MissingTheRecompilation: Geometry Wars: Retro Evolved 2
A Windows and Android recompilation of the Xbox 360 game, built with ReXGlue. Includes 4K rendering, native 1080p rendering, controller support and an automatic local save profile. The game's original 60 FPS behaviour is preserved.
- Download the Windows x64 ZIP from Releases and extract the whole ZIP to a writable folder.
- Open MTR-GWRE2.exe, use Browse to select your complete extracted game
folder containing
default.xex, choose 4K or 1080p and click Play. Your choices are remembered. No game files are included.
Windows x64, .NET Framework 4.8 and a Direct3D 12-capable graphics card are required. The runtime and renderer are included; you do not need to install ReXGlue to play. Alt+F4 closes the game. The launcher works when started from another folder, including through QuiverLauncher. Paths containing spaces are supported.
Download the Android APK.
Open MTR-GWRE2, allow file access and copy your complete extracted game files into
GWRE2 in internal shared storage, with default.xex directly inside that folder.
Choose Open game and play with your controller.
Android 9 or later, ARM64 and a compatible Vulkan 1.1 GPU are required. Android renders at native 1080p with the original 60 FPS behaviour and creates a local save profile automatically. Game files are supplied separately. Install updates over the existing app to preserve private saves and caches. Release logging is off. See android/README.md for setup and android/BUILDING.md for build instructions.
A local User profile is created automatically if no save exists. Your scores
and unlock progress are stored in userdata; shader caches are in cache.
Keep both folders when updating. Releases contain no pre-existing saves.
New profiles start with the game's normal mode unlock progression.
Logging defaults to warnings and errors in logs. Verbose logging and frame,
GPU and fence measurements are disabled.
4K uses the game's native 1920x1080 video mode with 2x rendering in each dimension (3840x2160). Full-game licensing is enabled in the local runtime. No frame-rate patch is applied.
See BUILDING.md for the pinned SDK and build instructions, and THIRD_PARTY.md for credits and dependency licenses. Generated game code and original game assets are excluded from the repository. New project code uses the MIT license; third-party components retain their own licenses. Geometry Wars and its artwork belong to their respective owners.