Arknights: Endfield - Beta Test II | Preview Thread

Thick Thighs Save Lives

NeoGAF's Physical Games Advocate Extraordinaire
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Previews:

The Gamer
Arknights: Endfield risks overloading players with its relentless deployment of distinct content, but that's better than a stale concept that's thin on bespoke features. From the visually stunning sci-fi setting and impressive storytelling (the English voice acting is great, by the way!), to the gripping real-time combat, it seems the guiding principle behind this big-budget gamble is to offer something for everybody.

The result is a very positive first impression, despite my remaining concerns over an unknown monetization scheme. And that part sure ain't going away until we experience those drop rates firsthand. Endfield wasn't even on my radar before now, but it's now a front-and-center upcoming RPG.

Dualshockers
One of the first pieces of information we got about Arknights: Endfield Beta Test II was that it would take players around 50–60 hours to complete everything it offers. I barely scratched the surface with my nearly seven-hour playthrough. While HYPERGRYPH did provide several save slots set in the endgame, I preferred starting from the very beginning since I had no prior experience with it.

As soon as I booted it up, my first impression was sheer awe. Arknights: Endfield already looks and feels more pristine, gorgeous, and sharper than most live-service games it'll inevitably be compared to. The English voice dub was spot-on, the framerate was stable (granted, I was playing on a beastly PC with maxed-out settings in 4K), and overall, the game just felt great to play.

[...]

It's one of the first times I've played a live-service game that genuinely feels like an RPG first and a gacha game second.

Hardcore Gamer
The biggest factor that helps the combat of Endfield stand out from other Action-RPG gachas is the character's party. Many similar games only have a single character on the field at a time, compared to Endfield, which has your entire party of four attacking enemies at the same time, while also allowing the player to instantly switch which one of them the player is controlling with only a single button press. There's even a team assist attack mechanic, which activates after a successful combo.

Despite its simple combat, Arknights Endfield does a good job at making sure that each of its 23 playable characters plays differently from each other. A character like Akekuri could specialize in fast but weak attacks at a close range, while someone like Perlica could do high damage and attack from a range, but at the cost of her combat speed being much slower than others.

This uniqueness extends to the character's skills as well. While a large number of the cast simply perform a powerful attack when their skill is activated, there are many characters who do something truly interesting. This can range from tossing a spear into the ground in order to call it to your location later, damaging all enemies in its path, to giving your attacks an elemental buff that'll inflict a status effect on enemies after a few combos.

Game Rant
The end result, or at least the Beta Test 2 result, for Arknights: Endfield is one that I can't describe simply. Arknights: Endfield is a free-to-play action RPG with factory simulation features that delivers strong cinematics, features strong character development (narratively and combat-wise), has a strong (and growing) community focus, rewards players who log in daily, has features I'd hope to see in bonafide companion RPGs, has all the exploration features you could want, and an extensive array of supplemental features that round out a unique experience. I don't think Arknights: Endfield will be for everyone, but it certainly welcomes them all with a strong feature list.

Pocket Tactics
If you're as new to this world as I am, let me give you a quick rundown before I get into what I experienced during my time with the Arknights: Endfield beta. At its core, the game is a sci-fi fantasy action RPG with some gacha mechanics layered on top. You start the game off as either a male or female Endministrator, who is thrown into combat with various gnarly monsters, before suddenly waking up with a bad case of memory loss aboard a large space station.

As the story progresses, the gameplay changes and opens up a massive factory building element that, once again, felt a little daunting as it's not a genre of game I've spent a lot of time with. However, this fear was quickly washed away, as Light explained that in this new beta, they took on player feedback to add blueprints that make the system much simpler. He also said that you don't necessarily have to take part in the factory element, though it will make everything progress a lot slower.

COGconnected
There's a clear Death Stranding inspiration present in Endfield. Things like ziplines constructed by you and other players appear throughout the regions you visit, and other helpful structures like pylons. Blueprints designed by players can be shared, which expedites the construction process.

