
Disney Epic Mickey: Rebrushed on AnyPS5
Reaches the title screen and main menu on Linux, and the first level loads and runs, but the 3D world is never drawn yet.
Reached the title screen and main menu on Linux by one contributor (johnmaia) using a private testing branch (mickey/testing) with many unmerged PRs plus APS5_NO_HOST_IMPORT=1; not on plain main.
Running it and it stopped on an error? Check the error against every report and fix for this game.
Screenshots
Posted by testers in the project's threads; the date links to the post. Click to enlarge.




Where it stands
On Linux, the game now gets through the Disney logos and the opening cinematic, reaches the title screen, and opens the main menu. Choosing Continue loads the first level, Dark Beauty Castle. Sound, dialogue and the quest start all work, and Mickey can even walk around and lose health in the paint thinner.
The big catch: the 3D view is not on screen. After Continue you only see the last loading-screen image or black, with the HUD and dialogue drawn on top. A contributor first reported this as gameplay, then corrected the report on 2026-10-10: the images and clips they had posted were the game's pre-rendered intro movie with the HUD on top. A frame capture shows the game never draws the main 3D scene at all, so it is not a case of the picture being drawn and then lost. The cause is still unknown.
Getting this far needed a long list of fixes. Some are merged into main (an unfinished shader fix, a sign-in related function that used to stop startup, a crash fix for Unreal Engine's error reporting). Others are only on a testing branch. You also need to turn off a setting called host import (APS5_NO_HOST_IMPORT=1), because with it on, pressing the button at the title screen often killed the game with an Unreal Engine internal error. That crash did not reproduce on newer main in later trials, but nobody has confirmed the cause is fixed.
Speed is poor. The first launch compiles about 4,100 shaders and the title screen appears after roughly 15 minutes. Frame rates were single digits in the opening scene, and the picture fills only the middle part of the window.
| Windows | No test report yet |
|---|---|
| Linux | Reaches the main menu and loads the first level; the 3D scene is not rendered. Needs a testing branch and host import turned off. |
| macOS | No test report yet |
What is stopping it
- After Continue, the game never draws its 3D scene. Only the HUD and dialogue appear over the last loading image or black. Cause not found yet. Thread
- A draw that paints all slices of a 3D render target at once aborts with 'color views of several array slices are unsupported'. The testing branch works around it by only drawing the first slice. Thread
- Host import (sharing memory with the GPU) caused random crashes when opening the menu. Turning it off avoids this, but makes the game much slower. Thread
- A texture that reuses the memory of a 16-bit depth buffer is not supported and throws an error. The testing branch reads it as a plain texture. Thread
- Very slow: copying GPU results back to game memory keeps one thread busy. A faster write-back is proposed but not merged. Thread
How it got here
- A fix is proposed so shaders that cannot be prepared at start are only prepared when first used. Epic Mickey is one of several games that used to stop right there. It was merged on 2026-10-10. Source
- Merged: a missing PlayStation Network entitlement function now reports 'signed out' instead of crashing. Epic Mickey called it during start-up and stopped there. Source
- First full write-up on Linux: logos, opening cinematic, title screen and main menu reached on an RX 7600 using a testing branch. Source
- Found a bug where the game stopped at its first picture on screen because a GPU memory import did not cover its whole region. The fix PR was closed; the change was used on the testing branch. Source
- Reported a crash when pressing Cross at the title screen (Unreal Engine 'RemoveFromOuterMap' error). Turning off host import avoided it in 5 of 5 runs. Source
- Merged: the chain of function calls now ends cleanly at the program's entry point. Unreal Engine walks that chain when it reports an error, and used to crash while doing so. Source
- Traced the title-screen crash to the graphics driver writing compression bookkeeping over memory Unreal Engine was using. On newer main the crash no longer showed up in 8 of 8 runs, with or without a proposed fix. Source
- The earlier 'gameplay' claim was withdrawn: those were the pre-rendered intro movie. The real level runs but its 3D scene is never drawn. Source
Tested hardware
| PC | Result | |
|---|---|---|
| Ubuntu 24.04, Intel Core i3-12100, AMD Radeon RX 7600 (RADV), 32 GB RAM | Title screen reached after about 14 minutes at 11.4 fps on kernel 6.8 with the memory-map caching PRs (#1810 and #861, not both merged). Without them the title screen was not reached (about 3 fps in the cinematic). | Report |
| Same PC, host import off, first level | About 4.6 fps in the opening scene, 6.9 fps with the unmerged write-back speed-up (#2481/#3137). Note this scene was later found to be the intro movie, and the 3D level is not drawn at all. | Report |