v0.1.1 — release notes
2026-09-18 · download ·
the first public builds. Everything below marked "verified" ran on real
hardware, with the command output logged.
0.1.1 adds an optional verjuice.app account —
verjuice login /
account /
logout,
and (only while logged in) server-side tracking of registered apps.
The launcher works fully without an account, launches never require the
network, and offline registration still works — see
privacy for exactly what the account features
send.
What Verjuice is
A launcher for Windows games and applications on Linux and
macOS. Connect your Steam/Epic/GOG libraries (or register an
installed exe), press one Play button, and Verjuice builds the prefix,
applies known-good per-title configuration, and launches through the
right backend — Proton/umu on Linux, Wine with DXMT/DXVK/MoltenVK on
macOS. If a launch fails, it diagnoses the captured log, applies a
recorded, sourced fix, and relaunches — or reports an honest, cited
refusal. Three outcomes, all truthful: runs,
"we fixed it, relaunching", or "this cannot run
here, and here is why."
Everything Verjuice knows is traceable: every compatibility claim in
its database carries a source, and its fix engine never invents a fix —
it only applies recorded ones.
What works in 0.1.0 (verified on real hardware)
Both platforms
- One-command setup:
verjuice install
lists exactly what is missing, fetches components only after you
confirm, and checksum-verifies every download. Degrades gracefully
offline.
- The compatibility database: 601 apps, 536 with
sourced recommendations, including honest cited refusals for
anti-cheat-walled titles (checked against AreWeAntiCheatYet;
per-title, never guessed).
- Self-healing launches: a bounded startup window
watches the launch; an in-window crash is diagnosed from the real
log against a signature table (59 sourced entries) and a known fix
is applied — winetricks verbs, env changes, DLL overrides, launch
args — then the app relaunches. At most 2 auto-relaunches; then a
plain-language refusal with the saved log.
- A real UI: library grid with one Play button, setup
progress, and exactly the three outcome states; plan/log detail
behind an advanced drawer; working cancel.
Linux
- Library + register: Steam titles are discovered
from Steam's own state; Epic via legendary (no auth needed to
enumerate); GOG via Heroic metadata with real-executable
resolution; any other Windows exe can be registered with one
command.
- Containerized launches through umu: non-Steam
titles launch through umu-run with the full documented env contract
(WINEPREFIX, GAMEID, PROTONPATH, STORE, PROTON_VERB), and
protonfixes auto-apply. A native Linux build always wins when one
is installed.
- Fallback ladders: 22+ titles carry recorded
fallback ladders — ordered fix plans with explicit triggers, walked
on real hardware: ELDEN RING, PRAGMATA, Marvel Rivals, Cyberpunk
2077, Vampire Hunters and others walked plan A to running.
- Verified 2026-09-17: an Epic-launcher-installed title launched end
to end through umu + Proton (no legendary install, no Epic account)
after prefix-scan discovery.
macOS (Apple Silicon)
- Wine run directly, "do-it-all": Verjuice fetches
the Wine runtime itself (Wine 11 with DXMT, DXVK-macOS and MoltenVK
bundled) into its own folder — no Whisky app, no manual setup.
- Retina and DPI by default: every Mac prefix gets
RetinaMode and a matching DPI automatically.
- Game Mode: launches go through a small
games-category app bundle, so macOS turns Game Mode on.
- The Windows Steam route: Verjuice installs Valve's
own Steam client into one shared prefix and launches titles with
steam.exe -applaunch <appid>. You log in once,
in Steam's own window; Verjuice never handles credentials.
- Per-game graphics backend: DXMT's DLLs go next to
each game's exe, so the game runs DXMT while Steam's UI stays on
DXVK. Measured on an M5 Pro at the main menu: DXMT ≈ 115 fps /
5.3 ms GPU per frame vs DXVK ≈ 11.0 ms.
- Verified end to end 2026-09-18: Vampire
Hunters through the mac-steam route with DXMT — Steamworks
satisfied, menu rendered on the M5 Pro GPU, input working.
- Runtime updates with rollback:
verjuice install --update mac-wine keeps the replaced
runtime; --rollback swaps it back.
- Shader-cache cleanup:
verjuice prefix clean <prefix> --caches covers
the prefix's DXVK/VKD3D caches and DXMT's cache.
Honest limitations (0.1.0)
These are also listed, with user-facing workarounds, on the
known issues page.
- macOS graphics launches through the mac-wine route are not yet
verified (the mac-steam route is).
--heal on macOS covers the mac-wine route only; the
mac-steam route launches unsupervised.
- Winetricks does not run on macOS; a declared verb fix is refused
honestly rather than reported as applied.
- D3DMetal (DirectX 12) is unavailable in the fetched runtime.
- Steam runner pins are partial (apply-path hardware proof pending).
- Epic real-account launch needs a one-time
legendary auth
login.
- Both artifacts are unsigned (see the
download page for what that means and what
to do).
- Anti-cheat walls are walls: cited refusals, never fix attempts.
Component provenance
Verjuice wraps, and never reimplements: Wine, Proton, umu
(umu-launcher), DXVK, VKD3D, DXMT, MoltenVK, legendary, and the
protonfixes data that ships with UMU-Proton/GE-Proton builds. On macOS
the default runtime is the one frankea/Whisky publishes (Wine 11 with
DXMT, DXVK-macOS and MoltenVK). Attributions ship in the third-party
notices inside every artifact; nothing proprietary is bundled — Apple's
Game Porting Toolkit and the Steam client are never redistributed.
Verification
97 offline suites plus both data validators (606 apps, 59 signatures)
at packaging time. On macOS the gate runs 91 suites and honestly skips 6
that need Linux-only tooling, with the real user state and log dir
byte-identical across the run.