Open-World Narrative · Guides & deep dives

V5 Beta Program — Technical Alpha, Closed Beta, Open Beta

Three weekends, PC-only (Steam build under NDA; consoles excluded to avoid early cert — platform-cert risk is carried by closed beta instead).

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plan-id: v5-beta-program.v1

Status: Draft for review — fills audit gap V1_V7_PLAN_SET_AUDIT_2026-06-12 §6.2 ("no beta or technical alpha before a straight-to-launch netcode envelope claim"). The launch-readiness gates (features§"Launch Readiness") currently assert validated envelopes — 80 ms matchmaking ceiling, 5%/20% packet-loss tolerance, sub-2 s host migration — with no plan for validating them against real players on real networks. This program is that plan.

Launch: 2027-03-01 (V5/live-service/season-1-live-service-manifest.json). All cohort sizes and dates are planning assumptions adopted 2026-06-12; dates are owned by the Live-Ops Producer, criteria by the named gate owners.

Phase map:

Phase Window Cohort Primary de-risk
Technical alpha 2026-09-17 → 2026-10-04 5,000 invited (NDA) Netcode envelope + hub server budgets, with real players
Closed beta 2026-11-12 → 2026-12-06 75,000 invited Retention-shaped telemetry, economy, workshop, matchmaking quality
Open beta stress weekend 2027-01-28 → 2027-01-31 Uncapped, target 200k+ peak Capacity plan at design point; launch-day ops rehearsal

Buffer math: open beta ends 2027-01-31, leaving 4 weeks to launch — enough for one client hotfix cycle through expedited platform cert (5–10 business days typical) plus a fleet-config iteration, and deliberately not enough for feature work: open beta is validation, not development. Anything open beta finds that needs >2 weeks of engineering triggers the launch-slip conversation explicitly, with the Live-Ops Producer owning the call — that is the honest function of a beta this close to ship.


Phase 1 — Technical Alpha (2026-09-17 → 2026-10-04)#

Three weekends, PC-only (Steam build under NDA; consoles excluded to avoid early cert — platform-cert risk is carried by closed beta instead). Content: Bureau HQ hub, one dedicated-MP mode per cell group (Urban Freeroam, twitch PvP), listen-server co-op missions, offline single-player slice for the reconcile path. Gate owner: V5 Netcode Lead.

Cohort: 5,000 — sized for statistics, not scale: at 5,000 players with a measured regional/ISP spread (recruited deliberately across the 5 AWS regions' catchments, including high-latency and lossy-network segments — target ≥15% of cohort on connections worse than 40 ms / 1% loss), every envelope metric below gets ≥10^4 session-samples per weekend, enough to resolve p95s with tight confidence intervals. Scale is not the goal; LT-1..8 bot tests (capacity plan §5) own scale.

Entry criteria

  • LT-2 (hub fill) and LT-4 (host-migration storm) green against staging with bots — real players never debug what bots can catch first.
  • Crash-free session rate ≥ 97% on the alpha build in internal playtests.
  • Telemetry pipeline capturing the full netcode metric set (per-session RTT, jitter, loss, migration timings, server frame times).

Success / exit criteria (each maps to a claimed envelope)

Claimed envelope (spec) Alpha validation bar
Playable at 5% loss; graceful at 20% (arch release gates) Sessions with measured 4–6% loss: quality-grade HUD correct, disconnect rate < 2x clean-network baseline; 15–25% loss: degradation states engage, no crash, no save loss, disconnect is clean
80 ms matchmaking ping ceiling 0 matches formed above ceiling; players at 70–80 ms report match quality ≥ 4/5 in the in-client survey (n ≥ 300)
Sub-2 s host migration Real-network migration p95 < 2 s, success ≥ 99.5% across ≥ 2,000 organic + prompted host drops
64-player hub server budgets (capacity plan §2.1) Server frame p99 ≤ 33.3 ms and RSS ≤ 6 GB on full real-player hubs (≥ 50 full-hub hours); if breached, the capacity plan's fleet math reflows before closed beta — this is the gate that turns the 4 vCPU/6 GB planning assumption into a measurement
8-frame rollback (twitch PvP) Desync rate < 0.1% of rounds; one-sided-advantage complaints < 1% of surveyed matches
Offline reconcile 100% of offline-session reconciles either apply cleanly or fail-loud to the quarantine path; 0 silent wallet/progress divergence (economy doc §4)

What it de-risks: the netcode envelope claims stop being simulation-only; the GameLift session budget becomes empirical; host migration is proven on consumer NAT/Wi-Fi reality rather than netem.

Exit decision 2026-10-09: V5 Netcode Lead signs each row with data attached, or the row's remediation lands on the closed-beta entry list.

Phase 2 — Closed Beta (2026-11-12 → 2026-12-06)#

Three-and-a-half weeks continuous (not weekend-gated — economy and retention need continuous time), PC + 2 console platforms (first cert exposure on a beta build). Content: all five cells' opening hours, hub, full dedicated-MP mode set, workshop with free publishing live (marketplace in supervised pilot with the six Year-1 listings' creators per the manifest), persistent-economy surfaces. Gate owners: Live-Ops Producer (overall), Economy Designer (economy gates), Trust & Safety Lead (workshop gates).

