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Dying Light: The Beast on AnyPS5
Windows is at menus — Dying Light: The Beast (the retail PS5 title PPSA24003, content 01.007.001), intro and title screen ("Press ✕ to start") at 59.9 FPS then a black sign-in spinner after Cross, with the offline sign-in loop as the current blocker — on main 587bb343e plus #8561 (Windows 11 Pro / Ryzen 9 5950X / Radeon RX 7900 XTX); Linux and macOS were not checked. Latest release v0.1.3 is 3fd1cc393b (20 Oct). Cited commit 587bb343e (20 Oct, 08:13 UTC) is after v0.1.3 (3fd1cc393b, 20 Oct, 07:07 UTC). 587bb343e is the merge of #8106 and is not in v0.1.3. The cited furthest menus used main 587bb343e plus #8561. #8561 merged as bc834a84bb (23 Oct, 01:06 UTC) and is not in v0.1.3. The opening post is the same build and is not a later stage: it names the title screen. The 20 Oct comment is the cited furthest. On main without #8561 the title stops at start-up before the first frame: the Epic Online Services module (EOSSDK-PS5-Shipping.prx) imports 106 libSceNpCppWebApi exports (UserProfile::V1, ProfanityFilter::V2, CommunicationRestrictionStatus::V3 and their Common template members) that no library provides (FAIL: unresolved ELF import ... from libSceNpCppWebApi.prx). The dump ships no libSceNpCppWebApi.prx. That absent-import stop is historical as of 23 Oct 2026, when #8561 merged. eboot.bin, sce_module/libc.prx and the nine modules beside the executable (EOSSDK-PS5-Shipping.prx, ffmpeg.prx, runtime_prospero.prx, libNRD.prx, five Ak*.prx) were unwrapped with tools/unwrap_self.py, then relinked with relinker --windows --registry --module-dir . eboot.elf PPSA24003.exe. That unwrap is a conversion step, not a game patch. Relinked for Windows is a relinker step, not a game patch. The relinker on the cited run was built from main a98590dec. a98590dec (20 Oct, 05:15 UTC) predates v0.1.3 (3fd1cc393b, 20 Oct, 07:07 UTC). a98590dec is the merge of #8086 and is in v0.1.3. app0/ holds the title's files; libs/ the built libraries and the three MinGW DLLs. No extra title patch file is named as required. The cited host is Windows 11 Pro 26200, AMD Ryzen 9 5950X, AMD Radeon RX 7900 XTX (driver 32.0.31041.1004), WinLibs GCC 15.2.0 r7 UCRT. The cited run does not name a host RAM size or window toolkit. The title screen is 3840x2160 presented in a 1484x835 window. The opening post set no environment variables. The 20 Oct comment injected Cross with tools/pad_input.py (APS5_PAD_INPUT_FILE), captured frames with APS5_DUMP_FRAMES, and used a --trace-imports build with APS5_TRACE_CALLS and APS5_HANG_DUMP_SECS. Those are a host input pattern, host debug switches and a diagnostic build, not a game patch. No cited run checked the official release zip. Whether the current official release zip matches this report is unknown, so an official zip may stop earlier. This title is not in the official table. Build source is main — the cited furthest menus used main 587bb343e plus already-merged #8561, not a release zip. The form furthest point is Menu. What is shown on the cited 20 Oct comment: Cross on the title screen moves to InitialScreen_ChoosenController, then InitialScreen_SigningIn, and the screen turns black with a spinner. One thread repeats sceSigninDialogUpdateStatus, Close, Terminate, Initialize, Open and sceNpGetAccountIdA (SCE_NP_ERROR_SIGNED_OUT), about 813 times in 50 s, as Dying Light 2 does in #1794. The opening post on the same build: intro and title screen render correctly; the title logs Stage = 'InitialScreen' (prev value 'Intro'); the title screen ("Press ✕ to start") is steady 59.9 FPS. The first run compiles about 18,000 shaders (about 8.8 GiB of shader_cache/) and takes about 80 s to reach the title screen; with the cache it takes about 20 s. Those FPS values are a report, not a benchmark. Menus on that cited main is not an In game claim. A single self-report is not an official-table row. Current blocker: the offline sign-in loop after Cross on the title screen. A later note in the same comment, with #6990's library changes merged locally, is not the cited furthest: sign-in finishes within 0.1 s (InitialScreen_SigningInFinished, then InitialScreen_SignedIn, ScanForSavegames: saves 0), then the title keeps the black screen with the spinner at 59.9 FPS and does not reach InitialScreen_Complete. #6990 stays open. Audio was not checked. Save or load of a newly written slot, gameplay past the title screen, later areas or an ending, and network play were not checked on the cited furthest. AI-assisted: yes.
