Hello @Seralth, we're using one issue report per unofficially supported game title, so I've gone ahead and transferred this issue report to https://github.com/ValveSoftware/Proton/issues/8119#issuecomment-5247758564.
proton 11.0-1bx1 2026-08PROTON_LOG=1x1 2026-08PROTON_LOG=1`x1 2026-08
Compatibility Report
System Information
I confirm:
Symptoms
The game reliably stalls for approximately 30 seconds before the splash screen appears, before the actual game binary (ForeverWinter-Win64-Shipping.exe) has even started — the delay is entirely within the outer bootstrapper process. This is not shader compilation (which is a separate, later, correctly-labeled stage) — it's a silent stall with no window and no indication anything is happening.
Reproduction
PROTON_LOG=1 %command%set in launch options.Measured twice, on two different Proton builds:
mscoree:DllMainline)The two measurements differ by 2 milliseconds. The game's own bootstrapper debug output (visible via OutputDebugString passthrough in the attached log) shows it explicitly locating and launching an EOS helper process right before this stall:
This points at an IPC handshake (evidently over a named pipe, given the
GetNamedPipeHandleStateWcalls that follow the gap) between the game's bootstrapper and its EOS helper process, which either times out or hangs on Wine's incomplete implementation of that API before the bootstrapper gives up and continues anyway. Epic's own EOS SDK documentation states a default network/task timeout of 30 seconds when none is explicitly provided, which lines up closely with both measurements above.GetNamedPipeHandleStateW's semi-stub status is not new — it's referenced in Wine bug reports going back to at least 2015 — so this may be a long-standing gap rather than a recent regression.Full
PROTON_LOG=1output for the stock Proton 11 reproduction: https://gist.githubusercontent.com/Seralth/301c80e24e92217ec66122a6f1843586/raw/e053e3e218282ef6baac1dd981239b52e102f3d1/steam-2828860.log