These are all great ideas that aren't revolutionary, but new for Arknights. AICs don't interest me much but they may draw a new audience. Generally, Endfield is striking me as a game that allows you to get what you want from it. AICs aren't entirely necessary for a fun gameplay experience. There's much on offer, whether you're there exclusively for the story and characters, world exploration, combat, or factory building.

[...]

The game looks stunning, paired with good sound design and great music. On that note, the band Starset performed some of the game's music live at the event, including a new song written for Endfield. The awkward aspect I mentioned earlier? It was this: A rock band bordering on metal dressed to the nines performing heavy music to a seated crowd of roughly fifty media personnel and a few influencers in a small hotel ballroom. The band killed it, but the experience was pretty funny. The band knew it, we knew it, but it was alright. It was an idea better suited for a conference or The Game Awards.

HYPERGRYPH has emphasized their effort in reworking the story and designing rich areas to explore. From my experience, their work is paying off. Mobile gaming has come a long way in a short time. It's one thing for Endfield to run smoothly on PC and PS5. The most impressive feat will be its performance on mobile. Between the fidelity, animations, large maps, and real-time combat, it may be a miracle that the game runs well on older phones.

The Outerhaven
Even after nearly six hours with Arknights: Endfield, I left eager for more. There's still plenty to test in Beta Test II, such as the shared facilities system and the new pity mechanic. In the earlier region, shared facilities already exist. You can use structures like another player's zipline towers, but maintaining them requires repairs on your side. I'm curious to see how this system behaves in proper multiplayer scenarios.

Overall, Arknights: Endfield shows clear progress since the first beta. I'm eager to dive even deeper once the new beta goes live on my own setup. The developers mentioned that the build we played was still not final and that additional changes are planned for the public test.







Applications for Beta Test 2 (PC/Mobile) are still open until Nov 17 at 05:00 (UTC-5). Once you've completed the recruitment survey, and if you're selected, you'll be able to participate in the closed beta scheduled to start on Nov 27 (UTC-5).

PC/Mobile CBT2 recruitment surveyhttps://survey.gryphline.com/s/307f02139423c46f3fdb9fa69e3a1eda

There's also a CBT for PS5. The sign-up period currently has no cutoff date, and the start time for the technical test is still unknown.

PS5 CBT2 recruitment surveyhttps://survey.gryphline.com/s/836757b2624e8632b10f22ef28339a4c
 
I like everything I see, except for the dual MCs, I'm so fucking sick of it, reaching my limit with this dumb bullshit.

Other than that, it just looks and sounds fantastic, top notch JRPG.
 
To say I just can't wait to finally play it, is to say nothing. Thankfully and probably I won't have to drop any other gacha I play, cuz I can bypass base building thing entirely, not the management though but still, one less thing to not worry about at all.

The CBTII recruitment will end in 2 days from now, so hopefully if any of us signed up for it, we'll know if we got picked or not soon. I also hope that it's the last CBT and right after there will be full release before both WuWa and ZZZ anniversaries. They sure took a lot of time to polish and tweak the game as best as they could so I've zero doubts that we'll have a great game to play at launch.
 
Some interesting stuff here about the modified Unity version they're using to build Endfield. Apparently the poly count for their character models is between 80 - 100k. No wonder they look so detailed!


During the conference, the development team shared details about the game's elaborate graphics, the implementation of which required heavy customization of the Unity engine.

For example, the character models for Endfield use about 80,000~100,000 polygons each (40~50,000 in the mobile version), which is, according to Hypergraph, about 1.5 times the average polygon count in other 3D games. Additionally, the game will display up to 4 playable characters on-screen simultaneously, which is quite demanding in terms of rendering. Endfield also features factory management/automation gameplay (similar to that of Coffee Stain's Satisfactory), which means that the factory itself and the movable objects you deploy around it will also be constantly rendered on-screen, adding to the load. In conclusion – Endfield is a pretty heavy game, and to make it work, the development team had to significantly modify Unity's rendering pipeline.

