Alpha 4: the DLC, and much faster on discrete GPUs. Savage Wind plays The Legend of Zelda: Breath of the Wild
1.9.0 on Windows, Linux and the Steam Deck. This release adds The Master Trials and The Champions' Ballad, keeps the
game's geometry in video memory (about +45-55 % fps on an RTX 3060), and fixes most of what players reported on Alpha
3. It's still an alpha: expect bugs, and please report what you find.
Important
No game files are included. You need your own legally obtained copy of the game, updated to version 1.9.0
(and the DLC, version 3.0, if you want it), extracted from your own Nintendo Switch. Savage Wind provides no game
files, keys, firmware, dumping or decryption tools, or instructions to obtain any of them, and it never decrypts
anything. The game code is recompiled on your machine, from your files, for your own use only: don't share it.
Respect the copyright laws of your country. This is a fan project, not affiliated with or endorsed by Nintendo.
Downloads
| File | For | Status |
|---|---|---|
SavageWind-0.4.0-alpha.4-windows.zip
| Windows 10 or later, x86-64 | Supported |
Savage_Wind-0.4.0-alpha.4-x86_64.AppImage
| Linux x86-64 with glibc 2.35 or newer (Ubuntu 22.04, Debian 12, Fedora 36, Arch, SteamOS...) | Supported; tested on the Steam Deck |
Savage_Wind-0.4.0-alpha.4-aarch64.AppImage
| Linux on ARM64 with a Vulkan 1.3 driver | Highly experimental |
Warning
The aarch64 AppImage is highly experimental. It is cross-compiled on x86-64, and so far only a few contributors'
boards have run it. It may not set up, start or run at all. Android isn't supported. If you try it on Asahi Linux, a
Snapdragon laptop, a Raspberry Pi 5 or another board, please open an issue with what happened and the details
listed in docs/linux.md.
Highlights
- Downloadable content: The Master Trials and The Champions' Ballad, from your own DLC files. Both are optional,
set up with the game files or later. - Faster on discrete GPUs: the game's geometry is kept in video memory instead of being read over PCIe on every
draw. On an RTX 3060 at 1440p, 72 to 105 fps; at 1080p, 81 to 124 fps. 4-6 GB cards get it too, in chunks. The CPU
and GPU now work in parallel, and the game copies about 13 times less constant data to the GPU every frame. - Draw distance (Video > Draw distance: Original, Medium, High) for trees, rocks, buildings, enemies and grass.
- Colour grading (Options > Colour) with presets and LUTs, HDR10, AMD FSR 3 frame generation (Windows)
and TAA. - Mouse and keyboard: the game's own pointer in the menus, inventory, map, shops and dialogs; a 1:1 mouse camera;
tilt shrines with the keyboard, a mouse drag, or both sticks on controllers without a gyro. - Steam Deck gyro for bow aiming and motion puzzles, through SteamDeckGyroDSU.
- Import Wii U / Cemu saves from Savage Wind Configuration's new Settings > Saves tab.
- In-game console (F12):
reportcopies your version, hardware, settings and exact place for a bug report. - Fixes: memory no longer grows over long sessions; crashes on GTX 10-series and Intel GPUs; AMD and Intel on
Windows back on the full Vulkan setup; cutscene freezes; arrows, cucco jumps, shield surfing, moving platforms and
HUD text at high frame rates; ultrawide menus, map and loading screens; OBS Game Capture; and the Control Flow Guard
crash of the game code build on recent Windows 11.
The full list is in CHANGELOG.md.
Getting started
Windows: extract the zip to a folder you can write to (not Program Files) and run savagewind.exe.
Linux: make the AppImage executable (chmod +x) and run it.
The first time it asks for your game files: pick the folder with your own extracted game (exefs/ and romfs/,
version 1.9.0) and choose Set up game files. It checks the version, recompiles the game code on your machine
(about 7 minutes on a desktop CPU, 14 on the Steam Deck) and precompiles the shaders, once. Then the game starts.
Settings are in the game's Options; Savage Wind Configuration (Windows) or the AppImage's --config opens the
configuration screen, where the DLC can also be added later.
Needs a GPU with Vulkan 1.3, a CPU with SSE4.2 (2008 or newer) and about 20 GB of free disk space.
Coming from Alpha 3: extract Alpha 4 over your Alpha 3 folder (Windows) or use the new AppImage (Linux). Your game
files, saves and settings stay; the start screen asks you to build the game code again (Set up game files) once.
Known issues
- A short stutter the first time a place or effect is seen: each new combination of shaders and drawing state is put
together the first time it's drawn, then saved, so it fades as you play. - Draw distance: bushes can still pop in at High.
- AMD's legacy Windows driver (RX 400/500, Vega) is slower: it copies render targets instead of using feedback loops
(#261). - The geometry copy in video memory is Windows-only for now.
- FSR 3 upscaling stays hidden: on today's code it costs more than it saves.
Thanks
To everyone who reported bugs and sent logs, and to the contributors whose work is in this release: @adriadam10,
@Fayberr, @Demetter, @Igorms27, @MarllonMenezes, @YmirxUwu, @Matthew-Doe, @Yiozolm, @StonedEdge, @Phosquitos,
@cfcosta, @conongnang, @Guitarband, @moronigranja, @sabeliam, @Tempus3214, @wuruoye, @Wuawydu and @fgabe (see the
CHANGELOG for who did what).
Bundled components
Savage Wind's own code is MIT. The Windows zip also bundles, under their own licenses: FFmpeg 9.0.2 built as LGPL only
(source, configured by tools/build_deps_windows.sh), SDL 3
(zlib), shaderc (Apache 2.0), libiconv (LGPL), the GCC runtime (GCC Runtime Library Exception), winpthreads, Zig
0.17.0 (MIT; LLVM: Apache 2.0 with LLVM Exceptions), the generator frozen with PyInstaller (Python, Capstone, Unicorn
GPL 2.0, python-lz4), the AMD FidelityFX SDK 1.1.4 (MIT), the Fira Sans and Noto Sans Thai fonts (SIL OFL 1.1) and
three CC0 colour LUTs. The AppImages bundle SDL3, an LGPL-only FFmpeg and shaderc built from pinned sources
(tools/linux/build_deps.sh), Zig and the frozen generator; glibc, libstdc++, zlib, the Vulkan loader and the GPU
drivers are the system's. Versions, licenses and sources: the README's License section and
docs/linux.md.
This release was made almost entirely with AI (Anthropic's Claude, through Claude Code), directed, tested and
reviewed by a human.
SHA-256
c48e259dcb4ede6333f88250175f19dbf269625151cc27bb5fccccb197c8502b SavageWind-0.4.0-alpha.4-windows.zip
c2e9c4326e636c28c27f1557385464cabc0f6ca59c482d598ab21c8cbd1f37a4 Savage_Wind-0.4.0-alpha.4-x86_64.AppImage
6f0f1d4ba014875ca72fa9e3148ede58e0c01859a5629594257a9471c028fc1a Savage_Wind-0.4.0-alpha.4-aarch64.AppImage