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.
| Renderer | Verdict | Evidence |
|---|---|---|
| DXVKDirect3D 9-11 over Vulkan | Reported | 1 report |
| DXMTDirect3D 11 over Metal | Reported | 1 report |
| D3DMetalApple's Game Porting Toolkit | Untested | no report yet — send one |
No dated Highball run yet. When one lands it records the renderer, the engine build and the macOS version it was seen on — which is what stops a verdict quietly rotting. Send one.
Notes
Reported perfect on DXVK after a three-minute session on an M5, Epic copy, so this covers launch and the opening. The Steam id here is the same game on Steam. No measurement here yet. The invisible player and enemies of the DXVK mode (two reports, M1 Max and M2 Max) are gone on DXMT, confirmed by the M1 Max reporter on 0.10.4, so the row's mode is DXMT.
Known issues
The player and enemies are invisible while the level draws (reported on an M1 Max and again on an M2 Max, both with DXVK, highball#219)
What helps Set Mode for this game to DXMT (the mode this row now applies). Confirmed by the M1 Max reporter on Highball 0.10.4 with the default engine r19 (highball#219, highball-db#309): after the update, with no setting changed, the player and enemies draw. Before 0.10.2 the per-game mode did not reach a Steam launch, so the fix only works from there.
Why DXVK's Vulkan on MoltenVK has no transform feedback on any Apple GPU, so the 35 stream-output geometry shaders Unity creates to animate characters fail to build (the log says Transform feedback not supported by device, then Metal rejects the pipelines) while the scenery's shaders build fine. Not chip generation, the M2 Max reproduces it
Provenance
Reported by SnoopyHuman (highball-db#97, 2026-09-17), Apple M5, macOS 27, Highball 0.9.19, engine x64-sikarugir10.0_6-r3, DXVK, Epic copy, rated 5 of 5 after 3 minutes. Not verified by the maintainer. Then aptonline (highball-db#309, 2026-10-04), Apple M1 Max, macOS 26.6.2, Highball 0.10.4, engine x64-sikarugir10.0_6-r19, DXMT, rated 5 of 5, the invisible characters gone.
Before installing anything, it is worth checking whether the game already ships a native Mac build.
Common questions
Does Death's Door work on Mac?
Death's Door has no native Mac build, but it is reported to run on Apple Silicon through Highball, a free open-source compatibility layer. This comes from community reports rather than a Highball test run, so treat it as a reasonable expectation rather than a guarantee.
Which renderer should I use for Death's Door?
DXMT. Highball can translate Direct3D through DXVK, DXMT or Apple's D3DMetal, and the right choice varies by game. The database records DXMT for Death's Door. Highball uses it automatically when the game has a row; to set it by hand, open Settings, then Environments.
Contribute a result
This page is generated from an open database. If you have run Death's Door 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.