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Astrae Oratio CBT ran Oct 2–6 in Japan, AppMedia report

Astrae Oratio CBT ran Oct 2–6 in Japan, AppMedia report

Key takeaways

  • CBT build included prologue, Minato-ku Ch.1 and Shinjuku-ku Ch.1
  • CBT roster included 18 playable characters
  • Developer Dynamis One; service by NC; AppMedia reported on the CBT

Astrae Oratio ran a closed beta test on smartphones in Japan from October 2 to October 6, and AppMedia’s CBT report lays out what players could play and how the game feels. The title, developed by Dynamis One and to be serviced by NC, sets its story in an alternate-history 1989 Tokyo where magic and municipal administration are intertwined; the CBT build included the prologue plus chapter-one scenarios for Minato-ku and Shinjuku-ku, several mini-stories, and playable combat using the roster implemented in the test.

The premise is precise and a little odd in a charming way: Tokyo in 1989, but not quite the Tokyo you remember. Economic growth and cultural change have accelerated, and “magic” exists as part of society. Administrative districts function as literal territories for magic users, and Tokyo’s municipal bureaucracy has created the “Tokyo Special District Administration,” shorthand the report calls the “Special District Agency” or 特区庁, to manage magic-related affairs. You play as the protagonist titled the “Chief” (主任), a formerly ordinary regional civil servant reassigned to the Special District Agency, who receives their orders from Director Heiwagishi Touai — a bright, slippery character who hands you the job and a smudge of weirdness, including a wooden doll that looks uncannily like her.

Story content available in the CBT starts with the prologue, “Tokyo, Civil Servants, and Magicians,” then moves into Minato-ku Chapter 1, titled “The Sparkly Daily Lives of Minato’s Magicians,” and Shinjuku-ku Chapter 1, “The Vanished Magician and the Night of Ghost-Hunting.” Minato-ku’s chapter introduces three young magic users — Erinn Tanaka, Riria Fujihari, and Anna M. Battenberg — and spends time on their ordinary school-life rhythms alongside their magical activities, using Erinn’s outsider perspective to ease the player into the setting. Shinjuku’s chapter shifts tone: it follows a clan called Akina Kaidan Research Institute that hunts urban legends, tracking a “vanished magician” and crossing paths with a Bunkyo-area vigilante clan called “Bunkyo no Bara.” AppMedia’s notes emphasize that the CBT’s scenario structure doesn’t chase a single overarching mystery immediately; instead, the Chief moves between districts, meeting different clans and cases, which lets the game reveal 1989 Tokyo in pieces rather than as one continuous headline.

Combat is where Astrae Oratio’s mechanical ambition becomes easiest to describe: the system is a hybrid of real-time decision-making and command-based skill selection. Parties consist of up to four characters, but only one stands on the field at any moment; you switch who’s active as the fight requires. Skills cost AP (Action Points), and AP is also consumed when swapping characters. That double duty for AP makes resource allocation more than a simple cooldown timer — choosing whether to spend points on a hard-hitting skill now, to reserve points for a defensive swap, or to build toward an ultimate creates a constant, compact tension. During battle you can also see enemy intents; if you correctly time a skill selection and win the resulting judge/contest, you can interrupt and land damage before the enemy acts. The result is not turn-by-turn passivity but a rhythm that asks you to read the opponent’s next move and decide how to answer with your finite AP budget.

Defensive options and tempo control deepen the system. The game shows a timing gauge for counters: hitting the gauge at the right moment triggers a counter, and a PERFECT timing amplifies the damage. Conversely, some enemy attacks glow red on approach and cannot be countered; those require you to plan which character will soak the hit — often a tank with high HP or strong defense — rather than attempt to negate it. Enemies also have a Break gauge separate from HP; reducing that gauge forces them into a break state where they cannot act and become especially vulnerable to burst damage. As battles progress, you accrue US points that cap out and enable characters’ ultimate skills; using an ultimate during a Break window is the ideal burst rhythm. All of these systems are connected by a signature mechanic called “Territory Declaration” (領地宣言): meet a character-specific condition and you can declare your character’s district, which resets skill cooldowns, applies buffs, and triggers a bespoke cut-in. Because districts map to the game’s administrative geography, the Territory Declaration functions as more than a flashy ultimate — it’s a gameplay node that ties the setting directly to combat.

AppMedia’s CBT notes list practicalities and scope: the test offered the prologue plus the two district chapters and several mini-stories, and it included the battle-ready implementations for the 18 characters present in the build. That roster’s variety supports the one-on-field-at-a-time system: characters specialize in buffs and debuffs, defense, break building, and other roles, so party construction matters both for who you bring and for the sequencing of who you put into the field. The report highlights how the combat UI and simple controls keep the immediate inputs accessible — pick a skill, aim the timing, swap when needed — while the underlying choices about AP allocation, counter timing, and break management create a layered decision space. The CBT’s scenarios leaned into tonal contrast, too: Minato-ku’s lighter, slice-of-life scenes play against the darker, investigative atmosphere of Shinjuku-ku, and the Special District Agency’s fringes, such as Heiwagishi Touai’s hints about the “back cabinet,” supply ongoing narrative threads.

Astrae Oratio’s official service window is slated for 2027, and AppMedia’s hands-on from the October 2–6 CBT makes clear which systems were present in that trial: the prologue, Minato-ku Chapter 1, Shinjuku-ku Chapter 1, multiple mini-stories, and combat with the eighteen characters implemented for the test. The way Territory Declaration ties district identity into battle — resetting cooldowns and adding buffs when conditions are met — is already integrated and visible in play, and AP’s dual role for skills and swaps forces continuous resource-thinking rather than occasional tactical bursts. If you read AppMedia’s report carefully, the concrete takeaway is this: the CBT build available in Japan demonstrated a narrative rollout that reveals Tokyo by district and a combat loop that asks players to manage timing, AP, counters, Break, and territory effects as a single, interlocking system.

Why it matters

Key facts from AppMedia’s CBT report are straightforward: the closed beta ran October 2–6 on smartphones in Japan; the CBT included the prologue plus Minato-ku and Shinjuku-ku Chapter 1 and several mini-stories; the test build exposed 18 playable characters; and the title was developed by Dynamis One and will be serviced by NC with a formal launch planned for 2027. AppMedia’s coverage supplies the playable map for the test and shows where the game has already put the “administration × magic” idea into both story beats and combat mechanics.

Original source

Google News: AppMedia

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