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Something not working?

Start with the guides and answers below—they cover most of what people run into. If yours is not there, write to our engineering team directly.

Common questions

Which stores are supported, DirectX 12 compatibility, Apple Silicon requirements, and offline mode.

Email engineering

Direct contact with the core developers. Include your macOS build, Mac model, and engine log.

Bottle & storage architecture

How each store gets its own Wine prefix inside the app's data folder, and where your games and saves live.

Privacy & terms

Zero cloud telemetry, isolated Keychain tokens, and the terms of use for Onism Play.

Version changelog

What changed in each recent version, in a few plain lines.

Credits & licenses

Component attributions, Apple GPTK licensing boundaries, and Wine staging lineage.

Quick Checklist

Worth checking first

A large share of reported launch issues clears up after a quick backend switch or permission verification:

01

Update macOS and Onism Play

Verify you are running macOS 26 or later and the newest Onism Play build. Apple Metal and CoreAudio driver updates often resolve launch hiccups.

02

Switch graphics backend in Game Tune

If a DirectX title hangs or renders black screens, open Game Tune for that title and toggle between D3DMetal (DX11/DX12) and DXVK (Vulkan-to-Metal).

03

Supply Apple GPTK for DirectX 12

DirectX 12 requires Apple's D3DMetal runtime from the Game Porting Toolkit. Ensure you have copied the library into your bottle per Apple's license.

04

Pair controller before launching

DualSense, Xbox Wireless, and Switch Pro controllers communicate via the macOS Game Controller framework. Connect Bluetooth prior to boot, then open Controllers and choose Test Input to check buttons, sticks and vibration.

05

Check local bottle logs

Wine stderr and launch logs stay physically on your device at ~/Library/Application Support/OnismPlay/Bottles/. Inspect stderr.log for missing DLLs.

06

What not to send

Never email passwords, store authentication tokens, session cookies, or proprietary game executable binaries.

Release notes

What changed.

The short version of each recent release, newest first. Currently 2.9.0.

Onism Play 2.9.0

November 11, 2026

Controller test sheet, per-game pads and a quieter Play page.

  • FIXED

    Test Vibration vibrates

    The test now plays a real buzz, and you can test the left and right motors separately.

  • NEW

    Smarter controller test sheet

    Button names follow your pad, sticks are checked for drift, and DualSense pads get a light bar colour picker.

  • NEW

    Per-game pad choices

    Hide a pad from one game (experimental). A game's PlayStation mode is now remembered after a restart.

Onism Play 2.8.1

November 10, 2026

The audio monitor knows which headset head tracking follows.

  • FIXED

    No false headset mismatch

    A renamed or look-alike headset no longer shows a false or missed mismatch in the monitor.

Onism Play 2.8.0

November 10, 2026

PHASE audio monitor, in-game overlay and automatic engine link.

  • NEW

    Audio monitor

    A menu-bar popover shows whether PHASE is rendering, the speaker layout, per-channel levels and head direction.

  • NEW

    In-game overlay

    A click-through overlay toggled with ctrl-cmd-A, placed in a corner or dragged anywhere.

  • NEW

    Restore original audio

    Put an engine's audio back to how it was from Tune → Engines.

Direct Engineering Line

We are here to help.

Send an email with your Mac chip architecture, macOS version, game title, and a copy of your bottle’s stderr.log. A developer will review it.

Email engineering team