PPSA24003

Snapshot
| Stage | |
|---|---|
| Platforms in this snapshot | Windows |
| Build source | main · 587bb343e |
| Last verified in snapshot | 20 Oct 2026 |
| Snapshot assembled | 14 Oct 2026 · checked 11 Oct 2026 |
Allowed values: release, main, fork, patched, unknown. Official table membership is not a release-zip claim.
Furthest public stage shown, including testing branches. Not an official playable verdict.
Page content updated: 23 Oct 2026. This date is when the page text changed. It is not a new hardware test.
Playable here can come from later main or extra patches. The official release zip may stop before that furthest stage.
Verified, blocked, unknown
Verified
- Windows 11 Pro 26200 / AMD Ryzen 9 5950X / AMD Radeon RX 7900 XTX (driver 32.0.31041.1004) / WinLibs GCC 15.2.0 r7 UCRT (discussion #8560, 20 Oct 2026): Dying Light: The Beast PPSA24003 content 01.007.001 on main 587bb343e plus #8561. Windows at menus — intro and title screen ("Press ✕ to start") at 3840x2160 presented in a 1484x835 window, steady 59.9 FPS; Cross moves to InitialScreen_ChoosenController, then InitialScreen_SigningIn, and the screen turns black with a spinner. 587bb343e is after v0.1.3. #8561 merged as bc834a84bb and is not in v0.1.3. Single community self-report. Menus ≠ In game.
- Same Windows host and thread: eboot.bin, sce_module/libc.prx and the nine modules beside the executable were unwrapped with tools/unwrap_self.py, then relinked with relinker --windows --registry --module-dir . eboot.elf PPSA24003.exe. That unwrap is a conversion step, not a game patch. Relinked for Windows is a relinker step, not a game patch. The relinker on the cited run was built from main a98590dec. The 20 Oct comment used tools/pad_input.py (APS5_PAD_INPUT_FILE), APS5_DUMP_FRAMES, and a --trace-imports build with APS5_TRACE_CALLS and APS5_HANG_DUMP_SECS. Those are a host input pattern, host debug switches and a diagnostic build, not a game patch. No extra title patch file is named as required.
Blocked
- Current blocker in discussion #8560: the offline sign-in loop after Cross on the title screen. One thread repeats sceSigninDialogUpdateStatus, Close, Terminate, Initialize, Open and sceNpGetAccountIdA (SCE_NP_ERROR_SIGNED_OUT), about 813 times in 50 s, as Dying Light 2 does in #1794. The screen turns black with a spinner.
- The 20 Oct comment does not establish player-controlled gameplay. What is shown is the intro, the title screen, then a sign-in spinner. Those FPS values are a report, not a benchmark. Menus on that cited main is not an In game claim.
- On main without #8561 the title stops at start-up on unresolved libSceNpCppWebApi imports. That absent-import stop is historical as of 23 Oct 2026, when #8561 merged. A later note in the same comment with #6990 merged locally signed in, then stayed on the black spinner after ScanForSavegames. That note is not the cited furthest. #6990 stays open.
Unknown
- Official-table membership. This title is a community report (official: false), not a tested-compatibility table row.
- Whether the current official release zip matches this report. Cited commit 587bb343e (20 Oct, 08:13 UTC) is after v0.1.3 (3fd1cc393b, 20 Oct, 07:07 UTC), #8561 is not in v0.1.3, and the cited run used main plus #8561, not the official zip.
- Linux. No cited Linux session of this title in discussion #8560.
- macOS. No cited macOS session of this title in discussion #8560.
- Host RAM size or window toolkit. The cited host names Windows 11 Pro 26200 / Ryzen 9 5950X / Radeon RX 7900 XTX (driver 32.0.31041.1004) / WinLibs GCC 15.2.0 r7 UCRT and does not name those.
- Audio. Discussion #8560 does not check audio on the cited furthest.
- Save or load of a newly written slot. Discussion #8560 names ScanForSavegames: saves 0 only on the non-cited #6990 note, and does not name a write of a newly written slot on the cited furthest.
