Nintendo Switch 2
Fire Emblem: Fortune's Weave
ファイアーエムブレム 万紫千紅 · 聖火降魔錄 萬縷千絲
- Perfect: No noticeable issues start to finish
- Playable: Can be finished; minor glitches or slowdowns
- In-game: Gets in-game, but issues get in the way
- Menus: Reaches the title screen or menus only
- Boots: Starts, then hangs on a black screen or intro
- Nothing: Does not start
Yes, it's playable. The game itself runs at 30fps (nxnative on Mac can raise it to 60fps, and since November 4 offers 120fps too). As of November 5, 2026, official Eden builds and other Switch 1 emulators still don't support this Switch 2 exclusive, but the unofficial Eden fork Eglantine (not affiliated with the Eden team) renders the 3D scenes from build 121 (November 2) on and runs at the intended 30fps. On PC, a user on an i5-14600K + RTX 5070 Ti reports a rock-solid 30fps at 1x and has played over 20 hours on build 177; but in crowded areas even an RTX 5080 gets only about 22fps (a single-thread CPU bottleneck), rendering above 1x makes the whole screen shake and flicker, and Intel integrated graphics crash every time after the calendar animation in the prologue. v0.1.0-rc1 (November 4) has several reports of severe slowdowns (50+fps in the same scene on build 212 versus 8-10fps on rc1, and as low as 5fps for some), rc1 goes to a black screen and exits on a Steam Deck, and users recommend staying on build 212 or 206. The PGO build lacks a video decoder and skips the pre-rendered cutscenes, so use the MSVC build to see them. The game's own DLSS: Eglantine substitutes FSR 3.1 from build 167 and runs the game's own DLSS network by default from build 194, and rc1 removes the toggle and always uses it. The author of the Orchid fork reports 30fps on Linux with large graphics glitches in the first fight, and a community 60fps patch exists on PC. On Mac, the native port tool nxnative (not an emulator: it turns the game into a native app, and it is only officially tested on Mac) says on its game page that the opening, the first battle map, and battle scenes play; with its rewritten target frame rate it holds 60fps on an M4 Pro, and 120fps is selectable on an M6 (107-119fps measured without a window, and the developer says screenshot comparisons show the game speed matches 60fps), though nothing past the first map has been tested. A user on a base M4 Mac mini reports full speed at 30fps with minor stutter. Eglantine's Mac build (build 212 and rc1) crashes about 7 seconds after boot on an M3 Max. nxnative has no iPhone build of this game. There are no Android reports, and the rumored PC recompilation still has no public project.
Settings & known issues
- Keep the render resolution at 1x; anything higher makes the whole screen shake and flicker (Eglantine issue #290, reproduced by several users).
- The game's own DLSS: from Eglantine build 194 it runs the game's own DLSS network by default ("Use the game's own DLSS" in Graphics), and from build 187 the Windows MSVC download can use NVIDIA DLSS instead; v0.1.0-rc1 removes the toggle and always uses it (#595 reports a GTX 1080 Ti dropping from 13 to 3fps). If build 206 goes black after entering the game, turning that option off fixes it (#528). nxnative substitutes MetalFX.
- Eglantine v0.1.0-rc1 has several user reports of slower performance (this game drops from 50+fps on build 212 to 8-10fps, #586 and #607); build 212 is a safer choice for now.
- The PGO (MinGW) build lacks an AV1 decoder, so pre-rendered cutscenes show black for about 10 seconds and then skip; use the standard MSVC build to see them (#311, #519).
- Low frame rates in crowded areas (about 22fps even on an RTX 5080) come from a single-thread CPU bottleneck: one emulator thread maxes out a core while the GPU sits at about 20% (#417).
- The game itself runs at 30fps; a community 60fps patch rewrites the target frame rate, and the developer says this is a game-specific fix that won't be built into the emulator (#441).
- On Intel integrated graphics, Eglantine crashes every time after the prologue's calendar animation (issue #368, on builds 135, 158, and 167).
- Controller rumble doesn't work on Eglantine build 177 (issue #423, both Pro Controller and Joy-Con).
- nxnative's 60fps on Mac comes from rewriting the game's target frame rate, and since Nov 4 you can also pick 120fps (the developer says screenshot comparisons show the same game speed as at 60fps); setting the frame rate to 30 gives the original behavior.
- What runs it are unofficial forks and a native port tool, unrelated to the Eden team; official Eden releases and nightlies don't support it.
