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Chengdu Playtest - Version 4 vs Version 5
Aug 27, 2026, 05:08 AM
Recorded the premiere of the first story trailer and the naming of Gwendolyn's new voice, and noted that the facial-rendering discussion continued after the trailer
Sep 11, 2026, 10:16 PM
Added the post-show hands-on wave, the studio wrap-up and commemorative video, the Oath Reforged and Martial Saint names, and the third public hands-on announced for a TapTap showcase
1-The Chengdu Playtest was the first offline hands-on event for Tides of Annihilation, and the first time anyone outside Eclipse Glow Games was able to play the game. It ran over three days in August 2026 in Chengdu, where the studio is based: a press and creator day on Friday 14 August, followed by public sessions on Saturday 15 and Sunday 16 August. The build shown there is the same one scheduled to travel to gamescom 2026 later in the month, which makes the event the origin of nearly everything currently known about how the game actually plays.1+The Chengdu Playtest was the first offline hands-on event for Tides of Annihilation, and the first time anyone outside Eclipse Glow Games was able to play the game. It ran over three days in August 2026 in Chengdu, where the studio is based: a press and creator day on Friday 14 August, followed by public sessions on Saturday 15 and Sunday 16 August. The build shown there was the same one the studio took to gamescom 2026 later in the month, which makes the event the origin of nearly everything currently known about how the game actually plays.2233Schedule4455WhenSessionDetail15 to 23 July 2026RegistrationOpened at 11:00 on 15 July and closed at 23:59 on 23 July, through the official site and the studio's official channels. Entry was tied to real-name registration and was not transferable.24 to 29 July 2026QualificationSuccessful applicants were notified by email and text message, and had 48 hours to confirm they would attend. Selected players received an invitation written in character, addressing them as a knight.Friday 14 August 2026Press and creator sessionsTwo hours per attendee, split into 90 minutes of play followed by 30 minutes of recording.Saturday 15 August 2026Public sessions and official livestreamPublic play began; the studio ran an official livestream of the event from 12:00 the same day.Sunday 16 August 2026Public sessionsThe second and final public day.66The event was on-site only. The studio stated plainly in its announcement that there was no online component and no remote way to take part.7788The Venue991010Sessions were held in a live performance hall in the East Suburb Memory arts district in Chengdu, a converted industrial complex in the east of the city. The studio dressed the space rather than simply renting it: the entrance was flanked by knights in bespoke armour, made for the event rather than bought off the shelf, and the hall inside was built out as a stained glass library with the demo stations ringed around it, under a lighting rig several attendees thought unusually elaborate for a playtest. The demo machines ran high-end current-generation PC hardware.11111212The public event was run at what the studio called thousand-player scale, with roughly an hour of play per person. Attendance was not only domestic: press and creators covering the event reported that close to half of the guests were from outside China.13131414What Was in the Build15151616The studio's own description of the package, given before the event, was one standalone level together with two strong-enemy challenges. Public attendees chose one of two routes for their hour, either an exploration route or a boss challenge route, a split the studio advertised through a local metaphor by matching the two routes to the clear and spicy halves of a divided hotpot.17171818Press attendees, with two hours instead of one, saw more of it. Their sessions covered a fairly complete main-line exploration route in three parts, containing two story boss fights, plus three boss challenges that could be played separately from it.19192020The level itself is the Great Russell Museum, the game's stand-in for the British Museum, which sits on Great Russell Street in London. It works as a hub onto several worlds, with Egyptian, Japanese and Chinese wings that each change the enemies, the environment art and even the instruments in the music. Parts of the Chinese wing were visibly present but blocked off for the demo. The tutorial is taught by Guan Yu, presented as Gwendolyn's master, which is less incongruous in context than it sounds: the museum's premise is a collision of cultures, and the game draws on more than the Arthurian corpus.21212222SectionWhat it containedTutorialBasic attacks, charged attacks and knight use, taught by Guan Yu in the museum's Chinese wingMain exploration routeA run through the Great Russell Museum in three parts, with puzzles themed to each wingStory boss fightsAnubis at the end of the Egyptian wing, and Mordred closing out the levelOptional boss fightsGeraint in the Japanese wing, reported as the hardest fight in the build, plus a further optional boss in a free-roam desert area named by a single hands-on accountNot includedColossal Knights, which attendees were told exist but were not available to try2323Systems the Playtest Confirmed24242525The event settled several questions that had been open since the game's reveal. The Dual Frontline Battle System was shown working with a pool of five knights, four of them equipped at once as two primary and two secondary slots, swappable at any point in a fight including mid-combo. The five were Bedivere, Gaheris, Gawain, Kay and Palamedes, the first time any part of the roster had been named with roles attached. Knight abilities also served as the traversal and puzzle toolkit outside combat.26262727QuestionWhat the build showedKnight loadoutFive in the pool, four equipped, two primary and two secondary, swapped freely. See Spectral Knights.DifficultyMultiple options, with a standard tier and a hardest tier attested. See Skill Tree and Progression.WeaponsOnly the sword, in several equippable variants with their own affixes. See Weapon Types.DefenceRed flashes require a parry, yellow flashes require a jump or dodge, and a third consecutive dodge carries a recovery penalty. See Combat.CheckpointsRest points that refill healing flasks, respawn enemies, allow equipment and knight changes, and act as fast travelProgressionExperience earned from battles, no stamina bar, no visible stat growth, and a capped set of badge slots that define a build2828The studio said in July 2026 that the incoming English voice for Gwendolyn was already recording for this demo build, and capture from the event carries English dialogue, so her performance is very likely what players heard here. The studio has never confirmed that directly, but it did name the performer on 25 August 2026: Angela Sant'Albano voices Gwendolyn, and the studio presented the first story trailer as her debut in the role.29293030Reception31313232Coverage coming out of the event was strongly positive, and the praise clustered tightly around the same things. Combat feel and spectacle drew the most consistent compliments, with several creators reaching for stylish-action comparisons rather than