Made for the limits
A custom D3D9-class renderer, planned around the 360’s shared 512 MB memory and 10 MB eDRAM.
A fan project in development
Fortnite Chapter 1 Season 1, rebuilt for the Xbox 360.
Built from the ground up for a real RGH Xbox 360.
The project
A playable recreation of Fortnite Battle Royale, Chapter 1 Season 1 (v1.10), rebuilt to run from Aurora on a real RGH Xbox 360.
The original game code is closed source and Unreal Engine 4 does not support Xbox 360. FortniteS1 uses a custom engine and game code, with reduced assets from the original v1.10 files.
Reach 30 fps on real hardware, and get as close to Season 1 as the 360 can take.
A custom D3D9-class renderer, planned around the 360’s shared 512 MB memory and 10 MB eDRAM.
Original v1.10 assets and gameplay data guide the map, weapons, sounds, animations and visual style.
Designed for 15–20 players, with a dedicated PC game server and matchmaking planned.
Season 1, piece by piece
The PC core can fly across the full Athena map. Gameplay systems are being brought online and tuned against v1.10 data.
Explore the original island layout, then ride the Battle Bus into a match.
ISLANDWood, brick and metal pieces, edits, traps and launch pads.
BUILDINGSeason 1 weapons, source-backed stats and range falloff, with the original inventory flow.
ARSENALThe shrinking circle shapes each match with the original ten-phase storm plan.
THE STORMS1 sounds and a source-backed lighting pass bring the island’s mood back.
ATMOSPHERESolo matches are designed for 15–20 players. Server and matchmaking work are planned.
PLANNEDPC progress is not a claim of Xbox 360 performance. Real hardware validation is still ahead.
From prototype to console
Project structure, v1.10 extraction and an inventory of the source files.
Texture, mesh, map, animation and audio conversion with a locked draft memory budget.
Full-map flight at 125–280 fps on PC, with the current tracked budgets green. This is not a 360 benchmark.
Movement, S1 loot, building, harvesting, storm, chests and the Battle Bus. The phase goal is a solo match against bots.
Authoritative PC server, client prediction and a lobby that starts 15–20 player matches.
XDK build, big-endian support, eDRAM tiling, Xenia checks, then real hardware.
UI, lobby, audio mix and stability work continues alongside development.
Status and phase descriptions reflect PROJECT.md, last refreshed 14 October 2026.
The people behind it
See you on the island.
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