Compatibility reports
| Platform | Emulator | Result | Notes | Source |
|---|---|---|---|---|
| Windows | Eden Switch 2 forks Eglantine build 189 PGO | Playable | about 22fps in crowded areas · Ryzen 7 9800X3D + RTX 5080, 64GB RAM · Eglantine, user report: one emulator thread sits at 100% of a core while the GPU is only at about 20% load (a single-thread CPU bottleneck); the original poster got 8-15fps on build 177, and 5070 Ti and 4090 users report the same | github.com 2026-11-04 |
| Windows | Eden Switch 2 forks Eglantine Main build 177 | Playable | i5-14600K + RTX 5070 Ti, 64GB RAM · Eglantine, user report: at least 20 hours played, with only controller rumble not working (tried both a Pro Controller and Joy-Con) | github.com 2026-11-03 |
| Windows | Eden Switch 2 forks Eglantine (latest main build at the time) | Playable | Rock-solid 30fps (1x resolution) · i5-14600K + RTX 5070 Ti · Eglantine, user report: rock-solid 30fps; above 1x resolution the whole screen shakes and flickers, reproduced by others (same on an RTX 4070 Ti Super with build 135) | github.com 2026-11-02 |
| Windows | Eden Switch 2 forks Eglantine build 135 | Playable | No frame rate given (“Very good performance”) · Ryzen 5 9600X + RTX 5070 Ti · Eglantine, user report; the ground sometimes turns black in story battles, and an RX 6900 XT user sees the same on build 163 | github.com 2026-11-02 |
| Windows | Eden Switch 2 forks Eglantine v0.1.0-rc1 | In-game | 8-10fps in game on rc1 (50+fps in the same scene on build 212) · RTX 30 series, Windows 11 · Eglantine, user report: a performance regression in rc1; an i7-14700K + RTX 5080 user in the same thread gets 5-6fps in the overhead view, and #607 (Windows 10, RTX 40 series) went from a steady 30fps on build 206 to 5fps on rc1, the same on an RX 6700 XT | github.com 2026-11-05 |
| Windows | Eden Switch 2 forks Eglantine build 135 / 158 / 167 | In-game | About 30fps before crashing · i5-1334U (Intel integrated graphics) · Eglantine, user report: crashes every time after the prologue's calendar animation, on all three builds | github.com 2026-11-03 |
| Windows | Eden Switch 2 forks Eglantine build 129 | In-game | i7-13700H + RTX 4060 Laptop · Eglantine, user report: heavy object pop-in, reproduced by several users | github.com 2026-11-02 |
| Linux / Steam Deck | Eden Switch 2 forks Orchid 0.7.0 (README table) | In-game | 30fps · Ryzen 7 5800X3D + RX 9070 XT, CachyOS · Developer's own assessment (Orchid's README compatibility table; Orchid's code comes from Eglantine): large graphics glitches in the top left during the first fight | github.com 2026-11-04 |
| Linux / Steam Deck | Eden Switch 2 forks Eglantine v0.1.0-rc1 | Boots | Steam Deck · Eglantine, user report: on rc1 it sits on a black screen and exits; the previous version worked well | github.com 2026-11-05 |
| Mac | nxnative Game v131072, nxnative main 2026-11-03 | Playable | 60fps (battle map median frame time 16.7ms, p95 17.1ms; the game's target frame rate is rewritten, 30fps as shipped) · M4 Pro · Developer's own assessment (official nxnative game page): opening cutscene, dialogue, the first battle map, and battle scenes; nothing past the first map tested, and game speed at 60fps not measured (the tester didn't report it running fast); the game's DLSS is replaced with MetalFX; no iPhone build | github.com 2026-11-03 |
| Mac | nxnative | Playable | Full speed (30fps), minor stutter · Mac mini M4 16GB (base model) · User report; a commenter has submitted a 60fps patch PR that isn't merged yet | reddit.com 2026-11-02 |
| Mac | Eden Switch 2 forks Eglantine build 212 / v0.1.0-rc1 | Boots | M3 Max · Eglantine, user report: still crashes about 7 seconds after boot with VK_ERROR_DEVICE_LOST, the same on rc1 | github.com 2026-11-05 |
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Game info
- Developer
- Intelligent Systems
- Publisher
- Nintendo
- Released
- 2026-09-17
- Genre
- Strategy
- Title ID
- 04007EF01F8AE000
- Updated
- 2026-11-05
FAQ
Can I play Fire Emblem: Fortune's Weave on Windows with an emulator?
The best reported result on Windows is "Playable" with Eden Switch 2 forks, about 22fps in crowded areas (report from 2026-11-04). Results vary by device and emulator version.
Can I play Fire Emblem: Fortune's Weave on Mac with an emulator?
The best reported result on Mac is "Playable" with nxnative, 60fps (battle map median frame time 16.7ms, p95 17.1ms; the game's target frame rate is rewritten, 30fps as shipped) (report from 2026-11-03). Results vary by device and emulator version.
Can I play Fire Emblem: Fortune's Weave on iPhone / iPad with an emulator?
We haven't found a public compatibility report for Fire Emblem: Fortune's Weave on iPhone / iPad yet.
Can I play Fire Emblem: Fortune's Weave on Android with an emulator?
We haven't found a public compatibility report for Fire Emblem: Fortune's Weave on Android yet.
Where can I find the Fire Emblem: Fortune's Weave ROM?
To emulate a Switch 2 exclusive on a computer you need one of the unofficial Eden forks, and they load games already decrypted on a Switch 2: an unpacked folder (the exefs/main file plus romfs) or a .nup package; this game's Title ID is 04007EF01F8AE000. Switch 1 prod.keys and firmware only matter for Switch 1 games. Which formats each fork supports is covered on our "Eden Switch 2 forks" page. →
Related guides
Switch 2 Emulator Status (November 2026): Unofficial Eden Forks, Progress and Fake Repos
As of Nov 5, 2026: experimental Eden forks (Eglantine, Lichii) run a few Switch 2 games on PC, nxnative nine on Mac, Banana Native one on Android. Eden has no support.
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