the download is yours to fetch
Every entry names the project, links its page and says what the file is called: ironwail-0.8.2-win64.zip. Nothing is pulled automatically, so nothing breaks when a project renames an asset.
Nobody sets out to install GZDoom. They set out to play Brutal Doom. So the mod is the library entry, the engine comes with it, and the data is linked out of the copy you own. Twenty-five entries, one click each.
Every entry names the project, links its page and says what the file is called: ironwail-0.8.2-win64.zip. Nothing is pulled automatically, so nothing breaks when a project renames an asset.
Quake's paks, the Doom IWADs, the Build .grp files. Found by probing for the proving file, never by trusting a title, and linked rather than copied. The store install is never written into.
“You own Quake but it isn't installed” is a message you can act on. A port that installs and then can't start is not. So the data is resolved first, and the install refuses rather than leave something unplayable.
One 310MB archive held the mod plus twenty-eight extras, and the first file alphabetically was a voice pack. Contents are now listed without unpacking, largest pre-ticked, and only what you tick is extracted, in load order.
No engine installed, one goes in on the same click. One already there is shared rather than copied, as the ZDoom family intends. Which Doom a mod runs on is asked when Play is pressed, because that's an evening's mood, not an install decision.
Its own name, cover and playtime. Proton, the prefix and every per-game fix apply as they do to a store game, and it joins playlists and genres like anything else.
Fast and modern. High frame rates, widescreen, and the original look kept intact.
Vulkan rendering, with the water warp and scaling fixes.
Quake with full path tracing. Wants a ray-tracing capable GPU.
Dwell, Arcane Dimensions, Alkaline, Copper, anything that ships as a folder. Each gets its own entry, with Quake's data and every installed Quake engine beside it, so you pick at Play time.
The id1 paks are linked out of your own Quake install, lower-cased on the way in because GOG ships Id1/PAK0.PAK and the engines ask for id1/pak0.pak.
The 1996 soundtrack lived on the CD, which is why it is missing from every digital copy.
The engine nearly every Doom mod expects. Mouselook, high resolutions, thirty years of community work.
A fork of GZDoom made in late 2025, continuing the same 4.x line. Same command line, same mods.
The famous overhaul. Reworked weapons, gore and enemy behaviour, on top of the original maps.
A darker, heavily reworked take, with its own lighting and effects.
PSX Doom and PSX Final Doom rebuilt on modern GZDoom: the console’s coloured lighting, its darker palette and Aubrey Hodges’ soundtrack. Wants doom2.wad and UZDoom 5.
HD texture packs, brightmaps, sprite fixes, map sets. Everything loadable in the archive is shown, tick as many as you like, they load in name order.
Every IWAD you own is linked side by side, doom.wad, doom2.wad, tnt.wad, plutonia.wad, gathered from as many Doom products as the library holds. When a mod has more than one to choose from, you're asked.
The music is a question now too. If you own the DOOM + DOOM II re-release, its alternate soundtracks are already sitting on your disk: Andrew Hulshult’s IDKFA, and the original score re-recorded. Choose one when you press play and the music file is built from your own copy, byte for byte, with nothing downloaded and nothing re-encoded. Songs are matched by what they actually are rather than by what they are called, because Doom reuses its own music and TNT uses the same names for entirely different music. If you do not own the re-release, you are simply not asked.
Wolfenstein 3D and Spear of Destiny with modern resolutions, mouselook and mod support, built on the ZDoom lineage.
Whichever release you own is matched by its file extension, not a list of filenames. One extension covers the whole data set.
One engine for Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and PowerSlave, from the GZDoom team. Installed once; the games below are separate entries.
The Java port covering what Raze doesn't: Witchaven I and II, TekWar, Legend of the Seven Paladins.
Monolith's 1997 shooter. Cultists, a pitchfork, and the best voice acting of the era.
Hail to the king. The 1996 original, all four episodes.
Lo Wang, katanas and sticky bombs. The 1997 original, not the reboot.
The 1996 DOS original rather than the 2022 remaster. Egyptian tombs and a genuinely strange structure.
Cuss, Bubba and a hillbilly arsenal, from 1997.
The 1995 sword-and-sorcery Build game. GOG never unpacks it, so the data gets lifted straight out of the disc image. Plays on BuildGDX.
The 1996 sequel, bloodier and better lit. Data lifted out of the disc image; plays on BuildGDX.
Nobody wants Raze in their library. They want Blood and Duke Nukem 3D. So each game is its own entry, its own cover, its own folder, which is also the only way two Build games coexist without fighting over one config.
Streets of Rage X, Streets of Vendetta and hundreds more. Drop in the archive and the name comes from the game itself, not from whatever the file was called.
One engine, one rigid layout, nothing to curate, so a single entry serves all of them. Since 1.7 they get their own library category instead of Others.
A standalone Doom-flavoured action platformer, complete in itself.
The bigger, sharper sequel. Also standalone.
Sensible World of Soccer rebuilt by SWOS United. Widescreen, USB controllers, updated team data. The installer is unpacked rather than run, so there's no wizard.
OutRun rewritten in C++. 60fps, true widescreen, time trial and continuous. Not an emulator. It needs the arcade ROM set, which no storefront sells, so the manifest is checked before installing and anything missing is named.
Point at any folder holding a Windows game and it joins the library staying where it is. Scanned three levels deep, the likely entry point first, nothing copied or moved.
A general importer has to guess: which file is the game, where the data lives, what the launch line says. Guessing is how a mod pack installs a voice pack, and how a port lands perfectly then opens and closes in the same second.
A recipe doesn't guess. It knows what the download is called, which of the six executables is the real one, which file proves a folder is Quake, and what must be true before a byte is unpacked. Written down once per project, which is why these arrive playable.
All of it lives under Control Panel → Fan Games & Source Ports.
Something missing? Open an issue. Say where the download comes from and it can be added.
clarity · games fixed individually · macOS (Experimental) · support · github
From Chaos Comes Clarity
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