Cohort: 75,000 invited (waves of 25k), split by the capacity plan's regional mix (us-east 30%, eu-west 30%, us-west 15%, ap-northeast 15%, ap-southeast 10%) so per-region matchmaking pools are realistic.

Entry criteria

  • All technical-alpha exit rows signed or remediated.
  • Economy simulations EC-S1..S6 green (economy doc §6).
  • Workshop moderation pipeline staffed end-to-end (ML pre-screen + report queues + human moderators + DSA appeal path) at beta scale.
  • DMCA agent registered (compliance doc §7 gate 1).
  • Incident-response rotations live in beta-severity form; status page live.

Telemetry gates / exit criteria

Domain Gate
Stability Crash-free session rate ≥ 99.0% on PC, ≥ 98.5% on consoles (launch bar is 99.5% — beta bar is on-glidepath, not at-launch)
Matchmaking TTM p95 < 90 s in every region at beta population (launch bar 60 s at launch population); match-quality survey ≥ 4/5 median
Services No service below its availability SLO floor for the final 2 weeks of beta
Economy AAMW baseline curves captured per cohort (this beta creates the §3 baselines); live sink/faucet ratio within 0.85–1.05; 0 unexplained ledger-invariant breaches in the final 10 days
Workshop Moderation queue time p90 < 24 h; ML pre-screen false-positive rate < 5% measured against human review; 0 data-only sandbox violations
Hub 64-player hubs sustain real-population churn (join/leave storms at hour boundaries) within server budgets
Retention proxy D7 return rate of wave-1 invitees ≥ 35% (planning assumption benchmark for invited-beta populations; below 30% triggers a product review, not just an ops review)

What it de-risks: matchmaking quality at population scale, the economy's baseline curves and tuning, moderation throughput, console cert surprises caught 3+ months early, the §1.2 capacity-plan online-mix assumption (the 35% online share gets its first real measurement here and the capacity plan recalibrates).

Phase 3 — Open Beta / Server-Stress Weekend (2027-01-28 → 2027-01-31)#

Open to everyone, all 9 platforms if cert timing allows (platforms whose beta cert misses the window are excluded rather than slipping the weekend — the stress goal is population, not platform completeness). Content: a bounded slice (hub + 2 MP modes + one cell's opening) — small enough to cut from the launch-day patch, big enough to load every service. Gate owners: V5 Capacity Lead (load), Live-Ops SRE Lead (ops rehearsal).

Target: 200,000+ peak CCU — i.e., at or above the 150k launch-peak forecast and approaching the 225k design point. Marketing owns demand generation; if organic demand under-shoots 150k, the bot fleet (GauntletLoad) tops up the difference so the infrastructure number is hit either way — with the honest caveat recorded in the exit report that bot-topped load validates infrastructure but not human behavior patterns.

Entry criteria

  • LT-1..8 green twice (capacity plan §5).
  • All closed-beta exit gates signed or explicitly risk-accepted by the Live-Ops Producer in writing.
  • Incident drill windows 1–3 complete (incident doc — the stress weekend runs on the drilled rotations; drill window 4 follows it).
  • Day-one patch infrastructure (CDN paths, launcher flows) is what serves the open-beta client — the download surge is one of the tests.

Exit criteria

  • Autoscaling holds the 20% available-session buffer through the Friday-night and Saturday-peak ramps with no manual fleet intervention beyond the pre-planned floor changes.
  • Every per-service SLO in the capacity plan §3 table holds at observed peak; any breach gets a sized remediation that fits the 4-week window, or it goes to the launch-slip conversation.
  • One deliberate game-day executed live during the weekend: a scheduled region drain (us-west, lowest-traffic window) exercising the region-outage runbook against real traffic. Pass = matchmaking re-homes within 5 min, status-page comms hit their SLAs.
  • Zero SEV-1s caused by load (SEV-1s caused by the deliberate game-day are scripted and excluded); all SEV-2s mitigated within the 4 h matrix target.
  • Cost telemetry from the weekend reconciles the §6 cost model within ±30% (a bigger error means the launch-month budget is wrong — Finance review).

What it de-risks: the launch-day shape itself — surge, download storm, autoscaling, on-call execution, status comms — five weeks before it happens, while there is still one full fix-and-cert cycle of runway.

Cross-phase rules#

  • Every phase ships the real telemetry, anti-cheat, and economy pipelines — no beta-only stubs; the pipelines are themselves under test (zero-stub policy applies to test infrastructure too).
  • Beta progression wipes before launch, stated in every beta ToS up front; cosmetic "beta veteran" reward at launch (cheap goodwill, costs nothing).
  • Each phase ends with a written exit report (gate table with measurements, signed by owners) attached to the launch-readiness evidence bundle — the Launch Readiness gates in features§"Launch Readiness" cite these reports as the "validated" evidence they currently assert without a source.