First post, by bobf5
(Sorry in advanced for my first post being an announcement -- I've lurked for years, but decided to make an account to now post this)
Hello everybody! I noticed that a thread was made here in 2011 about an open-source port of the 1996 DOS game Syndicate Wars, but it went nowhere very quickly. I discovered this port (and the game) several months ago and have been closely following its progress. I don't know what it was like in 2011, but as of 2025 the port is in an incredible state and is being worked on daily by the wonderful wizards Mefistotelis and Moburma. Right now some of the biggest features are support for a wider field-of-view, zoomed-out radar, non-standard aspect ratios, high resolutions, ongoing restoration of the cut Unguided campaign, refactoring and rebuilding of the user interface for dynamic resolutions, and some gameplay fixes (such as functional domes, key control mode fixes, control over research cost and events in configuration, restoration of a previously broken research feature, etc).
https://github.com/swfans/swars/releases (Requires a CD or GOG/digital copy of the game)
Coming from the original Syndicate, I really can't stress enough how much more playable and accessible this port is for me than the vanilla game, so instead here's a (really really compressed, sorry!) video of the game's first mission, played in widescreen at 1280x720 with the port's frame-limiter enabled and a wide field-of-view more inline with the original Syndicate.
https://youtu.be/eJOnGRdErpg
(The build of the port in this particular video is a patched build with additional fixes grabbed from the GitHub's Actions page at https://github.com/swfans/swars/actions which requires an additional download from https://github.com/swfans/swars-gfx/actions, but bear in mind that this port is currently being updated a lot so you may run into issues)
There are some minor bugs and growing pains with the port right now with the refactoring of the game's code from assembly to C, but nothing remotely close to a deal-breaker. In terms of missing features from vanilla, there's currently no gamepad support or multiplayer (though I believe there's been some interest recently in restoring the former). The only real issue people may have playing this right now is with the framerate. While the speed and framerate are now consistent and pretty much on-par with the original Syndicate, some people might find it fairly choppy, and even at 16fps the game sometimes seems to struggle (mainly at high resolutions) rendering a lot of buildings or razor wire at once. Unfortunately, this is likely the result of the game still being rendered in software, which makes it struggle in places. The refactoring required to present and optimize the game visuals for GPUs also involves the painstaking task of decoupling the game's logic from the visuals (which is also relevant to implementing any kind of interpolation for visuals or the camera), so I wouldn't hold my breath waiting for that. In my testing of the game's EuroCorp campaign however, playing at 1920x1080 with a wide field-of-view, the slowdowns range from negligible to mildly noticeable, where the only level that really struggles to render at full speed is New York.
All that said, this port and the dedication of its developers/contributors are seriously impressive, and I really can't wait to see what gets added next.