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Awakenchan/LanternEngine avatar
Awakenchan/LanternEngine

Lantern Engine: a Bloodborne port that runs the game natively on Windows

Lantern Engine: run your own copy of Bloodborne on Windows. A launcher and engine where the game's code runs natively; bring your own game dump.

916 stars43 forksC#GPL-3.0

At a glance

What is it?
Lantern Engine is a launcher and a reworked emulation layer that runs Bloodborne on Windows with the game's own code executing natively and its graphics translated to Vulkan. It suits owners of the game who want a PC build, and it depends on you supplying your own decrypted dump with update 1.09.
Who is it for?
Adopt Lantern Engine if you own Bloodborne, can produce the decrypted CUSA03173 dump with update 1.09, and want the game running natively on Windows with DLSS and FSR support and the community patches. Do not adopt it expecting an included game, since no game files are shipped, or as a project you can rely on for a stable release, since the published builds are beta tags from a single maintainer working at his own pace.
Can I use it commercially?
Yes, with conditions. GPL-3.0 is a copyleft licence: if you distribute software that includes it, you must release that software's source code under the same licence. Running it internally without distributing it does not trigger that obligation.
Is it still maintained?
Yes. The repository received new commits within the last day.
What is it written in?
Mainly C#, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

A port with no game inside it

Lantern Engine runs your own copy of Bloodborne on Windows. The mechanism is described plainly in the README: the game's own code runs natively on your CPU, and its graphics are translated to Vulkan. That is the interesting technical claim, because it is not the usual arrangement. A console title ported to PC often means running the original code under emulation and translating its graphics through a compatibility layer, which is exactly what a compatibility project such as shadPS4 does.

The project is a launcher and an engine, and the engine was reworked from its starting point for performance. The maintainer credits himself with the launcher, the native shader compiler, direct draw calls, draw pipeline and memory performance work, PC menus and controls, upscaler integration, online play through The Hunter's Dream, and fixes.

The distribution model is what makes this a different kind of project from most. No game files are included. You need your own decrypted Bloodborne dump, the CUSA03173 title, with update 1.09. So the legal position is the user's, and the repository is a launcher plus an engine rather than a redistribution of a commercial game. The primary language is C#, and the repository is split into engine/, launcher/ and tools/ directories alongside the README and the licence file.

The maintenance note at the top of the README is worth reading as well. The maintainer says he is keeping this going on his own, and that updates are slower now because of the hate he has been getting, and that he will keep working on it when he can. That is a single maintainer working at his own pace, and it is a fact about the project rather than an opinion about it.

The install path is three steps and one archive

Installation is deliberately short, which is one of the reasons the project has a following.

The first step is to download the archive named LanternEngine-<version>-win64.zip from the repository Releases page and extract it anywhere. The second is to run Lantern Engine.exe and pick your game folder, which is the one containing eboot.bin, the executable the original console title uses. The third is to press Play.

Two details follow from that flow. The launcher updates itself, so the version you downloaded is not necessarily the version that ends up running. And once the launcher has done its work, Bloodborne.exe starts the game directly, which the README points out means you can add it to Steam as a non-Steam game. That matters more than it sounds: without it, the game would launch as a separate window with its own windowing and input handling rather than as a Steam title with the overlay, controller configuration and friends list behaving normally.

The game folder you point at is the decrypted dump, and the version requirement is specific: the CUSA03173 title with update 1.09. That constraint is not negotiable by configuration, it is a property of the content you supply, and it is the single most common reason a first attempt does not work.

Because the archive is extracted anywhere and the launcher self-updates, there is no installer, no registry entry and no service. There is also no documented uninstall procedure in the README, which for a portable extraction is unsurprising but worth remembering if you want a clean removal.

The credit chain: bbport, shadPS4 and a chain of reworks

The credits table is the best available description of how this engine came to exist, and it is a long chain of inheritance.

The engine's starting point is DarkIzuku's bloodborne_pc, which was itself built on bbport from deadinside28 and on shadPS4. So the lineage runs from an open source PS4 emulator, through a Bloodborne-specific port, to this rework. Lantern Engine is a fork of that line with performance work applied on top.

From there the table credits a series of specific contributions. VRAM cleanup and frame pacing are adapted from IFreemz's shadPS4-Bloodborne-DLSS-FSR. Crash and controller fixes come from work by AwesomeObserver, Supermedo and deadinside28. Cheats, online sign-in, occlusion culling and trophy research come from droogie's bbhost. The online servers are The Hunter's Dream, which is a separate project that the launcher connects to.

The graphics stack is built from vendor and community components. FSR 3.1 and FSR 4 on Vulkan come from FireBurn's FSR-Vulkan and the AMD FidelityFX SDK, with FSR 4.1.1 from fsr4vk including an AMD driver fix contributed by 0xCydral. DLSS comes from the NVIDIA DLSS SDK. The sound layer is LibAtrac9, the in-game menu is Dear ImGui, controller mappings come from SDL_GameControllerDB, the trophy list is from pyL1nx's bloodborne_pc, and the UI library is WPF-UI. Game patches are credited to Kyo, Lance McDonald, auser1337, illusion, emoose and other community members.

For an adopter this matters in a specific way. The engine is an assembly of a dozen upstream projects, each with its own licence and its own update cadence, and the README points at the licence text for the engine in the package's licenses folder. Any of those dependencies changing is a way for a working build to stop working, and the project's release tags, all of them beta builds of the 0.9.34 line published on 2026-10-20, are how you tell whether the assembly is currently coherent.

What the reworks actually add

The credits name the work, so it is worth being specific about what the maintainer claims to have changed rather than gesturing at performance.

