This is a sub-page of Proto:Honkai: Star Rail.
Early Tutorial Screenshots#
Simulated Universe Tutorials#
These images depict earliest stages of the Simulated Universe creation. On all of these tutorial screenshots, early designs/artworks of Gepard, Natasha, Hook and Himeko are visible, as well as the early implementation of Techniques. Instead of being tied to TP (Technique Points) and for most characters using 1 TP, the early Techniques used a set part of the MP gauge. Gepards, for example here, used 15 points from the 100 point maximum.
Screenshot |
Description |
|---|---|
![]() |
Tutorial for the selection of blessings after the battle. Seems as though enemies would drop the blessings instead of you being taken to the selection screen as soon as the battle was over. The name of the location is "Rogue Labyrinth Test V2 - Current Progress 1/9" The quest target is to "Listen to the message" and the tutorial text in the red box reads: "After defeating all monsters on each floor, a Blessing will unlock. Picking up the Blessing allows you to make a choice." The object is named "BP Buff Blessing", it is unknown what "BP" means in this context. |
![]() |
Tutorial for the selection of domain. The text in the red box reads: "After making a selection, a path leading to the next floor will appear. Blessings in certain rooms have specific types, so you can choose based on the blessings you have already obtained.". The red terminal leads to "Speed buff room" while the blue one leads to "Knight buff room". Knight is an early name for Preservation, meaning there were stat specific and path specific blessings in this point of the game. There is no tutorial for this in the final game. |
![]() |
Tutorial for the reviver. The text over the machine reads: "Both Recovery Rooms and Boss Rooms feature a single-use restoration device. Interacting with it allows you to choose what to restore.". Seems like the early version of the Reviver, however this one, judging by the text, did more then just revive dead characters. |
Internal Screenshots#
This version contains multiple screenshots that show old revisions and versions of the game. They will be presented in chronological order, based on the estimated game development timeline.
Screenshot Name |
Screenshot |
Description |
|---|---|---|
Maze_Test01 |
![]() |
An early screenshot from before characters could initiate combat. Contains an incredibly early version of Belobog with a guard infestation and an early phone button. The character on the phone is Pallas, the previous protagonist of Honkai Star Rail at an earlier point in development. |
Maze_Test02 |
![]() |
The early phone menu with several placeholder icons and early functionality. The options, in order, are: Team, Map, Missions, Characters and Inventory. Apart from that, the top of the menu displays a Wi-Fi icon instead of the cell connection strength, as well as the weather icon. Probably the developers though about matching the weather icon either to your real life location, or the environment. The address would display the map you are currently on. The player icon is Pallas again. There's also a messaging system implemented directly into the phone menu, the characters phone messages were most likely planned to be accessed from here instead of having their own button on the HUD as we see a message from Eileen (Incorrectly spelled as "Elin"). |
Maze_Test03 |
![]() |
The early map. First two locations are "Belobog - Upper District" and "Upper Fragmentum". Seems like the locations were separated for their purpose. As dictated by the text on screen: First we press on 上层裂隙 (Upper Fragmentum) and from there we get 4 options. First 3 are Upper Fragmentum in different configurations (Story Mode, Challenge Mode, Exploration Mode) and the last option is "M3-1 Entrance [Test]". No way to say for certain what it means, but this is probably a "Maze Mode" or the first way they planned to access the Roguelike gameplay before the creation of the Simulated Universe. There's also an option to change team configuration before entering a map. |
Maze_Test04 |
![]() |
Another screenshot of the map menu. Other locations are on display: 贝洛伯格-上城区 "Belobog - Upper District", 贝洛伯格-下城区 "Belobog - Lower District" (With the selected sub-option being 下城区 "Lower District"), 列车 "Astral Express" and 下层裂隙 "Lower Fragmentum". There's also the early Trailblaze Power (Using the same placeholder icon as early credits) and the fact it's early maximum was 160, instead of 180 like we got in 1.0. A mildly amusing thing about this screenshot is the Unity Editor Game View that was left in the screenshot probably by accident. |
Team_Test01 |
Shows an incredibly early version of the Belobog Museum entrance, as well as the UI. The technique used to be above the attack button, and the game still used MP for its use, however, unlike with the Maze Tutorials, it's already just a 5 point gauge with techniques costing 1. The characters also use their early sprites, and we will get a closer look at them in the next screenshot. |
|
Team_Test02 |
![]() |
This one gives us a look at the early team edit menu. Seems like at first they planned to use just the characters 2D sprites for this instead of the 3D models. DanHeng is using his early design for this sprite. Also notable how they all have an unknown icon next to their ascention level, they all use the same icons as Blueberry Blitz from Honkai Impact 3rd, meaning these are placeholder for their ultimate levels, but DanHengs seems broken with a part of it being offset, and Natasha is using the Skill icon. The text is instructing how to add new party members. |
Team_Test03 |
![]() |
The character list. Front and center is the early art of Himeko that differs from the final design, with a different angle, random rose petals and her single glove being red instead of black. We can also spot on the same screenshot early arts for Gepard, DanHeng, Seele, Hook, Pela, March7th (Being Eileen at this point) and Caelus with early icons for different elements. |
Team_Test03 |
Final |
|---|---|
![]() |
![]() |
Screenshot Name |
Screenshot |
Description |
|---|---|---|
LevelUp_Test01 |
![]() |
Early character menu with level up UI. Character arts on the left resemble Genshin party icons during gameplay. Other notable things are the placeholder levelup materials, early currency that almost resembles jades, and, the elephant in the room, early art of Gepard where he looks friendlier and less serious. The icon for Preservation also didn't exist in its final form, so they used a basic shield icon. |
Inspect_Test01 |
Simple test of interacting with objects. The text itself just tells the user to "Interact with object to obtain clues". Developers have already switched to TP instead of MP for techniques and placed the buttons into the final layout for mobile versions. Quest text reads "Follow Gepard into the city.", meaning we would have to follow him in. instead of us being teleported there after the fight and cutscenes. |
Unfinished Pre-rendered Cutscenes#
The game files for build v0.56 contain unencrypted video files with unfinished versions of pre-rendered cutscenes from the game. Videos come with several text strings related to animation data overlaid on top. The cutscenes contain no music or sound effects and only have voice acting by the original Chinese cast.
