2 | Runs Skate 3's recovered skating simulation inside Team Fortress 2, including tricks, grinds, bails and multiplayer prediction. | Code available · In development · Experimental | — |
| SubCraft | Connects Minecraft physics, blocks and mobs to Subnautica's world and rendering. | Code available · In development · Experimental | — |
| TempleMaps | Runs Windows 95 and FreeDOS on a Hytale world map through the JPC x86 emulator. | Code available · Experimental | — |
| UltraRing | Runs ULTRAKILL's V1 movement and weapons inside Elden Ring with both games open. | Code available · Experimental | — |
| Wasmcraft game demos | Runs games including DOOM, Celeste Classic and Super Mario Bros. inside vanilla Minecraft. | Code available · Demo | Watch |
| World of Skatecraft | Runs Skate 3 physics and tricks inside World of Warcraft 1.12.1. | Code available · Experimental | Watch |
Unconfirmed sightings
These are leads, not confirmed downloads. Footage does not prove wider implementation claims.
| Project | What it is | Status | Demo |
|---|---|---|---|
| Black Ops II Hijacked inside Minecraft | Runs a Black Ops II Hijacked FPS port directly inside Minecraft's Java/Fabric runtime. | Video only · Unconfirmed | — |
| Doom in Balatro | Creator footage of Doom running inside Balatro's Jokers collection menu; no public download found. | Video only · Unconfirmed | Watch |
| Earlier viral Minecraft in Skyrim footage | Earlier Minecraft-in-Skyrim footage remains unsourced; it is not the verified SkyCraft project. | Unconfirmed | — |
| Escape from Skyrim (Tarkov in Skyrim) | Viral video of Escape from Tarkov gameplay systems in Skyrim, with no release. | Video only · Unconfirmed | Watch |
| Minecraft in Cyberpunk 2077 | A viral claim puts Minecraft gameplay inside Cyberpunk 2077. | Unconfirmed | — |
| Minecraft in Elden Ring | TobynJacobs’ footage shows Minecraft-style gameplay in Elden Ring; wider claims remain unconfirmed. | Video only · Unconfirmed | Watch |
| World at War Zombies web crossovers (P.E. Cooper) | Viral videos of a browser port of WaW Zombies mashed up with Fortnite, Wii Sports, Mario Kart and more; not public. | Video only · Unconfirmed | Watch |
Related projects
| Project | What it is | Status | Demo |
|---|---|---|---|
| ccboy — Game Boy in Minecraft | Streams Game Boy gameplay from an external emulator to ComputerCraft monitors in Minecraft. | Code available · Related | — |
| Chanyoris | Runs a full competitive falling-block puzzle game inside a Minecraft map item. | Released · Related | — |
| DOOM RING | DOOM Eternal's guns, glory kills, HUD and combat music inside Elden Ring, built from your own DOOM Eternal install. | Released · Related | — |
| DOOMTEST (Arma Reforger) | A Doom-style shooter, with a map editor, on an arcade cabinet inside Arma Reforger. | Released · Related | — |
| GEMU — retro consoles in Garry's Mod | Puts playable retro consoles and handhelds into Garry's Mod. | Released · Code available · Experimental · Related | — |
| GeometryTale | Recreates Geometry Dash-style 2D levels as a playable Hytale world. | Released · Related | Watch |
| MGBridge (Minecraft and Garry's Mod) | Historical bridge that lets friends play Minecraft and Garry's Mod at the same time in a linked room. | Code available · Related | — |
| Minecraft, but It's Crash Bandicoot (Remake) | Recreates two Crash Bandicoot levels with custom gameplay in Minecraft. | Released · Related | Watch |
| passthrough-mod-toolkit | Generates the shared-memory bridge skeleton for two-process "passthrough" game mashups from one schema. | Code available · Experimental · Related | — |
| Portal Zombies | Adds Portal-themed scenery and teleporters to a Black Ops III Zombies map. | Released · Unavailable · Related | — |
| Requiem x Minecraft — Building and Survival | Adds Minecraft-style building, hotbar and survival mechanics to Resident Evil Requiem. | Released · Unavailable · Experimental · Related | — |
| Sonic the Hedgehog — Ultimate Speed & Combat Mod | Recreates Sonic-style high-speed movement and combat systems inside GTA V Story Mode. | Released · Experimental · Related | Watch |
Project details
Descriptions are sourced from project material; a listing does not mean this catalogue has run the software.
2010 Rust Rewrite Mashup
Guest: Skate 3, Minecraft
Host: Call of Duty: Modern Warfare 2 via IW4L
Creator: chasmlol
Status: Released · Code available
Approach: from-scratch Rust MW2 runtime + Skate 3 mode + Minecraft world/runtime integration
A from-scratch Rust rewrite of MW2 that combines MW2 multiplayer, Skate 3-style skating and a real generated Minecraft world. The Minecraft mode includes blocks, mobs, inventory, mining/placing and world generation; Skate mode uses data from a user-owned Xbox 360 copy. v0.4.0 (2 Oct 2026) improved Minecraft-world frame pacing, made block edges grindable while skating, and fixed several gameplay/stability issues.
Requirements: Your own copy of Modern Warfare 2 (README: only tested with the Steam version). Optional for Skate 3 mode: the Xbox 360 version of Skate 3 (extracted default.xex plus data folder) and a controller. Minecraft map: internet connection on first run plus curl; the game downloads ~125 MB of Minecraft 26.3 files from Mojang's servers (Minecraft itself is not required to be installed).
Platforms documented: Windows
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
SkyCraft
Guest: Minecraft: Java Edition
Host: The Elder Scrolls V: Skyrim Special Edition
Creator: chasmlol
Status: Released · Code available · Experimental
Approach: Skyrim SKSE plugin + Minecraft Fabric mod communicating via shared memory
Minecraft remains running as the game-logic side while Skyrim renders the world. Movement, inventory, HUD, blocks, digging, fluids, lighting, combat and parts of Minecraft progression are integrated into Skyrim's world.
Requirements: Skyrim Special Edition on the Anniversary Edition runtime (developed/tested on 1.7.104), SKSE64 and Address Library for SKSE Plugins (AE all-in-one); a Microsoft account that owns Minecraft: Java Edition. The release bundles a portable Prism Launcher with Minecraft 26.3, Fabric and Fabric API (Java downloaded by Prism). README budgets ~3 GB extra RAM and ~1.5 GB disk, and heavily recommends Alternate Start - Live Another Life (the Helgen opening may leave you stuck). Camera mods such as Improved Camera SE, SmoothCam and True Directional Movement conflict.
Platforms documented: Windows
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Minecraft Crossover Bridge
Guest: Minecraft: Java Edition 1.21.1
Host: Monster Hunter: World / Elden Ring via CrossOver on Apple Silicon macOS
Creator: justbustin
Status: Code available · In development
Approach: Fabric + native Windows bridge DLLs + shared memory + frame/depth compositing
Minecraft runs natively on macOS while the host game runs under CrossOver. The bridge composites Minecraft blocks, mobs and the player's hand into the host frame with depth/lighting, maps host collision into Minecraft, and bridges combat damage in both directions.
Requirements: Apple Silicon Mac (tested M2 Max, macOS 14.3); CrossOver 26 (tested 26.3) with Windows Steam and the game in a bottle. Monster Hunter: World 15.23.00 (build 421810) via DXMT; Elden Ring app 1.17.1 (eldenring.exe 2.7.1.0) via D3DMetal (needs macOS 15.4+, or the documented macOS 14 shim), launched offline without Easy Anti-Cheat. Homebrew mingw-w64, Temurin 21 and 25, Xcode Command Line Tools, Minecraft: Java Edition 1.21.1 with Fabric. Built from source with the repo's install scripts; no binary releases.
Platforms documented: macOS (Apple Silicon)
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
HytaleDoom
Guest: DOOM
Host: Hytale
Creator: tr7zw
Status: Code available · Demo
Approach: Java Doom implementation rendered and controlled through a Hytale mod
A deliberately rough proof-of-concept built in a few nights. DOOM is rendered as raw pixel data inside Hytale and is controlled from the game.
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
DoomMaps
Guest: DOOM
Host: Hytale
Creator: ssquadteam (Sadat Sahib / iamcxv7)
Status: Code available · Demo
Approach: Hytale plugin + world-map framebuffer rendering
Runs DOOM through Hytale's in-game world-map display at a targeted 35 FPS, with movement/action controls mapped from Hytale input. It requires the user to supply the DOOM shareware WAD.
Requirements: A Hytale server; build from source with Gradle (no releases); depends on ssquadteam's TaleLib and VideoMaps; needs the user-supplied DOOM shareware doom1.wad in the plugin data folder.
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
HyCraft
Guest: Minecraft: Java Edition 1.21.11
Host: Hytale server
Creator: EdwardBelt
Status: Released · Code available · Experimental
Approach: protocol bridge translating Minecraft packets into Hytale's server protocol
Minecraft clients can connect to a Hytale server without a client mod. HyCraft converts chunks and biomes, synchronises entities and inventory, and translates block interaction and combat.
Requirements: A Hytale server and Java 25. Minecraft Java Edition 1.21.11 clients connect through the plugin's protocol bridge; optional deeper integration uses Hyxin mixins.
Platforms documented: Server-side Java
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
UltraDoom / UltrakillDoom
Guest: DOOM (1993)
Host: ULTRAKILL
Creator: Squaresweets
Status: Released · Code available
Approach: BepInEx plugin built on DoomInUnityInspector / Managed Doom lineage
Turns ULTRAKILL's diegetic shop terminals into playable DOOM instances. A legitimate or shareware DOOM WAD is supplied by the user.
Requirements: ULTRAKILL with BepInEx; put UltraDoom.dll in plugins and, in plugins/doom, a DOOM.WAD from a legitimate copy (shareware works), the RLNDGM.SF2 soundfont and (optionally) ultradoom.wad. The prebuilt DLL ships in the repository (no GitHub releases).
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
HellGate: Doom Portal
Guest: DOOM II
Host: Minecraft: Java Edition 1.20.4
Creator: fate_worshipper
Status: Released · Unavailable
Approach: Fabric mod / OpenGL integration
An in-world portal and altar launch a playable DOOM II experience from Minecraft; DOOM saves and progress persist between sessions.
Requirements: Minecraft Java Edition 1.20.4 with Fabric; the project listing describes a Doom II experience launched through its in-world portal and persistent Doom progress.
Platforms documented: Minecraft Java Edition 1.20.4
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
NucleDoom
Guest: DOOM (1993), Freedoom
Host: Minecraft: Java Edition
Creator: Patbox
Status: Released · Code available
Approach: server-side Fabric mod
Runs classic DOOM inside Minecraft with controls and sound support. The project supports the shareware DOOM data and Freedoom.
Requirements: Fabric server with Plasmid, Polymer and Fabric API; client mods are not needed (Modrinth: client unsupported, server required). Ships Doom shareware and Freedoom WADs. The repo's master branch has an unreleased 'Update to 26.3' commit (2026-09-29).
Platforms documented: Minecraft Java Edition 1.21.4
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Wasmcraft game demos
Guest: DOOM (1993), Celeste Classic, Minecraft 4k, Super Mario Bros., Pong
Host: Minecraft: Java Edition
Creator: SuperTails
Status: Code available · Demo
Approach: WebAssembly compiled to vanilla Minecraft datapacks
A historically important technical precursor: Wasmcraft compiles WebAssembly programs into Minecraft datapacks and has public demonstrations of multiple games, including DOOM, Celeste Classic and an NES emulator running Super Mario Bros.
Requirements: Build the compiler from source with Rust >= 1.58; the output datapack runs in vanilla Java Edition with no game modification.
Platforms documented: Minecraft Java Edition 1.16+
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Dead by Daylight Add-On (Zero Squad)
Guest: Dead by Daylight
Host: Minecraft: Bedrock Edition
Creator: Zero Squad / MidoriyaMC
Status: Released
Approach: Minecraft Script API / JavaScript gameplay systems
Recreates generator objectives and skill checks, pallets/vaulting, health states, hooks, lockers, Trapper bear traps, terror radius, carrying/wiggle mechanics and custom UI.
Requirements: Minecraft Bedrock (CurseForge lists 1.26.50, 1.26.40, 1.26.30 and 1.21.130); the 'Beta APIs' (GameTest Framework) world toggle must be on.
Platforms documented: Minecraft Bedrock Edition
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Arcade Mod Reloaded
Guest: Tetris, Pac-Man, Pong, Snake, Space Invaders, Donkey Kong
Host: Minecraft: Java Edition 1.20.1
Creator: Bay4lly; original mod by SuperHB
Status: Released · Code available
Approach: Forge arcade-machine recreations
A modern port/continuation of the older Arcade Mod with six playable arcade recreations inside Minecraft.
Requirements: Minecraft Java Edition 1.20.1 with Forge.
Platforms documented: Minecraft Java Edition 1.20.1
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Halocraft
Guest: Minecraft
Host: Halo 3 / Halo: The Master Chief Collection
Creator: InfernoPlus
Status: Released · Unavailable
Approach: Halo 3 multiplayer maps with destructible Minecraft-style voxel structures using Halo's physics
Four destructible Minecraft maps built inside Halo 3. This is more than a texture swap: the key technical feature is destructible block geometry in a host engine not designed for Minecraft-style terrain destruction.
Requirements: Halo: The Master Chief Collection on PC with Halo 3; subscribe through Steam Workshop (4.138 GB).
