Warning
This is an alpha, and it is the first one. It is here so you can break
it. If something breaks (or works), please
open an issue with your
GPU, driver version, operating system, the console output and the game log
from the data\logs folder of your installation (Linux: inside the game's
data folder), plus what you were doing right before it went wrong.
"It crashed" is a feeling; the log is evidence. "The moon fell" is the plot,
which is an unusually convenient excuse I will not be accepting.
Nintendo released its Ocarina of Time remake on 5 November 2026. I released
Echoes of Time on 7 September 2026, so, as established in its notes, they
obviously copied me. My evidence
is that I wanted Ocarina back with better graphics and then its actual owners
had the same thought. Devastating. In this entirely imaginary feud, they
copied the first game but did not dare copy the sequel. So here it is first.
Your move.
Here is Majora's Mask 3D on PC, the second game on the TriAevum engine,
sharing its lighting, shadows and renderer with Echoes of Time. To be precise,
this is not a remake either: it is the 2015 game, recompiled, running
natively, with the interface and fixes the community spent years wishing the
original had. It also has a window you can resize. I will try not to claim I
invented windows; the Ocarina grievance is already taking up all my imaginary
legal department's time.
Windows and Linux. It is free, it needs your own ROM, and you have three days.
You always have three days. I have no such excuse for how long this took.
What is in the box
- Majora's Mask 3D, natively, installed by its own Forge from your own
European dump (CTR-P-AJRP). No ROM, no game data and no game assets are
distributed. Other regions are not supported yet; Forge reads the contents,
not the file name, and tells you which game you handed it. Renaming the file
is optimism, not a region conversion. - mm3d-dekui's interface (tgacquin and contributors) is built in, as part
of the product rather than something you install afterwards. Your reward for
installing the game is getting the interface too. - Project Restoration (leoetlino and contributors) is built in: the fixes
that made the 3DS version play the way people remembered the N64 one. Its
layout archives that contain game material are rebuilt by Forge from your
dump at install time; the package carries only the recipe. - The Echoes of Time renderer: native lighting and shadows, the Enhanced
preset, iMMERSE MXAO ambient occlusion (Pascal Gilcher), HD font, the Esc /
R3 menu, controller glyphs that follow your pad. I copied my own renderer
for this one. Finally, a copying allegation I can substantiate. Moonfall_Curse.exe(Linux:Moonfall_Curse), started from Forge or
directly. Forge is still calledTriAevumForge; the update helper wears the
mask. Even the helper got into character.- Signed packages on every platform, so future updates are a button in
Forge. The ritual was mostly me explaining the folders again.
Things that work better than you would expect from an "alpha.1"
- The first launch starts in seconds. Forge prepares the GPU pipelines
through the game after installing. For three days it did not, and I spent
more time watching the progress bar than the moon. The moon had the better
excuse for moving slowly. - Zero-stall shader library: the scenes I recorded play without compiling
shaders mid-game. A corner nobody visited may compile a few in the
background; it costs a moment, never a freeze. - Pausing is safe. Video memory stays flat behind the menu however long
you leave it open, including the very first room, where an earlier build
could eat a whole graphics card in fifteen seconds. That build did not ship.
I briefly had a resource crisis more urgent than the plot. - Audio on SDL setups and the Steam Deck: the output negotiates a sane
device period and falls back to stereo, fixing crackling or silence (#79,
#133).
Things that work exactly as you would expect from an "alpha.1"
- Not everything was played through. The automated runs installed the
game, booted it, and visited about a hundred scene entrances, the
transformations and the boss lairs. A full three-day cycle by a human being
with a controller is the part I am asking you for. Visiting the boss lair
and dealing with its occupant remain different qualifications. - Some mm3d-dekui options are not ported yet (the gear photo, the menu
backdrop, stick controls, the ocarina input layout and the equip label), and
the ones that are ported ship with their vanilla defaults. - Not verified live: a group of specific situations (bow and first-person
items, the owl-statue save round trip, hot-plugging a pad, and a few
individual rooms) passed their automated checks but were not confirmed by
hand. If you try one of those first, you will have found a gap in the test
plan by reading the test plan. - #105 and #96 are shared with Echoes of Time: a crawl hole problem I
could not reproduce, and objects that can flicker at interpolated 60 FPS
with native lighting. Neither is fixed here. - Windows x64 and Linux x86-64 (AppImage, Flatpak). Android is deferred
again: it comes back when the shaders can be prepared the same way on
every platform, instead of once per platform by a tired person. - Tested natively on Windows 11 and under Proton, on NVIDIA. AMD and Intel
owners: you are, once again, the laboratory. Thank you, and sorry about the
lack of a hiring process.
What comes next (no, we are not telling you)
Two games on one engine is where this starts to get interesting. There are
bigger things in progress, including several things you have asked for more
than once, in capital letters. They are staying unnamed for now. The last time
I named a date the moon laughed, and I am not giving it more material.
Watch the releases page. Bring a controller. Allow me this brief interval of
knowing something without immediately promising it. As for Nintendo: I will
not be pressing charges over the first game. The sequel is here, and my
entirely fictional confidence is at an all-time high. Your move.
Credits and licences
- mm3d-dekui by tgacquin and contributors (GPL-2.0),
LICENSES/mm3d-dekui.md. - Project Restoration by leoetlino and contributors (GPL-2.0-or-later),
LICENSES/Project-Restoration.md. - iMMERSE MXAO by Pascal Gilcher, under its own licence
(LICENSES/iMMERSE-MXAO.md). - The SingleScreen 3.1 HD Latin font by M-1 / rlgcarrot, with the author's
permission. - The decompilation and port projects whose documentation guided the work
(2Ship2Harkinian, zeldaret/mm, the MM3D decompilation) are credited in
docs/MOONFALL_CURSE.md; none of their code or data is shipped. - The corresponding source of the precompiled title module is in
source/
(docs/SOURCE_OFFER.md).
Checksums are in SHA256SUMS_MoonfallCurse.txt. Moonfall Curse is a fan project, not
affiliated with or endorsed by Nintendo. You bring your own dump of Majora's
Mask 3D; I bring the window.