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Record of Lodoss War: Deedlit in Wonder Labyrinth on AnyPS5
Linux is in game — Record of Lodoss War: Deedlit in Wonder Labyrinth (the PS5 title PPSA05347, content 01.000.001, not other Record of Lodoss War titles), the opening forest / How to Play tutorial at about 50.9 FPS then a scripted move into the next area — on unmodified main 11ee778434 (Linux 7.2.9 / Ryzen 9 7950X / Radeon RX 6650 XT), with no driver stop named in those opening runs and combat, saving, later rooms and audio not checked; Windows and macOS were not checked. Cited commit 11ee778434 (20 Oct) is in v0.1.3 (3fd1cc393b, 20 Oct). The cited furthest in-game used plain main, with no pull requests on top. No relinker command is named in discussion #6460. Later clean-main checks reused an existing converted executable; that reuse is a conversion step, not a game patch. No extra title patch file is named as required. Measured tutorial traces used APS5_PIPELINED_DRAWS=1, APS5_HOST_IMPORT_MIB=16384, APS5_DRAW_CACHE_ENTRIES=4096, APS5_SPIRV_OPT=full and APS5_TRACE_SECONDS. Those are host environment variables, not a game patch. No cited run tested 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 in-game used unmodified main 11ee778434, not a release zip. On that 20 Oct run the stationary opening forest / How to Play tutorial measured 50.91 FPS (30 s at seconds 200:230). After that window, scripted right, right+attack and right+jump inputs moved into the next area, where a 248 s capture shows the player and an enemy. Those FPS values are a present-trace measurement, not a benchmark. Discussion #6460 does not mark a Playable form furthest point. Later comments confirm opening gameplay; they also say that is a short check, not a claim that the whole game works. In game on that cited main commit is not a Playable claim. A single self-report is not an official-table row. A later unmodified-main pair on 53a0a27bb6 (21 Oct), newer than v0.1.3, read 50.089 and 51.220 FPS in the same forest tutorial. Optional open pull requests (#6951, #7465, #9011 and others) raise that tutorial toward 59.94 FPS on some compositions; they are not required to reach the cited in-game. Historical (15–18 Oct 2026): early opening-story checks used a local SPIRV-Tools validator repair, later proposed as #6476. A clean-main follow-up on 9b6837704 (18 Oct) rendered the save/new-game menu and the horse/riders opening-story page without that private repair. #6476 has since merged (19 Oct 2026) and is in v0.1.3. Historical (15–18 Oct 2026): shutdown on close was intermittent in the first investigation; the later pinned opening-gameplay runs named here closed normally (exit 0).
PPSA05347

Snapshot
| Stage | In game |
|---|---|
| Platforms in this snapshot | Linux |
| Build source | main · 11ee778434 |
| Last verified in snapshot | 21 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: 22 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
- Linux 7.2.9-arch1-1 / Ryzen 9 7950X / Radeon RX 6650 XT, RADV Mesa 26.2.4-arch1.1 (discussion #6460, 20 Oct 2026): Record of Lodoss War: Deedlit in Wonder Labyrinth PPSA05347 content 01.000.001 on unmodified main 11ee778434, with no pull requests on top. Linux in game — the stationary opening forest / How to Play tutorial measured 50.91 FPS (30 s at seconds 200:230, official 3840×2160 trace). After that window, scripted right, right+attack and right+jump inputs at 232, 238 and 245 s moved into the next area; a 248 s capture shows the player and an enemy. 11ee778434 is in v0.1.3. Single community self-report. In game ≠ Playable.
- Same Linux host and thread: No relinker command is named. Later clean-main checks reused an existing converted executable; that reuse is a conversion step, not a game patch. No extra title patch file is named as required. Measured tutorial traces used APS5_PIPELINED_DRAWS=1, APS5_HOST_IMPORT_MIB=16384, APS5_DRAW_CACHE_ENTRIES=4096, APS5_SPIRV_OPT=full and APS5_TRACE_SECONDS. Those are host environment variables, not a game patch.
- Same Linux host (discussion #6460, 21 Oct 2026): unmodified main 53a0a27bb6, newer than v0.1.3, with no pull requests on top. Two opposite-order pairs in the same forest tutorial read 50.089 and 51.220 FPS. That later pair does not restate the next-area move.
