Progress
Bloodborne on Android: the Bloodborne-Android port hits 34 fps on Snapdragon, built on bbport
Key points
- In mid-October 2026, developer ducvd89 published Bloodborne-Android on GitHub, an unofficial port of PS4 Bloodborne (1.09) for Snapdragon (Adreno GPU) Android devices.
- It builds on bbport, the native Linux port. Per AndroGaming, FEXCore translates the game's x86-64 code to ARM64 and a shadPS4-derived renderer turns the graphics into Vulkan.
- On an AYN Thor (Snapdragon 8 Gen 2): about 34-35 fps in Central Yharnam without frame generation, with lower detail. Also tested on an OPPO Find N5 (Snapdragon 8 Elite).
- Default rendering is 752x424 upscaled to 720p with FSR 3.1. Touch controls, gamepads, mods and Lossless Scaling frame generation are supported.
- Requires Android 9+, 4 KB memory pages, an Adreno GPU and your own Bloodborne game data. A full playthrough is not confirmed.
On this page
In mid-October 2026, developer ducvd89 released Bloodborne-Android on GitHub, an unofficial port that runs the PS4 version of Bloodborne (1.09) on Qualcomm Snapdragon Android devices. It builds on bbport, the native Linux port of Bloodborne for PC. On an AYN Thor handheld with a Snapdragon 8 Gen 2, the developer reached about 34-35 fps in Central Yharnam without frame generation, after lowering detail and switching off some effects. It was also tested on an OPPO Find N5 with a Snapdragon 8 Elite. Whether the whole game can be finished has not been confirmed.
How it works
bbport can run "natively" on PC because the PS4 and the PC both use x86-64 processors. Phones are ARM, so there is an extra step. AndroGaming's breakdown of the mid-October builds:
- CPU: FEXCore translates Bloodborne's x86-64 machine code into ARM64 instructions while the game runs.
- Graphics: a renderer derived from shadPS4, through the bloodborne_pc (bbport) project, translates graphics commands and shaders to Vulkan.
- System libraries: native replacement libraries handle the PS4 system calls.
The developer calls it "a port, not an emulator." AndroGaming's take: the Android interface, runtime and renderer run natively on ARM64, but the game code still needs CPU translation, "so yes, emulated, but not quite."
The project was still updating almost daily at the end of October, and later beta builds changed the approach significantly (per the project's notes, the game code is now converted to ARM64 ahead of time instead of being translated at run time). The performance figures here come from mid-October coverage.
Performance and image quality
| Item | Mid-October status |
|---|---|
| Test devices | AYN Thor (Snapdragon 8 Gen 2), OPPO Find N5 (Snapdragon 8 Elite) |
| Frame rate | about 34-35 fps in Central Yharnam on the Thor (up from about 30), no frame generation |
| Default render resolution | 752x424, upscaled to 1280x720 with FSR 3.1 |
| Detail | model detail at lowest, several heavy effects off |
| Frame generation | optional Lossless Scaling (separate Steam purchase), adds displayed frames only |
VGTimes listed the test device as an AYN Odin 2, which conflicts with the developer and other outlets (AYN Thor). We go with the Thor.
Features
- on-screen touch controls and external gamepads;
- mod support;
- save backups;
- Lossless Scaling frame generation (sold separately).
AndroGaming noted that version 0.8.4, released October 14, fixed game installation problems, following earlier performance, touch control and save backup improvements.
Requirements
- a Qualcomm Snapdragon chip with an Adreno GPU;
- Android 9 or newer with 4 KB memory pages;
- plenty of RAM: test devices had 16 GB, though that is not a confirmed minimum;
- your own Bloodborne game data updated to 1.09, with the original, unmodified eboot.bin. No game files are included.
What this means for players
If you own a Snapdragon 8 Gen 2 or newer Android handheld or phone, Bloodborne now runs on it, but at 720p, in the mid-30s and with cut-down visuals. It is closer to a tech demo, and finishing the game is not confirmed. For a fuller experience, bbport and shadPS4 on PC are more mature. Track this port on the Bloodborne-Android page, see the Android hub for PlayStation games on Android overall, and the Bloodborne page to compare platforms.
FAQ
Can you play Bloodborne on an Android phone?
It runs, but it is experimental. The unofficial Bloodborne-Android port gets about 34-35 fps on a Snapdragon 8 Gen 2 AYN Thor at 720p output with reduced settings, and the developer has not confirmed you can finish the game. Sony has never released a mobile version.
Which phones can run Bloodborne-Android?
Devices with a Qualcomm Snapdragon chip (Adreno GPU), Android 9 or newer and 4 KB memory pages. Test devices had 16 GB of RAM, though that is not a confirmed minimum. Phones without an Adreno GPU, such as most MediaTek and Samsung Exynos models, are not supported.
Is it an emulator?
The developer calls it a port, not an emulator: no PS4 hardware or OS is emulated and system libraries are native replacements. But per AndroGaming, in the mid-October builds the game's own x86-64 code still runs through FEXCore translation to ARM64, so it is "emulated, but not quite."
How does it relate to bbport on PC?
Bloodborne-Android builds on bbport, the native Linux port, and its rendering comes from bbport's shadPS4-derived renderer. PS4 and PC are both x86-64, while phones are ARM, so the phone version needs an extra step to turn the game code into ARM64.
Does frame generation cost extra?
Yes. Lossless Scaling frame generation needs a separately purchased Steam copy of Lossless Scaling. It only adds displayed frames, not real game frame rate, and can add artifacts.
Sources
- AndroGaming: Bloodborne on Android uses FEX and shadPS4 technology (2026-10-14)
- iXBT.games: Sony never released Bloodborne on PC, but enthusiasts have already ported it to Android (2026-10-14)
- VGTimes: Unofficial Bloodborne Port Released for Android (2026-10-14)
- VGTimes: Bloodborne Runs Natively on Linux in Experimental bbport (2026-10-05)