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Dark Souls: Remastest / Remastester
Guest: Halo
Host: Dark Souls: Prepare to Die Edition
Creator: InfernoPlus and collaborators
Status: Released
Approach: extensive Dark Souls modding; Halo maps/weapons plus multiplayer overhaul
A large multiplayer-focused Dark Souls overhaul that evolved into a Halo/Dark Souls mashup, including Halo maps and weapons alongside major multiplayer and combat changes.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Ocarina of Time in Minecraft
Guest: The Legend of Zelda: Ocarina of Time
Host: Minecraft
Creator: Rivero
Status: Released
Approach: long-form Minecraft adventure-map recreation with custom systems, bosses, quests and progression
A seven-year solo recreation designed to be playable from beginning to end, covering the world, bosses, sidequests, story and items rather than only reproducing the map geometry.
Requirements: Download is 'Legend of Zelda Ocarina of Time 1.18.1.zip' (445 MB, name-your-own-price) on itch.io; the filename indicates Minecraft 1.18.1, but the page names no edition.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Pokémon Red in Minecraft
Guest: Pokémon Red
Host: Minecraft: Java Edition 1.11.2
Creator: MrSquishyYT / Mr. Squishy
Status: Released
Approach: vanilla command blocks + resource pack
A complete playable recreation of Pokémon Red built in vanilla Minecraft, reproducing the original progression and game systems rather than only the Kanto map.
Requirements: Minecraft Java Edition 1.11.2, using the downloadable world/resource-pack package from the creator's CurseForge listing.
Platforms documented: Minecraft Java Edition 1.11.2
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Minecraft voxel engine inside Super Mario 64
Guest: Minecraft-style voxel/world systems
Host: Super Mario 64 / Nintendo 64
Creator: Arthurtilly
Status: In development · Video only
Approach: custom voxel engine written inside the SM64 engine
Runs on emulator and, with reduced render distance, on original Nintendo 64 hardware. The demonstrated build has infinite terrain generation, multiple block types and biomes, early fluid support and lighting features.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Morrowind in Elden Ring
Guest: The Elder Scrolls III: Morrowind
Host: Elden Ring
Creator: InfernoPlus and collaborators
Status: In development · Video only
Approach: large-scale world/asset conversion and recreation in Elden Ring's engine
An ongoing recreation of Morrowind in Elden Ring. A May 2026 update showed major progress beyond the original world conversion, including functional combat, spells and gear, but it remains unfinished and no public build has been located.
- Watch demo
- Creator post
- Update
- Creator second channel (AnotherPlus): Update Video #1 (2025-10-29)
- Creator second channel (AnotherPlus): Update Video #2 (2026-05-06)
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Minecraft Classic 0.30 inside Hytale
Guest: Minecraft Classic 0.30
Host: Hytale
Creator: Sadat Sahib / iamcxv7 / SSquadTeam
Status: In development · Video only
Approach: software-rendered Minecraft framebuffer streamed through Hytale's world-map system
Primary creator footage demonstrates Minecraft Classic rendered inside Hytale's map display using pixel-data manipulation. This is kept separate from DoomMaps because it is a different guest game and no public Minecraft build has been located.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Minecraft in Elden Ring
Guest: Minecraft
Host: Elden Ring
Creator: TobynJacobs
Status: Video only · Unconfirmed
Primary creator footage exists, but no public repository/download was located; broader implementation claims remain externally unreproducible.
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Minecraft in GTA V
Guest: Minecraft: Java Edition 26.3
Host: Grand Theft Auto V Legacy (Story Mode)
Creator: Rehan Sheikh / rehan-remade
Status: Code available · Experimental
Approach: Fabric guest + ScriptHookV/ReShade GTA host linked by local WebSocket and shared-memory frame transport
Minecraft Java runs beside GTA V rather than being reimplemented. GTA drives Minecraft's camera and ground, Minecraft exports colour/depth and gameplay events, and the GTA plugin depth-composites the result while mirroring building, explosions, projectiles and mob interactions.
Requirements: Windows 10/11 with WSL (the scripts are bash and batch); GTA V Legacy (Steam, story mode; Enhanced is not supported); ScriptHookV with its ASI loader (fetched by gta/fetch_deps.sh, tied to the supported game build, built against 3889); ReShade 6.8.0 with add-on support loaded via the ASI loader; Minecraft Java 26.3 with Fabric Loader 0.19.5+ and Fabric API 0.161.0+26.3; JDK 25; MSVC Build Tools; Windows Python with websockets. The primary example is explicitly offline/story-mode only.
Platforms documented: Windows
- Source code
- Creator profile
- Primary field note
- GTA V Enhanced derivative
- Packaged GTA V Enhanced derivative
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Minecraft in Cyberpunk 2077
Guest: Minecraft
Host: Cyberpunk 2077
Creator: Not established
Status: Unconfirmed
No matching public source/release verified as of 2026-10-01.
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Earlier viral Minecraft in Skyrim footage
Guest: Minecraft
Host: The Elder Scrolls V: Skyrim
Creator: Not established
Status: Unconfirmed
Earlier viral Minecraft-in-Skyrim footage was not independently sourced. Do not conflate it with SkyCraft, which is a separate public project.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Portal Zombies
Guest: Portal
Host: Call of Duty: Black Ops III Zombies
Creator: xdferpc
Status: Released · Unavailable · Related
Scope note: uses Portal textures, models and teleporters in a custom Zombies map, but does not attempt to recreate Portal's full game systems.
Portal-themed Zombies map using Portal textures, models and teleporters; not a full Portal systems recreation.
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Project Inception
Guest: Minecraft
Host: Minecraft: Java Edition 1.16.x
Creator: Arc-blroth
Status: Released · Code available
Approach: Fabric mod + second Minecraft process + memory-mapped interprocess communication
Runs a fully featured second Minecraft instance on an in-world display and forwards keyboard/mouse input to the inner game. It is a useful historical precursor to the current wave of game-inside-game projects.
Requirements: Fabric Loader and Fabric API on Minecraft Java 1.16.x (CurseForge lists 1.16.3 for the 1.3.x files). Client-side only; the README says it will not work when Minecraft runs from a network drive because it uses memory-mapped files, and multiplayer is disabled in the nested game.
Platforms documented: Minecraft Java Edition 1.16.3
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Latte Doom
Guest: DOOM
Host: Minecraft: Java Edition 26.2
Creator: blackwithersteve
Status: Released
Approach: vendored Mocha Doom engine running inside Minecraft's JVM
A DOOM source port for Minecraft. Mocha Doom owns the game simulation while Minecraft renders it. The project requires the user's own copy of DOOM. Its linked source repository was unavailable during this verification, so it is not labelled source-available.
Requirements: Minecraft Java Edition 26.2 with Fabric/Fabric API and Java 25, plus the user's own compatible DOOM data. The formerly linked source repository remains unavailable, so source-available is not asserted.
Platforms documented: Minecraft Java Edition 26.2
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
hytale2mc
Guest: Minecraft: Java Edition 1.21.11, Hytale
Host: Synchronized Minecraft (Minestom) and Hytale servers
Creator: alskea
Status: Released · Code available · Experimental
Approach: custom ECS + Minestom + Hytale server plugin + NATS state synchronization
A framework for writing one minigame that runs across Minecraft and Hytale with synchronized game state. The project site currently advertises a live public server at play.hytale2mc.com.
Requirements: Self-hosting needs a NATS server (a Docker Compose file is included), a Gradle build, a Minestom server for the Minecraft side, and the game's -hytale-all jar in a Hytale server's mods folder. The project site says players can join the live public server play.hytale2mc.com with Minecraft Java 1.21.11 or Hytale.
Platforms documented: Minecraft Java Edition 1.21.11, Hytale
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
CrossplayProject — Minecraft ↔ Roblox
Guest: Minecraft, Roblox
Host: Linked Minecraft server and Roblox experience
Creator: Atmerek and contributors
Status: Released · Code available · Archived
Approach: Minecraft plugin HTTP API + Roblox scripts/models
Synchronizes blocks, players, mobs, time/weather, chat, skins and build/break interactions between Minecraft and Roblox. The source repository is archived, but the v1.3 release remains available.
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
Minecraft ↔ Hytale crossplay (SSquadTeam)
Guest: Minecraft: Java Edition, Hytale
Host: Hytale server with an embedded Minecraft server
Creator: Sadat Sahib / iamcxv7 / SSquadTeam
Status: Code available · In development
Approach: Minecraft server inside Hytale's JVM + packet translation + shared world coordinates
Creator footage shows Minecraft and Hytale clients sharing one Hytale-hosted world, including synchronized players, block placement, time of day and cross-game chat. The creator's HytaleBridgeMod source is public on GitHub, with an early README and no releases; no playable build is published.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Retro Handheld Emulator 1x1 scale
Guest: Game Boy software
Host: Hytale
Creator: JuanNasc
Status: Released
Approach: in-Hytale emulator rendering each frame as 23,040 blocks
A fully functional Game Boy emulator running inside Hytale at true 1:1 scale. The creator says frames are computed and rendered live, controls are mapped to in-game blocks, and no external tools are used. Tetris and Batman titles are shown as tested examples.
Platforms documented: Hytale
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
talemonpokemon
Guest: Pokémon systems
Host: Hytale
Creator: talemon
Status: Released
Approach: Hytale gameplay mod recreating Pokémon progression and turn-based battles
Recreates a substantial Pokémon adventure loop inside Hytale: starter selection, biome-based spawning, levels, stats, types, abilities, moves, turn-based battles, capture, party/PC management, experience, evolution and Apricorn/Poké Ball progression.
Platforms documented: Hytale
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
PokeWorlds Online
Guest: Pokémon
Host: Hytale
Creator: PokeWorlds Online
Status: In development · Video only
Approach: Hytale mod/server using a 2D top-down world; creator says it partially uses RPG Maker XP Pokémon Essentials
A work-in-progress multiplayer Pokémon-style project inside Hytale. Creator footage shows a 2D world, party and inventory UI, trainer battles and turn-based combat. No public playable release has been located.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
ccboy — Game Boy in Minecraft
Guest: Game Boy / Game Boy Color software
Host: Minecraft: Java Edition with ComputerCraft / CC:Tweaked
Creator: amatheo
Status: Code available · Related
Scope note: the Game Boy emulator runs as an external headless PyBoy process; Minecraft provides the display and controls.
Frames are streamed over WebSocket to ComputerCraft monitors and player inputs are relayed back to the external emulator.
Requirements: An external server running PyBoy (Python 3.9+ with pyboy, websockets and numpy, or the provided Docker image) and the user's own ROM. On the Minecraft side, ComputerCraft or CC:Tweaked with HTTP/WebSocket enabled and one computer with two attached monitors (screen and touch controller). The client fetches helper libraries from Pastebin.
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
GeometryTale
Guest: Geometry Dash
Host: Hytale
Creator: risp
Status: Released · Related
Scope note: a contained custom-world/minigame recreation rather than a broad runtime or systems port.
Recreates Geometry Dash-style 2D side-scrolling levels as a downloadable Hytale world, including cube/ship play and side-scroller camera setup.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Minecraft, but It's Crash Bandicoot (Remake)
Guest: Crash Bandicoot (1996)
Host: Minecraft: Java Edition
Creator: OfficialTCK
Status: Released · Related
Scope note: a limited two-level custom-world recreation rather than a full game/runtime port.
Recreates two Crash Bandicoot levels in Minecraft with custom gameplay mechanics and resource packs.
Requirements: Vanilla Minecraft: Java Edition (v1.6 targets 26.2). No mods are needed, but one of the two bundled audio resource packs (Classic or N. Sane) must stay enabled.
Platforms documented: Minecraft Java Edition 26.2
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
ValCraft
Guest: Minecraft: Java Edition 26.3
Host: Valheim
Creator: LoAlCo
Status: Released · Code available · Experimental
Approach: Minecraft Fabric mod + Valheim BepInEx plugin communicating through shared memory
Minecraft runs hidden and supplies movement, inventory, HUD, blocks and combat while Valheim supplies terrain, weather, creatures and dungeons. The bridge streams Valheim collision into Minecraft, renders Minecraft content in Valheim and carries combat and loot between both games.
Requirements: Valheim on Steam, an owned Minecraft: Java Edition account, and roughly 3 GB of additional RAM for the Minecraft guest. The creator documents Gale/r2modman-style mod-manager setup and an optional guided installer.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
GTA San AnSkateas
Guest: Skate 3
Host: Grand Theft Auto: San Andreas (classic PC 1.0 US)
Creator: ryglizzy
Status: Released · Code available · Experimental
Approach: C++ ASI plugin + Rust FFI bridge to the Skate 3 engine
CJ can switch into Skate 3-style skating on San Andreas streets, using Skate 3 controls, tricks, grinds, bails and camera behaviour against GTA's collision. Setup requires user-owned copies of GTA San Andreas and Skate 3.
Requirements: GTA San Andreas classic PC 1.0 US and the user's own Skate 3 Xbox 360 disc image are required; the release setup script builds the crossover from those user-owned game files.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Wither Storm × GTA V Passthrough
Guest: Minecraft: Java Edition 1.20.1, Cracker's Wither Storm Mod
Host: Grand Theft Auto V Legacy
Creator: VortexisTV
Status: Released · Code available · Experimental
Approach: Forge bridge + GTA plugin + ReShade depth compositing
Minecraft remains responsible for simulating the Wither Storm while the bridge draws it into Los Santos. GTA pedestrians and vehicles are represented by Minecraft-side proxies so tractor beams, consumption, projectiles, explosions, weather and other storm effects can feed back into GTA.
