A PC version of PlayStation’s Sackboy: A Big Adventure has all but been confirmed after an image for the game was uploaded to Steam‘s database.
A listing first appeared on Steam’s database last October, and was strongly suspected of being the Sumo-made platformer due to references to ‘Marmalade’, a codename first used in last year’s huge leak of unannounced games on Nvidia’s GeForce Now.
As logged by SteamDB, the same database listing has now added an icon (embedded below), hosted on Steam’s own servers, which seemingly confirms the project is indeed Sackboy: A Big Adventure.
The listing also added language support on Tuesday, which is typically one of the final additions before a title’s release. This appears to suggest that an official announcement for Sackboy PC could arrive imminently.
The database update follows an anonymous Reddit post in June, which posted alleged images of Sackboy PC and claimed the port would include ray-traced shadows and support for DLSS.
VGC’s Sackboy: A Big Adventure review called the game an innovative platformer that makes the most of the PS5’s exclusive features.
“Every console launch lineup needs a reliable game aimed at children and young families,” our critic wrote. “Sackboy: A Big Adventure fills that hole nicely for the PS5, but it also has enough tricks up its sleeve to make it a definite recommendation for any platforming fan.”
Last year Sony Interactive Entertainment CEO Jim Ryan stated that PlayStation was planning to bring “a whole slate” of games to PC.
Spider-Man Remastered is Sony’s sixth PC title, it was released last month. It will be followed by PC ports of Spider-Man: Miles Morales and Uncharted: Legacy of Thieves Collection later in the year.
Sackboy: A Big Adventure – story trailer
Asked by GQ in February why SIE has now embracing PC, where as before it was hesitant to bring its games to the platform, Ryan said: “I think a few things changed.
“We find ourselves now in early 2021 with our development studios and the games that they make in better shape than they’ve ever been before. Particularly from the latter half of the PS4 cycle our studios made some wonderful, great games.
“There’s an opportunity to expose those great games to a wider audience and recognise the economics of game development, which are not always straightforward. The cost of making games goes up with each cycle, as the calibre of the IP has improved.
“Also, our ease of making it available to non-console owners has grown. So it’s a fairly straightforward decision for us to make.”