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How it works

DoesItARM is a pipeline: gather signals → resolve a verdict → serve it everywhere → keep it fresh.

Three sources feed each title’s verdict:

  • Crowdsourced reports — users submit what happened on their machine (verdict, chip, macOS version, config, date), ProtonDB-style. Cheap, scales on community, captures the long tail.
  • Automated test harness (planned) — a Claude-Code-drivable rig installs a title (via steamcmd or a download), launches it (native, or through Game Porting Toolkit / Whisky / CrossOver), watches for crashes and performance, and records a short clip. Runs on a cloud Apple Silicon fleet for scale. This is the proprietary signal — the “Playwright for games on Mac.”
  • Known facts — vendor announcements, app binary architecture (lipo/file inspection), Homebrew cask metadata, and curated sources. Lowest cost, high confidence where available.

Signals roll up into one current verdict per title — Native / Rosetta 2 / Translation layer / Unsupported — plus a confidence level, the basis (how we know), and the date. Conflicting or stale signals are reconciled with the freshest, highest-confidence source winning. See Compatibility verdicts.

The same verdict is published to three surfaces:

  • the free website (humans + AI crawlers),
  • the agent API / MCP (planned) — a current, machine-readable answer,
  • enterprise readiness reports (planned) — fleet-scale audits against the Rosetta 2 deadline.

Verdicts decay, so the pipeline re-tests on triggers: a new macOS or Game Porting Toolkit release, an app update, a flood of new crowd reports, or a calendar cadence for popular titles. Freshness is tracked per verdict and is the product’s core promise.

DoesItARM never licenses or hosts the games. It gets copies to test cheaply — Steam Curator review keys, targeted purchases, and crowdsourced reports from users’ own copies — and publishes only the resulting facts. The legal basis (facts are not copyrightable) and the access tactics are detailed in the Research memos.