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Cyberpunk 2077 key art
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Cyberpunk 2077 on AnyPS5

PPSA04029 ยท last report 10 Oct 2026

Boots The game's code starts running on Windows, but no one has shown a screen, menu or anything past early start-up.

  1. Nothing
  2. Boots
  3. Menus
  4. In game
  5. Playable

Early Windows test (Oct 2-4): all modules load and the game's own start-up code runs. Nothing visible (window, logo, menu) has been shown, and no recent run on current main has been posted.

Running it and it stopped on an error? Check the error against every report and fix for this game.

Screenshots

No screenshot of this game running has been posted in the project's threads yet. Testers who reach a new screen usually post one in the discussion linked on the right.

Where it stands

Cyberpunk 2077 has barely moved past the starting line. In early October a contributor got the game to load all 944 of its system imports and reach its entry point on Windows. After a few fixes the game also got past some early file checks. Nobody has posted a window, logo, menu or gameplay.

Since then the work has been about filling in small missing library functions the game imports (maths, text formatting, thread locks and similar). Most of these pull requests were closed because the project paused new PRs, or because no one with the game could show that the game really calls them. Only the text-formatting pair (vsnprintf_s and vsscanf_s) was merged on October 10.

On October 9 a contributor asked owners of the game to run current main and post the first 'not implemented' error. As of October 10 that thread was closed with no Cyberpunk report. So the real next blocker on current main is not known. The game also ships its own GOG Galaxy wrapper library, and AnyPS5 stopped providing a stand-in for it on October 6.

Treat this one as not started in any way a player would notice: there is no screenshot, no window and no menu in the project's issue tracker yet.

WindowsReached the ELF entry point and passed an early file probe in early October (older build). No later report.
LinuxNo test report yet
macOSNo test report yet

What is stopping it

  • No one has posted a run on current main, so the next real stop is unknown. A call for testers with a legally owned dump was closed with no Cyberpunk result. Thread
  • Two imports, abs and __powidf2, are still unimplemented placeholders. A fix branch exists but could not be opened as a PR while new PRs are paused. Thread
  • Several other imports still throw 'not implemented' if called: _Iswctype, _WStoul, the thread lock functions, and more. Their PRs were closed and nobody has shown the game calls them yet. Thread

How it got here

  1. A contributor adds reading of PS5 SELF game containers so Cyberpunk's files can be converted (PR closed, work continued elsewhere). Source
  2. Import audit: the game needs 943 unique system functions; 609 were new to the project at that point. Source
  3. All 944 imports resolve, every module loads and the game reaches its entry point on Windows. Source
  4. Fixes merged so the game survives probing for a missing dev-only file and can exit cleanly (quick_exit); crash reports now dump every thread. Source
  5. AnyPS5's stand-in versions of libraries that games ship themselves (including Cyberpunk's GOG Galaxy wrapper) are removed. Source
  6. Twelve placeholder functions are renamed to their real names; they still throw if called. A call for testers asks for the first 'not implemented' stop. Source
  7. vsnprintf_s and vsscanf_s (text formatting and scanning) are merged. Source
  8. Fix branch for abs and __powidf2 announced; PR intake is paused so it cannot be opened. Source