
Deathloop on AnyPS5
Boots Starts running on Windows and clears several start-up crashes, but no title screen has been shown yet.
- Nothing
- Boots
- Menus
- In game
- Playable
Windows only: the game's code starts running (all imports resolved, ELF entry reached, got through several startup walls) using merged work plus a few unmerged PRs; no menu or picture has been shown anywhere in the threads.
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
Deathloop's PC port work is at the very start. In early October a contributor got the game to load all of its parts and hand control to the game's own code on Windows. That needed a pile of placeholder functions for network, entitlement and C runtime calls, which is now merged.
Since then each run has hit a new wall, and several have been fixed: a memory reservation that was rejected, a memory permission flag the loader refused, and a sign-in request that crashed. The tool also now handles the game's first call into a C runtime library, which divides large numbers.
Nobody has posted a screenshot, a title screen or even a first frame. The latest work is a crash in the game's file-streaming worker, which is still being tracked down, and an unfinished network-wait function that the game also uses.
All of this was tested on Windows. There are no Linux reports in what we have. We cannot tell exactly where the game stops now, so treat this as early and low-detail.
| Windows | Loads, reaches the game's entry point and runs through start-up; no menu or video reported. |
|---|---|
| Linux | No test report yet |
| macOS | No test report yet |
What is stopping it
- Crash in a worker thread that handles file streaming, in code fed by freshly mapped streaming buffers. Under investigation. Thread
- Network wait function (sceHttpAbortWaitRequest) is only a stub that throws; a fix branch exists but cannot be opened as a PR right now. Thread
- Real versions of the C runtime functions the game calls during start-up are still open (12 of 36 identified); the rest still throw errors if called. Thread
How it got here
- Report of the game's missing system functions: 930 imports, 665 not yet covered. Source
- Loading support PR: the game resolves all 931 imports, loads every module and reaches the entry point on Windows. It was merged on 2026-10-10 after a long review. Source
- C runtime functions the game calls early (including a 128-bit division) are implemented so the game gets past its first call into that library. Still open. Source
- Merged: a memory range that the game maps and then reserves again is no longer rejected. Source
- Merged: stale bookkeeping for released GPU-visible memory is cleaned up, found while chasing a streaming-thread crash. Source
- Merged: the loader now accepts the GPU/coherency flags the game sets when it maps memory, instead of aborting. Source
- Issue opened about the network wait functions Deathloop, Planet Coaster and Palworld use; a fix branch is ready but not yet a PR. Source