Earlier this year, the development team behind Endfield told AUTOMATON about some of these modifications. While Unity's base structure, editor and tools were left as-is, everything else was overhauled, with the graphic rendering system getting a complete makeover. "The engine's fundamental architecture uses a data-oriented ECS (Entity Component System) approach, allowing game components to be processed more efficiently. On top of that, we fully revised the graphics API to meet the game's strict performance requirements," they explained.

Additionally, Hypergryph developed their own shading technology that supports multiple platforms. As explained by the devs, "It's often quite difficult to render dynamic shadows for distant objects, but in Endfield, dynamic shadows are rendered across the whole field, including objects in the near, mid and far background." Even for the factory building system, Hypergyph implemented numerous optimizations and modifications to achieve dynamic lighting and shading, using in-house ECS-based data processing and rendering techniques.

I also forgot to post this gameplay preview trailer from yesterday:

 
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Looks like IGN did an interview with Light Zhong, the co-founder of Hypergraph and producer on Endfield. They talk how the gameplay style differs from the original Arknights, about the world of Talos-II and how it ties into player progression, the AIC Factory feature, and some more info on the upcoming second beta test.

 
I wonder how many of these 24 characters from CBTII will end up in the release version of the game. ZZZ had 15 incl. featured banners and WuWa... I don't remember.

Uh, man, my wallet is so not fuckin' ready for this game.
 
There's still time folks. Today is the last day.

Recruitment for Arknights: Endfield Beta Test II will close on 2025-11-17 at 05:00 (UTC-5). You won't be able to access the recruitment survey after that time, so be sure to submit your application before the deadline.

Survey link: https://survey.gryphline.com/s/307f02139423c46f3fdb9fa69e3a1eda

PlayStation 5 Technical Test Survey Link: https://survey.gryphline.com/s/836757b2624e8632b10f22ef28339a4c

Official Discord Server - https://discord.gg/3r8BEnkg

P.S. OT is already in the works so it'll be ready day 0 and when the game will launch in early 2026 (for sure before Chinese New Year - Feb 17th).
 
Open Beta is coming, they just confirmed it:



We probably looking at late January - early February date here before launch - something tells me they'll announce release date at TGA.

I really hope that the game won't be exclusive to goddamn EGS and they'll have their own launcher too.
 
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Open Beta is coming, they just confirmed it:



We probably looking at late January - early February date here before launch - something tells me they'll announce release date at TGA.

I really hope that the game won't be exclusive to goddamn EGS and they'll have their own launcher too.

I pre-registered on EGS (well, technically wishlisted it) and will do the same on PS5. Still feels a bit weird if the only way to play the PC version is through the Epic Games Store, so I'm curious what's up with that.

Also, on the JP side, the same pre-reg announcement didn't mention the open beta part. They only mentioned to stay tuned on socials for the official release date.

Edit: Actually it looks like I'm already pre-registered on both platforms through their website, so all's good!

image.png


🔈Pre-Registration Now Open & Commemorative Campaign Underway🎁

Admin, "Arknights: Endfield" has begun accepting pre-registrations on the App Store, Google Play, Epic Games Store, and PS5.

Follow & RT to win an [Amazon Gift Card worth 3,000 yen] for 30 lucky winners!
Entry period: Until 12/5 (Fri)

Be sure to pre-register on each platform or via the official website!

▼App Store
▼Google Play
▼Epic Games Store
▼PS5
▼Official Website

*Please stay tuned to official SNS announcements for the official release date.

The "Arknights: Endfield" Global Pre-Registration Campaign is currently underway! In this pre-registration campaign, once the pre-registration numbers and total global official SNS followers reach their targets, the ★5 Operator "Snowshine" will join, and you'll also receive rewards such as ×20 Regular Scout Tickets and the ★5 Weapon "Last Voice."