Requirements: GTA V Legacy Story Mode and Minecraft Java 1.20.1 on the same Windows PC, with Forge 47.4.10, Cracker's Wither Storm Mod 4.2.1, JDK 17, a compatible ScriptHookV/ASI loader and ReShade 6.8.0 with full add-on support.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
FalloutCraft
Guest: Minecraft: Java Edition 26.3 (Fabric), Minecraft: Java Edition 1.21.1 (NeoForge)
Host: Fallout 4
Creator: zeyvu
Status: Released · Code available · Experimental
Approach: F4SE plugin + Minecraft Fabric mod using shared memory
Minecraft supplies movement, blocks, hearts, inventory and combat while Fallout 4 keeps the Commonwealth, NPCs, quests, Pip-Boy and saves. v0.1.3 adds a NeoForge 1.21.1 route intended for use alongside other Minecraft mods.
Requirements: Fallout 4 1.11.240 on Steam with F4SE 0.7.9+ and Address Library, plus either Minecraft 26.3 with Fabric Loader 0.19.5+/Fabric API 0.161.0+26.3 on Java 25, or Minecraft 1.21.1 with NeoForge 21.1.x on Java 21.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
GTA Skate 3 Trilogy
Guest: Skate 3
Host: Grand Theft Auto III and Grand Theft Auto: Vice City (re3/reVC rewrites)
Creator: irregularnetwork
Status: Released · Code available · Experimental
Approach: reVC/re3 rewrite lineage + Skate 3 Rust rewrite integration
A playable Vice City / Skate 3 mashup built from the open reVC/re3 lineage and the Skate 3 Rust rewrite. The repository was originally published as Vice-City-Skate-1.0 before being renamed.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Minecraft X Half-Life
Guest: Minecraft: Java Edition 26.3
Host: Half-Life
Creator: SawyerTheNerd
Status: Code available · In development · Experimental
Approach: Half-Life SDK hooks + SkyCraft shared-memory protocol
Minecraft runs hidden and supplies player physics, blocks, items, mobs, inventory and combat while Half-Life supplies maps, monsters and rendering. The project streams Half-Life map collision into Minecraft and bridges damage and interactions in both directions. The README lists known issues and says newer pieces, such as mob pathfinding on Half-Life maps and shared death, have not been play-tested across the whole game.
Requirements: Windows 10 or 11 and Half-Life on Steam (25th anniversary update). Setup needs Git for Windows (Git Bash), Python 3.10+ with pillow and pyyaml, Visual Studio 2019 Build Tools (MSVC v142, C++ workload), and Minecraft: Java Edition installed and run once. Setup downloads the Half-Life SDK, SkyCraft, model tools and a portable Java 25; the first run downloads Minecraft 26.3.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
CS-Craft
Guest: Minecraft 26.3
Host: Counter-Strike: Global Offensive rewrite runtime
Creator: FrosttysBots / Frostty
Status: Released · Code available · Experimental
Approach: from-scratch CS:GO runtime + Minecraft Overworld special mode
The public v0.1.0 build includes an Overworld mode that keeps CS:GO-style movement, weapons and HUD while adding streamed Minecraft terrain, creatures, survival inventory, crafting, furnaces, Nether progression, strongholds and an Ender Dragon encounter.
Requirements: The release zip CSGO-Rewrite-0.1.0-windows-x64.zip needs the user's own CS:GO Legacy install (the csgo_legacy beta of Counter-Strike 2 on Steam). The README says the zip bundles the Minecraft 26.3 assets used by Overworld mode. Building from source needs stable Rust (2024 edition).
Platforms documented: Windows
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
World of Skatecraft
Guest: Skate 3
Host: World of Warcraft 1.12.1 via benilla
Creator: Kimmo3223
Status: Code available · Experimental
Approach: benilla WoW client + Skate 3 Rust Engine
Pressing J drops the WoW character onto a skateboard using Skate 3's physics, with flick-it tricks, grinds, powerslides and bails anywhere in Azeroth. Setup reads user-owned WoW and Skate 3 files and runs against a local WoW server.
Requirements: World of Warcraft 1.12.1 English client (build 5875), an extracted Skate 3 Xbox 360 folder (default.xex + data/; ISO not accepted), an Xbox-style controller, Docker, about 20 GB free disk, and a few hours once for server map extraction. It runs offline against a local vmangos server; the Skateboarding profession needs the patched server that the Linux setup builds.
Platforms documented: Linux, Windows (experimental)
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
PipeLink Launcher — GTA SA × Skate 3 × MW2
Guest: Skate 3, Call of Duty: Modern Warfare 2
Host: Grand Theft Auto: San Andreas
Creator: Sm1jjj
Status: Released · Code available · Experimental
Approach: GTA ASI integration + Skate bridge + IW4L-derived MW2 runtime support
An installer/launcher for a three-game mashup. Inside GTA San Andreas, F6 switches to Skate 3 mode and F5 switches to an MW2 mode with weapons, points, scoreboard and partially implemented killstreaks. It builds the required integration from user-owned game files.
Requirements: GTA San Andreas 1.0 US is required. Skate 3 support needs the user's own Xbox 360 ISO; MW2 support needs the user's own multiplayer game folder. The launcher targets 64-bit Windows 10/11 and obtains the open tooling it needs separately.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
WowCraft — Minecraft inside World of Warcraft
Guest: Minecraft: Java Edition 26.3
Host: World of Warcraft 1.12.1 via benilla
Creator: over
Status: Released · Experimental
Approach: Minecraft runs hidden and drives a SkyCraft-derived bridge into the benilla WoW client
Creator footage shows Minecraft movement, combat, building and items operating through Azeroth while WoW continues to run quests, mobs, XP and loot. The creator has since published early Windows test builds (v0.1.0 and v0.1.1) on GitHub; that repository holds only the launcher source.
Requirements: Windows 10 or 11 (64-bit), the user's own WoW 1.12.1 client folder, the user's own Minecraft Java Edition (Microsoft account), and about 4 GB free disk. First run extracts server maps from the client (about 10-15 min) and Prism Launcher downloads Minecraft and Java. The bundle includes benilla, vmangos, MariaDB, Prism Launcher, Fabric API, e4mc, Lithium and FerriteCore.
Platforms documented: Windows
- Release / download
- Watch demo
- Project page
- Creator profile
- benilla upstream
- Creator video: release and multiplayer download (2026-10-05)
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
CS:GO systems inside Project Zomboid
Guest: Counter-Strike: Global Offensive
Host: Project Zomboid
Creator: denis.salami
Status: In development · Video only
Approach: Project Zomboid mod built on Project Viewpoint; creator also demonstrates optional Project A-Life support
Creator footage shows CS:GO-style weapons, shooting and movement inside Project Zomboid. The creator says the download is not public yet and has discussed a future installer that would extract required assets from a user's own CS:GO installation.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
OWCraft
Guest: Minecraft: Java Edition 26.3
Host: Outer Wilds
Creator: Yaekai
Status: Released · Code available · Experimental
Approach: Outer Wilds Mod Loader host + SkyCraft-derived Fabric guest over shared memory
Minecraft supplies the player physics, blocks, inventory and interactions while Outer Wilds renders the planets, lighting and Minecraft content. Builds persist across Outer Wilds time loops and restarts.
Requirements: Outer Wilds on Steam with its Mod Manager, an owned Minecraft Java Edition copy, Minecraft 26.3, Fabric Loader 0.19.5 or newer and the corresponding Fabric API. The creator describes testing on one Windows PC; broader compatibility is not established.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
SkateGM
Guest: Skate 3
Host: Garry's Mod
Creator: the-schwilliam
Status: Released · Code available
Approach: native Rust engine module + Garry's Mod Lua add-on
Runs Skate 3's board physics, tricks and scoring on Garry's Mod maps, with multiplayer, minigames, a park editor and a dedicated skating gamemode. Users supply their own Skate 3 files.
Requirements: Garry’s Mod on the x86-64 branch, a controller, and the user’s own Xbox 360 Skate 3 dump are required. The creator recommends disabling Steam Input if the controller does not respond. Each player who skates installs the mod locally.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
BullySkate
Guest: Skate 3
Host: Bully: Scholarship Edition
Creator: Faiqie
Status: Released · Code available
Approach: Skate 3 Rust rewrite + Bully script/ASI integration
Lets Jimmy skate through Bullworth using Skate 3 physics and controller input, with rigging, skater editing, markers and skitching. Users supply their own copies of both games.
Requirements: Bully: Scholarship Edition for Windows v1.200, the user's own extracted Xbox 360 Skate 3 files (default.xex with its data folder), and 64-bit Windows 10 or 11. Xbox/XInput, DualShock 4 and DualSense controllers are supported.
Platforms documented: Windows
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
LibertyCraft
Guest: Minecraft: Java Edition 26.3
Host: Grand Theft Auto IV
Creator: mrborghini
Status: Released · Code available · In development · Experimental
Approach: GTA IV ASI plugin + SkyCraft-derived Fabric mod over shared memory
Minecraft owns movement, inventory, hotbar and blocks while GTA IV owns Liberty City, its camera, traffic and rendering. The creator describes the current source as early development but playable.
Requirements: Linux with Steam + Proton (developed on Arch, Proton 11; Windows untested), GTA IV: The Complete Edition on Steam (the install script downgrades it to 1.0.8.0 and installs FusionFix + ZolikaPatch), owned Minecraft: Java Edition with Prism Launcher, plus bash/curl/unzip/python3; the documented xwin/clang/cmake/JDK 25 toolchain to build. Release notes (2026-10-10) also document a Windows install script.
Platforms documented: Windows, Linux
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
SubCraft
Guest: Minecraft: Java Edition 1.21.1
Host: Subnautica
Creator: FumperForrest
Status: Code available · In development · Experimental
Approach: NeoForge Minecraft guest + Subnautica BepInEx host over shared memory
Minecraft owns player physics, inventory, combat, blocks and mobs while Subnautica owns terrain, creatures, lighting, sound and saves. The shared-memory link and initial physics/rendering stages are implemented; exact collision and broader integration remain in development.
Requirements: Subnautica with the SubCraft BepInEx plugin, and a hidden Minecraft 1.21.1 (NeoForge) instance running the guest mod.
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
New VegasCraft
Guest: Minecraft: Java Edition 26.3
Host: Fallout: New Vegas
Creator: Davozh
Status: Code available · In development · Experimental
Approach: xNVSE + ReShade + Fabric passthrough
Minecraft's colour and depth are composited into Fallout: New Vegas while FNV camera and collision data are sent back to Minecraft, enabling Minecraft building in the Mojave. The project currently targets Linux/Proton and must be built from source.
Requirements: Linux with Steam + Proton, Fallout: New Vegas 1.4.0.525 (Steam) without other ReShade/d3d9.dll mods, owned Minecraft: Java Edition with Prism Launcher, a Vulkan (DXVK) GPU, and git/curl/7z/unzip/JDK 25/mingw-w64 (i686) to build. No binaries are published.
Platforms documented: Linux
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Minebonk
Guest: Minecraft systems
Host: Megabonk
Creator: MGuibas
Status: Code available · In development
Approach: native BepInEx + Harmony recreation inside Megabonk
Unlike the passthrough projects, Minebonk uses one Megabonk process and rebuilds Minecraft-style first-person play, hotbar/inventory, 1.21 combat rules, items, mobs, bosses and loot directly inside the host game.
Requirements: Megabonk (tested on Steam) with BepInEx 6 IL2CPP build be.755. It uses Minecraft Java resources from the local install (tested 26.2) or, if you accept a prompt, downloads about 41 MB from Mojang's servers. Single-process mod; no Minecraft instance is launched.
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
DOOM on Hytale — PapiSpielt
Guest: DOOM / Freedoom levels and systems
Host: Hytale
Creator: PapiSpielt
Status: Released · Code available · Experimental
Approach: WAD parsing + Hytale world reconstruction
Reads DOOM WAD map data and creates the level block-by-block in Hytale, mapping enemies, weapons, armour and other items into Hytale equivalents. The creator explicitly presents it as a showcase rather than a balanced full-game port.
Requirements: Hytale (game version 0.6 for the current file). Downloads the shareware DOOM1.WAD at startup (needs internet); Freedoom is bundled in the JAR (/doom new --mode freedoom).
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
GTA Trilogy Multiverse Portals
Guest: Grand Theft Auto III, Grand Theft Auto: Vice City
Host: Grand Theft Auto: San Andreas / shared GTA runtime
Creator: DryxioGTA
Status: In development · Video only
Approach: modified re3/reVC + plugin-sdk + librw + shared Direct3D device
DryxioGTA's creator demo shows GTA III, Vice City and San Andreas running simultaneously inside one process. Live portals connect the persistent worlds, with engine control switching when the player crosses and bullets/interactions visible across portal boundaries. No public build has been located.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Killcraft
Guest: Minecraft: Java Edition
Host: ULTRAKILL
Creator: goonsn
Status: Released · Code available · Experimental
Approach: ULTRAKILL BepInEx plugin + SkyCraft Minecraft guest over shared memory
A real Minecraft instance runs hidden and owns movement, health, hunger, inventory, weapons, mobs and block building while ULTRAKILL supplies the levels, enemies, checkpoints and rendering. Damage and combat are bridged both ways.
