The PS2 Web Recomp Playable Games List: What Runs Today

Which PS2 games run in the browser through PS2 Web Recomp ports — the live list with statuses, led by God of War II, updated as ports land.

The playable games list is the scoreboard of the PS2 Web Recomp scene — the page every searcher actually wants: what runs in a browser, how well, and where to find it. This is the live list. It tracks the state of browser-played PS2 titles port by port, with the statuses the community has demonstrated, and it is updated as the scene lands new releases.

How to Read This List

Every entry carries a status, and the statuses mean specific things. Playable: runs from start to finish at full speed on ordinary modern hardware, with documented caveats at most. Runs: substantially playable with real compromises — notable glitches, performance dips in heavy scenes, or settings-bound behavior. Demonstrated: publicly shown running — video or interactive proof exists — but not yet in a state to call a finished playthrough. The statuses move in one direction over time as the shared runtime matures, and the velocity of that movement is the scene's headline statistic — the number this list exists to make visible.

Two honesty rules govern this page, inherited from the best tracking traditions. First, statuses attach to demonstrated, community-replicated results — not to claims alone. Second, hosting context matters: a port on the project's official channels is a different trust level than a random mirror, and the list says which is which. Together the two rules keep every mark on this scoreboard meaning exactly the same thing to every reader who checks it.

The Flagship Tier

God of War II — status: Playable. The scene's proof of concept and its flagship in one. The 2007 epic, one of the most technically demanding titles in the PS2 library, runs in a browser tab at full speed on ordinary modern hardware, with launch-week candor about the heaviest effect sequences dipping on young runtime code. The dedicated profile page covers performance, controls and feel in depth. Hosted through the project's official channels.

The significance of this entry is hard to overstate: if the hardest-pushing title in the library leads the list, the ceiling for everything behind it is proven rather than theoretical.

The Pipeline Behind the Flagship

The list behind the flagship is short at this writing — the scene is days and weeks old, not years — and that is the honest state of a technique where every port represents real per-game work on the shared WebAssembly-and-WebGPU runtime. Rather than pad the page with hopeful names, this tracker records what the scene has actually demonstrated and lets the list grow at the speed of reality.

The pipeline is visible in the native-recomp world that preceded the web: the PS2 recompilation scene's native ports — the God of War work, the PS2Recomp tooling that turned the approach into reusable infrastructure — establish which titles have already proven themselves translatable. The web ports follow that trail, one runtime-hardening release at a time. When a new browser port lands, it appears here with its status and hosting context within the update cycle.

What Determines a Title's Speed to Playable

Three factors decide how fast a game moves from interesting to playable in this scene, and watching them makes the list predictable. First, rendering profile: games that stick to conventional drawing modes ride mature runtime code; games that abuse the Graphics Synthesizer's exotic modes wait on those paths to be implemented. Second, timing sensitivity: titles that lean hard on the console's interrupt and DMA pacing stress the youngest parts of the recreation. Third, prior native recomp work: a title already proven in the native world arrives in the browser world with its quirks mapped.

By those factors, the early additions to watch are technically clean fan favorites with demonstrated native recomp lineage — and the flagship's success means the heavy hitters are no longer out of reach.

Hosting and Trust

Where a port lives matters as much as whether it runs. The project's official GitHub releases and the pages the community links from them are the canonical sources; this list links only those. The warning that belongs in every sentence about emulation-adjacent scenes: fake-download sites follow attention like weather. A real PS2 Web Recomp port needs nothing installed, nothing disabled, and no account. Anything asking for those is not part of this scene.

The Legal Footer That Governs Every Entry

Every port on this list translates game code; none distributes it. Each expects you to supply a dump of a disc you own. The FAQ page states the frame completely; the operating rule is one sentence: bring your own legally-obtained game files, always.

How Ports Get Made, Briefly

For players curious about where list entries come from, the shape of the work is worth knowing. A developer with their own dump runs the recompilation pipeline, producing the translated WebAssembly module. The per-game effort then concentrates on the runtime side — testing what the title exercises, implementing what is missing, tuning what is slow — until the port reaches a status worth publishing. The finished artifact is a hosted page: translation plus runtime, waiting for the player's own game data. Nothing in the process distributes the game itself, which is why the legal footing of every entry is identical, and why the list can link hosted ports with a clean conscience.

The community dimension is equally real: testers report per-scene behavior, developers trade runtime fixes, and the statuses on this page reflect that collective verification rather than any single author's claim. A list entry is a summary of what the scene demonstrated, not a promise from one person.

Reading the Scene's Velocity

The metric that matters most on a list this young is not the count of entries but the rate of change — and every signal points the same direction. The runtime underneath all ports receives improvements that apply to every title at once, which means each new release widens the entire list's comfort zone simultaneously. The tooling that produces ports is maturing from bespoke heroics toward repeatable process, the same transition the native recomp world already completed. And the flagship demonstration solved the psychological problem as much as the technical one: with the hardest game in the library running, nobody argues the ceiling anymore — the only question is the pace of the floor rising to meet it.

Watch also the statuses, not just the additions. A title moving from demonstrated to runs to playable is the list compounding in public — the same port, same runtime, better behavior, no re-announcement. The update cadence of this page follows the scene's release notes, and the changelog of each runtime version is the best preview of what moves next.

What This List Will Not Do

Two negative promises, stated for the same reason the statuses are strict. This list will not promote a title on promise — a roadmap note is not a status, and hope is not a demonstration. And this list will not launder trust — a mirror with questionable provenance stays off regardless of how well the port runs. The scoreboard only works while every mark on it means the same thing, which is why the discipline here matches the discipline of the scene itself.

Keep Watching

The list is the scene's front page, and the scene is moving weekly. New ports, status upgrades and hosting changes land here on the update cycle — and the technology pages explain the machinery that makes every entry possible. Check back the way you would check a scoreboard: the standings change, and the direction of the change is the story.