Global Pre-Registration Campaign Rewards List:
✦Pre-registrations reach 15 million: Originium Ingot Vouchers ×30,000
✦Pre-registrations reach 20 million: Senior Operation Records ×20
✦Pre-registrations reach 25 million: Regular Scout Tickets ×5
✦Pre-registrations reach 30 million: ★5 Operator "Snowshine"
✦Pre-registrations reach 35 million: Regular Scout Tickets ×10

✦Global official SNS total followers reach 5 million: ★5 Weapon "Last Voice," Regular Scout Tickets ×5

 
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Also, on the JP side, the same pre-reg announcement didn't mention the open beta part. They only mentioned to stay tuned on socials for the official release date.


Hmm... Miscommunication between CN, EN and JP branches maybe? Or perhaps open beta will be for EN servers only? But then they'll agro CN and JP players...

Well, let's wait and see, maybe they'll provide more info on that later.
 
Interesting tidbit about Endfield from this interview: the devs don't see it as an open-world game, but more like a sandbox with a large map and interconnected routes. Apparently during the first CBT some players were dropping out of the test because they kept getting lost so they changed the level design for CBT2 and now you have clearer paths towards objectives, etc.


—Some people refer to Endfield as an open-world game. For you personally, is it a yes or a no?

RUA:
This is just my personal view, but… if you ask me whether Endfield is an open-world game, the answer is no. However, even if players end up calling it an open-world game, I'm not going to get mad about it (laughs).

—(laughs) The definition of "open world" is pretty vague to begin with, isn't it.

RUA:
Exactly. These days, if a game has a large map, it tends to get labeled as open world. And since that's a common notion among players, it's hard to deny it outright. But from a level-design standpoint, we did not build this game as an open-world title. It's designed to be very densely packed with content from start to finish.

—True, with open-world games, you often get empty areas here and there where nothing is happening. But in Endfield I felt like there was something going on every few steps.

RUA:
Yes, internally we call it a "sandbox-like." I think that for most players, it's difficult to distinguish between an open-world and a sandbox-like approach. And since the game's fields are connected seamlessly, it's no surprise people might call it open world. So yes, we've come to tolerate the label (laughs).


Hypergryph themselves do not call Endfield open world, and they seem to have a good reason for it. Namely, during the game's first beta test, the map was extremely large, and players could roam freely within it. But that freedom caused many players to get lost, which in turn led to people dropping out of the playtest.

Because of that, the team made some changes. In its second beta version, the game has been reworked to a sandbox-style design. This includes making routes to objectives a bit more obvious and enemy placements clearer. Rather than a typical open world where you can go anywhere and do anything, the new build is more structured, with clear routes that players are meant to follow.

I got to play the second beta version in advance (before the playtest officially starts on November 28), and I definitely felt that it's much harder to get lost now. Even when an objective is far away, Endfield makes it pretty obvious which way to go, and by fighting enemies and collecting items, I'd naturally be led toward the destination. Based on these design choices, I can see why RUA and their team don't see the game as a typical open world title.
 
I'm so fedup with people calling "empty" as a bad thing when the game world is barren land. What do they expect??!!! A fucking McDonalds every 10 miles???

I don't like what this dude is saying at all. It's good to listen to feedback but you have to stand your ground if the game needs to feel vastness and solitude. If the map is like HSR I will be very disappointed.
 
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So that's why it's taking them so long to release the game and they had to redesign the whole map сuz some people could't figure out what to do?
...
......
............

annoyed-anime-girl-annoyed.gif


It's good to listen to feedback but you have to stand your ground if the game needs to feel vastness and solitude.
I have to agree here. They have found a workaround for the factory thing, so now people don't have to mess with it as much as maybe other people like if they don't want to, plus, I can't see how it compromises their vision for the game.

But the map... Like, at some point you just have to look at what you envision and try as you might not to deviate from it, even if some people may not like it.

Like, how many people got lost in WuWa's 1.0 map for example and dropped the game? How is it even possible to begin with if you have quest markers and shit to guide you (or not, if you don't want to)? Uh, I'm sorry, but are these people even have brains? It's like the same thing with the yellow paint shit in modern game - how blind and stupid you need to be if you can't figure out where to go and what to do in tube-like linear levels?
 
