First, credit where it belongs: this is entirely built on OpenRCT2. The engine, the simulation, the scenarios, all of that is the team's work and years of it. I forked it and did one specific thing: got it building and running as a native ARM64 iPadOS app, and wrote a touch control layer on top.
I went looking for a way to play OpenRCT2 on iPad and there wasn't a real one. No iOS build, and on Android touch is just tap-as-click. I wasn't sure why nobody had done it, so I tried, and it came together better than I expected.
What I added:
- A native iPadOS ARM64 build. No emulator, no x86, no streaming. The engine's software framebuffer is presented through SDL's Metal renderer.
- A touch gesture set built for construction: one finger to place, hold-drag to paint paths and terrain, two-finger pan, pinch to zoom, two-finger twist to rotate track and scenery, two-finger tap to remove a path segment, long press for secondary click.
Tested on a physical M2 iPad Pro (iPadOS 26.5.2): native landscape Retina runtime, importing your own RCT2 or RCT Classic data through Files and persisting across relaunch, scenarios load, finger + keyboard + mouse + trackpad all work.
Not there yet:multiplayer is disabled in this build, Apple Pencil isn't supported, on-device plugin and custom-scenario loading isn't proven, and formal framerate/stress tests are outstanding.
It's a source-only developer preview. No IPA, no TestFlight, no App Store. You build from source on a Mac, sign it to your own iPad, and bring data from your own legally owned copy. No proprietary content is in the repo.
Repo: github.com/chrissotraidis/OpenRCT2Touch
Unofficial fork, not affiliated with or endorsed by the OpenRCT2 team. Thanks for building the engine that made this possible.