There is a native shader compiler. That is the piece that matters most for the Vulkan path, because it is the difference between translating a shader and compiling one for the target, and it is also the hardest part of the graphics side to get right.

There are direct draw calls, plus draw pipeline and memory performance work, and the separate credit for VRAM cleanup and frame pacing. Frame pacing in particular is the thing that separates a port that stutters from one that does not, and it is credited to a different upstream project rather than being the maintainer's own invention.

There is an upscaler integration, which is the DLSS and FSR work listed separately, and there are PC menus and controls so the game is navigable with a keyboard and mouse rather than only a gamepad. Online play through The Hunter's Dream, cheats, occlusion culling and trophy support come from the bbhost line of work.

The result is a port that is closer to a native PC build than to a compatibility layer, at least in intent. The important caveat is that the performance claims here are the maintainer's own, and the README does not publish frame rate figures, frame time measurements or a comparison table. If the reason you want a PC version is frame rate, that is exactly the number you will not find in the documentation, and the sensible approach is to judge it on your own hardware with the beta builds the project publishes.

The release naming also tells you the state of things. The three most recent tags are v0.9.34-beta.9.8, v0.9.34-beta.9.7 and v0.9.34-beta.9.6, all published on 2026-10-20, an hour apart in the first case. These are incremental builds of a pre-1.0 line, not curated releases with notes.

Where Lantern Engine is the wrong tool

The first limitation is the one the project is explicit about. You need a decrypted dump of the game, which means either you own the disc and run your own dump tool, or you already have one. If you do not own the game, there is nothing to run, and no part of this project helps with that. The README is unambiguous that no game files are included, and that is both the legal protection and the practical barrier.

The second is platform. Windows is the only target named, and the archive name ends in win64. There is no Linux or macOS build mentioned, no source layout for the launcher beyond the launcher/ directory, and no documented cross-platform path.

The third is the version pinning of the content itself. The requirement is a specific title ID and update 1.09, and a dump from a different update is not a configuration problem you can fix through the launcher. Any project that has to match a specific retail patch has an inherent maintenance burden tied to the publisher's own patching, and the README does not discuss what happens with other updates.

The fourth is the project governance. One maintainer, working when he can, publishing beta builds with numbers like 9.6 and 9.8 rather than named releases. That is a perfectly normal way to run a project like this, and it is also a single point of failure that a company should think about before making it part of how it runs a game.

The fifth is scope. This is a game, not a platform. There is no mod support story, no save management tooling, no configuration beyond picking the folder, and no documentation of the launcher options beyond the Play button. If what you want is a modding sandbox or a streaming overlay, this is the wrong project.

Two licences, one package

The licence structure is stated at the end of the README and is layered rather than uniform. The launcher is GPL-2.0-or-later, with the licence file in the repository root. The engine is GPL-3.0-or-later, and its licences are in the package's licenses folder.

That split reflects how the code was assembled. The launcher is the maintainer's own work and the point at which a user interacts, and it carries the older GPL version. The engine is the reworked fork of the bloodborne_pc line, which inherited GPL-3.0 from the emulator projects it was built on, and its licence texts travel with the package so that the terms of the inherited code are visible where the code is.

This article does not interpret what the obligations are. What is worth flagging is the practical shape: both layers are copyleft, the versions differ, and the engine's licence is not the file in the repository root but the set inside the package. If you are redistributing any part of this, or shipping it inside a product, that is a question for whoever handles your licence compliance, and the two-file structure is the first thing they will need.

The repository itself is thin in a way that reflects the delivery model. The top level holds .gitattributes, the .github directory, .gitignore, the LICENSE file, the README, and the engine/, launcher/ and tools/ directories. There is no CHANGELOG, no issue templates visible in the listing and no documentation site, so the release notes live in the GitHub releases, the launcher is the configuration surface, and the community conversation is elsewhere.

Editorial conclusion

Adopt Lantern Engine if you own Bloodborne, can produce the decrypted CUSA03173 dump with update 1.09, and want the game running natively on Windows with DLSS and FSR support and the community patches. Do not adopt it expecting an included game, since no game files are shipped, or as a project you can rely on for a stable release, since the published builds are beta tags from a single maintainer working at his own pace. Verify first that your dump is the right title and update, that your PC meets the Vulkan requirements the launcher expects, and that you are comfortable with the two licence layers, because the launcher is GPL-2.0-or-later, the engine is GPL-3.0-or-later with its licences in the package's licenses folder, and the last push was on 2026-10-22.

Frequently asked questions

What do I need to run Lantern Engine?

You need a Windows machine, the LanternEngine win64 archive from the repository Releases page, and your own decrypted Bloodborne dump of the CUSA03173 title with update 1.09. No game files are included with the project.

How do I install Lantern Engine?

Download the archive named LanternEngine-<version>-win64.zip from the Releases page, extract it anywhere, run Lantern Engine.exe and pick the game folder containing eboot.bin, then press Play. The launcher updates itself, and Bloodborne.exe then starts the game, which can be added to Steam as a non-Steam game.

Is Lantern Engine based on shadPS4?

The README credits the engine's starting point as DarkIzuku's bloodborne_pc, which was built on bbport from deadinside28 and on shadPS4, and Lantern Engine reworks that base for performance with a native shader compiler, direct draw calls and memory work.

What licence does Lantern Engine use?

The launcher is GPL-2.0-or-later with the licence in the repository root, and the engine is GPL-3.0-or-later with its licences in the package's licenses folder. The most recent tags are v0.9.34 beta builds published on 2026-10-20.

Official sources

  1. Awakenchan/LanternEngine on GitHub
  2. Issues
  3. License: GPL-2.0
  4. README
  5. Releases
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