A fork of Fallout 2: Community Engine made for Android phones: every screen of the game rebuilt for a touch screen, in landscape, plus a bottom-screen companion for dual-screen handhelds like the AYN Thor. Version 2.1.0 (download, release notes).
This is an unofficial, fan-made, modified version of Fallout 2 CE. It is not affiliated with or endorsed by Bethesda Softworks, ZeniMax Media or Interplay. Fallout is a trademark of its owners. The app contains no game data: you need your own copy of Fallout 2 (GOG, Steam, Epic Games).
Status: v2.1.0, fully playable.
- The whole game plays on the Fallout 2 CE engine, with a touch UI for every screen.
- Bottom-screen companion on dual-screen devices: live map, HUD, inventory, character, Pip-Boy, dialogue and barter.
- Pip-Boy 2000 theme by default (Classic in Settings → Display).
- Mouse controls: cursor at the finger, a bottom-screen TOUCHPAD, a right-stick cursor.
- Full controller support, with every button remappable in Settings → Controls.
The bottom screen uses the Pip-Boy 2000 theme by default on first launch; switch back to Classic in Settings. It has a phosphor CRT look drawn from the game's own art.
The map got an upgrade too:
- Pinch and drag to zoom and pan, with a recenter button.
- A legend, and elevation switching.
- Your zoom level is remembered.
- A town area list to jump between a town's maps.
On a two-screen device the world gets the whole top screen and the bottom screen becomes a live console: the HUD, a live map that follows you, and the game's screens (inventory, character, Pip-Boy, map) open there while the world waits on top. Settings → Display has the bottom screen layout (Classic, Map first, Two columns) and screen navigation (Rail, Slim rail, Top bar).
Details: docs/dualscreen.md.
- Touch: tap to act, long press for the action menu, drag to move items, two fingers to zoom the map. Optionally the cursor follows your finger on the top screen (tap = click, hold = right click).
- Bottom-screen TOUCHPAD (dashboard tool column): drag to move the cursor, tap to click, two-finger tap to right click, hold then drag to carry.
- Controller: right stick moves a cursor (A / R3 click, B / R3 held right click), left stick and d-pad move focus on screens, and every button has a map action (inventory, Pip-Boy, sneak, quick use...).
- Mod Organizer: a MODS button on the main menu. Add mods from a zip, switch them on or off and drag to set the order (nothing in the game folder is overwritten). Profiles keep their own mods, saves and ini files; Vanilla is your game as before.
- Remapping: Settings → Controls has a picker for each of the 16 buttons and a reset. Stored in
[touch] gamepad_bindings.
Details: docs/mouse-controls.md, docs/gamepad-stage3.md.
On top of CE (its engine, fixes and sfall compatibility are kept and updated from upstream):
- Touch UI. The game's screens are replaced with screens made for fingers and the phone's resolution: dialogue, barter, inventory, loot, character and level-up, character creation, Pip-Boy (quests, holodisks with their voice, maps, videos, rest), automap, world map and town maps, skills, game menu, settings, save/load, main menu, dialog boxes, called shots. Tap to act, long press for the action menu, drag to move items, two fingers to zoom the map; mouse and controller controls are optional (see Controls).
- HUD. Buttons anchored to the screen's edges (sized in dp), the attack modes with reload, the message log, end turn/combat.
- Tactical view in combat (a button, can be turned off in the settings): figures turn see-through, the hexes you can reach and everyone's hex are drawn on the ground, so a tile behind an enemy can be picked and an enemy chosen by its hex.
- Mod features built in where the mods can't run on CE: Inventory Filter's filters and party tabs in loot and barter.
- Saves. A save list sorted by when saves were made, quick saves that never overwrite manual ones (their number is a setting), "Continue" in the main menu, saves interrupted midway are restored, optional marks for saves made with other game files or mods.
- Android app. The game's files are imported from a folder or any archive (.zip, .7z, .rar, .tar...) copied from a computer, with RPU and other mods and the saves; "Replace game" for new builds and mod updates; export and import of saves.
- Dual screen. The bottom-screen companion above (
[touch] dual_screen,dashboard_layout,screen_nav). Dialogue and barter use the bottom screen too: head and reply on top, large numbered options (and the Barter / End shortcuts) below; barter gets the whole bottom screen with the head on top. Settings:dialogue_layout(0 top, 1 split, 2 split with the options mirrored dimmed on top),dialogue_option_size,barter_layout(0 top, 1 bottom),dialogue_tap_skip,barter_confirm. The layouts only apply while the bottom screen is in use. - The port's own improvements are settings (
[enhancements]infallout2.cfg).
The full list of changes is the git history over upstream.
- Download the APK (v2.1.0,
Fallout2-Dualscreen.apk; the newest development build is always at latest) and install it. Updates install over it and keep your saves. - Copy your Fallout 2 folder from a computer to the phone: as is, or as one archive (cable, cloud drive, messenger). Mods installed there (for example RPU) and saves come along.
- Start the app and choose that folder or archive.
Tested on a Redmi 15C (Android 16); the dual-screen companion is made for the AYN Thor. Android 7.0 or newer, arm64.
Recommended setup: Fallout 2 + Restoration Project (RPU) 2.4.34. The port is played and tested with it. RPU relies on sfall, which this engine reimplements: Fallout 2: Community Engine, the continuation of the original Fallout 2 Community Edition. Install RPU into the game folder on a computer, then copy the folder to the phone.
- Landscape only; portrait is planned.
- Android only: no desktop, macOS or iOS builds are published. Desktop builds from source keep CE's original windows (
[touch] mobile_ui=0) and are only used for development and tests. - Mods with their own script windows are not covered by the touch UI (none of the popular ones use them).
Android: JDK 17, Android SDK with NDK 27.3.13750724.
cd os/android
./gradlew assembleRelease -PabiFilters=arm64-v8a
A release build is signed with your own key: point the Gradle property fallout2ce.releaseKeystoreProperties to a properties file with storeFile, storePassword, keyAlias, keyPassword (never commit it). Desktop builds are as upstream's (CMake).
The engine is under the Sustainable Use License, as upstream: free, non-commercial distribution only, with the license and notices kept. Third-party components: SDL 2, zlib, LodePNG (zlib license), libarchive (BSD), liblzma from XZ Utils (0BSD), stb (MIT / public domain), fpattern, PT Mono font (SIL OFL 1.1). The app shows all of them in Settings → About.
Credits: Alexander Batalov and the Fallout 2 CE contributors for the engine; Ocherk for the controller A / R3 world-click fix and its touch gesture tests; the sfall, RPU and Inventory Filter authors, whose features are reimplemented here by their behavior (no code taken).
Engine documentation (configuration options, sfall compatibility, desktop platforms): see the upstream Fallout 2: Community Engine README.