Requirements: The creator documents ULTRAKILL on Steam, BepInEx 5 x64 and an owned Minecraft Java Edition Microsoft account. First launch uses the bundled Prism setup to obtain Minecraft and Java; Skyrim is not required. ULTRAKILL movement and guns are replaced while Minecraft mode is enabled; F9 restores native mode.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
ER Mario
Guest: Super Mario 64
Host: Elden Ring
Creator: Deltaroo / deltarooo
Status: Released · Code available · Experimental
Approach: Rust me3 DLL embedding libsm64 and feeding it Elden Ring Havok collision
Mario's triple jumps, wall kicks, long jumps, ground pounds, attacks, health wedges, coins and Lakitu-style camera run through libsm64 while Elden Ring supplies the world, enemies, encounters and live Havok collision.
Requirements: Elden Ring on Steam, me3, and a user-owned US Super Mario 64 ROM. The creator documents offline-only use and macOS via CrossOver.
Platforms documented: Windows, macOS via CrossOver
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
ArkWeb
Guest: Marvel's Spider-Man Remastered
Host: Batman: Arkham Knight
Creator: luki-1
Status: Code available · Experimental
Approach: dual-game shared-memory bridge with collision streaming and GPU frame compositing
Spider-Man supplies swinging, wall running, crawling, point launches and its character rendering while Arkham Knight supplies Gotham, world collision, grapple targets and combat hand-off. The two live games exchange state through shared memory.
Requirements: Windows 10 x64, Marvel's Spider-Man Remastered v4.0630 on Steam, Batman: Arkham Knight on Steam, an Xbox-style controller, and the documented build/runtime tooling.
Platforms documented: Windows
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
Garry's Redemption
Guest: Garry's Mod
Host: Red Dead Redemption 2
Creator: codeByAlexff
Status: Released · Code available · Experimental
Approach: shared-memory bridge using an RDR2 Script Hook ASI, a Garry's Mod x86-64 module and frame compositing
Garry's Mod runs hidden beside Red Dead Redemption 2 and supplies the player, sandbox physics, weapons, HUD, physgun, toolgun and Q menu. RDR2 keeps its world, people, horses, wagons and rendering, with interactions bridged between both games.
Requirements: Red Dead Redemption 2 Story Mode, Script Hook RDR2, Garry's Mod on its x86-64 branch, and 64-bit Windows.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Halo / MW2 Director
Guest: Halo: Combat Evolved
Host: Call of Duty: Modern Warfare 2 (IW4L)
Creator: 0xburn
Status: Code available · Experimental
Approach: IW4L native runtime patches plus local Halo CE asset conversion, imported maps/collision and scene/bot tooling
The project patches IW4L for a native Mac crossover: Halo CE Spartans, sounds/effects and converted map geometry can run with MW2 movement, weapons and bot combat. Its documented Battle Creek bridge includes geometry, textures, collision and spawns but not full Halo rules, vehicles or pickups.
Requirements: A user-owned MW2 (2009) Multiplayer install and user-owned Halo CE data, plus the native macOS/Rust/Python toolchain documented by the project.
Platforms documented: macOS (Apple Silicon tested)
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Black Ops II Hijacked inside Minecraft
Guest: Call of Duty: Black Ops II
Host: Minecraft: Java Edition
Creator: Luckey Faraday
Status: Video only · Unconfirmed
Approach: Java/Fabric port rendered through Minecraft's OpenGL context
The creator demo shows Hijacked geometry, collision, bots, navmesh, weapons and FPS rendering running directly in Minecraft rather than as a themed map alone. A public source/release for the Fabric port was not located, so it remains video-only in this catalogue.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Skate 3 Board for Garry's Mod
Guest: Skate 3
Host: Garry's Mod
Creator: DaffyDabz
Status: Code available · In development · Experimental
Approach: Garry's Mod server/client add-on plus native Rust bridge into the SK8-ENGINE simulation
A Garry's Mod add-on and native Rust bridge run Skate 3's reconstructed board/skater simulation inside GMod. The project supplies the GMod-side controls, HUD, camera, bumps and bail handling while user-owned Skate 3 data feeds the simulation and generated presentation assets.
Requirements: A legal Skate 3 Xbox 360 copy, the SK8-ENGINE rebuild/source, Garry's Mod on Windows using an x86-64 client or 64-bit dedicated server, plus the documented Rust/LLVM/Python asset/build tooling.
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Good Enough Game Integration (GEGI)
Guest: itch.io web games, Newgrounds web games
Host: Minecraft: Java Edition
Creator: Pr1nted
Status: Released · Code available
Approach: Minecraft mod + separate headless Chromium helper using shared-memory frames and a local input pipe
Scope note: Embeds arbitrary browser games rather than recreating one named guest title.
GEGI adds an in-game browser catalogue and embeds playable itch.io and Newgrounds web games into a Minecraft screen, with keyboard, mouse and scrolling forwarded to a separate Chromium helper process and rendered frames returned to Minecraft.
Requirements: A supported Minecraft Java version and loader. On first in-game launch the client asks before downloading the Chromium runtime; Windows on ARM falls back to opening games in the system browser.
Platforms documented: Windows, macOS, Linux
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Skate Fortress 2
Guest: Skate 3
Host: Team Fortress 2 / Source SDK Base 2013 Multiplayer
Creator: Naitrate
Status: Code available · In development · Experimental
Approach: Source SDK 2013 fork loading a recovered Skate 3 Rust simulation as libskate3.so in-process
A Source SDK 2013 / Team Fortress 2 mod links the recovered Skate 3 simulation into TF2 in-process. TF2 supplies maps and multiplayer while the Skate engine supplies board physics, tricks, grinds, bails, camera behavior and per-player simulation.
Requirements: Team Fortress 2, Source SDK Base 2013 Multiplayer, the user's own Skate 3 Xbox 360 disc data, Steam, and the documented Linux/Podman build workflow.
Platforms documented: Linux
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
GrandTheftMinecraft
Guest: Minecraft: Java Edition 1.21.11
Host: Grand Theft Auto V Legacy (Story Mode)
Creator: cyteon
Status: Released · Code available · Experimental
Approach: Native C++ ScriptHookV ASI mod plus generated GTA DLC block assets derived locally from official Minecraft data
A native GTA V mod adds a Minecraft hotbar and creative inventory, hundreds of blocks with GTA collision and lighting, Minecraft-style items, Steve, mobs, TNT, ender pearls, bows, the Wither, Elytra and creative flight while GTA V remains the host world.
Requirements: GTA V Legacy (Steam/Rockstar/Epic) in Story Mode only (GTA V Enhanced is not supported), ScriptHookV, OpenIV with OpenIV.asi, and an internet connection on first launch unless Minecraft Java 1.21.11 is already installed. The creator warns not to use the mod in GTA Online; it switches itself off if an online session starts.
Platforms documented: Windows
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Minecraft Ring
Guest: Minecraft: Java Edition 1.21.1
Host: Elden Ring
Creator: siddoff
Status: Code available · In development · Experimental
Approach: Fabric guest + native Windows bridge DLLs with collision sampling, shared GPU or memory frame transfer and D3D12 depth compositing
Scope note: A substantial Windows/Elden Ring adaptation of justbustin's Minecraft Crossover Bridge, with its own native integration and gameplay work; tracked separately from the upstream macOS/CrossOver bridge.
Minecraft Java runs alongside Elden Ring and owns the Minecraft player, blocks, inventory and combat layer. A native Windows bridge maps Elden Ring terrain and enemies into Minecraft collision/hitboxes, composites Minecraft content into Elden Ring with host depth, and carries damage and interactions between both games.
Requirements: Windows x64, Elden Ring App Ver. 1.17.1, Minecraft Java 1.21.1, the user's own copies of both games, and the documented Fabric/native build toolchain. The supported workflow is offline single-player.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Chanyoris
Guest: Chanyoris (original block-puzzle game)
Host: Minecraft: Java Edition servers
Creator: Hatune
Status: Released · Related
Approach: Server plugin rendering a complete puzzle game to Minecraft map pixels, with optional Fabric client rendering
Scope note: Kept adjacent because Chanyoris is an original game authored for Minecraft rather than a port or recreation of an external guest title.
An original competitive block-puzzle game is rendered pixel-by-pixel into a 128×128 Minecraft map and supports solo, versus, battle royale, boss modes, AI, replays, live spectating and cross-server play; an optional Fabric client can replace the map with a native-FPS HUD.
Requirements: Paper 26.1.2+ (with Purpur and Spigot also documented) and Java 25+. No client mod or resource pack is required for the map-based game; the Fabric client is optional.
Platforms documented: Paper, Purpur, Spigot
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Requiem x Minecraft — Building and Survival
Guest: Minecraft-inspired mechanics
Host: Resident Evil Requiem
Creator: Polverrati
Status: Released · Unavailable · Experimental · Related
Approach: REFramework plugin layering Minecraft-inspired UI, survival and placeable-building systems over the host game
Scope note: Kept adjacent because it recreates selected Minecraft-style mechanics rather than running Minecraft or reproducing its broader game systems.
A Resident Evil Requiem plugin, removed from Nexus Mods by staff as of 2026-10-08, layered placeable blocks, barricading, a Minecraft-style hotbar, hearts, hunger, armor, experience and first-person block/item visuals over the base game's environments and horror presentation.
Requirements: Resident Evil Requiem and a working REFramework installation; the mod DLL is installed under reframework/plugins.
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Sonic the Hedgehog — Ultimate Speed & Combat Mod
Guest: Sonic the Hedgehog-inspired gameplay
Host: Grand Theft Auto V (Story Mode)
Creator: GuileHunterX
Status: Released · Experimental · Related
Approach: .NET GTA V script mod with custom movement, combat and character systems
Scope note: Kept adjacent because it recreates a substantial set of Sonic-style mechanics inside GTA V rather than embedding a Sonic game runtime.
A GTA V script mod adds Sonic-style acceleration and momentum, Spin Dash, homing attacks, wall-running, parry/slow-motion, custom combat, rival races, animations and sound effects while GTA V remains the host world.
Requirements: GTA V Story Mode, Script Hook V, ScriptHookVDotNet Enhanced, OpenIV, and the separate character models documented by the creator for the supported Sonic/Metal Sonic functionality. The creator says not to use it in GTA Online.
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
FreeDoom386i
Guest: Freedoom / DOOM-compatible WADs
Host: My Winter Car
Creator: muli32bt
Status: Released
Approach: doomgeneric-based native engine DLL integrated with the in-game 386 PC through 386API
A downloadable My Winter Car mod that launches Freedoom on the game's programmable 386 PC. The player inserts a freedoom diskette, starts it from the DOS prompt and plays on the in-game monitor with live sound and mapped keyboard controls.
Requirements: My Winter Car 64-bit with MSCLoader 1.4.x, the 386API mod, and a Doom-compatible IWAD such as Freedoom. The mod includes doomcore.dll.
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Mario Mode — SM64 in Spider-Man 2
Guest: Super Mario 64
Host: Marvel's Spider-Man 2 (PC)
Creator: ExtCan
Status: Released · Code available · Experimental
Approach: Overstrike .script mod embedding libsm64, integrated with Spider-Man 2's D3D12 rendering, physics collision and damage systems
Pressing M replaces Spider-Man with Mario running the actual Super Mario 64 movement code through libsm64, with his model, animations, voice and sounds loaded from the player's own ROM. The creator documents Mario colliding with the game's physics world, footsteps by surface material, punches, kicks, dives and ground pounds damaging enemies through the game's own damage system, enemies knocking Mario back and draining his health meter, the full SM64 moveset including caps and BLJs, an F8 settings/cheats menu, pedestrian photo poses and photo-mode support. Mario is injected into Spider-Man 2's Direct3D 12 G-buffer so the game's own lighting, shadows and post-processing apply to him.
Requirements: Marvel's Spider-Man 2 on PC, Overstrike with .script support, the .NET 7 Desktop Runtime required by Overstrike, and a user-owned US Super Mario 64 ROM. The creator documents launching the mod through Overstrike rather than directly through Steam/Epic.
Platforms documented: Windows
- Source code
- Release / download
- Creator profile
- libsm64 upstream
- Overstrike mod manager
- Submission issue
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
passthrough-mod-toolkit
Guest: Any guest game (samples target Minecraft: Java Edition)
Host: Any host game (toolkit; protocol samples cover Skyrim Special Edition, Fallout 4 and Valheim)
Creator: Orinkle
Status: Code available · Experimental · Related
Approach: schema-driven code generation for two-process shared-memory passthrough bridges, with stub processes and a round-trip check against existing SkyCraft-family headers
Scope note: a scaffold, not a playable mashup: it does not run or patch games, does not ship a host-side plugin, and its README states it has no on-hardware verification.
A builder's toolkit for passthrough mods, where a guest game (usually Minecraft) owns the player's body and a host game owns the world, with the two processes bridged over shared memory. One schema.yaml generates protocol bindings in C++, C#, Java, Rust and Python; fake-host and fake-guest stubs let bridge logic be exercised without either game installed, and a parameter library and MCP server support agent-driven builds. The creator documents that its schema reproduces the SkyCraft, FalloutCraft and ValCraft protocol headers with zero structural difference.
