Test Period:Friday, November 7, 2025 - Friday, November 14, 2025
Testers:40,000 (Japan, United States, Canada)
Thank you very much to everyone who participated in the DISSIDIA DUELLUM FINAL FANTASY Closed Beta Test.
The following report covers results of the survey and comments from the development team, along with major improvements
and fixes planned for the official release.
Please take a look!
Closed Beta Test Report Contents
1. Player Interest
※ Results shown hereafter are based on responses provided by survey respondents and do not necessarily reflect the opinions of all test participants.
How likely are you to download and
play this game?
(Experience with competitive games)
52%
31%
12%
5%
How likely are you to download and
play this game?
(No experience with competitive games)
38%
37%
16%
9%
Player Comments
・I'm hoping to see my favorite characters get added to the existing roster of regular characters!
・I had a ton of fun and will be playing it at release.
・Each match was neither too long nor too short, making it a great
game to play whenever you have some free time.
・I was happy being able to see my favorite characters again.
・I'm looking forward to seeing what new characters, stages, and enemies get added.
・I'll probably play if the improvements and adjustments are good.
・I'm not good at PvP so I'm still thinking about it.
2. Combat and Character Progression
How much, if at all, did you enjoy
the battle/combat
related aspects of this game?
26%
49%
16%
9%
How much, if at all, did you enjoy the character progression (e.g. ability customization, enhancements, job medals) in this game?
14%
46%
27%
13%
Player Comments
・It's easy to pick up and play because matches are over in a short amount of time.
・It's nice that it's not only PvP and you can win by focusing on purifying crystals and fighting the boss.
・Occasionally
there were matches with clear gaps between the two teams.
・It would be nice if you could earn season points from casual
battles and challenges, as well as from losing.
・Purifying the crystal shifts the camera perspective from its original
angle, which can be confusing.
・I found it difficult to collect growth eggs and job medals, so I hope they'll be
distributed through other ways like missions.
Dev Team Comment
76% of respondents said that they enjoyed combat, while 61% said that they enjoyed character progression.
Based on the feedback we received regarding the short supply of enhancement items and not being able to obtain rewards
unless you win ranked battles, we recognize that we need to prioritize addressing the issue of the limited ways to
obtain rewards.
We will continue to make improvements so that players both familiar and unfamiliar with competitive games can enjoy
playing the game easily and comfortably, not just by winning or losing matches, but also by being able to grow their
characters and enjoy the story even when playing solo.
Planned Improvements
Season Points from Battle Rewards
Before Change:
Season points were only obtainable from winning Season Ranked Battles.
After Change:
Season points will be obtainable from Casual Battles (where rank points do not change) and Challenges (where you collect
rewards through solo play). Additionally, season points will be obtainable even if you lose in each mode.
We made this change so that players will no longer need to win ranked battles to progress through the season rewards to
obtain enhancement materials and unlock the story, allowing everyone to enjoy each season in the play modes that fit
their playstyle.
※ Season Ranked Battles will still give the most season points.
※ The number of season points earned from losing will be
approximately half of the points earned from winning.
Casual Battles
This game mode was locked during the Closed Beta Test to ensure sufficient matchmaking in Season Ranked Battles with the
limited number of testers, but will be made available for regular play with the official release.
Although matchmaking will still be based on player rank, winning or losing in Casual Battles will not affect your rank
points, thus allowing you to enjoy the game more casually. Additionally, players' ability levels will be synced in this
mode. This means that differences in character progression will not affect player strength, making Casual Battles an
ideal place to practice with characters or try out unenhanced abilities. Similar to Season Ranked Battles, you will be
able to obtain sealed crystals for random abilities.
Challenges
Before Change:
There were 16 challenges for each character, and whenever a challenge was completed it could not be attempted again.
Additionally, the only rewards were those specified for each challenge.
After Change:
The number of challenges will be increased, allowing players to earn even more rewards.
(Also, the number of classic FINAL FANTASY series music tracks will increase from 1 to 3).
Additionally, as mentioned earlier you will be able to earn season points based on your battle results, and you will
also be able to obtain sealed crystals.
※ Along with this change, you will be able to clear the same challenge multiple times to obtain season points and sealed
crystals. The other rewards however will only be obtainable the first time you clear a challenge.
Camera during Rush Attacks
Before Change:
During rush attacks (sped-up normal attacks from rapidly tapping), the camera was at a fixed angle.
After Change:
It will be possible to control the camera even during rush attacks, allowing you to attack while keeping an eye on your
surroundings.
