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Mac.apk

Android apps. Native Mac performance.

Public Alpha · v1.0.2237

Free download. Signed and notarized by Apple. Open source on GitHub.

macOS Apple Silicon Native No Emulator Open Source
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The idea

Mac.apk runs Android apps directly on Apple Silicon Macs at full native speed.

Not an emulator. Not a virtual machine. No Linux running underneath, no Docker, no Rosetta, no Wine. Android apps launch the same way a Mac app does, render with the Mac's own graphics stack, and use the CPU at its full native speed.

The result is an Android app that feels and performs like a Mac app, because that's what it has become.

What makes it different

⚡ Native Speed

Full Apple Silicon performance, no simulation tax

đŸ–Ĩī¸ Real Mac App

Window, dock icon, Cmd+Tab, multitasking

🎮 GPU Accelerated

Built around the Mac's own graphics stack

đŸĒļ No VM

No Linux, no Docker, no virtualization layer

🔋 Battery Friendly

Runs as native code, not as a simulated CPU

đŸ“Ļ Standard APKs

Loads the same APK files Android phones use

Why it matters

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A category Apple Silicon is missing

Windows users have had Android-app support for years. Mac users haven't had a serious answer, just emulators that are slow, awkward, and far from native.

đŸŽ¯

Built for Apple Silicon, not ported to it

Designed from day one for M-series Macs. Every layer assumes Apple Silicon, which is why the performance lands where it does.

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Platform-level capability, not a niche tool

Useful for app developers previewing Android builds, gamers wanting their phone library on a bigger screen, and anyone bridging the two ecosystems.

Current status

Mac.apk is in public alpha. The first public release, v1.0.1666, shipped on October 2, 2026; the latest, v1.0.2237, shipped on October 19, 2026, and it improves with every build. Some apps run beautifully, some run partially, and some do not run yet.

Of 65 apps tested so far, 51 work, 10 partly work, and 4 do not run yet. See the compatibility list for the details, and the release notes for known issues.

Mac.apk is open source. The full source is on GitHub under the AGPL-3.0, so you can read it, build it and send fixes. Its converter that turns Android app code into Java bytecode is also published on its own as dex2jvm.

The project is open to acquisition, licensing, or strategic partnership.

Use at your own discretion

Mac.apk runs unmodified Android APKs as native code on your Mac. By installing or using it, you accept that:

If you do not agree, do not install Mac.apk.

License

Mac.apk is open source under the GNU AGPL v3.0, and the official app is free to download and use. Companies that want to ship, bundle or offer Mac.apk without the AGPL's terms can get a commercial license; email [email protected].

Download

Free. Requires any Apple Silicon Mac, including MacBook Neo, running macOS 26.4 (Tahoe) or later. macOS 26.4 is a hard requirement: native Android code depends on a platform capability Apple introduced in that release. Intel Macs are not supported.

Download Mac.apk

Check the box above to enable the download. The button opens the latest release on GitHub; download the disk image and drag Mac.apk into Applications. Setup steps are in the installation guide.

For developers and publishers

Mac.apk runs your Android app on macOS, but two things that work on Android do not work here: advertising SDKs and in-app purchases. This is by design, not an oversight, and we want to explain why.

Ad networks (Google AdMob, Unity Ads, AppLovin, IronSource, Vungle, and others) require apps to be distributed through approved channels and to run on attested Android devices. Their terms of service prohibit ad serving in modified runtimes, and their fraud-detection systems are aggressive about flagging traffic that doesn't match a real Android device fingerprint. Attempting to serve real ads through Mac.apk would risk getting your AdMob account terminated for facilitating fraud, which would harm you, not help you. So Mac.apk itself serves, counts and fakes no ads: no impression, click, or paid event is ever fabricated. Mac.apk's own stand-in for Google's ad SDK, used when an app does not ship that SDK itself, answers every ad request with no fill, exactly as a real device with no reachable ad configuration does. An ad SDK that an app ships inside its own code runs as part of that app, though, so some free games do show their full-screen ads on Mac.apk. Apps keep running either way.

In-app purchases are blocked for the same structural reasons. Google Play Billing requires a connection to Google Play Services and an attested device, neither of which Mac.apk provides. We stub the billing SDK so apps don't crash on init, but purchase flows will fail gracefully rather than complete. Users cannot buy anything through Mac.apk, and you receive no revenue from Mac.apk users through the standard Android monetization paths.

We recognize this means Mac.apk users currently play your game for free. We don't want this to be the long-term answer. If your app is running on Mac.apk and you'd like to be compensated for it, we're genuinely interested in working out a partnership. Possible structures include:

We'd rather build a small number of real publisher relationships than run an unlicensed pile of your games. If you publish an Android app that runs on Mac.apk (whether it's in our compatibility list or you've tested it yourself), please reach out to [email protected]. Even if a partnership doesn't materialize, we want to know which developers are paying attention.

If you'd prefer your app not run on Mac.apk, also reach out and we'll add it to a runtime block list. We'd rather honor that request than fight about it.

Commercial inquiries

For acquisition, licensing, white-labeling, or partnership inquiries, please email [email protected].

Serious commercial inquiries will receive a private technical briefing under NDA.