Current conclusion
Linux experimental patches render the brightness calibration screen at 57–58 FPS; no gameplay is demonstrated. A separate Windows main run stalls before rendering because hundreds of shaders fail to prepare.
Platform test results
Linux · First-boot brightness calibration screen
IssuesThe calibration screen renders at about 57–58 FPS over two ten-minute runs; no input or subsequent gameplay was tested.
Build: main 8b393b6 + locally resolved stack of graphics PRs
Report: Oct 9, 2026
Windows · Window opens; no rendered frame after shader preparation fails
IssuesThe title opens a window at FPS 0.00 without rendered content. The report records 371 computed shader call-target errors and 28 packed-pixel ancillary errors.
Build: main with MinGW-w64 GCC 16.2.0; no gameplay patch stack
Report: Oct 10, 2026
Known issues
Linux · First-boot brightness calibration screen
- Stock main aborts before opening a window on computed shader-call targets.
- The patched stack still requires multiple locally resolved PR conflicts and does not demonstrate reaching a level.
Windows · Window opens; no rendered frame after shader preparation fails
- Computed shader call targets remain unsupported in the observed build.
- Packed-pixel ancillary inputs produce separate shader preparation failures.
Test environments
- Platform
- Linux
- Game version
- 1.05
- Hardware / tools
- Nobara Linux 44; Ryzen 5 7600X; RTX 5070 Ti; NVIDIA 595.91.07
- Platform
- Windows
- Game version
- PPSA02100 (version not specified)
- Hardware / tools
- Windows; RTX 4060 Laptop GPU
The Linux experiment uses Stray v1.05 (Unreal Engine 4); no level or gameplay was tested.