Requirements: Python 3.9+ with PyYAML for the toolkit. Generated bridges target the user's own game installs and loaders (for example SKSE, BepInEx, ScriptHookV or F4SE), which are not bundled; the host-side game plugin must still be written and calibrated per game build.
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
DOOM in Hearts of Iron IV
Guest: DOOM (shareware Episode 1), Freedoom (MAP01)
Host: Hearts of Iron IV
Creator: Yard1
Status: Released · Code available
Approach: doomgeneric C source -> WebAssembly -> transpiled into HoI4 script; renders and runs entirely within the HoI4 scripting/GUI system
A Hearts of Iron IV Workshop mod that runs the whole DOOM engine, based on doomgeneric, inside the game's own scripting system via a C -> WASM -> HoI4 script pipeline. It ships DOOM shareware Episode 1 plus Freedoom MAP01, and the creator says keyboard input is unreliable but the game is fully playable. The modified C source is on a hoi4 branch of Yard1's doomgeneric fork; the creator says the full transpiler pipeline will be released later.
Requirements: Hearts of Iron IV (Steam); subscribe on Workshop (~197 MB)
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Minecraft PassthroughIV
Guest: Minecraft: Java Edition 26.3
Host: Grand Theft Auto IV: The Complete Edition 1.2.0.59
Creator: Akatoshthe2nd
Status: Released · Experimental
Approach: Passthrough: an ASI plugin in GTA IV plus a Fabric mod over WebSocket. GTA's camera drives Minecraft's, GTA ground becomes Minecraft collision, and depth-tested compositing is used. Ported from rehan-remade/universal-modder's GTA V example.
An ASI plugin and Fabric mod pair that runs Minecraft Java next to GTA IV and renders it from GTA's camera. Blocks are solid for GTA peds and cars, TNT and creepers explode in both games, there is a shared health bar, and Steve's crimes earn wanted stars. The uploader's own page recommends a different GTA IV project as better; that video links to mrborghini, whose LibertyCraft is already catalogued.
Requirements: GTA IV CE 1.2.0.59, Ultimate ASI Loader, Minecraft Java 26.3 + Fabric Loader 0.19.5+ + Fabric API, Java 25, separate MC install
Platforms documented: Windows, Linux (Proton)
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Schedule I Doom TV
Guest: DOOM (Doom1.WAD), DOOM II, Ultimate Doom / TNT / Plutonia IWADs (the 'DOOM 3' edition)
Host: Schedule I
Creator: GrandmasAnkles (GitHub firebirdjsb)
Status: Released · Code available
Approach: MelonLoader IL2CPP mod that adds a DOOM app to Schedule I's in-game TV system via S1API. A bundled native DOOM runtime renders its framebuffer onto the TV, with waveOut SFX and MUS->MIDI music.
Adds DOOM as an app on Schedule I's in-game TVs. A native DOOM runtime renders onto the TV screen and the mod suspends player controls while you play. Separate DOOM II and 'DOOM 3' (Ultimate Doom/TNT/Plutonia) editions are on Nexus as mods 2483 and 2484, and each branch has its own release in the GitHub repo.
Requirements: Schedule I (IL2CPP), MelonLoader 0.7.3+, S1API, user-supplied WAD
Platforms documented: Windows
- Source code
- Release / download
- Project page
- DOOM II TV edition (Nexus)
- Ultimate Doom / TNT / Plutonia edition (Nexus)
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
CraftMSC
Guest: Minecraft: Java Edition 1.12.2 (Forge)
Host: My Summer Car
Creator: Morri (Nexus uploader morrics)
Status: Released · Experimental
Approach: Passthrough built with the rehan-remade/universal-modder plugin from its Minecraft-in-GTA V example. Minecraft renders from MSC's camera, and blocks are solid for the player, cars and NPCs.
An experimental passthrough that runs Minecraft 1.12.2 alongside My Summer Car and renders it into the MSC world. Players can build on roads, blow up the Satsuma with TNT, or fly as Steve with an elytra. The page warns FPS may halve and labels the release experimental.
Requirements: My Summer Car + MSCLoader; Minecraft 1.12.2 + Forge
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Freeplay Mod (Arcade Paradise)
Guest: Arcade ROMs via FB Alpha 2012, Game Boy Advance via mGBA
Host: Arcade Paradise
Creator: superrmain
Status: Released · Experimental
Approach: MelonLoader mod that embeds libretro cores natively in a purchasable in-game cabinet, with an in-cabinet ROM browser and persistent GBA saves
Adds a Freeplay cabinet that you buy from the in-game Arcademania shop and place in your arcade. It runs real arcade ROMs through the FB Alpha 2012 libretro core, or GBA games through mGBA, embedded with no external window. It is experimental and ships no ROMs.
Requirements: Arcade Paradise, MelonLoader, user-supplied ROMs
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
GEMU — retro consoles in Garry's Mod
Guest: SNES, NES, Sega Genesis, Game Boy / GBC / GBA software
Host: Garry's Mod
Creator: Nighthawk42
Status: Released · Code available · Experimental · Related
Approach: Browser-based emulator frontend rendered through GMod's CEF onto in-world CRT TVs and handheld entities, with optional LiveKit spectator streaming and a native input module
Scope note: the emulators run in a self-hosted browser frontend that Garry's Mod displays through its embedded browser; the addon has no default game host.
Adds SNES, NES and Genesis console stations with CRT TVs, plus GB/GBC/GBA handhelds, that you play in-world in Garry's Mod. Games keep running when you walk away, player 2 is supported, and nearby players can watch. It is not subscribe-and-play: server owners must host the web frontend and their own ROMs.
Requirements: GModPatchTool (updated CEF), a self-hosted GEMU web frontend plus legally owned ROMs, server cfg emu_url
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
NG64 — Mario in BeamNG.drive
Guest: Super Mario 64 (Mario via libsm64)
Host: BeamNG.drive
Creator: zer0ducksgiven
Status: Released · Code available · Experimental
Approach: libsm64 (SM64 decomp movement/rendering as a library) integrated into BeamNG.drive
Spawning NG64's Mario from BeamNG.drive's vehicle selector gives Super Mario 64's own movement through libsm64 on any BeamNG map. The creator documents Mario denting soft-body cars with punches, dives and ground pounds, picking up and throwing cars, being run over and set on fire, walking on the map's real collision, and SM64's camera, HUD and music. The user supplies their own US ROM.
Requirements: BeamNG.drive; user-supplied SM64 (US) ROM
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
SMC64 — Mario in Halo: CE
Guest: Super Mario 64 (Mario via libsm64)
Host: Halo: Combat Evolved (Steam MCC)
Creator: KodyJKing
Status: Released · Code available · Experimental
Approach: libsm64 mod for Halo CE in MCC
A libsm64-based mod that runs SM64's Mario movement inside Halo CE in the Master Chief Collection. The latest alpha came out on 1 Oct 2026.
Requirements: Halo: MCC (Steam), SM64 ROM
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Escape from Skyrim (Tarkov in Skyrim)
Guest: Escape from Tarkov (mechanics)
Host: The Elder Scrolls V: Skyrim
Creator: Cydonix
Status: Video only · Unconfirmed
Approach: Unknown
An X video posted on 30 Sep 2026 ('I put Tarkov into Skyrim. Now with guns and everything you would expect') with about 1.1M views, cited by Kotaku on 2 Oct. No download, Nexus page or repo was found.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
G64
Guest: Super Mario 64
Host: Garry's Mod
Creator: ckosmic
Status: Released · Code available
Approach: Lua addon plus native binary module wrapping a fork of libsm64 (SM64 decompilation movement/rendering code); Mario collides with Source BSP geometry
G64 is a Garry's Mod addon that uses ckosmic's fork of libsm64 to run Super Mario 64's decompiled movement code inside Source maps. It includes the full moveset, wing/metal/vanish caps, coins, multiplayer, gamepad and vehicle support. Assets are extracted at runtime from a user-supplied US ROM; Windows and 64-bit GMod only.
Requirements: Garry's Mod 64-bit (x86-64) branch; G64 binary module via G64Installer; user-supplied US Super Mario 64 ROM
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Doom-in-Doom
Guest: DOOM (Chocolate Doom port), Heretic (also demonstrated)
Host: DOOM II (DOS DOOM2.EXE v1.9)
Creator: kgsws
Status: Released · Code available
Approach: Arbitrary code execution via a DOOM2.EXE savegame/WAD exploit (later generalised as kgsws's ACE Engine) loads a Chocolate Doom port whose framebuffer is rendered onto an in-game wall texture
kgsws found a code-execution vulnerability in DOS DOOM2.EXE and used it to load a Chocolate Doom port that renders to a texture inside the host game, effectively a cinema room showing a playable Doom. The same technique was shown running Heretic. The exploit work became the ACE Engine (latest v4, 2023-11-12, LGPL-2.1).
Requirements: Original DOS DOOM II v1.9 executable and WADs
Platforms documented: DOS
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Retro64
Guest: Super Mario 64
Host: Minecraft: Java Edition (Forge 1.20.1 and below; NeoForge 1.21.1+)
Creator: dylanpdx
Status: Released · Code available
Approach: Minecraft mod driving a libsm64 fork (libsm64-retro64) for 1:1 SM64 physics against Minecraft block geometry; separate audio executable
Retro64 uses a libsm64 fork to simulate Super Mario 64's movement code in Minecraft, toggled with the M key. Mario can attack mobs, swim, take damage, travel between dimensions and use the wing cap via elytra. Still actively released in 2026 (1.2.5, 27 Sep 2026).
Requirements: Forge/NeoForge; user-supplied US Super Mario 64 ROM (.z64); shader/render mods (OptiFine, Sodium) unsupported
Platforms documented: Windows, Linux, macOS
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
DOOMSona (DOOM in Persona 5 Royal)
Guest: DOOM (shareware, Ultimate DOOM, DOOM II), Freedoom Phase 1/2, Chex Quest
Host: Persona 5 Royal (PC)
Creator: KingJackSkellington (Persona side) and Xan1242 (DOOM side)
Status: Released · Code available
Approach: Modified Chocolate Doom (forked from DOOM in Sonic Mania) rendering into a D3D11 texture, plus an ASI bridge with game/render hooks and in-game script control; Doom cartridges bought in P5R's second-hand shop and played on Joker's retro console
DOOMSona adds Doom cartridges to Persona 5 Royal's second-hand shop and runs them on the in-game retro console via a modified Chocolate Doom bridged into the game's renderer and scripts. It supports saves, PWADs/custom IWADs, KB+M and gamepad, and grants P5R social-stat rewards for progress. GPL-2.0 source on GitHub.
Requirements: Persona 5 Royal (PC); Reloaded-II mod manager; user-supplied WADs for commercial Doom 1/2
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
gmDoom (+ gmDoom Maps)
Guest: DOOM, DOOM II
Host: Garry's Mod
Creator: Ghor (gmDoom); Jcw87 (gmDoom Maps)
Status: Released
Approach: Pure-Lua partial Doom source port: loads assets and weapons/monsters from the IWAD; gmDoom Maps loads original WAD maps directly into a Source map's open 'host space' (no BSP conversion)
gmDoom is a partial source port of DOOM for Garry's Mod that reads a user's IWAD and spawns Doom weapons, enemies and items in Source maps. The companion gmDoom Maps addon (Jcw87) loads Ultimate Doom/Doom II maps directly from WADs inside a host Source map. Combined lifetime Workshop subscriptions exceed 340k.
Requirements: Garry's Mod; a DOOM IWAD (e.g. DOOM2.WAD, Freedoom or shareware) in the garrysmod folder
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
sm64-san-andreas (Super Mario 64 in GTA San Andreas)
Guest: Super Mario 64
Host: Grand Theft Auto: San Andreas (PC v1.0)
Creator: Headshotnoby (headshot2017)
Status: Released · Code available · Experimental
Approach: ASI plugin (plugin-sdk) using libsm64; M key swaps between CJ and Mario
Headshotnoby's plugin embeds libsm64 into GTA San Andreas so Mario moves with SM64's physics through Los Santos. It is one of a family of libsm64 ports by the same author (ClassiCube, OpenLara/Tomb Raider, GZDoom, DDNet). Latest release is v20250505.
Requirements: GTA SA v1.0 (downgrade Steam copy; not Definitive Edition); Silent's ASI Loader; US SM64 ROM as sm64.us.z64
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
SM64 Generations
Guest: Super Mario 64
Host: Sonic Generations (2011, PC)
Creator: Skyth
Status: Released
Approach: Code mod embedding libsm64/SM64 decomp movement in place of Sonic, colliding with Generations stage geometry
Skyth's mod runs Super Mario 64's decompiled movement through libsm64 in Sonic Generations' stages for both Classic and Modern Sonic slots. It ships no Nintendo assets and asks for a US ROM on first boot. Credits list the sm64, sm64-port and libsm64 projects.
Requirements: Sonic Generations (PC) with mod loader; user-supplied NTSC-U Super Mario 64 ROM
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Supersonic Mario
Guest: Super Mario 64
Host: Rocket League
Creator: Serialbocks
Status: Released · Code available
Approach: BakkesMod plugin embedding libsm64; Mario mapped to Rocket League inputs, networked multiplayer between hosts
Supersonic Mario uses libsm64 to drop a playable, networked SM64 Mario into Rocket League arenas alongside cars. Players supply a US ROM; the installer builds the plugin and sets up BakkesMod. Last release v1.1.1 (Aug 2022).
