Two WET Recompilation Projects, Neither From Bethesda
WET came out in 2009 on Xbox 360 and PlayStation 3 only. As ixbt.games puts it, the game has now reached PC, "but not thanks to publisher Bethesda Softworks." The "17 years later" in the headline is simply the time between the 2009 console release and 2026. Bethesda has not announced or released an official PC version, and nothing in either project suggests it approved them.
The main project comes from a developer who goes by Supermedo. The repository describes it as an unofficial PC port of WET (2009) by Mohammed Albarghouthi, built with ReXGlue. The second, nikolaygorb's WetRecomp, describes itself as a static recompilation of WET (2009, Xbox 360, Title ID 425307DB) to native Windows/Linux x86-64, built on the ReXGlue SDK. The two are separate codebases with different workflows and different platform targets. Neither is a fork of the other.
The version number is inconsistent. ixbt.games says version 0.1.0 is the current release of Supermedo's port. GitHub, however, also has a v0.2.0 release page for the project, labelled as a Windows build Unofficial WET PC port. So either the project moved on quickly after the first coverage or the report went out before the newer build appeared. Whichever it is, check the releases page for the latest build instead of relying on the version number in news reports.
How ReXGlue Turns Xbox 360 PowerPC Code Into a Windows Executable
These projects are different from simply running WET in an emulator. According to its own repository, ReXGlue converts Xbox 360 PowerPC code into portable C++ that runs natively on modern platforms. It relies heavily on Xenia, the Xbox 360 emulator, but it does not translate the console's instructions while you play. It generates C++ source code ahead of time, an approach inspired by the earlier XenonRecomp and rexdex recompilers.
Independent coverage describes it the same way. Habr reported in February 2026 that ReXGlue was released as a software development kit (SDK) designed for static recompilation of Xbox 360 console software, and that the generated code can then be compiled for native execution on modern computers running Windows, Linux, or macOS. The Estonian site abit.ee adds that ReXGlue generates C++ source code ahead of time, then compiles it with Clang into a native executable. The Clang compiler shows up in both WET projects' requirement lists.
This design is also why both projects need your own copy of the game. The recompiler produces a native executable from the game's code, but the art, audio, video and level data still come from the original disc. Each project provides the runtime and the recompiled code, and the user provides the rest.
The method has limits. Per abit.ee, the graphics subsystem currently relies on Xenia's GPU backend, but the SDK architecture is designed to eventually replace it with a native renderer. The ReXGlue maintainers also warn that the toolkit is in early development, that some things will not work properly, and that breaking changes should be expected as it evolves. The repository says ReXGlue is independent and not affiliated with or endorsed by Microsoft or Xbox.
WET is not the first game to get this treatment. abit.ee reported that within weeks of release, the community produced alpha builds for Blue Dragon, Ninja Gaiden 2, Dragon Ball Z: Budokai HD, and Dragon Ball Z: Raging Blast 2. Held Games, which tracks these projects and publishes affiliate content, counts eight Xbox 360 games with public recompilation projects as of September 2026. The earlier XenonRecomp team's Sonic Unleashed port is the best-known example of a whole 360 game turned into a native PC build.
Supermedo's wet-recomp Builds Around a Windows Launcher
Supermedo's project is aimed at Windows users who want mouse-and-keyboard play and a graphical front end. The repository lists Windows 10/11 x64 as the target. To build from source you need Clang, CMake, Ninja and Git, plus a WET Xbox 360 .iso file.
The source build from the README works like this:
- Open
launcher/WetLauncher/WetLauncher.csprojin Visual Studio (or use MSBuild) and build the Release configuration. - Run the launcher, click ADD ISO, and select your disc dump. The extracted files go into the repository's
game/folder. - From the repository root, run
pwsh .\setup.ps1and thenpwsh .\build.ps1. - Press PLAY in the launcher to start the build.
Per the README, setup.ps1 clones ReXGlue, applies the mouse/keyboard patch, and runs codegen. The script build.ps1 produces wet.exe. The pwsh commands call PowerShell 7 rather than the older Windows PowerShell 5.1 that comes with Windows. The README doesn't say so explicitly, but the command name suggests you'll need PowerShell 7 installed.
Updates are handled for you. The launcher's CHECK FOR UPDATE button downloads the latest Windows zip from the GitHub releases page and replaces the port files. Your game/ folder is left alone. The v0.2.0 release notes describe the same thing as a GitHub updater in the launcher (UPDATE in the title bar). This matters because both the port and ReXGlue are changing quickly, and the updater lets you get fixes without extracting the game again.
Default controls are WASD to move, the mouse to look, left-click to shoot and right-click for the sword. F3 opens the in-game settings. You can rebind keys in the launcher's CONTROLS tab, but it has to be done before you press PLAY.
Reading the Quality and Ultra graphics presets correctly
Graphics options are in the launcher's SETTINGS tab or behind F3 during play. According to the README, Quality (default) uses 2x render scale, FXAA Extreme, 16x filtering, and sharpen. Ultra uses 3× render scale at 1080p. Render scale, anti-aliasing, filtering and sharpening can also be adjusted individually.
