Current conclusion
Windows NVIDIA testing reaches opening gameplay at 60 FPS with patches and two opt-in switches. Windows AMD and Linux have separate results. The official table does not list this game as Playable.
Experimental result: extra patches, integration branches or local changes are required. Installing the tagged release does not establish this result.
Platform test results
Windows · Opening gameplay on patched stack
IssuesIntro, menus and opening rooms run at reported 60 FPS. #846, #425, #1994 and #1995 are open at review. The result needs this experimental stack.
Build: main f1451396 + #846, #425, #1918, #1968, #1969, #1994, #1995 and local shader fix
Test date: Oct 9, 2026 · Report dated Oct 9, 2026
Windows · Gameplay and room transitions
IssuesReported 60 FPS with menus, audio, keyboard and room transitions. The stuck foreground was fixed; an earlier allocator crash was not seen in about 20 later runs.
Build: main e76c70f6 + open #846, #425, #374 and local import/DCC/glyph workarounds
Test date: Oct 8, 2026 · Report dated Oct 8, 2026
Linux · Tutorial gameplay; slow
IssuesUpdated tests reach the tutorial and save at reported 7–19 FPS. Local unwind fixes pass the initial end-of-cinematic exception.
Build: awake-devel test/silksong-linux; main 296d68a3 plus open PRs/local fixes; later #1586/#1600/#1601 proposed
Test date: Oct 8, 2026 · Report dated Oct 8, 2026
Known issues
Windows · Not specified in NVIDIA report
- Without APS5_WRITE_WATCH_IMPORTS=watch and APS5_STORE_AT_FLIP=1, the report records about 5 FPS, garbled backgrounds or a loading crash.
- General GPU-wait and write-tracking fixes remain open; this is not a normal release setup.
Windows · 01.000.010 (master 01.02)
- Boxed menu glyphs still require a local workaround.
- The old allocator crash has no confirmed root cause; later clean runs do not prove a general fix.
Linux · Not specified in Linux report
- Slow gameplay and cinematic flicker/A/V drift remain reported.
- A later run hits unsupported st_size during first-area loading; a local fix awaited an in-game check.
- The branch retains a bundled-libc workaround. #1586 and #1600 are open; #1601 is draft at review.
Test environments
- Platform
- Windows
- Game version
- Not specified in NVIDIA report
- AnyPS5 build
- main f1451396 + #846, #425, #1918, #1968, #1969, #1994, #1995 and local shader fix
- Hardware / tools
- Windows 11 Pro; Ryzen 7 9800X3D; RTX 5090, driver 617.42; WinLibs GCC 15.2.0 r7; keyboard
- Source reviewed
- Oct 9, 2026
- Platform
- Windows
- Game version
- 01.000.010 (master 01.02)
- AnyPS5 build
- main e76c70f6 + open #846, #425, #374 and local import/DCC/glyph workarounds
- Hardware / tools
- Windows 11 Pro; Ryzen 7 9800X3D; Radeon RX 9070 XT; WinLibs GCC 15.2.0 r7
- Source reviewed
- Oct 9, 2026
- Platform
- Linux
- Game version
- Not specified in Linux report
- AnyPS5 build
- awake-devel test/silksong-linux; main 296d68a3 plus open PRs/local fixes; later #1586/#1600/#1601 proposed
- Hardware / tools
- Arch Linux, Hyprland; i7-8750H; GTX 1050 Ti Max-Q 4 GB; NVIDIA 580.178.04
- Source reviewed
- Oct 9, 2026
Identity scope: All three platform/GPU reports identify PPSA12544. Versions not specified in a report remain unknown.
Key test history
- Windows
Reached gameplay with keyboard input. Stuck foreground after room transitions remained; October 8 testing reports that fixed.
Original milestone ↗ - Linux
Local unwind fixes passed the intro exception and reached gameplay. Later tests still report low performance and a load-time exception.
Original milestone ↗
Original sources
- Windows NVIDIA opening-gameplay test · Windows · reviewed Oct 9, 2026
- Windows AMD updated test · Windows · reviewed Oct 9, 2026
- Linux tutorial test and later limitations · Linux · reviewed Oct 9, 2026
PR merges, closed issues and commit counts do not automatically change these judgments. Read our review policy.