Requirements: Rocket League + BakkesMod; MSYS2 (installer builds the mod); US SM64 ROM; FPS divisible by 30; port forwarding to host
Platforms documented: Windows
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
DOOM in Sonic Mania
Guest: DOOM (1993)
Host: Sonic Mania (PC)
Creator: TheStoneBanana
Status: Code available
Approach: Chocolate Doom (with Crispy Doom widescreen bits) compiled as a Sonic Mania code mod via ManiaAPI, launched from a new main-menu option
An entry in the Sonic Hacking Contest 2020 that embeds Chocolate Doom in Sonic Mania as a code mod, with gamepad support and a bonus WAD that swaps in Sonic's sprite. The as-is GPL-2.0 source later served as the base for DOOMSona. The SHC download page was not re-checked.
Requirements: Sonic Mania (PC) with Mania mod loader; freeware/shareware data included, or a legitimate DOOM WAD
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Minecraft in Minecraft (CHUNGUS 2 redstone computer)
Guest: Minecraft (miniature reimplementation)
Host: Minecraft: Java Edition (redstone, via MCHPRS)
Creator: sammyuri, with Uwerta, StackDoubleFlow and others
Status: Code available · Demo
Approach: A redstone-built 8-bit CPU (CHUNGUS 2, 1 Hz) with a GPU runs a custom 3D Minecraft-like game: an 8x8x8 world, 16 blocks, crafting, smelting, fall damage, 96x64 display
sammyuri's team wrote a tiny 3D Minecraft for the CHUNGUS 2 redstone CPU and ran it inside Minecraft. It has mining, crafting, smelting and chests at about 0.1 FPS on the accelerated MCHPRS server. The program source is on GitHub and the creator's video description links a world download.
Requirements: MCHPRS (Minecraft High Performance Redstone Server) for usable speed (~10,000x)
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
DOOM in Factorio
Guest: DOOM (1993)
Host: Factorio 2.1
Creator: Lasse Thor Lepik (estgamer / lassethorlepik)
Status: Released · Code available · Experimental
Approach: Pure Factorio mod (Lua control scripts, sprite/sound prototypes) running Doom in real time in a dedicated Factorio world, with Doom menus, HUD, music and saves tied to Factorio saves
This Factorio 2.1 mod runs Doom with its levels, menus, sounds, music, HUD and saves. Doom saves persist with the Factorio save and autosave every 180 seconds. There is no mouselook because of modding API limits. Version 1.0.0 was released on 1 October 2026.
Requirements: Factorio 2.1+; no separate WAD needed (the mod bundles game data)
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Celeste Doom
Guest: DOOM, DOOM II, Final DOOM
Host: Celeste (Everest)
Creator: grubbycoder (Grubby); based on sinshu's Managed Doom
Status: Released
Approach: Fork of Managed Doom (C#) ported from Silk.NET to Monocle, Celeste's framework, and launched as a modded Celeste level with Doom controls mapped to Celeste inputs
Celeste Doom ports the C# Managed Doom engine onto Celeste's Monocle framework. Doom 1, Doom 2 and Final Doom run as a modded Celeste level, with input mapped through Everest. Players supply their own WAD.
Requirements: Celeste with Everest; user-supplied Doom WAD (Kex/Unity rerelease UIs break)
- Release / download
- Source mirror (grubbyplaya/DoomCeleste)
- Creator demo video (grubbycoder, YouTube)
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
EldenCraft
Guest: Minecraft: Java Edition
Host: Elden Ring
Creator: SocketByte
Status: Released · Code available · Experimental
Approach: two-process passthrough: Elden Ring via me3/fromsoftware-rs and a Minecraft Fabric mod, composited with ReShade
Minecraft Java Edition and Elden Ring run at once: Elden Ring supplies the world, enemies, bosses, collision and the player's HP, while Minecraft's integrated server owns items, inventory, blocks, mobs and the HUD, and the two renderers are composited into a single frame. The creator documents minable Elden Ring terrain, building, a lightable Nether portal that transforms the Lands Between, Torrent as a Minecraft horse, stamina-based combat and a progression system. The README labels it early alpha.
Requirements: Windows 10/11 x64 (build 19041+), an owned Steam copy of Elden Ring at executable version 2.7.1.0 and an owned Minecraft Java Edition account. The launcher script downloads checksum-verified portable Java, Prism Launcher, me3 and ReShade, installs Minecraft 26.3 and runs both games; Elden Ring uses a separate EldenCraft.sl2 save and saves are backed up before every launch.
Platforms documented: Windows
- Source code
- Release / download
- Project page
- Creator profile
- Inspired by Minecraft-Ring
- Inspired by minecraft-crossover-bridge
Dated source review: 2026-10-10 Catalogue play-test: Not recorded.
Minecraft X Saints Row: The Third Remastered
Guest: Minecraft: Java Edition
Host: Saints Row: The Third Remastered
Creator: SawyerTheNerd
Status: Code available · In development · Experimental
Approach: dinput8.dll link in SR3 + Minecraft Fabric mod over WebSocket and shared memory, with a Present-hook compositor (derived from universal-modder's Minecraft x GTA V example)
Both games run at once: Saints Row owns the world, vehicles and camera, while on foot Minecraft moves the player, renders from SR3's camera and is depth-tested against SR3's depth buffer. Raycasts turn SR3's floors and walls into invisible Minecraft collision, Minecraft swords, arrows and mobs damage SR3's people through stand-ins, and Minecraft TNT becomes Saints Row explosions. The README calls it early and only partly verified in the real game.
Requirements: Windows 10/11 and Saints Row: The Third Remastered on Steam; building from source needs Visual Studio 2022 Build Tools, CMake, Python 3.10+ with several packages and a portable JDK 25. The first Minecraft start downloads Minecraft 26.3; no binary release is published.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Ultrakill64
Guest: Super Mario 64
Host: ULTRAKILL
Creator: Squaresweets
Status: Released · Code available · Demo
Approach: BepInEx plugin using libsm64-unity
A BepInEx plugin that uses the libsm64 Unity runtime to put Super Mario 64's Mario, with his original movement code, into ULTRAKILL. The creator describes it as a few hours' proof of concept that barely works outside the sandbox and has issues far from the origin or with heavy geometry.
Requirements: ULTRAKILL with BepInEx; the prebuilt Ultrakill64.dll and sm64bundle from the repository's Build folder; the user's own Super Mario 64 (US) ROM named baserom.us.z64 next to the game executable; played in the sandbox's clash mode.
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
Ultrakill in Ultrakill
Guest: ULTRAKILL
Host: ULTRAKILL
Creator: Squaresweets
Status: Released · Code available · Demo
Approach: BepInEx plugin; three game instances exchange frames through memory-mapped files
Three ULTRAKILL instances run at once; each frame, screenshots are passed between them through memory-mapped files and drawn on in-game terminals, and dedicated keys switch which instance the player controls, giving a game-inside-a-game-inside-a-game.
Requirements: ULTRAKILL with BepInEx, and three separate copies of the game folder each running the plugin (the prebuilt UltrakillInUltrakill.dll is in the repository).
Dated source review: 2026-10-08 Catalogue play-test: Not recorded.
gzdoom-sm64 — Mario in Doom
Guest: Super Mario 64
Host: DOOM (GZDoom 3.2.0)
Creator: Headshotnoby (headshot2017)
Status: Released · Code available · Experimental
Approach: GZDoom fork embedding libsm64
A fork of GZDoom 3.2.0 that swaps the Doom player for a playable Super Mario 64 Mario driven by libsm64, moving with SM64's physics through Doom maps. The creator describes it as a work in progress and publishes a development build.
Requirements: A Doom IWAD and the user's own Super Mario 64 (US) ROM.
Platforms documented: Windows
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
OpenLara SM64 — Mario in Tomb Raider
Guest: Super Mario 64
Host: Tomb Raider (1996) via the OpenLara engine
Creator: Headshotnoby (headshot2017)
Status: Released · Code available
Approach: OpenLara fork embedding libsm64 as a submodule
A fork of XProger's open-source OpenLara engine that adds a libsm64 Mario to Tomb Raider 1, with collision work by muddymind. The README marks all 15 TR1 levels as tested and finishable as Mario, and the player can switch between Mario and Lara.
Requirements: Tomb Raider 1 game data and the user's own Super Mario 64 (US) ROM.
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
DDNet SM64 — Mario in Teeworlds
Guest: Super Mario 64
Host: DDNet (Teeworlds)
Creator: Headshotnoby (headshot2017)
Status: Released · Code available · Experimental
Approach: DDNet fork embedding libsm64
A DDNet client fork that spawns a libsm64 Mario from the menu or a /mario server command, bridging SM64's 3D movement code into a 2D multiplayer platformer.
Requirements: The user's own Super Mario 64 (US) ROM.
Platforms documented: Windows, Linux
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
Classic64 — Mario in ClassiCube
Guest: Super Mario 64
Host: ClassiCube (Minecraft Classic-compatible client)
Creator: Headshotnoby (headshot2017)
Status: Released · Code available
Approach: ClassiCube plugin embedding libsm64
A plugin for ClassiCube, a C client compatible with Minecraft Classic, that uses libsm64 to insert a playable Super Mario 64 Mario into block worlds. The README notes it is unrelated to the Retro64 Minecraft mod.
Requirements: ClassiCube and the user's own Super Mario 64 (US) ROM.
Platforms documented: Windows, Linux
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
MinecraftNES
Guest: NES games
Host: Minecraft: Java Edition 1.16 (vanilla resource pack)
Creator: Suso (5uso)
Status: Released · Code available · Demo
Approach: NES emulator implemented in core shader programs of a vanilla resource pack
Emulates the NES inside unmodified Minecraft Java 1.16 using only resource-pack shader programs, with the ROM converted into a texture. It supports mapper 0 and mapper 2 games and includes a TAS input mode.
Requirements: Minecraft Java 1.16.x with Fabulous graphics, and a mapper 0 or mapper 2 NES ROM converted with the repository's ROM.py into the pack's ROM texture.
Platforms documented: Minecraft Java Edition 1.16
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
Retromod 2.0 (and GNES / GEMU) — ckosmic's Garry's Mod emulators
Guest: NES, SNES, Game Boy / GBC / GBA, Sega Genesis and other RetroArch-supported systems
Host: Garry's Mod
Creator: ckosmic
Status: Released
Approach: Garry's Mod addons rendering emulators (JSNES, then RetroArch) onto in-game screen entities
ckosmic built a series of Garry's Mod addons for playing retro console games on in-game screens: GNES (2016), which ran the JSNES emulator and was billed as the first gaming-system emulator in Garry's Mod; GEMU (2017), a multi-system emulator for NES, SNES, Game Boy, GBA and Genesis; the original Retromod (2018); and Retromod 2.0 (2021), which uses RetroArch as its backend. Retromod 2.0 is the current addon; the earlier ones are kept as history.
Requirements: Garry's Mod on Windows; Retromod 2.0 uses RetroArch as its backend and needs the user's own ROMs (see its Workshop installation instructions).
Platforms documented: Windows
- Release / download
- Creator profile
- GNES v0.8.6 (2016, historical)
- GEMU by ckosmic (2017, historical)
- Retromod 1.0 (2018, deprecated)
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
VM Computers
Guest: x86 operating systems and their games (e.g. DOS Doom) via VirtualBox
Host: Minecraft: Java Edition (Fabric 1.15–1.16)
Creator: Delta2Force
Status: Released · Code available · Archived
Approach: Fabric mod driving a local VirtualBox VM and rendering its display in-world
A Fabric mod in which players order computer parts from an in-game satellite and assemble a computer that runs a real VirtualBox virtual machine, displayed and controlled in the Minecraft world. Coverage and creator footage show DOS Doom being played on these in-game PCs.
Requirements: Fabric for Minecraft 1.15–1.16.5, VirtualBox 6.1 or later installed locally, and the user's own OS install media; single-player on the user's own client only.
Platforms documented: Minecraft Java Edition 1.16
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
Just Doom It (Elin)
Guest: DOOM (Managed Doom engine, Freedoom or user IWADs)
Host: Elin
Creator: chitsii
Status: Released · Code available
Approach: Elin mod vendoring Managed Doom (GPL-2.0-or-later) and rendering it as an overlay from a custom arcade cabinet
An Elin mod that adds a playable DOOM arcade cabinet, running the Managed Doom engine with Freedoom data or the player's own DOOM IWADs in an overlay. Frags pay out casino chips into Elin's economy.
Requirements: Elin on Steam with the CWL mod loader; Freedoom data is bundled, and commercial DOOM IWADs can be supplied by the player.
Platforms documented: Windows
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
Juni Emu — GBA in Minecraft
Guest: Game Boy Advance games
Host: Minecraft: Java Edition 1.20.1–1.20.6 (Forge)
Creator: JuniperBear
Status: Released · Experimental
Approach: Forge mod embedding a GBA emulator core
A Forge mod that uses Minecraft as a platform for emulators: GBA cartridges found in world-generated game stores are loaded into an in-game GBA item and played through an embedded gpSP core, with each cartridge mapped to a ROM the player supplies. The creator describes it as the first of a planned series of emulator mods.
Requirements: Forge for Minecraft 1.20.1–1.20.6 on both client and server, and the player's own GBA ROMs in the mod's roms folder.
