AnyPS5: the 25,000-star PS5 porting tool, and what it runs so far
Since its first commit in August 2026, AnyPS5 has gathered more than 25,000 stars on GitHub, more than any project on FanGamesDB. Videos about it carry titles like "Sony is screwed". The tool's own compatibility list is more modest: one game, tested and playable. Both things are true, and the gap between them says a lot about where PS5 preservation stands.
What AnyPS5 does
AnyPS5 takes a PS5 game's executable and relinks it into the native format of Windows or Linux. It then supplies its own versions of the PS5 system libraries the game calls, loaded the way any program loads a library. There is no emulator and no separate runtime process. A shader recompiler turns the game's graphics code into SPIR-V for Vulkan, and SDL controllers work out of the box. The project is open source under the GPL.
Why the PS4 and PS5 are different
Older consoles used processors that PCs don't have: MIPS for the N64 and PS1, PowerPC for the GameCube and Xbox 360. Running those games natively means translating every instruction, which is what static recompilation does. The PS4 and PS5 use x86-64 processors, the same family as a PC. Their code can run on a PC CPU almost as it is. The hard part is everything around it: the system libraries, the file system and above all the graphics hardware.
The two Bloodborne projects on FanGamesDB work the same way for the PS4. bbport and bbhost run the game's own executable directly and replace what it expects from the console. AnyPS5 tries to do that for PS5 games in general rather than for one title.
What actually runs
The project's compatibility list has one entry: Dreaming Sarah, a 2D indie platformer, playable on Windows at a steady 60 frames per second on a GTX 1050 Ti and 36 on Intel integrated graphics. Linux isn't confirmed for it yet. The README is candid about the rest: the system libraries are counted by how many functions the project knows about so far, and anything unexpected stops the program with an error.
So the star count measures excitement, not compatibility. A tool that runs a 2D platformer is a long way from one that runs a large 3D game, and each big game tends to need its own fixes, as the Bloodborne projects show.
A scene forming around it
Other developers are already building on it. AnyPS5 OSX Edition adds a Metal backend for Macs, a research prototype runs AnyPS5-relinked games on iPad through Wine and FEX, and pkg-to-anyps5 extracts PS5 debug packages into the layout the relinker expects. That pattern, a core tool and a ring of projects around it, is how the N64 and Xbox 360 recomp scenes grew too.
What you would need
AnyPS5 ships no games, firmware or keys. It works on game executables you supply, and getting those out of a PS5 currently means a console you own that has been modified to dump them. As with every project on FanGamesDB, the tool is legal to share; the game files have to come from your own copy.
We'll list PS5 ports here when there are complete games to play. Until then, Darío's point about recomps applies here too: getting a game to boot is the start of the work, not the end of it.
Sources: AnyPS5 README and compatibility list, AnyPS5 OSX Edition, madeira-anyps5, pkg-to-anyps5, Video Game Esoterica.