A PC version of PlayStation’s Sackboy: A Big Adventure has almost been confirmed after an image of the game was uploaded to Steam’s database.
A listing first appeared on Steam’s database last October, and was strongly suspected to be the Sumo-made platformer due to references to ‘Marmalade’, a codename first used in last year’s big leak of unannounced games on Nvidia’s GeForce Now.
As recorded by SteamDB, the same database listing has now added an icon (embedded below), hosted on Steam’s own servers, which apparently confirms that the project is Sackboy: A Big Adventure.
The listing also added language support on Tuesday, which is usually one of the final additions before a title launches. This seems to suggest that an official announcement for Sackboy PC could be coming imminently.
The database update follows an anonymous Reddit post in June, which posted purported images of Sackboy PC and claimed the port would include ray-traced shadows and support for DLSS.
VGC’s review of Sackboy: A Big Adventure called the game an innovative platformer that takes full advantage of the PS5’s unique features.
“Every console launch lineup needs a reliable game aimed at kids and young families,” our reviewer wrote. “Sackboy: A Big Adventure fills that gap 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 planned to bring “an entire slate” of games to PC.
Spider-Man Remastered is Sony’s sixth PC title, having launched last month. PC versions of Spider-Man: Miles Morales and Uncharted: Legacy of Thieves Collection will follow later this year.
Sackboy: A Big Adventure – Story Trailer
Asked by GQ in February why SIE is now embracing the PC, while previously hesitant to bring its games to the platform, Ryan said: “I think a few things have changed.
“We are now in early 2021 with our development studios and the games they make in better shape than ever. Particularly starting in the second half of the PS4 cycle, our studios have made some wonderful and great games.
“There is an opportunity to expose those great games to a broader audience and recognize the economics of game development, which are not always easy. The cost of making games rises with each cycle, as the caliber of intellectual property has improved.
“In addition, it has increased our facility to make it available to those who do not have consoles. So it’s a pretty easy decision for us.”