Run EverQuest Legends on Apple Silicon Macs with 100% open-source parts — open-source Wine (compiled from CodeWeavers' published LGPL source) + DXMT (DirectX 11 → Metal). No CrossOver install, no proprietary D3DMetal.
Unofficial, fan-made compatibility tool. Not affiliated with or endorsed by Daybreak Game Company, Game Jawn, CodeWeavers, or Apple. The EverQuest Legends game is not included — you bring your own copy from the official installer.
- Apple Silicon Mac (M1 or newer), macOS 13+.
- A Daybreak / EverQuest Legends account and the official
EQLegends_setup.exe. - ~10 GB free disk (the game client downloads through Daybreak's launcher).
-
Download
osxEQL-<version>.dmgfrom the Releases page. -
Open it and drag osxEQL into Applications.
-
First open: the app isn't signed by Apple, so macOS blocks it ("damaged" / "can't be opened"). Clear the quarantine flag once — open Terminal and run:
xattr -dr com.apple.quarantine /Applications/osxEQL.app
After that it opens normally, every time.
-
Download
EQLegends_setup.exefrom the official EverQuest Legends site (you need a Daybreak account). -
Launch osxEQL. A setup window walks the whole install: pick the installer when asked, then watch it run Daybreak's installer, update the launcher, and download the game — you get a chime when the login screen is ready. Log in, hit Play. Every launch after that goes straight to the launcher.
Nothing else to install: no Homebrew, no Xcode, no Wine — the runtime ships inside the app.
eqgame.exe is a 64-bit Direct3D 11 game. To run it on macOS you need (1) Wine
to run the Windows binary and (2) a D3D11→Metal translator. osxEQL uses:
- Wine built from CodeWeavers' official LGPL CrossOver source — it has the
macdrv_functionsbridge DXMT needs to attach a Metal view (stock Wine doesn't). - DXMT (github.com/3Shain/dxmt) for D3D11→Metal — the open-source alternative to Apple's proprietary D3DMetal.
The runtime (Wine + DXMT) is embedded in osxEQL.app; the wine prefix and the game
client live in ~/Library/Application Support/osxEQL/. Deep technical notes are in
docs/ARCHITECTURE.md and docs/JOURNEY.md.
# 1. Compile the Wine runtime from CodeWeavers' LGPL source (~30-60 min, x86_64).
# Needs Xcode CLT + Intel Homebrew. Stages to ~/…/osxEQL/Wine.cxbuild, then
# verify DXMT render and swap into ~/…/osxEQL/Wine.
engine/build-wine.sh
# 2. Stage DXMT into that wine tree + create a prefix.
engine/osxeql backend dxmt
# 3. Build the app icon (needs `brew install librsvg`).
cd assets/icon && uv run python generate.py && \
rsvg-convert -w 1024 -h 1024 icon.svg -o icon.png && bash build_icns.sh icon.png && cd ../..
# 4. Assemble the self-contained app + DMG.
packaging/build-app.sh # -> dist/osxEQL.app (embeds the runtime)
packaging/build-dmg.sh # -> dist/osxEQL-<ver>.dmgSince v0.2.1 packaging/build-app.sh bundles the Homebrew dylibs wine dlopens
(freetype, gnutls, SDL2, …) into the app, so end users don't need Homebrew.
Building from source does:
-
x86_64 Homebrew (
/usr/local/bin/brew).[!IMPORTANT] Wine is an x86_64 application and requires x86_64 libraries. The standard ARM64 Homebrew (
/opt/homebrew/bin/brew) will install incompatible libraries that will cause Wine to instantly crash.To install the x86_64 version of Homebrew on an Apple Silicon Mac, run:
arch -x86_64 /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" -
Required Homebrew formulas (must be installed via
arch -x86_64 /usr/local/bin/brew install <formula>):bisonmingw-w64pkgconfigcoreutilsfreetypegnutlsmolten-vksdl2vulkan-loadervulkan-headerslibpcap
The engine/osxeql CLI (setup/install/import-client/play/backend/status/
doctor) is the headless equivalent of the app and is handy for development.
app/ launcher.sh (the app entry point + first-run wizard) + Info.plist
assets/icon/ icon source (generate.py / icon.svg) + AppIcon.icns + build_icns.sh
engine/ headless CLI + numbered setup scripts + build-wine.sh
packaging/ build-app.sh, build-dmg.sh
docs/ ARCHITECTURE / STATUS / JOURNEY / VISION
The big artifacts — the 569 MB Wine runtime, the ~7 GB game client, the DMG — are
not in git (see .gitignore); the runtime ships inside the Release DMG, the
game client is the user's own.
- osxEQL's own code: MIT (see
LICENSE). - Wine (LGPL-2.1) and DXMT (LGPL-2.1+) — see
THIRD-PARTY-NOTICES.mdfor license texts and how to obtain/rebuild the corresponding source. - EverQuest Legends © Daybreak Game Company / Game Jawn. Not included, not affiliated.