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Playdock

License: MIT Wiki

A Mac dashboard for the Windows games (and programs you might want to run) you're already running through Wine - built on top of the Sikarugir engine.

Steam is the main feature here: install it once, and Playdock shows your library as a proper grid - box art, a short description, your account's name and avatar - with a big icon you double-click to open Steam itself, same as you would on the desktop. Drag-and-drop .exe support is still in here too, tucked under "Exe Loader" in the sidebar for when you just need to run something once.

NOTICE: Due to skool reasons, Playdock would have a much slower rate of development. Playdock is still actively being worked on, but updates will be more irregular and shipped long-term through Ship Manager rather than on a regular schedule. Thanks to everyone who’s liked, used, or followed this lil side project ❤️

Screenshots

Playdock's Grid layout in the Terminal skin, showing a mixed library with Mac and Custom badges

More screenshots (Steam-style, Carousel)
Steam-style layout in the Soft skin Carousel layout in the Minimal skin

Installing

Homebrew:

brew install --cask jasonilization/playdock/playdock

Manual: grab the .dmg from Releases and drag the app into /Applications.

Either way, it's signed with a free Apple Development identity rather than a paid Developer ID, so it's not notarized - Gatekeeper will call it out as being from an unidentified developer on first launch. Right-click the app → Open, or go to settings, and under privacy and security, click open anyways. You can also do this in the terminal via:

xattr -dr com.apple.quarantine "/Applications/Playdock.app"

Nothing else to install - Playdock downloads and sets up its own Wine engine and runtime libraries automatically on first launch. If Sikarugir Creator is already installed with an engine downloaded (~/Library/Application Support/Sikarugir/Engines/), Playdock reuses that instead.

Contact & Support

thesuperjasonprocoolisplay@hotmail.com

Found a bug or want a feature? Open an issue - that's the fastest way to get it seen and tracked.

Why this exists

Wine wrapper tools are great once you've built a wrapper. But "I just installed a game in Steam, why do I need to build anything" is a real gap, and that's what this fills - point it at a Steam bottle and it just works, no per-game setup. This means you won't have to do all the messy configuration steps in sikarugir.

How it fits with Sikarugir

Playdock doesn't reimplement Windows compatibility - it reuses whatever Wine engine Sikarugir Creator has already downloaded to ~/Library/Application Support/Sikarugir/Engines/, extracting its own private copy of it. Everything Playdock touches under ~/Library/Application Support/ExeDock/ is its own - a separate bottle for Steam, a separate default bottle for everything else - so it never writes to, or otherwise disturbs, Sikarugir Creator or any wrapper app it's already built. (Yes, the folder's still called ExeDock internally - that's what this project used to be called before the Steam-first rework, and renaming it on disk would silently orphan anyone's existing bottles. Not worth it for a folder name nobody sees.)

If you need per-app engine builds, a specific DXVK/MoltenVK combo, or want to hand someone a distributable wrapper for one program, that's still Sikarugir Creator's job - Playdock is the "just let me play my games" layer on top, not a replacement for it.

Sikarugir Creator itself has to be installed by you - there's no real download URL for it baked into this app on purpose. Guessing at one and silently fetching it felt like a bad idea, so if it's missing, Playdock just tells you and waits.

What it does

  • Steam dashboard - your installed games as cards (art + description pulled from Steam's public store API, cached locally), your account name/avatar read straight out of Steam's own local config, double-click the Steam icon to launch it. Games installed through the real, separate macOS Steam client show up right alongside your Windows-via-Wine library too.
  • Custom Game Library - import any Windows game folder (or a lone .exe) that isn't on Steam. Import moves it into Playdock's own managed bottle automatically, so it launches through the same engine as everything else - no per-game setup.
  • Advanced Mode (off by default) - per-game engine/graphics/sync overrides, for the handful of games that actually need something different from your defaults.
  • Exe Loader - drag an .exe onto the window, or browse any bottle's C: drive Finder-style under the C: Drive tab.
  • Controller support - a full D-pad/A/B focus loop across the dashboard, detail pages, and a dedicated Controller Mode carousel - not just one screen.
  • Setup that gets out of your way - on first launch it finds/extracts an engine and sets up its own bottle automatically; if Sikarugir Creator has more than one engine downloaded, it asks which one to use (with a recommended pick) instead of silently guessing.

Building from source

No Xcode required, just Swift + Command Line Tools:

./Scripts/build_app.sh        # swift build -c release, assemble Playdock.app, codesign
./Scripts/make_dmg.sh X.Y.Z   # package dist/Playdock-X.Y.Z.dmg

What's new

Real per-skin visual identity + library layouts (1.2.0) - the dashboard's "Library Look" setting (Settings → Library Look) now has real teeth: 6 structurally different layouts (Grid, Shelves, Sidebar, Steam-style, Carousel, Spotlight) and 6 real visual skins (Luxury, Brutalist, Terminal, Soft, Pixel, Minimal), each rendering the actual mockup HTML/CSS it was designed from rather than an approximation - genuinely different worlds, not the same cards recolored. Grid is rendered by a real embedded browser view running the original mockup markup directly; every other layout ports each skin's own card shape, shadow language, button recipe, and art treatment (down to Terminal's scanning CRT overlay) so nothing looks like "just a wallpaper and a font" next to Grid. Every card, in every layout, shows a real per-skin action button with genuine raised, tactile depth - not a flat color fill - matching Grid's own real cards. Cards and buttons can also pick up a subtle tint from each game's own artwork. Every skin supports both light and dark appearance and follows the system setting. Also in this release: a first-launch setup wizard for picking a look, a working search bar and sticky top bar, real Steam box art support, custom games' small icons showing real art instead of placeholder colors, zero-manual-setup installs (Playdock downloads its own Wine engine and runtime libraries automatically), and the old redundant "Library" tab (superseded by Game Mode's own dashboard) is gone.

Custom Game Library + native macOS Steam games (1.1.0) - a Custom Game Library for anything that isn't on Steam, native macOS Steam games showing up alongside your Wine library, a visible "launching…" screen for every game (not just Steam ones), and full controller navigation across the whole app.

Steam-first rework - the app used to be a generic exe launcher first, with Steam bolted on as one feature (back when it was still called ExeDock). This flips that: Steam's dashboard is now the default screen, with real account/game data pulled locally, per-game settings for anyone who wants them, and a launch flow that no longer occasionally starts Steam twice (a real bug from an earlier build - a retry heuristic was misreading Steam's normal "already running, handing off" exit as a failure and launching a second copy on top of it).

About

Playdock - a Mac dashboard for Windows games you run through Wine, built on the Sikarugir engine. Steam-first library, custom game imports, 7 real per-skin layouts, full controller support.

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