Repo ↗ · Source README ↗ · Markdown & license bundle

Image reference (original game): LEGO Star Wars: The Complete Saga · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.

Source maintainer: jwfeniello · Revision: addc0186d8c8 · Catalogued: 2026-10-12

Source license: Documentation license not confirmed · Article: Independent introduction

This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.


This project is an unofficial fan experiment that rebuilds the character engine of LEGO Star Wars: The Complete Saga from scratch using Rust and Bevy. It contains no game files; instead, it reads assets from the user’s own Android game data at runtime, loading Qui-Gon Jinn’s model, textures, animations, and sounds to let him move, jump, and fight with a lightsaber in a built-in test area or the game’s first level. The README claims battle droids shoot and bolts can be blocked, but manual blocking is untested, verified only by scripts and automated tests. It also supports using .obj models as levels, though only one city stage was tried, and jump heights are unchanged, so gaps designed for a faster character may be uncrossable.

Technically, the project implements its own readers for the Android OBB compression format, GHG models, ATITC textures, and AN3 animations, and reproduces the character controller, animation clip blending, camera rails, and combat rules in a simplified way. Collision uses the game’s shapes but the project’s own method, without reproducing terrain routines, moving platforms, or water. The lighting model reads the level’s light table but lacks specular highlights, normal maps, and fog. The HUD uses the game’s own models and textures, but some sizes and positions are estimates.

In terms of limitations, the README explicitly states that only the negotiations_a level has been loaded and other levels are untested; enemies exist only in the test area, placed by hand, and the LEGO level has none. Sliding doors, lifts, and other Force objects are not implemented, so corridor side doors stay shut. Gamepad input compiles but is untested. The character lacks hurt and death animations, and idle variations, head turning, and cloak physics are missing. Overall, this is an experimental prototype demonstrating technical feasibility rather than a complete playable game.