Blocked
- Current blocker named in discussion #6460: none seen as a stop in the cited opening runs. The 20 Oct unmodified-main tutorial measured 50.91 FPS; a later unmodified-main pair on 53a0a27bb6 read 50.089 and 51.220 FPS. Those FPS values are a present-trace measurement, not a benchmark. Import-allocation failures still occur, so host-import support is not complete.
- Combat, saving, later rooms and audio were not checked. Discussion #6460 does not mark a Playable form furthest point. Later comments confirm opening gameplay as a short check, not a claim that the whole game works. In game on that cited main is not a Playable claim.
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. The cited play used unmodified main 11ee778434, which is in v0.1.3, not a release zip.
- Windows. No cited Windows session of this title in discussion #6460.
- macOS. No cited macOS session of this title in discussion #6460.
- Combat, saving, later rooms, audio and a full playthrough. Discussion #6460 says those were not checked on the cited opening-gameplay runs.
- Network or online play. No cited report checks it.
- NVIDIA or Intel GPU in-game reports. The cited Linux host is Radeon RX 6650 XT RADV only.
- How far play went past the next area after the opening forest tutorial, or completion. The cited 20 Oct session names that next area with a player and an enemy only.
- Other Record of Lodoss War titles. This page is Record of Lodoss War: Deedlit in Wonder Labyrinth PPSA05347 only.
- Whether optional open pull requests (#6951, #7465, #9011 and others) change the official zip. They are not in v0.1.3 and are not required for the cited in-game.
Saves, patch, and network
Saves
Status: Unknown
Unknown. Discussion #6460 lists saving as not checked on the cited opening-gameplay runs. Early comments reach a save/new-game menu; a save write or reload in gameplay was not named.
Game patch
Status: Known
Known. The cited report names Record of Lodoss War: Deedlit in Wonder Labyrinth PPSA05347 content 01.000.001. No relinker command is named in discussion #6460. Later clean-main checks reused an existing converted executable; that reuse is a conversion step, not a game patch. No extra title patch file is named as required. Furthest cited in-game used unmodified main 11ee778434 with no pull requests on top. 11ee778434 is in v0.1.3. Optional open pull requests named in later comments are not required to reach that in-game.
Network
Status: Unknown
Unknown. No cited report checks online or networked play.
Windows
No report in the cited thread. Windows was not checked.
Linux
Linux 7.2.9-arch1-1 / Ryzen 9 7950X / Radeon RX 6650 XT, RADV Mesa 26.2.4-arch1.1 (discussion #6460, 20 Oct 2026): Record of Lodoss War: Deedlit in Wonder Labyrinth PPSA05347 content 01.000.001 on unmodified main 11ee778434, with no pull requests on top. Linux in game — the stationary opening forest / How to Play tutorial measured 50.91 FPS (30 s at seconds 200:230, official 3840×2160 trace). After that window, scripted right, right+attack and right+jump inputs at 232, 238 and 245 s moved into the next area; a 248 s capture shows the player and an enemy. No relinker command is named. Later clean-main checks reused an existing converted executable. No extra title patch file is named as required. Measured tutorial traces used APS5_PIPELINED_DRAWS=1, APS5_HOST_IMPORT_MIB=16384, APS5_DRAW_CACHE_ENTRIES=4096, APS5_SPIRV_OPT=full and APS5_TRACE_SECONDS. Current blocker: none seen as a stop in those opening runs. Combat, saving, later rooms and audio were not checked. Import-allocation failures still occur, so host-import support is not complete. 11ee778434 (20 Oct, 04:18 UTC) is in v0.1.3 (3fd1cc393b, 20 Oct, 07:07 UTC). The cited furthest in-game used plain main. A later unmodified-main pair on 53a0a27bb6 (21 Oct, 05:46 UTC), newer than v0.1.3, read 50.089 and 51.220 FPS in the same forest tutorial. No cited run tested the official release zip. Windows and macOS were not checked. Single community self-report. In game ≠ Playable.
Sources
- github.com/boykopovar/AnyPS5/discussions/6460
- github.com/boykopovar/AnyPS5/pull/6476
- github.com/boykopovar/AnyPS5/pull/6951
- github.com/boykopovar/AnyPS5/pull/7465
- github.com/boykopovar/AnyPS5/pull/7849
- github.com/boykopovar/AnyPS5/pull/9011
Live threads beat this snapshot: Game bring-up discussions.
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