- Player-controlled gameplay past the title screen, later areas or an ending. Discussion #8560 names the intro, title screen and sign-in spinner on the cited furthest and does not name interactive play past that screen.
- Network or online play. Discussion #8560 does not check them on the cited furthest.
- The later #6990 local sign-in note as the cited furthest. That note used an open pull request; that note is not the cited furthest.
Saves, patch, and network
Saves
Status: Unknown
Unknown. The cited furthest in discussion #8560 does not name a write of a newly written slot, or a later reload of that slot.
Game patch
Status: Known
Known. The cited report names Dying Light: The Beast PPSA24003 content 01.007.001. No extra title patch file is named as required. Furthest cited menus used main 587bb343e plus #8561. 587bb343e is the merge of #8106 and is not in v0.1.3. #8561 merged as bc834a84bb (23 Oct) and is not in v0.1.3. The opening post is the same build and names the title screen.
Network
Status: Unknown
Unknown. No cited report checks online or networked play on the cited furthest.
Quoted public error strings
Verbatim from the linked report. One run, one build — not a promise that you will see the same line.
FAIL: unresolved ELF import ... from libSceNpCppWebApi.prx
github.com/boykopovar/AnyPS5/discussions/8560the screen turns black with a spinner
github.com/boykopovar/AnyPS5/discussions/8560sceNpGetAccountIdA (SCE_NP_ERROR_SIGNED_OUT)
github.com/boykopovar/AnyPS5/discussions/8560
Windows
Windows 11 Pro 26200 / AMD Ryzen 9 5950X / AMD Radeon RX 7900 XTX (driver 32.0.31041.1004) / WinLibs GCC 15.2.0 r7 UCRT (discussion #8560, 20 Oct 2026): Dying Light: The Beast PPSA24003 content 01.007.001 on main 587bb343e plus #8561. Windows at menus — intro and title screen ("Press ✕ to start") at 3840x2160 presented in a 1484x835 window, steady 59.9 FPS; Cross moves to InitialScreen_ChoosenController, then InitialScreen_SigningIn, and the screen turns black with a spinner. One thread repeats sceSigninDialogUpdateStatus, Close, Terminate, Initialize, Open and sceNpGetAccountIdA (SCE_NP_ERROR_SIGNED_OUT), about 813 times in 50 s. eboot.bin, sce_module/libc.prx and the nine modules beside the executable were unwrapped with tools/unwrap_self.py, then relinked with relinker --windows --registry --module-dir . eboot.elf PPSA24003.exe. That unwrap is a conversion step, not a game patch. Relinked for Windows is a relinker step, not a game patch. The relinker on the cited run was built from main a98590dec. The opening post set no environment variables. The 20 Oct comment used tools/pad_input.py (APS5_PAD_INPUT_FILE), APS5_DUMP_FRAMES, and a --trace-imports build with APS5_TRACE_CALLS and APS5_HANG_DUMP_SECS. Those are a host input pattern, host debug switches and a diagnostic build, not a game patch. No extra title patch file is named as required. Current blocker: the offline sign-in loop after Cross on the title screen. 587bb343e (20 Oct, 08:13 UTC) is after v0.1.3 (3fd1cc393b, 20 Oct, 07:07 UTC). 587bb343e is the merge of #8106 and is not in v0.1.3. #8561 merged as bc834a84bb (23 Oct, 01:06 UTC) and is not in v0.1.3. The cited furthest menus used main 587bb343e plus already-merged #8561. The opening post is the same build and names the title screen. On main without #8561 the title stops at start-up on unresolved libSceNpCppWebApi imports. That absent-import stop is historical as of 23 Oct 2026, when #8561 merged. A later note in the same comment with #6990 merged locally is not the cited furthest. No cited run checked the official release zip. Linux and macOS were not checked. Single community self-report. Menus ≠ In game.
Linux
No report in the cited thread. Linux was not checked.
Sources
- github.com/boykopovar/AnyPS5/discussions/8560
- github.com/boykopovar/AnyPS5/pull/8561
- github.com/boykopovar/AnyPS5/pull/8106
- github.com/boykopovar/AnyPS5/pull/8086
- github.com/boykopovar/AnyPS5/pull/6990
- github.com/boykopovar/AnyPS5/discussions/1794
Live threads beat this snapshot: Game bring-up discussions.
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