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Verified

ContractVille on Mac

Verified by Highball on Apple Silicon, using the DXMT renderer.

last confirmed 2026-09-26 Steam 2698780

Which renderer to use

Highball can run each game through three different Direct3D translation layers. This is what the database knows for this title — empty rows are open questions, not failures.

RendererVerdictEvidence
DXVKDirect3D 9-11 over VulkanPartialon Wine 11 r11 the game loads and the creator works but the character preview is black. On the Wine 10 engine r7 the loading screen never ends
DXMTDirect3D 11 over MetalRecommendedrun by Highball on Apple Silicon
D3DMetalApple's Game Porting ToolkitUntestedno report yet — send one

Last confirmed 2026-09-26. That run predates per-report engine and macOS logging, so those are not recorded for it. A newer report would carry both.

Notes

Unreal Engine 4.27. Needs the Wine 11 engine (x64-crossover26.3-r12, the recipe names it) and DXMT. On the default Wine 10 engine the game sits on its loading screen forever after the logos, game running, nothing loading, Epic's SDK idle, on DXVK and with or without Media Foundation, measured for 20 minutes on an M1 Pro. On the Wine 11 tree the same install plays its intros, shows a loading screen with a progress bar and reaches the character creator in about five minutes. DXMT draws it fully. DXVK on Wine 11 gets there too but draws the character preview black. DXMT on the Wine 10 engine crashes at start (D3D11 CreateTexture2D with the shared flag returns E_FAIL on DXMT 0.80). Gameplay past the character creator was not exercised and no frame rate was read. Why the Wine 10 tree stalls is open. The reporter, playing on r11 with DXMT, sees the in-game tutorial videos as a blank white screen.

One-click setup

Highball ships a recipe for ContractVille: open the game in your Library and apply it. The recipe carries the tested renderer and any per-game fixes, so you don't have to reproduce them by hand. Read the recipe.

Provenance

Reported by ObT1337 (highball#202, 2026-09-25), Apple M1, macOS 15.6.1, Highball 0.9.35, engine x64-sikarugir10.0_6-r7, DXVK: the logos play, then a black screen, later confirmed on an M2 with the full game. Verified by the maintainer on 2026-09-26 on an M1 Pro, macOS 27.0: the same install loads and reaches the character creator on the Wine 11 engines r11 (seen on screen, DXVK and DXMT) and r12 (process profile, DXMT), and never leaves its loading screen on the Wine 10 engine r7.

Before installing anything, it is worth checking whether the game already ships a native Mac build.

Common questions

Does ContractVille work on Mac?

ContractVille has no native Mac build, but it is reported to run on Apple Silicon through Highball, a free open-source compatibility layer. Highball has run it on Apple Silicon (last confirmed 2026-09-26).

Which renderer should I use for ContractVille?

DXMT. Highball can translate Direct3D through DXVK, DXMT or Apple's D3DMetal, and the right choice varies by game. The database records DXMT for ContractVille, and applying the ContractVille recipe sets it for you.

Is there a one-click setup for ContractVille?

Yes. Highball ships a recipe for ContractVille that sets the tested renderer and any per-game fixes. Open the game in your Library and apply it.

Contribute a result

This page is generated from an open database. If you have run ContractVille on Apple Silicon, working or not, a report takes a minute and fills in the empty rows above. Send a report, or read how the data is put together.

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