Platforms documented: Minecraft Java Edition 1.20.1–1.20.6
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
DOOMTEST (Arma Reforger)
Guest: DOOM-style FPS (original raycaster with Freedoom art)
Host: Arma Reforger
Creator: joshargh
Status: Released · Related
Approach: original Enforce Script raycaster rendered into a CanvasWidget on an in-game arcade cabinet
Scope note: kept related because it is an original Doom-style reimplementation, not id's engine or an emulator.
An Arma Reforger mod that adds an in-world arcade cabinet running an original software raycaster written in Enforce Script and drawn into a UI canvas, using Freedoom art, plus a map editor. It recreates Doom-style play rather than running Doom's engine.
Requirements: Arma Reforger; subscribe via the Reforger Workshop.
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
World at War Zombies web crossovers (P.E. Cooper)
Guest: Fortnite, Wii Sports, Mario Kart, Portal 2
Host: Call of Duty: World at War Zombies (Nacht der Untoten), ported to the web
Creator: P.E. Cooper
Status: Video only · Unconfirmed
A series of X videos (29 September to 2 October 2026) shows a web-browser port of Call of Duty: World at War's Nacht der Untoten Zombies map with crossover mechanics such as Fortnite building, Wii Sports and Mario Kart. Dexerto reports the builds are only available to the creator.
Platforms documented: Browser
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Doom in Balatro
Guest: DOOM
Host: Balatro
Creator: UwUDev
Status: Video only · Unconfirmed
A Reddit post by UwUDev (July 2024) shows Doom integrated into Balatro's Jokers collection menu. The creator called it super laggy and basically unplayable; no public mod release or repository for it was located.
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
Ultracraft
Guest: ULTRAKILL
Host: Minecraft: Java Edition
Creator: alfr0762
Status: Released · Code available
Approach: Fabric mod in Minecraft + BepInEx 5 plugin (UltraBridge) in ULTRAKILL; the ULTRAKILL render is shown in Minecraft's window while Minecraft supplies the world
A Fabric mod plus a BepInEx plugin (UltraBridge) that runs ULTRAKILL alongside Minecraft 1.21.11 and draws it into Minecraft's window. Minecraft's blocks and mobs become ULTRAKILL's world and enemies; the README documents bosses, layer-themed arenas, the shop and upgrades, Cyber Grind, fight music, cheats and LAN co-op.
Requirements: Windows; owned copies of ULTRAKILL (Steam, running) and Minecraft: Java Edition 1.21.11 with Fabric Loader 0.19+ and Fabric API. Ultracraft sets up BepInEx 5 and the UltraBridge plugin in ULTRAKILL automatically; Modrinth (.mrpack) and CurseForge modpacks are provided in the releases.
Platforms documented: Windows
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
MGBridge (Minecraft and Garry's Mod)
Guest: Garry's Mod
Host: Minecraft: Java Edition
Creator: thecreeez
Status: Code available · Related
Approach: Node.js bridge between a Minecraft server plugin and Garry's Mod Lua scripts
A Node.js bridge plus a Minecraft 1.18.2 Bukkit-style server plugin and a Garry's Mod Lua side. Players in a Minecraft server and a Garry's Mod host join one bridge room and share state; the Minecraft side can generate and clear a matching GMod map. Last pushed June 2024. Only the repository README was reviewed, so the depth of synchronisation is not independently confirmed.
Requirements: Minecraft 1.18.2 Bukkit-compatible server (tested on Purpur), Node.js for a self-hosted bridge, Garry's Mod files copied by the room host.
Dated source review: 2026-10-09 Catalogue play-test: Not recorded.
FortressCraft (FortCraft)
Guest: Team Fortress 2
Host: Minecraft: Java Edition 26.3
Creator: VVRLD
Status: Released · Code available · Experimental
Approach: Minecraft Fabric mod + Source SDK 2013 TF2 bridge exchanging state over a shared-memory protocol
A two-process passthrough in which Minecraft draws the world and owns its blocks, mobs, dimensions and saves, while a locally built Team Fortress 2 bridge supplies the player, classes, weapons, projectiles, Engineer buildings, menus and HUD. The creator documents mob targeting, block breaking and explosions, and lists known gaps such as Medic healing against Minecraft mobs. It is a source preview built from the Source SDK, not a one-click installer.
Requirements: Windows 10/11 or Linux (Linux is new and less tested), Team Fortress 2 and Source SDK Base 2013 Multiplayer on Steam, Minecraft Java Edition 26.3 with Fabric Loader 0.19.5. Setup scripts clone Valve's Source SDK 2013, apply the repository's patch and build locally (Git, JDK and a C++ toolchain); ready-made zips per OS are on the Releases page. Single-player/offline only; no game files are included.
Platforms documented: Windows, Linux
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
Mario 64 in Minecraft (Zckyy)
Guest: Super Mario 64
Host: Minecraft: Java Edition 1.21.4
Creator: Zckyy
Status: Released · Code available · Experimental · Unavailable
Approach: Minecraft Fabric mod bridging to libsm64 (compiled SM64 decompilation) with Minecraft blocks converted to SM64 collision
A Fabric mod that runs Super Mario 64's decompiled movement code through libsm64 inside Minecraft Java Edition. Minecraft's blocks are turned into SM64 collision each tick (stairs as ramps, ice, lava and water surface types), and Mario's model, voice and music are loaded from the user's own ROM. The README lists the SM64 moveset, shader support and automated in-game tests, and states it is single-player only with no SM64 objects or enemies. sm64.dll is built locally by the user with a provided script.
Requirements: Minecraft Java Edition 1.21.4, Fabric Loader 0.16.10+ and Fabric API, your own Super Mario 64 (USA) .z64 ROM, and a locally built sm64.dll (Git, Python 3 and MinGW/w64devkit). Windows 10/11 x64 is the tested platform; Linux and macOS are untested. Single-player only.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
BNes Fork (NES on Minecraft servers)
Guest: NES games (via an embedded NES emulator)
Host: Minecraft: Java Edition (Paper 1.21.1 server)
Creator: Aruvelut-123
Status: Released · Code available
Approach: Paper plugin embedding the Nestalgia NES emulator and rendering frames onto Minecraft map items
A community-maintained Paper plugin that embeds the Nestalgia NES emulator inside a Minecraft server. Players create a console with /bnes create, hang the generated map on a wall, sit on a chair and right-click to join (up to two players); Minecraft movement and clicks map to NES buttons, game frames are sent as map data (PacketEvents, ProtocolLib or Paper fallbacks) and NES audio is streamed through Plasmo Voice. Users supply their own ROMs. It continues MoeWhite19/BNes, itself based on halfnes.
Requirements: Java 21 and a Paper 1.21.1 (or compatible) server; Plasmo Voice server plugin plus client mod for sound; optional PacketEvents, ProtocolLib and Vault; your own NES ROMs.
Dated source review: 2026-10-11 Catalogue play-test: Not recorded.
MW2 x Risk of Rain 2 (MW2xRoR2)
Guest: Call of Duty: Modern Warfare 2 (2009)
Host: Risk of Rain 2
Creator: buhhrad
Status: Released · Code available · Experimental
Approach: Rust MW2 simulation library (IW4L crates via chasmlol's 2010 Rust Rewrite Mashup) loaded in-process by a BepInEx plugin; MW2 assets read from the player's own install
A BepInEx mod that adds the MW2 Soldier to Risk of Rain 2. MW2's player movement and weapon handling (fire timing, recoil, spread, ADS, reloads) run in a Rust library built on IW4L's crates, loaded in-process, while RoR2 keeps damage, items and enemies, so RoR2 items proc off MW2 guns. Guns, attachments, camos, viewmodel, animations, sounds, HUD, minimap and menus are read at runtime from the player's own MW2 install. Includes Create-a-Class, perks as RoR2 items, deathstreaks, all 15 killstreaks, MW2 XP/ranks/challenges and co-op through RoR2 lobbies. v0.4.4 (2026-10-11) targets RoR2's 8 Oct 2026 update and fixes a co-op desync between mod-manager and manual installs.
Requirements: Windows 10/11 64-bit; Risk of Rain 2 and Call of Duty: Modern Warfare 2 (2009) on Steam with MW2 multiplayer content (no game files included); BepInEx 5 and RoR2BepInExPack (the manual zip includes the pack). Experimental: solo tested on the 8 Oct 2026 RoR2 update; co-op not fully re-tested there, 3-4 player lobbies and other mods untested; Linux/Steam Deck untested.
Platforms documented: Windows
- Source code
- Release / download
- Creator profile
- Thunderstore listing (listed by creator; not reachable from the review environment)
- Creator showcase video
- IW4L upstream
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Morrowind: PipBoy Edition (Holo-Wind)
Guest: The Elder Scrolls III: Morrowind (via OpenMW)
Host: Fallout 4
Creator: RPGKing117
Status: Released · Code available
Approach: Hidden OpenMW process; proxy SDL2.dll framebuffer capture into shared memory; F4SE plugin injecting the image into Fallout 4's D3D11 Pip-Boy render
An F4SE mod that renders The Elder Scrolls III: Morrowind, running through OpenMW, inside the Fallout 4 Pip-Boy. OpenMW runs as a hidden process; a proxy SDL2.dll captures its framebuffer into shared memory and an F4SE plugin injects it into Fallout 4's D3D11 pipeline, showing it on the Pip-Boy when the Morrowind holotape is inserted, with keyboard input passed through. Includes a setup wizard and (from V1.23.0) an uninstaller. Since v1.22.3 it works with a standard OpenMW 0.50.0 install.
Requirements: Windows; Fallout 4, F4SE, OpenMW 0.50.0 and your own legitimate copy of Morrowind; both games run at the same time. The README asks that reuse of the source credits the author; no licence file is published.
Platforms documented: Windows
- Source code
- Release / download
- Creator profile
- Nexus Mods page (listed by the creator and press; not reachable from the review environment)
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
WadSupport (DOOM in The Simpsons: Hit & Run)
Guest: DOOM / DOOM II (doomgeneric, Chocolate Doom)
Host: The Simpsons: Hit & Run
Creator: EnAppelsin
Status: Released · Code available
Approach: doomgeneric / Chocolate Doom linked into a Mod Launcher hack DLL, triggered by an FMV request ending in .wad
A Lucas' Simpsons Hit & Run Mod Launcher hack that embeds doomgeneric (Chocolate Doom) in SHAR: asking the game to play an FMV ending in .wad starts DOOM with the chosen IWAD, read from SHAR's virtual file system, and the included DoomInShar demo mod places a DOOM arcade machine in the Kwik-E-Mart. Mouse support is limited and playing DOOM stops SHAR until it quits. An early 2024 historical precursor to the 2026 doomgeneric-inside-games wave.
Requirements: The Simpsons: Hit & Run with Lucas' Simpsons Hit & Run Mod Launcher; a DOOM IWAD (the demo mod ships the shareware WAD); about 16 MB extra RAM and disk space.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
L4D2 x Minecraft
Guest: Minecraft: Java Edition (Fabric)
Host: Left 4 Dead 2
Creator: Rizen1322
Status: Released · Code available · Experimental
Approach: Python bridge between a Source mod and a Fabric client, with an x86 ReShade add-on compositing both games
Windows alpha in which Source (Left 4 Dead 2) owns the map, movement and infected while a Minecraft Fabric client supplies blocks, inventory, items, mobs and player models. A Python bridge exchanges state and an x86 ReShade add-on composites the rendering. The README calls it a playable experiment/alpha; solo and a two-player run were tried by the author and a full two-PC regression is still outstanding.
Requirements: Windows (README badge: D3D9), your own copies of Left 4 Dead 2 and Minecraft Java Edition with Fabric; exact versions not recorded.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
WitcherCraft
Guest: Minecraft: Java Edition
Host: The Witcher 3: Wild Hunt (Remastered)
Creator: Wanesia
Status: Released · Code available
Approach: Minecraft guest composited into Witcher 3 through a native plugin, derived from SkyCraft
A Windows mod based on chasmlol's SkyCraft framework: Minecraft Java runs in the background and supplies movement, block placing/breaking, weapons and mobs (iron golems, tamed wolves and hostiles fight Witcher enemies) in Geralt's world, and you can switch back to Geralt. The installer brings its own launcher; a Minecraft account is required.
Requirements: Windows 10/11 64-bit, The Witcher 3 Wild Hunt Remastered (tested on Steam patches 5.0 and 5.01), a Minecraft Java Edition account, 16 GB RAM or more, keyboard and mouse.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Halfcraft (Minecraft in Half Sword)
Guest: Minecraft: Java Edition 26.3 (Fabric)
Host: Half Sword
Creator: Deez-coder
Status: Released · Code available · Experimental
Approach: Fabric mod plus a ReShade add-on (HSPassthrough) generating voxel collision for Half Sword
A passthrough mod: Minecraft 26.3 (Fabric) runs alongside Half Sword (Early Access 0.6.1.5) and its blocks, mobs, boats/minecarts and sword/axe/mace/bow/shield/potion combat affect the Half Sword fighters through generated voxel collision. The README lists a known F9 switch-back body glitch, says the author does not promise to maintain it and that Half Sword updates may break it.
Requirements: Minecraft 26.3 with Fabric (dedicated instance) and Fabric API, Half Sword Early Access 0.6.1.5, ReShade with add-on support, and a PC able to run both games at once.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Subnauticraft (Subnautica Link)
Guest: Minecraft: Java Edition (Fabric)
Host: Subnautica
Creator: JasonNinja15
Status: Released · Code available
Approach: BepInEx Subnautica plugin linked to a Fabric Minecraft mod
A BepInEx Subnautica plugin paired with a Fabric Minecraft mod: shared health, hunger and oxygen, Subnautica collision for Minecraft blocks, dropped items, TNT and projectiles, and a per-player link on a server. The README describes the multiplayer version as still being built in steps and untested with two players or Nitrox. Distinct from the catalogued SubCraft.
