GK3Reborn v1.0
Installing
GK3Reborn is an engine, not a game. It needs a legally obtained Gabriel Knight 3
installation to read its data from; none of that data is included here and none
of it ever will be. See the README for where to point it.
The .NET 10 runtime is a prerequisite. These builds are framework-dependent by
design: the runtime is a prerequisite, not a payload.
| Platform | Download |
|---|---|
| Windows x64 | GK3Reborn-win-x64.zip |
| Linux x64 | GK3Reborn-linux-x64.zip |
| macOS, Apple silicon | GK3Reborn-osx-arm64.pkg |
macOS
The installer places GK3Reborn.app in /Applications. The bundle is signed ad hoc
and the package is not signed or notarized, so macOS refuses to open it on a
double-click. Either right-click the .pkg and choose Open, or clear the
quarantine first:
xattr -d com.apple.quarantine GK3Reborn-osx-arm64.pkg
MoltenVK is included, so nothing else has to be installed to render. The
cutscenes are decoded by the engine itself and play on a Mac like anywhere else.
What else is in the archive
On macOS these files are inside the bundle, under Contents/Resources.
libs/ carries the native libraries the engine loads at run time - GLFW,
OpenAL Soft, shaderc, and on macOS MoltenVK - all unmodified upstream builds,
replaceable by deleting the file and dropping in your own. The cutscenes need
none of them: H.264 and AAC are decoded in managed code. licenses/THIRD-PARTY.md
lists every third-party component, its version and its licence.