Drifting Between the Stars
The cutscene where the Trailblazer drifts in thought under the name "CS_Chap01_Act010" captured on 10th of August 2021. It doesn't feature the 2d segment yet. The slices of the whale on the sealing are spaced further apart then in the final variant.
Pre-CBT1 |
Final |
|---|---|
A Grand Cool Adventure
The scene during the jump has 2 different video files depicting it with varying levels of being finished. The more "raw" version is under the name "CS_Chap01_Act20" and was captured on 13th of July 2021. March doesn't move just yet, neither does she have voice over. Environment is in an incredibly early state, featuring lots placeholders. The effects are incredibly rough as of this point.
"CutScene020" is the version way closer to how the final render looks like. Voice acting for March 7th and her movement has been added as well as most of the placeholders being replaced with the final variations. The effects are not final yet, and there are no light sources or shadows on objects. This one doesn't have render data on screen, but the metadata places it at 17th of September 2021.
CS_Chap01_Act20 |
CutScene020 |
Final |
|---|---|---|
Travelers on a Winter Night
The scene of the first encounter with Gepard under the name "CS_Chap01_Act30" captured on 29th of July 2021. The differences consist of March 7th arrows having a different effect, and way less debris of them being destroyed by Gepards "barrier".
Pre-CBT1 |
Final |
|---|---|
You Can Run, But You Can't Hide
Early version of the scene that plays when the group escapes Bronya under the name "CS02_Animation" captured on 21st of June 2021. Contains placeholder Fragmentum Portal and early glimpses at Backwater Pass.
Pre-CBT1 |
Final |
|---|---|
Bronya battle intro, under the name "CS03_Animation" captured on 21st of June 2021. Bronya doesn't have any facial animation yet. By the render data, seems this part of the story was still in heavy Work in Progress.
Pre-CBT1 |
Final |
|---|---|
Sampo intrusion scene, named "CS04_Animation" captured on the 8th of July 2021. The character animation is unfinished and has barely any betweens, making it look choppy.
Pre-CBT1 |
Final |
|---|---|
Versions#
Four known builds of Pre-CBT1 are dated and have significant proof to back up their existance:
- An unnamed build Rev. 19429 compiled on August 17, 2020. This build was compiled for the Android Platform using the "HotUpdate" branch. No other information regarding this build has been released.
- 0.5.5 / 0.55 - CNDEVWin Rev. 136235 compiled on August 19, 2021. This build was compiled for the Windows Platform and does not have a "working" build released to the public.
- 0.56 - OSCERegressWin Rev. 178389 compiled on September 20, 2021. This build was compiled for the Windows Platform and was leaked to the public a day after its compilation.
- 0.57 - OSCERegressWin Rev. 184??? compiled in late September 2021. It is a hotfix update for 0.56 and is around 11kb in size. (game_0.56_0.57_diff_fNA0IJgOnDZMC5Xb.zip)
Tutorial Images inside of the game files
- An unnamed build Rev. XXXXX compiled at unknown dates. Before 77178.
- An unnamed build Rev. 77178 compiled on the "Main" branch sometime in 2021.
- An unnamed build Rev. 78590 compiled on the "Wkly" branch sometime in 2021.
- 0.5.3 - CNDEVmain Rev. 91053 compiled in July of 2021. Shown within the Unity editor of a tutorial image.
- 0.56 - CNDEVWin Rev. 158382 compiled in September of 2021. Shown within one of the Cut scenes inside 178389's files. And has assets from 136906.