Whatever they are doing, they can take their time. I need to watch like the entire Arknights anime so I know what the story is before Endfield and there's now 3 seasons of that lol
 
It seems like Automaton has split their interview with the Endfield producer into multiple parts. Here's the latest one, where they mention the game is aimed more at players looking for a deep and hardcore gaming experience in their gachas.




—From what I've seen so far, Endfield really feels like a game you spend quite a lot of time with. It's a full-scale, content-heavy title. But right now, short and highly stimulating content are the mainstream. In that sense, Endfield seems to be going against the trend, but does that worry you at all?

RUA:

…I'm well aware that Endfield isn't the kind of game you can casually take for a spin for 10 minutes. (laughs)

—That's very honest of you (laughs). If you'd responded with something like, "You can play it in short bursts too, don't worry!" it might have been more beneficial marketing-wise.

RUA:

I don't want to lie! (laughs) But I actually think there's still a real demand for long-form, hardcore games. In Japan, console gaming is widespread, and mobile games are generally regarded as more "casual" gaming.

However, we're not making Endfield into a "quick and light" experience. Players worldwide, and we ourselves, are seeking higher-quality games with strong immersion. This demand is particularly strong among Chinese players. So instead of trying to maximize promotional impact, we believe that delivering the deeper, more immersive kind of experience players truly want is what matters.

Also, high-performance smartphones are already widespread in China, and the user base is huge. Many of those users want to enjoy the kind of high-quality games that were once only playable on consoles or PC, but on their smartphone, whenever and wherever. That's why we believe it's essential to create a high-quality, immersive multi-platform game.

That said, even though Endfield is a game that requires a solid amount of commitment to progress through the main story, you can play it in short sessions. For example, while on the train or waiting in line somewhere, you can check on your factories or do some light tasks.
 
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Been playing a lot of Beta II, I think the game is in a very good state.

On PC with setting set a very high game looks fantastic, have to be the best models in gacha particularly the outfits are top notch.
 
Been playing a lot of Beta II, I think the game is in a very good state.

On PC with setting set a very high game looks fantastic, have to be the best models in gacha particularly the outfits are top notch.


Interesting game loop? How are the combat and exploration?
 
Interesting game loop? How are the combat and exploration?
I think it's very interesting if you like combat, exploration and some building stuff you will love it. I can see quite a lot of people getting stuff with some of the building structures, but there is tutorials and a simulation mode where it will teach you visually how to build the structure.

One thing I think is really good is once you get a base set up in a area, you can make mining rigs to mine automatically for you.
This ties into the gearing system where you use resources to make gear you don't use stamina or energy like other gacha's. So if you have it automated it takes no time to make gear.

Combat - I love the 4 characters on screen at once. The skills aren't overly flashy besides 6 stars, but I can see you being able to use a lot of different setups including 6-5-4 star characters in 1 team.
It reminds me a lot of xenoblade and really other JRPGs.

Exploration - maps are pretty big they are more like zones, from what I have played so far there has been two 2 bigger maps and 2 smaller ones but all are very different.

One more thing for PC, I think it's because of the beta but there is currently no DLSS, any good anti aliasing, also stuck at 60fps but I believe that will change for launch from what I have been told.

Let me know if you would like anymore info :D

Oh and current client supports vulkan and DX11
 
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I think it's very interesting if you like combat, exploration and some building stuff you will love it. I can see quite a lot of people getting stuff with some of the building structures, but there is tutorials and a simulation mode where it will teach you visually how to build the structure.

One thing I think is really good is once you get a base set up in a area, you can make mining rigs to mine automatically for you.
This ties into the gearing system where you use resources to make gear you don't use stamina or energy like other gacha's. So if you have it automated it takes no time to make gear.

Combat - I love the 4 characters on screen at once. The skills aren't overly flashy besides 6 stars, but I can see you being able to use a lot of different setups including 6-5-4 star characters in 1 team.
It reminds me a lot of xenoblade and really other JRPGs.

