Castlevania: Symphony of the Night cover art
Castlevania: Symphony of the Night. Cover art © Konami, via Wikipedia. Unofficial site, not affiliated with the publisher.
PC port · PlayStation → PC

SymphonyRecomp (Castlevania: Symphony of the Night PC port)

An unofficial native PC version of Castlevania: Symphony of the Night, statically recompiled from the PS1 game. Open beta with widescreen, randomizer and mods; needs your own US disc.

WorkingNeeds your own copyv0.5.1b (open beta)Updated Oct 20, 2026
What you need

A disc image (BIN/CUE or CHD) of your own North American PlayStation copy (SLUS-00067); Japanese and European discs are rejected. The .NET 10 runtime, OpenAL and a GPU with OpenGL 2.1 or newer (3.3 or newer recommended).

GitHub repository ↗

We do not host any files. Only download from the project's official source.

Short answer (checked 20 October 2026)

Yes, Castlevania: Symphony of the Night runs natively on PC, unofficially, through SymphonyRecomp by BlackLabelHQ, a static recompilation of the PlayStation game with no emulator. It is an open beta (latest v0.5.1b, 19 August 2026) for Windows, macOS and Linux, and you need a disc image of your own North American PS1 copy. A separate project, NocturneRecomp, does the same for the Xbox 360 release.

Castlevania: Symphony of the Night came out on the PlayStation in 1997 and was later re-released on other consoles, but never on PC. SymphonyRecomp’s repository was created in July 2026 and its first public build, v0.1b, followed on 2 August 2026. DSOGaming covered it three days later, and GenerationAmiga reported on the Linux and widescreen update that followed.

This site is not affiliated with BlackLabelHQ, birabittoh or Konami.

What it is

  • A static recompilation: the team’s own recompiler, RecompOne, translates the PS1 game’s MIPS code ahead of time into a native program. The README stresses that this is a “recomp”, not a decompilation, and asks users not to bring SymphonyRecomp questions to the SOTN decompilation community. Function names and some patches come from that decompilation.
  • Made without AI: the README says the code was written by hand, and AI-written pull requests are rejected.
  • How the release builds are made: the project’s release workflow checks out a private BlackLabelHQ repository with the game data from the team’s own copy and recompiles it, so the published program contains the game’s code translated for PC. It still needs a disc image of your own copy to run, and it checks that disc on start.

Background: recompiled games list and the PS1 projects.

Current status

State Open beta; 1.0 not released yet
Latest build v0.5.1b, 19 August 2026 (first build v0.1b, 2 August 2026)
Platforms Windows (x64, ARM64), macOS (Intel, Apple silicon), Linux (x64)
Licence None stated in the repository

Features listed in the README and release notes:

  • widescreen, with enemies and objects handled on the extended screen; some rooms got extra background art, and GenerationAmiga noted in August that it is not finished everywhere;
  • a resolution scale slider, VSync and optional CRT shaders;
  • a built-in randomizer, a cheat menu, and soft and hard reset options;
  • a mod loader that picks up mods from the mods folder, plus an experimental asset replacement system;
  • an interface in English, Spanish, Brazilian Portuguese, Japanese and Simplified Chinese;
  • an auto-updater (it cannot update builds from 0.3b or earlier).

Known problems: the release notes say the OpenGL 2.1 renderer is experimental and has graphics errors. On 20 October 2026 there were 18 open issues, including a crash when saving paths in the settings on Windows, a crash when changing the theme colour on macOS, widescreen bugs around the Richter fight, brief music stutters and a Steam Controller not working on Linux. Lead developer flaffy wrote in August that he would step back for his university term, and the 3 October note says work on 1.0 continues. We didn’t play the game through ourselves.

What you need

  • A disc image of your own North American PlayStation copy (SLUS-00067), as BIN/CUE or CHD. The program rejects Japanese and European discs with an error message. We don’t explain how to obtain or copy game data.
  • The .NET 10 runtime and OpenAL; the release notes say the game will not open without .NET 10. On Linux, the included run.sh installs .NET if it is missing.
  • A GPU with OpenGL 2.1 or newer; 3.3 or newer avoids the experimental renderer.

How to install

At a high level, from the official README and release notes: download the build for your system from the project’s GitHub Releases page, install .NET 10 and OpenAL, start the program and point it to your disc image. To build it yourself instead, clone the repository, put your disc files in the disc folder with the file names the README gives, and run the build script or RecompOne against config/sotn.json. Self-built development versions do not auto-update.

