
Planet Coaster on AnyPS5
Boots Starts, shows its intro and first screens, and is now past several crashes; no menu or park shown yet.
- Nothing
- Boots
- Menus
- In game
- Playable
Shows its intro and first UI/video draws on Windows with PRs merged 2026-10-09/10; no menu is confirmed 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
Planet Coaster has been pushed forward by a single Windows contributor in a few days. The game now starts, loads, plays its intro, and reaches its first on-screen UI and video drawing. After the intro it also draws many frames.
Each of the merged fixes removed a crash. They were an HTTP polling call that returned an error every frame, a missing random-number device file, a graphics register that was never set, a pre-vblank event the game registers at start-up, a mip-chain shader that was too big for its table, and runaway memory use that took the game from 8.7 GB to 20.7 GB in three seconds.
The threads does not show a screenshot, a menu or any frame rate, so nothing is confirmed past the intro and first UI draws. One open issue notes that the game also imports an HTTP wait call that still throws when asked to wait without a time limit. A fix is ready on a personal branch but not yet a PR.
| Windows | Boots and draws intro/UI on Windows 11 (MinGW build); fixes merged 2026-10-09 and 2026-10-10. |
|---|---|
| Linux | No test report yet |
| macOS | No test report yet |
What is stopping it
- The HTTP wait call with no time limit still throws, and the matching abort call is a stub. The game imports the wait call. A fix is on a personal branch but not a PR (new contributors are blocked). Thread
How it got here
- Game polling of HTTP requests no longer crashes it on the first frame. Source
- Opening the random-number device files works, so the game no longer aborts on its first read. Source
- Graphics register fix: the game's first UI and video draws are no longer rejected. Source
- The game's overlay video output no longer replaces the main picture in the window. Source
- A pre-vblank event it registers at start-up no longer aborts the game. Source
- A mip-chain compute shader no longer fails to compile. Source
- Memory use after the intro is fixed: it grew from 8.7 to 20.7 GB in three seconds because 124 MiB buffers were not counted. Source
Tested hardware
| PC | Result | |
|---|---|---|
| Windows 11, MinGW-w64 15.2.0 build (GPU not stated) | Starts, plays intro and draws UI; memory ballooned to 20.7 GB before PR #2283. | Report |