The ixbt.games report says the Ultra preset is designed for weaker systems. The project's documentation doesn't say that. It only describes Ultra as 3× scaling at 1080p. Rendering at three times the resolution instead of two would normally cost more GPU time, not less, so anyone with a modest PC should start on Quality or lower the render scale manually. Changes to resolution and render scale only take effect after a restart, so test each change by relaunching the game.
nikolaygorb's WetRecomp Targets Windows and Linux From the Command Line
The second project has no launcher and no packaged release on its repository page. It is a build-it-yourself project for people who are comfortable with CMake. The README lists CMake 3.25 or newer, Ninja, Clang/LLVM (clang-cl also works), the ReXGlue SDK, the extract-xiso tool, and a legally owned copy of WET.
Setup is more manual than Supermedo's. You download the win-amd64 ReXGlue SDK release and extract it into rexglue/win-amd64. Next, you run extract-xiso.exe -x WET.iso on the Xbox 360 image and copy the contents into assets/. The README lists what should end up there: default.xex, nxeart, lu0/, lu1/, media/, movies0/, movies1/, streams0/ and streams1/.
The README also gives identifiers you can use to check that you have the right copy of the game: title ID 584109C2 (XA-2498), Media ID 3077A693 and module hash 9A084828F85F951B. Oddly, the project's summary line gives the title ID as 425307DB, while the setup section gives 584109C2. The README doesn't explain the difference. Use the module hash and media ID to confirm your dump matches what the project expects.
On Windows, you build with cmake --preset win-amd64-relwithdebinfo and then cmake --build out\build\win-amd64-relwithdebinfo. Linux has matching linux-amd64-relwithdebinfo commands. You then run wetrecomp.exe from the Windows build directory, and logs are written to out\build\<preset>\logs\*.log. Settings live in two files, settings/hardware.toml for rendering and performance and settings/mapping.toml for input. Both load automatically, and command-line flags or REX_* environment variables override them.
This repository makes the bigger claim of the two. It says the game is fully playable: video, audio, gameplay, achievements, and progression all work. That comes from the maintainer. No independent test results or benchmarks are published alongside it, and the Linux instructions are build commands only, not a ready-made download.
Your Own Disc, Your Own Dump: The Legal Line in Both READMEs
Both projects keep the port code separate from the game. Supermedo's repository says this repo does not include the game. You need an ISO dumped from a disc you own. The v0.2.0 release zip has the same requirement. The port code is MIT-licensed, and the license section adds that WET and its assets belong to their copyright holders. It also tells users not to distribute the game/ folder or ISO files. nikolaygorb's README similarly asks for your own legally owned copy.
ReXGlue's disclaimer says the toolkit isn't meant to encourage piracy and prohibits using it to enable unauthorized use of copyrighted material. Whether dumping your own disc is legal depends on where you live, and these READMEs don't settle that question. What they do make clear is how the projects are built: they ship code, not the game.
In practice, anyone interested needs a physical Xbox 360 copy of WET and some way to make an ISO from it. Neither project explains how to dump a disc. Both start from an ISO you already have. The PlayStation 3 version is not supported. Both projects are built on the Xbox 360 release.
What this means for you
Should you try one of these now or wait? That mostly depends on whether you own the Xbox 360 disc and how willing you are to put up with early-stage bugs. If you want mouse-and-keyboard play on Windows with a graphical launcher, Supermedo's wet-recomp is the easier choice. If you're on Linux or prefer a CMake workflow with text configuration files, nikolaygorb's WetRecomp is built for you. If you don't own the game, or you want a finished PC version, neither project is for you yet.
- Supermedo's wet-recomp targets Windows 10/11 x64, and the launcher's built-in updater can replace the port files without touching your extracted game data.
- ixbt.games reported version 0.1.0, but GitHub also lists a v0.2.0 Windows release, so check the releases page for the current build.
- The Ultra preset renders at 3× scale versus 2× for the default Quality preset, so on a modest PC start with Quality or a lower manual render scale.
- nikolaygorb's WetRecomp documents build commands for both Windows and Linux x86-64 and a hash for checking your dump, but it has no packaged release on its repository page.
- Both projects depend on ReXGlue, whose own maintainers call it early-development software with breaking changes to come, so expect bugs and changing setup steps.
- Neither project is official, and neither includes WET. Both require an ISO dumped from a disc you own.
WET had never reached PC before, and now two separate community builds exist, both based on a toolkit that is only a few months old. Given that ReXGlue already offers Linux support, a separate Windows project can show up within weeks, and the Xbox 360 recompilation list keeps growing, more console-only games from that era are likely to get similar ports. For WET specifically, the practical next step is watching the Supermedo releases page and the ReXGlue SDK updates. Both are changing quickly, and each release will change how well the game actually runs.