AnyPS5 game tracker
LEGO Horizon Adventures key art
LEGO Horizon Adventures icon

LEGO Horizon Adventures on AnyPS5

PPSA14632 ยท last report 11 Oct 2026

Boots Starts up and draws frames on Linux, but nobody has shown a menu or gameplay yet.

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

Started and rendering frames on Linux (Arch, RX 9070 XT) with a long run of PRs, most now merged; no report in the threads shows a title screen or menu.

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

LEGO Horizon Adventures (an Unreal Engine game) has been worked on mostly by one contributor on Linux, who fixed one start-up stop after another in the first week of October. The game now loads, sets up audio, graphics and controllers, and renders frames. One PR says that with the latest fixes the game "gets past and renders".

The threads does not say how far past that it gets. No screenshots, no title screen, no menu and no frame rate are reported. The most recent work is about speed. The game uses very large pieces of GPU memory (one 576 MiB buffer is bound to many draws), and several merged fixes cut the cost of copying and importing that memory on Linux with an AMD card.

Most of the fixes are small missing system functions, added so the game would not crash at start-up. Examples are the audio setup, controller reads, a thread-exit hook and some network and voice-chat calls. Others are graphics fixes for shaders and draw commands the game uses. A few more stubs are still open and not yet merged (sign-in lookup, web browser dialog, web API timeout). The game has not been reported to call them yet.

Windows is barely covered. One contributor added a Windows version of the module-info function and a maths function the game needs at start-up, and reports it gets past those points.

WindowsGets past two start-up stops (module info, hypot) after fixes; nothing further reported.
LinuxStarts and renders on Arch Linux with an RX 9070 XT (Mesa RADV); performance fixes merged for memory imports. No menu or frame rate reported.
macOSNo test report yet

What is stopping it

  • The threads gives no clear current stopping point. Open PRs would give real implementations for a few functions the game imports (sign-in lookup, web API timeout, web browser dialog); the game has not been shown calling them yet. Thread

How it got here

  1. Thread-exit and module-info functions the game's own C library needs at start-up are added, plus voice-chat init and a fix so Linux can load the game's libraries. Source
  2. Audio, controller and memory-mapping stops are fixed one by one. Source
  3. Shader compiler fixes merged: a loop pattern that never finished compiling and 64-bit image operations used in the first frames. Source
  4. Linux GPU memory import via dma-buf is added so the game's memory is not copied on every use. Source
  5. A missing audio mastering call is accepted. This is the next stop after start-up fixes; the PR says the game then gets past it and renders. Source
  6. Performance fixes merged for the game's very large buffers (576 MiB bound to many draws) and for its roughly 7,000 imported memory blocks. Source
  7. A performance fix that shares GPU memory imports is merged (2026-10-10); a thread-attribute function the game imports is added on 2026-10-11. Source

Tested hardware

PCResult
Arch Linux, kernel 7.2.9, Mesa 26.2.4 RADV, RX 9070 XT (16 GB)Runs and renders; used for performance profiling (no fps number given). The 576 MiB buffer copy cost about 100 ms per draw before a fix.Report
Windows 11, MinGW build (GPU not stated)Gets past the start-up stop on the missing hypotf function.Report