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Closed Beta Tests
April 4, 2026 at 06:13 PM
Expanded with July 2025 offline test details, PC hardware requirements, press demos, and gacha rate data from betas.
Honor of Kings: World underwent multiple closed beta test (CBT) phases between its October 2021 announcement and its April 4, 2026 launch. These tests served as critical milestones for gathering player feedback, stress-testing server infrastructure, and iterating on game systems. TiMi Studio Group conducted beta tests primarily in China, with additional hands-on opportunities for international press at major gaming events.
The testing process spanned several years. Early phases focused on core combat and performance, while later tests expanded to include open world content, multiplayer systems, and endgame features.
2022-2023 (China CBTs): initial internal and limited public tests focused on core combat mechanics, performance benchmarks, and early open world exploration
2024 (Expanded CBTs): broader testing including dungeon content, multiplayer co-op, basic progression systems, and cross-platform functionality between PC and mobile
July 2025 (PC offline test): PC-exclusive test with near-final content and full system access
Pre-launch stress test: final testing phase ahead of the April 4, 2026 launch
The July 2025 offline test was one of the most significant pre-launch testing phases. It was PC-exclusive and provided testers with access to a near-final build of the game.
Recruitment for the July 2025 test ran from June 25 to July 14, 2025. Players applied through the "Dongfang Yao" application using WeChat or QQ login. Selection was based on hardware specifications, region (China only), and previous Honor of Kings activity. Players who had participated in prior beta tests were automatically qualified for this phase without needing to reapply.
The test servers went live on July 24, 2025. The test period ran for several weeks, giving participants time to progress through the main story, explore the open world, and test endgame systems including dungeons, raids, and PvP.
The July 2025 test published specific hardware requirements that gave players a clear picture of what the final game would demand.
Specification | Minimum | Recommended |
|---|---|---|
GPU | NVIDIA RTX 2060 (5 GB VRAM) | NVIDIA RTX 3070 or higher |
CPU | Intel i5 / AMD Ryzen 5 | Intel i7 / AMD Ryzen 7 or higher |
RAM | 16 GB | 32 GB |
Storage | 50 GB SSD | 50 GB NVMe SSD |
The RTX 2060 minimum requirement confirmed that ray tracing would be available even on older RTX hardware, though at reduced quality settings. The 16 GB RAM minimum was notable, indicating the game's world streaming demands. The recommended 32 GB reflects the benefit of extra memory headroom for Unreal Engine 5's Nanite geometry and Lumen lighting systems.
Beta access was distributed through several channels across the different testing phases.
Official registration: players registered through the official website or the Dongfang Yao application and were selected based on hardware, region, and account history
Prior tester priority: players who participated in earlier CBT phases were automatically qualified for subsequent tests
Content creator keys: beta keys were distributed to partnered content creators and press outlets for coverage purposes
WeChat/QQ login: all Chinese test phases required WeChat or QQ authentication
The beta tests targeted 60 FPS as the baseline and 120 FPS as the high-end target on PC. With NVIDIA DLSS enabled and ray tracing active, testers reported achieving stable 60 FPS at 4K resolution on RTX 4070 Ti and above. The 120 FPS target was achievable at 1440p with DLSS 3 frame generation on RTX 40-series GPUs. Mobile performance during cross-platform tests targeted 60 FPS at medium settings on supported devices.
Chinese beta tests were the source of the first concrete data on the game's gacha system. Beta participants documented pull rates and pity thresholds that were later confirmed by data miners and community aggregators.
5-star drop rate: 0.6% base rate per pull
Character pity: guaranteed 5-star character within 90 pulls
Weapon pity: guaranteed 5-star weapon within 80 pulls
4-star drop rate: 5.1% base rate with soft pity around 10 pulls
This data shaped community expectations and comparisons to other gacha-based games ahead of launch. The rates are comparable to industry standards, with the 90-pull character pity aligning closely with similar systems in other titles.
In addition to player-facing beta tests, TiMi Studio Group provided hands-on demo builds for press at major gaming events.
GDC 2025 (March 2025): behind-closed-doors presentation with a 90-minute hands-on session for attending press, running at 4K with ray tracing on PC hardware
Gamescom 2025 (August 2025): first public hands-on demo with 30-minute sessions available on the show floor, plus an Opening Night Live trailer debut
These press builds were separate from the Chinese beta tests but served a similar purpose of gathering feedback and generating coverage. The GDC build included the opening story area, several dungeons, and multiple Flow styles. The Gamescom build offered three pre-configured loadouts showcasing different combat playstyles.
TiMi Studio Group publicly acknowledged several changes made in direct response to beta test feedback. The iterative process between test phases allowed the team to address issues before they reached the final release.
Difficulty curve: early dungeon difficulty was reduced after feedback that the learning curve was too steep for new players
Camera system: boss encounter camera behavior was improved to reduce disorientation during fast-paced fights
Flow style switching: the animation for switching between Flow styles mid-combat was refined to feel smoother and more responsive
Gear enhancement: the original gear enhancement system was simplified after beta testers reported it was overly complex and confusing
Server stability: each test phase identified and resolved server-side issues, improving connection stability for the cross-platform architecture
Content pacing: the main story quest pacing was adjusted based on completion time data from beta participants