AnyPS5 Timeline: From First Commit to v0.1.3, and What the Progress Numbers Mean
Live timeline · last updated · 1 entry in the update log
AnyPS5 went from an empty GitHub repository to about 45,900 stars in under three months. This timeline uses only the repository, its releases and its own progress data, and explains why the headline percentage is not a share of the PS5.
AnyPS5 is a GPL-2.0 relinker that converts PS5 executables into native Linux and Windows programs; its first commit is dated Aug 3, 2026, its latest release is v0.1.3 from Oct 20, 2026, and its 49.66% library figure counts only functions the project has declared so far.
Read on 2026-10-21: the AnyPS5 GitHub repository and README, the GitHub API record for the repository, releases and pull requests #2 and #5, and the project’s progress.json. Times from GitHub are in UTC. We did not run AnyPS5 or test any game.
Timeline
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The first commit in the AnyPS5 repository is dated 17:02 UTC, and GitHub records the public repository as created at 21:30 UTC the same day. The description reads “Tool for automatic PS5 executables porting to Linux and Windows”.
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The first outside pull request, #2, registers the relinker tests with CTest. It is merged on September 25.
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Pull request #5, titled “Boot Demon's Souls to its first level”, is opened with recorder driver, runtime, audio and Bink fixes. It is merged on September 27.
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AnyPS5 publishes its first tagged release, v0.1.0, at 21:53 UTC, and v0.1.1 follows at 23:34 UTC with a font library port and a save-data core.
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v0.1.2 is released at 08:56 UTC, listing a large batch of first-time contributors.
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v0.1.3 is released at 09:31 UTC, the latest release as of October 21, with pull request numbers past 5,500.
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The repository shows about 45,900 stars and 4,200 forks, and the project’s progress data reports 4,512 of 9,085 declared system-library functions implemented, 49.66%.
What AnyPS5 is, in the project’s own words
The README describes AnyPS5 as a “Tool for automatic executables porting to Linux and Windows”. It has two parts: a relinker that converts an executable to the target system’s native format, and implementations of the PS5 system libraries, called prx libraries, built for dynamic linking. The README is explicit about what it is not: “No emulation or separate runtime process.” That is the key difference from an emulator such as shadPS4, whose font code AnyPS5 has ported, according to the v0.1.1 notes.
There is also a browser-based web converter, which the README says keeps files on your device, and a relinker-only build that runs on macOS, including Apple silicon. The project is licensed under the GNU General Public License version 2 only.
The disclaimer matters for anyone trying it. The README says the project does not include, distribute or require copyrighted software, firmware, cryptographic keys or proprietary libraries, and that users are responsible for obtaining binaries in line with the law and license terms. In other words, AnyPS5 does not give you games.
What “49.66%” does and does not measure
The progress badge is the number most people quote, and it is easy to misread. The README footnote says the system-library percentage is a share of “the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.” So 4,512 of 9,085 means about half of the functions the project has catalogued, not half of the PS5.
Because the denominator grows, the percentage can fall even as work gets done. Comparing the figure across weeks tells you less than comparing the raw count of implemented functions. The project publishes a progress history page for that reason.
It also does not measure game compatibility. A game can need a small set of functions that are all done, or a single missing one that blocks it. For per-game status, the README points to a community-built blocker map rather than the progress badge.
Can it run games yet?
The clearest official signal is pull request #5, merged on September 27, which is titled “Boot Demon's Souls to its first level”. That is a statement about reaching a level, not about the game being playable start to finish. Beyond that, the project itself does not maintain a compatibility list. The README links to a blocker map, which it describes as a community project built from public GitHub data, and asks for test reports in per-title “Game bring-up” discussions.
Third-party compatibility sites also exist. Treat them as reports from users, not results the AnyPS5 maintainers have confirmed. If you search for “AnyPS5 playable games”, check the date of each report against the release you are using, since the project shipped four releases in about three weeks.
Why the growth looks so steep
The repository sat quietly from August 3 until late September. Then in about four weeks it gained its first outside pull request, a Demon’s Souls boot milestone, four tagged releases and pull request numbers above 5,500. The v0.1.2 and v0.1.3 release notes open with long lists of first-time contributors. About 45,900 stars is a lot of attention, but stars measure interest, not finished work.
All GitHub times on this page are UTC. Readers in East Asia saw the first release on a different calendar day: v0.1.0 went out at 05:53 on September 29 in UTC+8, and v0.1.3 at 17:31 on October 20 in UTC+8. If you compare these dates with posts on social media or forum threads, convert the time zone first, or a report can look as if it came before the release it describes.
What the README says about how it behaves
AnyPS5 fails loudly by design. The README says unsupported or unexpected states “strictly throw std::runtime_error”, the message is printed to stderr, and the process terminates. If a converted program closes at once, that line in the terminal is the first thing to read, and it is also what the maintainers ask for in bug reports. It means you get a crash with a reason instead of a game that runs on with silently broken behavior.
Graphics go through a shader recompiler. The README says it produces SPIR-V, the shader format used by Vulkan, and that the output can be validated with SPIRV-Tools when the build option ANYPS5_ENABLE_SPIRV_TOOLS is on. The progress page tracks shaders as a separate badge from system libraries, so the two numbers move independently.
For input, SDL-mapped game controllers are supported, including analog sticks and triggers, and keyboard and mouse controls are set in an anyps5-input.ini file. The repository has separate documents for usage, building, architecture, code conventions and a list of known technical debt, which is a useful sign of where the maintainers think the weak spots are.
How to follow the project without the hype
- Watch the releases page, not the star count. Each tagged release lists the merged pull requests it contains.
- Use the progress history page to compare implemented function counts over time, since the percentage’s denominator keeps growing.
- Read the per-title Game bring-up discussions for a game you care about, and check which release each report used.
- Treat the community blocker map and third-party compatibility sites as useful but unofficial.
- Read the technical debt document before assuming a missing feature is close to done.
What is not verified
- Which games are fully playable. The maintainers publish no official compatibility list.
- Performance compared with an emulator. We found no official benchmark.
- Any 1.0 date. The project has not announced a roadmap with dates.
- Whether the approach is legal in your country. The README places that responsibility on users.
Related reading
For another open-source project that grew fast and drew questions, see the Puter Everything timeline and GPTibo: what is verified. For an open alternative in another category, see Blender vs SolidCraft. The Front blog index lists every post.
Keep reading on Front
Every post, newest first, is on the Front blog index.
- Puter and The Everything Project: a sourced timeline of Puter’s open-source app rebuilds.
- GPTibo open source: what is verified: a sourced record of a storefront released as MIT code.
- Blender vs SolidCraft: when CAD precision matters more than sculpting.
FAQ
Is AnyPS5 an emulator?
No. The README says it uses a relinker to convert PS5 executables to the target system’s native format, with “No emulation or separate runtime process.”
What is the latest AnyPS5 version?
v0.1.3, released on October 20, 2026 at 09:31 UTC (17:31 UTC+8).
Does 49.66% mean half of the PS5 works?
No. It is 4,512 of 9,085 system-library functions the project has declared so far, and the total grows as more are declared.
Does AnyPS5 include games or firmware?
No. The README says it does not include, distribute or require copyrighted software, firmware, keys or proprietary libraries.
Update log
- — First published. Checked the AnyPS5 repository, releases and progress data on Oct 21, 2026 (UTC+8).