AnyPS5 takes a fundamentally different approach to running PlayStation 5 software on commodity hardware. Rather than emulating the PS5's system architecture — the strategy used by every prior console compatibility project — it relinks PS5 executables into native Linux or Windows binaries, substituting reimplemented system libraries for Sony's proprietary ones. No emulation layer, no separate runtime process. The executable just runs. The project is early. One game — Dreaming Sarah, a 2D platformer — is verified running at a stable 60 fps on a GTX 1050 Ti with an i5-7500, hardware that was mid-range in 2017. The shader recompiler produces validated SPIR-V output. System library coverage is tracked as a percentage of declared functions, not of the full PS5 API surface, which means the completion numbers will shift as more functions are discovered and declared. The technical architecture is notable for what it avoids. Emulators like RPCS3 (PS3) or Ryujinx (Switch) must recreate entire hardware stacks — GPU command processors, memory controllers, OS scheduling. AnyPS5 sidesteps all of that by treating the PS5 executable as a portable binary that just needs its library calls redirected. This is closer to Wine's approach to Windows executables on Linux than to traditional console emulation. The legal positioning is careful and deliberate. The disclaimer explicitly states the project does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users must supply their own binaries. This mirrors the legal strategy that has kept projects like Wine and clean-room reimplementations legally defensible for decades, though PS5 binaries themselves raise acquisition questions the project does not address. The project is licensed under GPLv2, ensuring all derivative work remains open. Contributing guidelines, build instructions, and technical debt documentation are published — signals of a project that wants community contribution, not just GitHub stars. Input mapping supports SDL controllers and configurable keyboard/mouse via ini files. The gap between one verified 2D platformer and running commercially significant PS5 titles is enormous. System library coverage must grow by orders of magnitude. The shader recompiler must handle the full range of PS5 GPU shaders, not just those in simple games. And the relinking approach may hit fundamental limits with titles that depend on PS5-specific hardware features like the custom SSD decompression pipeline or the Tempest audio engine. Still, the architectural bet — native execution via relinking rather than emulation — is genuinely novel in the console compatibility space. If the approach scales, it could produce dramatically better performance-per-watt than emulation. If it doesn't, the project will have at least demonstrated the viability of the technique for a narrow class of titles.