Requirements: Subnautica with BepInEx (the README paths use an Xbox Game Pass install) and Minecraft Java Edition with Fabric; exact versions not recorded.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
UltraRing
Guest: ULTRAKILL (V1)
Host: Elden Ring (1.17.1)
Creator: Themetralla3000
Status: Code available · Experimental
Approach: Shared-memory bridge reusing Minecraft Ring's host DLLs plus the ULTRAKILL Crossover Bridge guest plugin
ULTRAKILL handles V1's movement, dashes, slides, weapons and HUD while Elden Ring keeps its world, enemies and saves, with V1's arm, gun and HUD composited into the final image. The Elden Ring side reuses Minecraft Ring's host DLLs; the ULTRAKILL guest plugin lives in the separate ULTRAKILL Crossover Bridge repo. The README marks it experimental (0.3.0).
Requirements: Windows x64, Elden Ring 1.17.1 and ULTRAKILL (Steam), your own copies of both games.
Platforms documented: Windows
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Attack on Elden Ring
Guest: Attack on Titan Tribute Game 2 (ODM gear)
Host: Elden Ring
Creator: mpere056
Status: Code available · Experimental
Approach: BepInEx plugin bridge with Elden Ring hooks, terrain copying and overlay windows
An experimental, work-in-progress, offline-only passthrough: AoTTG2 (BepInEx) runs movement, hooks and blades in the background while Elden Ring draws the world and runs its enemies. Elden Ring terrain is copied into AoTTG2 for swinging and the cables and crosshair are drawn as overlays. The README says blade hits on enemies are not working yet; its 'tested by playing' claim is the creator's own.
Requirements: Your own copies of both games, with AoTTG2 running under BepInEx; Elden Ring offline only. The full list was not recorded.
Dated source review: 2026-10-12 Catalogue play-test: Not recorded.
Super Sekiro 64
Guest: Super Mario 64 (Mario via libsm64)
Host: Sekiro: Shadows Die Twice (1.06)
Creator: BassGaming
Status: Released · Code available · Experimental
Approach: me3 DLL embedding libsm64, drawing Mario with Sekiro's debug renderer and feeding it Sekiro Havok collision
A fork of ER Mario re-done for Sekiro 1.06: libsm64 runs Mario in the game process, collides with Sekiro's live Havok geometry, and Mario's attacks go through Sekiro's damage pipeline, with deathblows and a grappling hook. Early work in progress.
Requirements: Sekiro 1.06 on Steam, the me3 loader (Arxan disabled via sk-mario.me3), and a user-owned US Super Mario 64 ROM. Offline only.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Mario for Rec Room
Guest: Super Mario 64 (Mario via libsm64)
Host: Rec Room (old IL2CPP builds, 2019 to 2020-04-08)
Creator: Shippy089
Status: Released · Code available · Experimental
Approach: BepInEx plugin embedding libsm64 in an old Unity IL2CPP Rec Room client
A BepInEx mod that puts SM64's Mario, running on libsm64's real physics, into old IL2CPP builds of Rec Room (2019 to 8 April 2020). It adds quests, combat, lava, a wing cap and route files; offline single player only. v2.00 adds Luigi.
Requirements: Windows 10/11 x64, your own copy of an old IL2CPP Rec Room client (2019 to April 2020) and a US Super Mario 64 ROM; the release zip bundles the launcher, mod, native library and BepInEx. Offline, single player, no VR.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
MinePeak
Guest: PEAK (Landfall / Aggro Crab)
Host: Minecraft: Java Edition 26.2 (Fabric)
Creator: E1GAT0-dotcom
Status: Released · Code available · Experimental
Approach: BepInEx exporter of PEAK assets plus a Fabric mod reimplementing PEAK systems in Minecraft
A BepInEx-side exporter reads the player's own PEAK install and builds each day's island block by block; a Fabric mod then reimplements PEAK's stamina and climbing, status effects, items, backpack, fauna, fog and ending in Minecraft, with multiplayer.
Requirements: Minecraft 26.2 with Fabric Loader and API, plus PEAK on Steam running during the first export (the exporter installer is Windows).
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
DOOM RING
Guest: DOOM Eternal (guns, HUD, sounds, combat music, movement)
Host: Elden Ring (2.7.1)
Creator: stanleymov
Status: Released · Related
Approach: Rust installer that builds assets from the local DOOM Eternal install and implements Doom-style first-person play in Elden Ring
A fan mod that turns Elden Ring into a first-person Doom Slayer game: eight weapons, dash and double jump, glory kills, Blood Punch, the Crucible and DOOM Eternal's combat music rules, with assets built at setup from the player's own DOOM Eternal files.
Requirements: Elden Ring (app version 2.7.1) and DOOM Eternal installed through Steam, Windows 10/11 and about 3 GB free space during install. Offline.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
fnv-libsm64
Guest: Super Mario 64 (Mario via libsm64)
Host: Fallout: New Vegas (1.4.0.525)
Creator: larsoyd
Status: Code available · Experimental
Approach: xNVSE plugin embedding libsm64 with Havok collision
An xNVSE plugin that runs SM64's own movement code through libsm64, collides it with the game's Havok geometry and with NPCs and creatures, draws Mario with textures from the player's ROM, and lands his punches and kicks as hits by the Courier. Build from source.
Requirements: Fallout: New Vegas 1.4.0.525 with xNVSE (tested with 6.4.9), a US Super Mario 64 .z64 ROM (SHA-256 checked) and, to build, CMake, Ninja and an i686 mingw-w64 toolchain. The README gives a Wine/Proton path example.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
LethalCraft
Guest: Minecraft: Java Edition
Host: Lethal Company
Creator: ThatGuyTHD
Status: Released · Code available · Experimental
Approach: Shared bridge between Lethal Company and a background Minecraft client, adapted from chasmlol's SkyCraft
Minecraft Java runs alongside Lethal Company and the two talk through a bridge adapted from SkyCraft, so players mine, build and fight with Minecraft gear in Lethal Company. A Windows installer, relay-based Steam/LAN multiplayer and isolated save slots are included.
Requirements: Windows 10/11, Lethal Company on Steam and a Minecraft Java account that owns the game; the installer sets up Prism Launcher.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
PeakCraft
Guest: Minecraft: Java Edition
Host: PEAK
Creator: aeironnsarmiento
Status: Code available · Experimental
Approach: Shared-memory bridge between a PEAK mod and a Minecraft mod, ported from chasmlol's SkyCraft
Two small mods linked through shared memory: PEAK draws blocks, lighting and fog while a hidden Minecraft supplies physics, HUD, inventory and screens. Solo only; the README describes a survival mode linking Minecraft hearts to PEAK hazards. Build from source.
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
SK8V
Guest: Skate 3
Host: Grand Theft Auto V Legacy (Story Mode, 1.0.3889.0)
Creator: becaring
Status: Released · Code available · Experimental
Approach: ScriptHookV ASI plus a Skate 3 engine port, with assets built from the player's Skate 3 disc
Brings Skate 3's Flick-It controls, board physics, grinds, manuals, tricks, bails, scoring and Hall of Meat into GTA V Legacy Story Mode via ScriptHookV, with assets prepared from the player's own Skate 3 ISO. A controller is required.
Requirements: Windows x64, GTA V Legacy 1.0.3889.0, ScriptHookV with its ASI loader, a controller (keyboard skating is not supported) and your own Skate 3 ISO for setup; an SSD is recommended.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Minecraft Zombies (bo2mc)
Guest: Call of Duty: Black Ops II Zombies, Minecraft
Host: Call of Duty: Modern Warfare 2 via IW4L (Rust rewrite)
Creator: DaffyDabz
Status: Released · Code available · Experimental
Approach: Rust IW4L engine combining a Black Ops II Zombies rebuild with the 2010 Rust Rewrite Mashup's Minecraft world
Joins the creator's Black Ops II Zombies rebuild with chasmlol's 2010 Rust Rewrite Mashup: you play the Black Ops II character with its guns, perks, points and HUD in an endless Minecraft world, with a zombies round each night. Work in progress.
Requirements: Windows, your own copy of Call of Duty: Black Ops II; Minecraft files are fetched from Mojang on first run.
Platforms documented: Windows
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
TempleMaps
Guest: Windows 95, FreeDOS and other x86 operating systems (via JPC emulator)
Host: Hytale server
Creator: ssquadteam
Status: Code available · Experimental
Approach: Hytale plugin embedding the h0MER247 JPC emulator and rendering to the in-game map display
A Hytale server plugin that wraps the pure-Java JPC x86 emulator and renders 640x480 VGA output at about 30 FPS on the in-game world map, with disk and CD image support and keyboard/mouse input via chat commands or input modes.
Dated source review: 2026-10-13 Catalogue play-test: Not recorded.
Creator clusters
chasm (chasmlol)
The creator behind the two projects much of the 2026 wave traces back to, and host of the community where many of the mashups in this list were first shared. At least eight projects in this catalogue are built on SkyCraft's design.
- SkyCraft — Minecraft inside Skyrim. Its two-process design is reused by the whole passthrough family below
- 2010 Rust Rewrite Mashup — Modern Warfare 2, Skate 3 and a real Minecraft world in one Rust game
- More from chasm: Skate 3 preservation project, Skate 3 recomp work, IW4L fork and chasm, a local-first AI backend for in-game NPCs
- Join the chasm server on Discord, where creators share new mashups in the project threads
- All of chasm's projects on GitHub
InfernoPlus
A long-running precursor to the current wave, with multiple technically ambitious cross-game projects.
- Halo systems/maps in Dark Souls — Remastest / Remastester
- Minecraft-style destruction in Halo 3 — Halocraft
- Morrowind world conversion into Elden Ring — WIP
SSquadTeam / Sadat Sahib
A Hytale experimentation cluster focused on rendering other runtimes through the game's world-map system.
- DoomMaps — public source
- Minecraft Classic 0.30 inside Hytale — verified creator demo
- Minecraft ↔ Hytale crossplay — verified creator demo / WIP
Passthrough family (SkyCraft lineage)
A large share of the 2026 wave reuses SkyCraft's two-process design: a hidden Minecraft instance owns the player's body (movement, inventory, blocks, combat) while the host game owns the world and the picture, bridged over shared memory.
- Host ports: FalloutCraft, ValCraft, Killcraft, OWCraft, SubCraft, LibertyCraft, Minecraft X Half-Life, WowCraft
- Build your own: passthrough-mod-toolkit by Orinkle generates the bridge skeleton (protocol bindings in five languages plus fake host/guest stubs) from one schema, and documents a zero-diff round trip against the SkyCraft, FalloutCraft and ValCraft headers. It is a scaffold: the host-side plugin is still hand-written and measured per game.
Super Mario 64 everywhere (libsm64)
libsm64 packages Super Mario 64's decompiled movement code as a library, so Mario can run with his original physics inside other engines. Every port asks for the player's own ROM.
- G64 (Garry's Mod), Retro64 (Minecraft), sm64-san-andreas, SM64 Generations, Supersonic Mario (Rocket League), and Headshotnoby's ports: Classic64 (ClassiCube), gzdoom-sm64, OpenLara SM64 (Tomb Raider), DDNet SM64
- 2026 wave: ER Mario, Mario Mode (Spider-Man 2), NG64 (BeamNG.drive), SMC64 (Halo: CE), Ultrakill64
Doom runs on everything
- On in-game screens and consoles: DOOMSona (Persona 5 Royal), Schedule I Doom TV, FreeDoom386i (My Winter Car), Doom-in-Doom, Just Doom It (Elin), VM Computers (Minecraft)
- Inside other engines and script VMs: DOOM in Hearts of Iron IV, DOOM in Factorio, Celeste Doom, DOOM in Sonic Mania, gmDoom, UltraDoom, NucleDoom
Consoles inside games
- Emulators running on in-game hardware: MinecraftNES (vanilla shaders), Juni Emu (GBA in Minecraft), Retromod / GNES / GEMU by ckosmic and GEMU by Nighthawk42 (Garry's Mod), Freeplay (Arcade Paradise), Arcade Mod Reloaded, Retro Handheld Emulator
What belongs here?
Substantial cross-game runtime integration, meaningful gameplay-system recreations, embedded emulation, and technically significant cross-game bridges. Skins, ordinary asset swaps and map imports alone do not qualify. Historical projects can remain useful even when archived.
Implementation type and inclusion quality are separate questions. Two processes do not automatically make a project less substantial; the actual interaction and gameplay matter. Watchlist entries are never promoted solely because a video or URL exists.
Contributing
Edit data/projects.json, then run python3 scripts/catalogue.py build and python3 scripts/catalogue.py check. Do not independently edit generated README entries. See CONTRIBUTING.md and the maintenance contract.
Creators: demo links, corrections and documented requirements are welcome. A demo link does not grant permission to re-upload the footage. See the media and sharing guide.
Attribution and trademarks
Independent community catalogue. Game names and trademarks belong to their owners. The catalogue, original site code and original promotional layouts use CC0-1.0; linked projects and creator media retain their own terms. This is AI-assisted curation with documented evidence limits, not an official Awesome-directory endorsement.