Originally, we wanted a trade-off of strengthened attacks in exchange for a narrower field of vision. However, we
observed many Closed Beta Test players using rush attacks constantly during normal combat, and as a result there were
many surprise attacks outside of their field of vision. This adjustment is to help improve the game's playability.
Camera during Crystal Purification
Before Change:
Purifying a crystal would cause the camera direction to change, sometimes making it difficult to determine which
direction the player was previously facing.
After Change:
After purifying a crystal, the camera will automatically return to the direction it was facing before purifying the
crystal.
This change should make it less likely for you to lose your sense of direction even if you purify a crystal suddenly.
※ There will also be a setting to not have the camera direction return automatically.
Respawning
Before Change:
After a character was knocked out, they were invincible during the respawn animation but immediately after could
sometimes be attacked and knocked out again.
After Change:
To alleviate stress from this type of scenario, we will extend the invincibility period to last a few seconds after the
respawn animation ends when the character becomes controllable.
Enhancement/Progression Balancing
Before Change:
Growth eggs, which are used to level up abilities, were primarily distributed as season rewards, meaning that
progression was difficult without winning ranked battles.
After Change:
With the aforementioned changes to battle rewards, players will be able to progress in strengthening their characters
regardless of winning or losing by playing various modes. Additionally, we plan to increase the overall availability of
enhancement materials through adding new challenges.
Ranks / Matchmaking
Before Change:
Players with significantly different ranks were occasionally matched together, especially in the higher rank tiers.
After Change:
Since the Closed Beta Test limited the number of players that could match with each other, we had set the matchmaking
range wider than what is planned for the official release in order to avoid long matchmaking times. In the release
version, we will improve matchmaking accuracy and place greater emphasis on matching players with similar ranks.
Furthermore, we plan to introduce a winning streak bonus to help highly skilled players reach their appropriate rank
faster, and a system that makes it less likely to be demoted after a loss, so that players can approach their next match
without worry.
3. Story and Graphics
How satisfied are you with the overall story
(e.g. cutscenes, chat stories) in this game?
41%
37%
14%
8%
How satisfied are you with the graphics
(character models, ability effects, etc.) in this game?
59%
32%
6%
3%
Player Comments
・The character models were well-made, and the character interactions on FINE were fun too.
・It's always nice to see the FF characters interacting, that's what's special about DISSIDIA.
・The story and the
graphics felt fresh and nice.
・It was fine, I really like the text conversations.
・I felt that the character graphics and such were very good for a
smartphone game.
・Visuals were good, voice acting was good.
Dev Team Comment
Both the story and the graphics were highly praised. We are especially pleased that over 90% of players praised the
graphics.
The story content included in the Closed Beta Test is only a small part of the full story, and there will be even more
to enjoy in the release version. We also plan to continue adding new characters and story content after the official
release while continuing to make ongoing efforts to refine the game.
4.UI
How satisfied were you with the overall UI and usability of the game?
19%
45%
26%
10%
Player Comments
・Some parts of the UI were difficult to understand, and some parts were hard to notice.
・Overall, the buttons are very small.
・I would like the abilities to be a bit easier to use.
・Please fix things that
affect the outcome of battles, like enemy HP obstructing allies' HP.
・It was hard to see enemies within the blue circle and use abilities intentionally.
Dev Team Comment
While 64% of respondents were satisfied with the UI, 36% commented on text size and button size, as well as visibility during battle. These are areas that easily contribute to player frustration, so in order to make gameplay as comfortable as possible, we plan to not only adjust some of the small text and buttons, but also provide more battle-related settings to suit players' preferences.
Planned Improvements
General
Before Change:
Various game elements such as screens with small text and buttons with small tappable areas were present.
After Change:
The sizes of text and tappable areas on each screen will be adjusted to improve visibility and usability.
Battle UI
Before Change:
Team members' Bravery/HP information was only displayed next to each player's character model, resulting in the position
of that information to change as the characters moved.
After Change:
A setting to display team members' Bravery/HP information in fixed positions in the UI will be added.
Originally, we displayed Bravery/HP next to character models so that players could understand both their location on the
battlefield as well as the status of their Bravery/HP. After observing how everyone played however, we determined that
having this information displayed in a fixed position would allow for a more strategic and enjoyable battle experience.
Therefore, we are implementing this as a setting that players can change to suit their own playstyle.
Ability Activation Method
Before Change:
Abilities could only be activated using a flick gesture.
After Change:
A setting to activate abilities using a tap gesture will be added.
When enabled, tapping and holding will display the ability's area of effect, and releasing will activate the ability.
