
Palworld on AnyPS5
Nothing Does not start yet: the loader still stops on missing system functions before any game code runs.
- Nothing
- Boots
- Menus
- In game
- Playable
On plain main the game still stops in the loader on missing system functions; the furthest anyone got is a local combination of branches that resolved more of them. No run past loading is reported.
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
Palworld has only been tried on Windows, by one tester who is feeding back one blocker at a time. The game never gets as far as running its own code. The tool refuses to start it because a handful of PlayStation system functions the game asks for do not exist yet.
One of those, sceSaveDataCancel, was fixed and merged on 2026-10-10. The next ones are missing pieces used by the Discord voice-chat add-on the game ships. A tester found that with several unmerged branches combined, the loader gets past an audio chat function and a web-socket function, then stops on a group of file and socket event functions. Those event functions are only partly covered by older open work. A branch that adds the last three as stubs was posted on 2026-10-11, but nothing has been reported after that.
Even when all the loader stops are cleared, most of these new functions are only placeholders that throw an error if the game really calls them. Nobody can say yet whether the game will call them or what comes after. The game also imports a few network and thread functions that are still stubs, and two of those have fixes waiting on branches.
No screenshots, frames or fps numbers have been shared for Palworld.
| Windows | Stops in the loader on unresolved system imports (event functions used by the Discord voice SDK). Never reaches game code. |
|---|---|
| Linux | No test report yet |
| macOS | No test report yet |
What is stopping it
- The game's Discord voice SDK needs three kernel event functions that do not exist yet: kevent, sceKernelAddFileEvent and sceKernelDeleteFileEvent. A branch declaring them as stubs was posted on 2026-10-11. Thread
- Four more event functions (read/write add and delete) for sockets exist only in an old open PR with merge conflicts, and it supports only sockets, not files. Thread
- Two stubs that will throw if reached: one for audio chat and one for a web-socket ping interval. Fix branches exist but are not merged. Thread
- Network wait and DNS functions the game imports are still stubs or reject some inputs; fix branches are waiting for someone to carry them. Thread
How it got here
- First report: relinking works but start-up stops on a missing save-data function. The tester's import audit finds 290 imports that do not exist yet. Source
- Merged: sceSaveDataCancel is now exported so the game no longer stops there. Source
- Next stop reported: an audio chat function used by the Discord voice SDK. The fix PR was closed by the project's intake pause, but the same change was merged for another game (Star Wars: Galactic Racer). Source
- With the audio chat and web-socket stubs both applied on a local branch, the loader reaches sceKernelAddReadEvent. After rebasing an older open socket-event PR, it stops on sceKernelAddFileEvent. Source
- Reports that the game also needs a thread-scheduling function (merged 2026-10-11 for Returnal), network resolver functions and a network wait function. Source
- A contributor posted a branch declaring the last three missing event functions (kevent and the two file-event ones) as stubs. Source
Tested hardware
| PC | Result | |
|---|---|---|
| Windows 10 (19045), MinGW-w64 GCC 15.2.0, Release build of main | Stops in the loader on unresolved imports; no game code runs. | Report |