Exploration - maps are pretty big they are more like zones, from what I have played so far there has been two 2 bigger maps and 2 smaller ones but all are very different.

I more thing for PC, I think it's because of the beta but there is currently no DLSS, any good anti aliasing, also stuck at 60fps but I believe that will change for launch from what I have been told.

Let me know if you would like anymore info :D

Oh and current client supports vulkan and DX11


Thanks, man. This sounds right up my ally. I will put these girls to hard labor in the factory.
 
How much of the gameplay is timegated behind a daily point/stamina system like in genshin ect. ?
 
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How much of the gameplay is timegated behind a daily point/stamina system like in genshin ect. ?
So daily missions are very quick I don't play genshin, so I will compare it to Wuthering Waves they are quick. But there is a lot of other things you will want to do daily to keep revenue coming in.

In terms of using stamina the max is unknown atm I'm at 280 right now in the beta II and you can use it on the below -

Exp mats
Weapons mats( Level exp and ascension)
Skill increase
Bosses
Essences
Character ascension mats


Just to be clear there is no RNG with gear it's crafted, but there is essences which you insert into weapon that is.
So as I kinda writ above your usual farming for relics in a genshin or wuwa for character doesn't apply.

Also just to set the right tone with the maps if you are a genshin or wuwa player, these maps are smaller.
But what I will say is the exploration is fun! For instance there are chests which you need to connect power from your base to so they will open.
I did a map yesterday set in a quarry with a lot of vertical levels and lifts.

What I think they need to work on is -

character expressions in general scenes( Main character doesn't talk much not sure if that's because of Beta II or not).
I'll add to this if there is anything else I find.

Updated 2.12.26
Just a little update on testing so far.

Below are some things I think need improving -

  • I can see the building tutorials being a issue for some players, while others will be fine( I haven't had a issue with it personally).
  • Gacha in general - At the moment I wouldn't pull on a limited character if you don't have the 120 pulls. As you may know the pity system is bad.
    Oroberyl aka the free currency may also be a problem because currently I think they need to give a lot more for ftp players to continue the play the game.
  • There are shops and systems galore. Some are daily refresh some are not.
  • Limited Rare mats for ascension of characters - currently there are spots on each map where you farm these items every 13-14 hours( you get anywhere between 3-5) per day. Problem I can see is that these nodes slowly fill over that time, but once full the only way to know that is by going to each pacific map. I just worry these will become a big chore with increasing maps.
 
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Looks like Gryphline will be doing some changes off some of the Beta II feedback.

Arknights: Endfield Beta Test II: DEV Comm//03 Dear Endministrators:

Since the launch of Beta Test II, our team has been gathering your valuable feedback through multiple channels, including surveys, customer support, and community discussions.

You've shared important opinions on early tutorials and progression flow, combat and stat design, gacha resource acquisition, UI and visual presentation, as well as multi-platform compatibility and performance, and we'd like to express our sincere thanks to all of you.

Every single piece of feedback carries your criticism and expectations for Arknights: Endfield. From the moment the test went live, we began analyzing player experience issues and working on corresponding optimizations and adjustments. Some of these improvements have already been completed on our end and are now in the internal verification and review phase.

Our team is continuously monitoring your feedback and discussions, and thoroughly analyzing both your survey responses and actual player behavior data so we can identify effective solutions to address the issues you're facing. We have set aside dedicated development resources for experience tuning and will implement improvements one by one, with full consideration for the balance between real-time experience and long-term gameplay.

We've also put a long-term optimization mechanism in place to ensure that future versions of the game continue to see meaningful improvements to the experience, with the goal that every adjustment truly lifts the overall gameplay experience. We'll keep listening to your feedback and remain committed to ongoing, long-term optimization, meeting your expectations with convincing, high-quality game content.

Thank you, to all Endministrators, for your continued support and understanding. More information about the game will be later communicated through our official channels. We look forward to joining you on your adventure exploring Talos-II in the very near future.

Arknights: Endfield Team

 
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