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Pre-Alpha Playtest
September 14, 2026 at 01:18 AM
Updated internal link states after new pages were added (2026-09-12)
The first public build of Valor Mortis was a global pre-alpha playtest that ran from October 6 to October 13, 2025. It is the origin of most early hands-on impressions of the game, and the studio has described its feedback as directly responsible for several systems changes that followed. Everything in that build was pre-alpha and a good deal of it has since changed.
Date | Access |
|---|---|
October 6, 2025 | First access for players who signed up through the studio's first-look portal, at 8am Pacific |
October 8, 2025 | Steam sign-ups invited in staggered waves, at 8am Pacific |
October 13, 2025 | Playtest closed |
Announced in August 2025 as running for five days, the window shipped roughly as promised. Sign-ups were free and the build was localised into fifteen languages.
The build was a condensed version of the game's first level, the material that later became Chapter I: Revival. The studio's own pre-announcement described it as covering basic combat styles, a variety of enemies to duel, the first branches of the skill tree, and one big challenging abomination at the end. That closing fight was General Lothaire.
The mention of skill tree branches is worth noting on its own: it is the only first-party use of the phrase "skill tree" for this game, and it predates the Catalysts framing that later material uses.
The studio published a minimum profile for the playtest specifically, stressing that performance and optimisation had not been prioritised at that stage. These are historical figures for a pre-alpha build, not the game's requirements; the System Requirements page carries the current ones.
Component | Playtest minimum |
|---|---|
Processor | AMD Ryzen 5 2600 or Intel Core i5 8600K |
Graphics | Nvidia RTX 2070 or AMD RX 5700 XT |
Memory | 8 GB |
Storage | Solid-state drive, no mechanical drives |
Settings | Low preset at 1080p |
Target | 60 frames per second average |
Before the playtest the game had been shown at three events in August and September 2025. The studio said it had already added or adjusted several things from that feedback: localisation into fifteen languages, a field-of-view slider, keyboard remapping and multiple controller presets, and changes to game balance and enemy locations.
The studio published a long known-issues list with the build, which is a useful picture of how rough a pre-alpha genuinely is. Selected entries:
Area | Issue as listed |
|---|---|
Hardware | Hardware was not automatically detected, so graphical presets often had to be set by hand |
Performance | Shader compilation could cause poor performance on first boot |
Visuals | The low preset could be darker than intended; player hands could clip into the ground during death and respawn |
Camera | Field-of-view issues when looking down at the player character |
Enemies | Animations for an enemy called Fourlegs were unfinished, and the studio said so plainly; Fourlegs could stop attacking; the boss could stop attacking; enemies could launch themselves when using the same attack next to each other; corpses could sink through the ground |
Controls | Key bindings could not be changed from the main menu, only from the pause menu in a running game; controls could stop working after returning to the main menu |
Progression | Players could get stuck behind a tent where the pistol is obtained, or on a moving cart after respawn |
Fourlegs is named only here, in the playtest known-issues list. No later first-party material has used the name.
A build update landed on October 10, 2025. It fixed crashes tied to corrupted save files and added checks to prevent that corruption, stopped the Fire Transmutation disappearing from the player's equipment, improved enemy collision detection, corrected a bug that respawned the player or their Catalysts far from the place of death, improved the Eternal Guard's attack selection pattern, and fixed frame generation being enabled by default.
The studio ran speedrun, screenshot and fan-art contests through the playtest, with copies of the finished game as prizes, and split the speedrun category into in-bounds and out-of-bounds runs. Community runs cleared the playtest level in under six minutes during the window and under five minutes by the end of it, which is the first sign of the speedrunning scene that later formed around the demo.
Two outcomes are on the record. The studio said it received over ten thousand survey responses, and in December 2025 it published a development update naming the three most common pieces of combat feedback and what it planned to do about each: combat readability, keyboard control defaults, and target lock behaviour. Those commitments are covered on the Combat page and in the Development timeline. A first round of playtest statistics, covering attempts, kills and deaths per encounter, was published alongside the November 2025 trailer.
As of September 13, 2026, the studio has not published a total participant count for the playtest on its own, on the official store listing, the official site or its Steam development posts. Its August 2026 figure of hundreds of thousands of players covers the playtest and the demo together, and its separate figure of more than 250,000 players covers the demo alone. A second playtest was teased in May 2026 and never materialised as a playtest; the public demo took its place in June.