Step 01 / Choose your route

D2R Mobile requirements: choose your play route

Find the route your actual setup can support. Start with the stopping conditions, then use the selector to reach the relevant steps in the complete player guide.

This is the current v1.0.15 route checklist, source-checked on 15 October 2026. It is not a device-test result. The complete player guide takes you from preparation to your first offline character, save, reopen and backup. You can read every route without JavaScript; the optional selector above only helps narrow the choice.

Requirements at a glance

Check Continue only when…
Goal You want offline characters. Battle.net, online characters and online multiplayer are outside this route.
Device iPhone/iPad has A14 or newer, or an M-series chip; native Mac has Apple silicon M1 or newer. A13 and earlier, A12Z and Intel Macs are unsupported. This is a minimum, not a guarantee.
Memory More than 4 GB RAM. 4 GB devices are unsupported. A14 with at least 6 GB has no gameplay report. Free-signing gameplay on 6/8 GB remains unverified.
System iOS 26+ uses the default build; iOS 18–25 uses the older-API build. macOS 26+ uses the default native build; macOS 15–25 uses the older-API build. Earlier systems are outside the documented route.
Game inputs Your lawfully prepared Switch D2R plus Reign of the Warlock, visible version 1.0.34.0, matching repository identifier 3.3.94012. You need ExeFS and RomFS; PC files are not interchangeable.
Computer & signing Prefer Mac + Xcode for iOS, or a local native Apple silicon Mac build. iOS needs your signing setup. Native Mac uses local ad-hoc signing and does not require an Apple Developer account. Windows/no-Xcode packaging remains an experimental end-to-end route.

A chip’s name does not tell you all the RAM in every model. Check your exact model, rather than guessing from “iPhone Pro” or “iPad Pro.” If you do not know a requirement, establish it before a long build or paid membership decision.

Choose one of three routes

Mac + Xcode → iPhone or iPad

This is the first documented route to follow when you have access to a Mac and Xcode. You prepare the game inputs, build for the phone’s OS and texture capabilities, configure your own signing identity, install and import resources. Start at the iOS build and install steps.

  • A15/A16: use the Legacy Device Pack, both when building and when importing resources. A15/6 GB and A16/6 GB gameplay reports exist for specific devices; they do not establish all-device compatibility.
  • A14 with at least 6 GB: experimental, without a gameplay report; do not assume the A15/A16 reports apply.
  • A17 Pro and newer / M-series iPads: the documented native BC texture route. Still check the exact memory and signing conditions.
  • Free Personal Team: valid as a route, but profiles expire after seven days and the free build omits increased-memory and iCloud entitlements. Upstream free-signing gameplay was verified only on a 12 GB device; 6/8 GB is unverified. Paid signing does not guarantee playability. Read signing before building.

Native Apple silicon Mac

Choose this if you want to play on the Mac itself. The build is locally ad-hoc signed: no paid developer membership or Apple account is needed for that signing step. The app depends on the prepared workspace on the Mac where it was built; it is not a portable, self-contained app to share. Start at the native Mac route.

The public self-built Mac app has no iCloud entitlement. Use local saves and explicit backups; do not assume cloud synchronization between Mac and phone.

Windows / Linux / Mac without Xcode

Treat this as an experimental packaging route, with a separate unresolved signing/install decision. The upstream Windows package was signed on a Mac before the reported iPhone run. Sideloadly/AltStore signing and installation, Linux packaging, and clean-machine Windows dependency setup are explicitly unverified.

The official shell ZIP is a build input, not an installable IPA. It must match the source release and OS target; you must pack it with your own matching game inputs. Do not rename or install the ZIP. Read the no-Xcode route and its stopping conditions before investing time. Phone-only preparation is not established.

Inputs, time and storage before you start

Prepare the exact input structure before running setup. The documented extracted RomFS is about 8.4 GB; the phone uses 18 separate resource archives totaling about 5.6 GB. These are not the entire free-space requirement. Keep room for source, dependencies, caches, output, resource copies and backups. A Legacy Device Pack adds its own workspace and output needs.

Owning a game does not settle every jurisdiction’s extraction or transformation rules. Use only inputs you may lawfully prepare, keep them local, and do not distribute game-containing builds. This site supplies no game files, keys or ready-made game IPA.

What counts as success?

A completed build or a title screen is only one checkpoint. Follow first play and the save loop until you can create an offline character, control it in camp, save and exit, close the app, reopen and confirm that character still exists. Back up before updates or re-signing. No part of this checklist certifies your device, performance, save restoration or update reliability.

Sources and retained history

The current route is based on the v1.0.15 README, device limits, older systems, no-Xcode instructions and native Mac documentation, commit b94670c. Apple describes Personal Team limits.

The project status and evidence history retain the earlier v1.0.10 technical assessment and later release notices. That historical assessment is not the version of this player checklist.

A claim is only as useful as its scope.

These records distinguish source inspection from maintainer reports. We have not run the game or tested it on a device. Expand any record for its limits and original source.

Source inspectionv1.0.15 player routes, inputs and recoveryDocumented player journey

The v1.0.15 README, GAME_FILES, DEPENDENCIES, NO_XCODE, OLDER_SYSTEMS, LEGACY_DEVICES, MAC and iOS README were inspected for the current guide. They distinguish source builds, shell packaging, separate resources, device limits, local signing, controls and saves.

Limit: Source-verified instructions are not an end-to-end device test. Upstream runtime reports retain their exact device and signing scope. SwitchToAny has not built or run the game, verified save restoration, or tested an update/re-sign cycle.

Project version
v1.0.15
Source revision
b94670c795e28742abe1a9cadd64a234a77260ab
Checked
2026-10-15
Site runtime observation
Not performed
D2R Mobile v1.0.15 documentation
Maintainer-reportedv1.0.15: ZIP build inputs and startup guardsRelease packaging + startup checks

The maintainer reports ZIP shells, checks for incomplete or mixed-release packages and unsupported Metal 3 devices, threaded graphics translation, and saving when leaving the app paused. Fresh builds and packaging, unit tests, Mac smoke runs and iPhone testing of the launch self-check before merge are reported.

Limit: The ZIP is build input, not installable. Repackage with the same-release source and shell even though r44 is unchanged. A14 / M1 is the chip minimum; 4 GB RAM remain unsupported. Heavy scenes still drop frames. Sideloading-tool installation and Linux packaging remain unverified; these are maintainer reports, not our device or save-recovery tests.

Project version
v1.0.15
Source revision
b94670c795e28742abe1a9cadd64a234a77260ab
Checked
2026-10-14
Site runtime observation
Not performed
D2R Mobile · v1.0.15 release notes
Understand the projectPrepare, play and protect your saveExplore the mechanism