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Closed Alpha and Playtests
August 7, 2026 at 08:42 AM
Added an After the Second Alpha section recording that no post-test recap, participant counts, or patch notes were published, and that the playtest request option now only registers interest in a future round
Ahead of release, PUBG Studios has run several testing phases for PUBG: Black Budget to gather feedback from creators and the community on key gameplay elements. These tests have been held on PC and have been used to refine the game's systems and performance. The game's release date remains to be announced.
The first Closed Alpha Test was announced alongside the game's reveal in November 2025 and ran in December 2025. It took place exclusively on PC and consisted of two public test sessions across two weeks: the first from December 12 to December 14, and the second from December 19 to December 21. The test was available to players in North America, Europe, and Asia, with support for English, Korean, Russian, and Chinese.
This test was run without a non-disclosure agreement, so participants were free to stream, capture, and share their gameplay throughout the period. Players could sign up for access on the game's store page, and additional access keys were distributed through streaming platform drops. The first alpha was played in first-person only mode and focused on early-game systems, combat pacing, extraction balance, and player progression.
Session | Dates | Region Coverage |
|---|---|---|
Closed Alpha, Week 1 | December 12 to 14, 2025 | North America, Europe, Asia |
Closed Alpha, Week 2 | December 19 to 21, 2025 | North America, Europe, Asia |
After the alpha concluded, the developers reported strong interest and participation, and noted that feedback helped them assess the game's atmosphere, visuals, and overall system design. Feedback also highlighted areas to improve, including combat perception, situational clarity, and fatigue during repeated runs. Security and anti-cheat measures were strengthened during the test in response to reports of unauthorized programs.
Access to the first alpha came through three routes. Players who used the Request Access option on the store page were let in on a rolling basis in waves, and were told to watch their library and their registered email for the invitation. Alongside that, test keys were distributed through drops on two streaming platforms, which required a player to link their publisher account to their streaming account before a key could be claimed. Interest exceeded what the studio had prepared, and the drops campaign closed ahead of schedule once every key had been taken.
A separate creator programme ran in parallel. Creators applied through the game's official channels, and those selected received extra alpha codes to hand out to their own communities.
The opening week ran into both capacity and integrity problems. Server stabilisation work took the build offline for ninety minutes on December 13, 2025, and the same maintenance window resolved a bug that had left some players unable to register a test key because the key was incorrectly reported as already used. Replacement keys were issued separately from the daily supply.
Unauthorised programs were a recurring problem. The studio publicly acknowledged reports of abnormal inventory loss, attacks from opponents who could not be seen, and abnormal movement speed. New detection patterns were deployed late in the first week and produced retroactive sanctions on 1,673 accounts, with stricter and faster enforcement promised for the second week.
The second week also shipped gameplay-adjacent fixes. Matchmaking was changed to pair players who had chosen the same party size, skill-based matching logic was refined, and server selection was reworked to favour lower-latency servers for a player's region, with players in the Middle East and North Africa specifically called out as beneficiaries. Several crash fixes landed at the same time, and players were pointed at the in-game maximum frame rate limiter as a workaround if crashes persisted.
To make up for the disruption, everyone who played during the opening week received a set of packages claimable from the in-game mailbox: a currency package containing 50,000 obol, and three weapon packages built around the XCAL, Gnosys and Baehko lines. Those packages are the reason a handful of weapons and attachments are publicly named at all, and they are catalogued in Weapons and Equipment.
In April 2026, a smaller, invite-only Closed Community Test was held for players in the European region across April 22, 23, and 24, with daily play windows in the evening. This test was a community-driven development phase aimed at experienced extraction shooter players and previous test participants, used to verify new features in development and collect structured feedback rather than to offer open play.
The daily window ran from 17:00 to 23:00 Central European Summer Time, with servers deliberately closed outside it so that the active player pool stayed dense enough for good matchmaking. Applications closed on April 21 and selection was by screening rather than lottery, with the studio asking for players who already had extraction shooter experience or had taken part in an earlier test. Those chosen received a playtest key, access to a private discussion channel, and written test guidelines and scenarios.
This test differed from both alphas in one important respect: it required a non-disclosure agreement, so participants could not stream or share content from it. That is why almost nothing about the April build reached the public, despite it being the version the second alpha was built on.
On May 8, 2026, PUBG Studios announced a second Closed Alpha Test and opened applications. On June 12, 2026, the studio confirmed the test schedule: it ran from June 26 at 17:00 to June 29 at 17:00 (UTC+9). The test covered players in East Asia, Europe, and North America on PC, and it added Turkish to the supported languages alongside English, Korean, Chinese, and Russian. Like the first alpha, it ran without an NDA, so participants were free to stream, record, and share gameplay. Accepted players could invite up to two friends through the platform, and an account had to have been in a player's friends list for at least 30 days to receive an invite. Applications were made by selecting Request Playtest on the store page, with selected participants notified individually on a rolling basis, and invitations could be closed early depending on server capacity. Access began rolling out to selected players on June 23, 2026, ahead of the test window. Because the Closed Alpha ran at a limited scale, not everyone who applied was invited, and the game appeared in a participant's library only once the test began. In Coordinated Universal Time the session ran from 08:00 on June 26 to 08:00 on June 29, 2026.
Session | Dates | Region Coverage |
|---|---|---|
Second Closed Alpha Test | June 26 to 29, 2026 (UTC+9) | East Asia, Europe, North America |
The second alpha went live on June 26, 2026, becoming playable directly from a participant's library. In response to strong demand, PUBG Studios granted additional access by region on a rolling basis so that more players could join. Shortly after launch the test experienced network instability, including connection delays and matchmaking failures, which the developers addressed with a brief maintenance that restored service the same day. The test then ran to its scheduled close on June 29, 2026.
The second alpha closed on schedule on June 29, 2026, and no post-test recap, participant figures, or build patch notes had been published in the weeks that followed. The last official post about the test was the mid-test notice granting extra access, and the studio's own community channels went quiet on the same date. The store page still carries a playtest request option, but it signs a player up to be notified when the studio opens another round rather than granting entry to anything currently running. No third test had been announced as of early August 2026.
These testing phases reflect an ongoing development process. For an overview of the game itself, see PUBG: Black Budget, and for the systems being tested, see Gameplay and Extraction.