Soulslike ones. Presentation and cinematography drew nearly as many, as did the sheer production value: more than one attendee remarked that the game looked expensive in a way that domestic single-player releases had not often looked before. Accessibility came up repeatedly too, with the tuning judged forgiving enough that newcomers could produce impressive-looking combos without fighting the controls.33333434The criticisms were also consistent. The most common by far was that the session was too short, with several attendees unable to finish the map inside their allotted time. The tutorial was judged thin, leaving players unsure what tools they had. Gwendolyn's running speed was called slow, and her second jump was described as short on horizontal distance. The execution and stagger implementation drew the most technically specific complaint: time-stopping an enemy does not pause its stagger gauge recovery, and executions snap both fighters onto a single axis without a transition animation. Puzzles were considered not yet interesting enough. One attendee found parry and jump prompts inconsistently timed and sometimes washed out by visual effects; another, playing the same build, reported no such problem. Frame drops were noted on first entering the larger maps at maximum settings, which attendees attributed to the build being pre-release.35353636The Facial Rendering Discussion37373838The single most widely discussed complaint after the event was that Gwendolyn's face looked different from earlier promotional material, with players describing her features as softened. The studio addressed it on 18 August. Its position is that the character model was not changed and has been the same since the game was first shown, that the earlier promotional footage was also rendered in real time, and that the difference comes from work on lighting and facial rendering rather than from a redesign. The producer conceded that the playtest build may have been put together in a hurry and said facial presentation under lighting would be optimised further. He did not describe the face as having been altered.39394040Footage From the Event41414242Press attendees could record only the last 30 minutes of their two-hour session, which is why individual creator videos from the event stop well short of the full level. Longer compilations appeared afterwards, some running past 40 minutes and a few past an hour. Some coverage described this footage as coming from the gamescom demo. That is a mislabel of timing rather than of content: the footage is from the Chengdu build, which is the same build the studio is taking to gamescom.43434444Before and After45454646This was not the first time the game had been put in front of outside players, but it was the first time it was done publicly. Attendees who had also taken part in a closed test at the end of 2025 described the August build as a marked improvement, and at least one creator had by then played four separate builds over two years.474748-The same build travels next to gamescom 2026, which runs from 26 to 30 August at Koelnmesse, where the studio has a stand in Hall 6 at booth B-050. That showing is the game's first playtest outside China and its first in Europe, and unlike Chengdu it is described by the studio as a demo of branching paths with different exploration and combat experiences. The first story trailer, "Beneath the Veil", was shown during Opening Night Live on 25 August, the evening before the show floor opened. See Platforms and Release for the wider release picture.48+The same build travelled on to gamescom 2026, which ran from 26 to 30 August at Koelnmesse, where the studio had a stand in Hall 6 at booth B-050. That showing was the game's first playtest outside China and its first in Europe, and unlike Chengdu it was presented as a demo of branching paths with different exploration and combat experiences, each branch ending at a different boss. The first story trailer, "Beneath the Veil", premiered during Opening Night Live on 25 August, the evening before the show floor opened, and the game took the Most Epic award on 28 August. See Platforms and Release for the wider release picture.49495050The discussion did not end with the playtest. After the first story trailer appeared on 25 August 2026, players compared it against the playtest build and against the version shown during the Opening Night Live broadcast, and reported that Gwendolyn's face read differently between them. The studio has not commented on those comparisons, and has not said whether anything changed between the two presentations. Its only statement on the subject remains the producer's answer at the Chengdu event.51+52+What Followed53+54+The studio closed the tour on 31 August with a public note calling its first offline hands-on finished. Its wording was that from Chengdu to Cologne the team had met players who stepped into the grey fog for the first time, that every trace of combat and every piece of feedback had been recorded to point the way for the work ahead, and that the story pauses here while the legend does not. It thanked the Chengdu venue for the space and its hardware partners for the equipment. A commemorative video followed on 7 September under the title one show across two cities, released in English and Chinese versions with different partner credits.55+56+The post-show wave was where most of the written coverage landed. Four independent hands-on pieces appeared between 26 August and 11 September, one of them carrying a sit-down interview with lead producer Kun Fu and lead level designer Peng Fei, and a longer question-and-answer session with Ary Chen was published on 2 September. Between them they corroborated the Great Russell Museum name, Geraint as an optional and much harder fight, Mordred as a female multi-phase boss whose final stage brings in a dragon, Niniane shapeshifting into a bird, and the four-knights-in-two-pairs loadout that Chengdu had first shown. They also put names to two systems the Chengdu accounts could only describe: the rest points are called Oath Reforged thrones, and the tutorial opponent is rendered as the Martial Saint.57+58+Those sessions sharpened two criticisms that Chengdu had raised more gently. Puzzle design was still judged too simple to be interesting on its own, and Niniane was described as offering solutions before players had time to work anything out. The developers' own answer to a question about design problems already solved was that an earlier version of the game had carried neither puzzles nor the same emphasis on exploration, which suggests that layer is the newest part of the build.59+60+A Third Hands-On Event61+62+Chengdu and Cologne were not the end of the tour. On 3 September 2026 the studio published booth details for a TapTap showcase appearance in China, with an on-site playable demo alongside a merchandise giveaway: stickers and a city card for pre-registering and taking a photo at the stand, and a small plush and a second card for finishing the demo and filling in a questionnaire. The studio has not published the festival's own dates in the material captured here, and the demo build shown there has not been described separately from the one Chengdu and Cologne ran. It is the third public hands-on for the game and the second held in China.