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 | Untested | no report yet — send one |
| DXMTDirect3D 11 over Metal | Recommended | run by Highball on Apple Silicon |
| D3DMetalApple's Game Porting Toolkit | Untested | no report yet — send one |
Last confirmed 2026-09-20. That run predates per-report engine and macOS logging, so those are not recorded for it. A newer report would carry both.
Notes
Needs the Wine 11 engine x64-crossover26.3-r11 or later (the recipe names it). Two bugs sat behind the report, both in Wine on macOS and both fixed in r11. Start did nothing because the game's save code asks Windows for the last error after a file call and, on macOS, the place Unity's Mono reads it from (%gs:0x68) held a stray pointer instead of the error code, so a missing save file became an IOException that ended the click (Player.log: IOException: Unknown error (0x...)). The menu's 2560x1440 H.264 video, played through Media Foundation and handed to Direct3D 11 as a shared texture, got no shared handle from DXMT on Wine 11 (Got null handle from IDXGIResource::GetSharedHandle) and failed inside the decoder on Wine 10. On r11 both are gone: the run starts on DXMT and on DXVK, and the video plays on DXMT. DXVK draws the board at 20 fps against DXMT's 86 and shows a still behind the menu instead of the video, so use DXMT. On the default Wine 10 engine neither fix exists, but the error path needs the save file to be missing, which is what a first run looks like: with a save already there the game plays on Wine 10 too, measured here on 2026-09-22 (M1 Pro, macOS 27.0, engine x64-sikarugir10.0_6-r5, DXMT, a full session with runs started and no exception in Player.log, the save having arrived through Steam Cloud). So the Wine 11 engine is what a new player needs, and someone whose save already exists may never see the fault.
One-click setup
Highball ships a recipe for The Last Flame: 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 WWWcool (highball#99, 2026-09-14): Apple M1 Pro, macOS 14.5, Highball 0.9.12, engine x64-sikarugir10.0_6-r2, DXVK: the menu comes up, pressing Start does nothing. Measured here 2026-09-19 and 2026-09-20 with the free Prologue (Steam 2517810, the same Unity 2021.3 build) on an M1 Pro, macOS 27.0.
Before installing anything, it is worth checking whether the game already ships a native Mac build.
Common questions
Does The Last Flame work on Mac?
The Last Flame 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 2026-09-20).
Which renderer should I use for The Last Flame?
DXMT. Highball can translate Direct3D through DXVK, DXMT or Apple's D3DMetal, and the right choice varies by game. The database records DXMT for The Last Flame, and applying the The Last Flame recipe sets it for you.
Is there a one-click setup for The Last Flame?
Yes. Highball ships a recipe for The Last Flame 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 The Last Flame 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.