The Xbox 360 alternative: NocturneRecomp

NocturneRecomp by birabittoh (Marco Andronaco) is a separate, earlier project. It recompiles the Xbox Live Arcade release of Symphony of the Night from 2007, not the PS1 original, using the ReXGlue SDK, which converts the Xbox 360 PowerPC code into native x86-64 code. Time Extension covered it on 1 July 2026.

  • Releases: v1.0.0 on 27 June 2026; latest v1.4.5 on 27 August 2026, with builds for Windows (x64) and Linux (x64, ARM64), each also offered in a variant for the game’s title update.
  • What you need: your own dumped Xbox Live Arcade package of the game. The program asks to extract it on first launch.
  • How the builds are made: the README says the repository ships no copyrighted code or data, but its build workflow fetches the game’s executable from a private assets repository for code generation, so the prebuilt releases contain the game’s code translated for PC. The game’s data still comes from your own package.
  • Licence: MIT for the host code, build scripts and CI configuration.

Which to pick: SymphonyRecomp follows the PS1 version, which most people know; NocturneRecomp follows the Xbox 360 version, a separate port of the game with its own differences. We didn’t compare the two ourselves. Its official repository is birabittoh/NocturneRecomp.

Forks and mods

Several community projects build on SymphonyRecomp, among them a Brazilian Portuguese translation, an early attempt to run it on the original Nintendo 3DS, an Archipelago randomizer integration and gameplay mods such as achievements and quick saves. None of these is from BlackLabelHQ, and none had much activity or many users when we checked, so we don’t link them. The team keeps its own bundled mods in a separate repository.

Is it official, and will it stay up?

  • Both projects are unofficial fan projects, not affiliated with or endorsed by Konami.
  • On 20 October 2026 both repositories and their releases were online, and GitHub’s public DMCA archive for 2026 had no notice naming either project, Castlevania or Konami.
  • Get builds only from the official GitHub repositories. Legality depends on where you live; both projects require files from a copy you own.

Not working?

  • The program will not start: install the .NET 10 runtime and OpenAL first.
  • Your disc is rejected: only the North American PS1 release is accepted; check the image is complete (both tracks for BIN/CUE).
  • Graphics errors on an old GPU: the OpenGL 2.1 path is experimental; a GPU with OpenGL 3.3 or newer works better.
  • Updating from 0.3b or older: download the new build by hand, as the auto-updater cannot do it.

Otherwise check the open issues on GitHub. The team offers help through its Discord server and the issue tracker. Other PS1 projects: the Legend of Dragoon PC port, the Silent Hill PC port and Crash Team Racing on PC.

FAQ

Is there a PC version of Castlevania Symphony of the Night?

Not an official one. SymphonyRecomp by BlackLabelHQ is an unofficial native PC version of the PlayStation release for Windows, macOS and Linux. A second fan project, NocturneRecomp, does the same for the Xbox 360 (Xbox Live Arcade) release on Windows and Linux. Konami has not released the game on PC.

Is SymphonyRecomp an emulator?

No. The PS1 game's code was statically recompiled with the team's own tool, RecompOne, into a program that runs natively. The README says names and some patches were taken from the community SOTN decompilation, but SymphonyRecomp is a separate project from that decompilation.

Which version of Symphony of the Night do I need?

The North American PlayStation release (SLUS-00067), as a BIN/CUE or CHD disc image of your own copy. The program rejects Japanese and European discs. Other language versions may later be usable for a language switcher, but the US disc stays required. We do not explain how to get game files.

Can you finish the game in SymphonyRecomp?

DSOGaming reported in August 2026 that the full game can be played from start to finish. We did not play it through ourselves. The project itself still calls the current version an open beta and warns of possible game-breaking bugs before 1.0.

Is SymphonyRecomp abandoned?

No, according to its team. The last release is v0.5.1b from 19 August 2026, and a note added to the release on 3 October 2026 says the project is not abandoned and that 1.0 is planned without a date. The last code change was on 27 September 2026.

What is the difference between SymphonyRecomp and NocturneRecomp?

SymphonyRecomp is based on the original PlayStation release and needs a US PS1 disc. NocturneRecomp is based on the 2007 Xbox Live Arcade release and needs your own dump of that Xbox 360 package. They are made by different people and share no code.

Unofficial. This page is written by an independent directory. It is not made by, endorsed by or affiliated with Konami or BlackLabelHQ (lead developer flaffy and team) (SymphonyRecomp (Castlevania: Symphony of the Night PC port)'s author). We do not host any files, and we never link to game files, ROMs or ISOs.

Sources

Facts on this page were checked against these official sources on Oct 19, 2026. Versions and steps follow the official project; if they differ, the official source wins.