Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): P.T. · original-game screenshot, 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: LoreanXavier · Revision: 202c93cd34eb · Catalogued: 2026-10-12
Source license: MIT (code scope; README permission unconfirmed) · 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 a native PC port of the 2014 PS4 teaser P.T. The author states plainly that it is not an emulator: the game logic was rebuilt in C++ from the original’s behaviour, and the renderer is written on Vulkan. Levels, models, textures, sounds, scripts and cutscenes are read at runtime from the player’s own PS4 game files, and neither the repository nor the installer contains game data. Installation requires the user’s own dump or fake PKG; a store PKG cannot be used because it is encrypted.
The port targets Windows 10/11, Linux x86-64 and macOS 14 or newer, with macOS running Vulkan on Metal through MoltenVK. It adds optional features that are off by default, including ray-traced shadows, ambient occlusion and floor reflections, FSR/DLSS/XeSS upscaling, frame generation, photo mode, free camera, a loop browser, a museum, Game+, a speedrun timer, third-person view and OpenXR VR. The README labels VR and third-person as experimental, notes that VR has only run against a simulated runtime, and says physical controller output still needs hardware validation.
The README also discloses that AI coding tools were used in development and debugging, and credits the shadPS4 emulator as a reference for the original’s behaviour. The port’s own code is MIT-licensed, with third-party components keeping their own licences. Overall this is a scoped rewrite-style port that depends on user-supplied data, with optional additions that are partly experimental or untested on real hardware.

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