(You can cancel activation by moving your finger away from the button while holding.)
Based on our observations of gameplay during the Closed Beta Test, we determined that the most convenient control method
varies from player to player, so we are implementing this feature to allow players to choose what suits their personal
preferences.
5. Various Other Player Requests
Player Comments
・I wanted to complete the missions, but the conditions were so difficult that I barely made any progress and eventually
lost interest.
・ There were too many notifications on the home screen. Having a bunch of large rectangles taking up the screen can be a
bit overwhelming.
・The combat makes me want to play the game with a controller.
・It would be nice if there was controller support for movement and using abilities..
・In auto mode, the game would sometimes behave strangely.
・When auto-battling, sometimes the character would just stand there and do nothing and get knocked out.
Dev Team Comment
We would like to thank our players for the many valuable thoughts provided in the open-ended responses.
Our team will use each and every comment to improve the game while continuing to make adjustments so that we can provide
you with an even better gaming experience when the official service begins.
Planned Improvements
Missions
Before Change:
There were only 6 Daily Missions, and some had conditions such as "Fight battles with characters of a specific role",
making them difficult to complete.
After Change:
The number of Daily Missions will be reduced to 3, and those with special conditions will only appear after the player's
rank has reached a certain level.
By introducing these conditions only after players have become acclimated to the game, we aim to prevent these Daily
Missions from becoming an obstacle for new players.
Profiles / Self-Challenges
Before Change:
While characters' battle records could be viewed in the Battle Log, there was no sense of accomplishment from having
invested a significant amount of time and effort into using a character.
After Change:
The number of times each character has been used will be shown on the profile screen. Additionally, when a character has
been used a certain number of times, you will be able to obtain rewards such as character-specific weapon skins and
exclusive tags (similar to titles) as proof of your dedication to that character.
Controller Support
Before Change:
Controllers were not supported.
After Change:
Controllers will be supported.
※ Please note that we cannot guarantee that all controllers will be compatible.
Auto-Control
Before Change:
Character AI during Auto-Control was not optimized and occasionally would not function properly. It was also not
possible to intervene with manual controls while Auto-Control was on.
After Change:
Character AI during Auto-Control will be improved to make it easier to use. It will also be possible to intervene with
manual controls while Auto-Control is on, allowing for a semi-auto playstyle.
Other
・ The process of acquiring abilities will be made easier by making it possible to unseal multiple Sealed Crystals back-to-back.
・ Party recruitment will be made easier by displaying conditions for joining (e.g. what roles are required).
・ Notifications on the home screen will be reorganized to improve the overall gameplay experience.
In addition, we have made various other improvements based on your feedback suggestions, including aspects not fully
covered in this report and areas beyond just functionality.
Closing Comment
Once again, we would like to thank everyone who participated in the DISSIDIA DUELLUM FINAL FANTASY Closed Beta Test and
responded to our survey.
After reading your comments, we were reminded of the high expectations that many people around the world have for this
title. The entire development and operations teams are extremely pleased and humbled.
At the same time, we are working towards making necessary adjustments to address issues and areas for improvement based
on the feedback we received. We have reviewed all of the feedback we received, and many of the improvements listed in
this report have already been implemented. We will also continue to consider the feedback that was not covered in this
report, and continue to improve the service so that your feedback is properly reflected in it.
DISSIDIA DUELLUM FINAL FANTASY was created to once again bring the joy of fighting alongside your favorite characters to
everyone who has enjoyed previous FINAL FANTASY titles, including those experiencing a competitive game for the first
time, and to convey the greatness of the FINAL FANTASY series and the overflowing charm of its characters to those
experiencing the series for the first time.
This stance will remain unchanged and we will continue to devote all our efforts to making improvements leading up to
the official release so that this title will be able to better meet your expectations, while at the same time showing
respect to each FINAL FANTASY title and character.
We will keep you updated with the latest information on our official X account, so please be sure to follow it and stay
tuned for further updates.
Thank you for your continued support of DISSIDIA DUELLUM FINAL FANTASY!
—The DISSIDIA DUELLUM FINAL FANTASY team
Dev Team Comment
Regarding players' interest in installing the game at the official release, we received a high rating of 83% from those with experience playing competitive games on mobile. Additionally, 75% of those who have never played competitive games on mobile responded that they would like to install and play the game at release, so we are very pleased that so many people have taken an interest in the game.
On the other hand, the results from those without experience in competitive games were slightly lower than the results from those with experience, and we can see that there is room for improvement to make the game enjoyable for a wider range of players.