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Scars of Honor system requirements

Scars of Honor has a published minimum specification and almost nothing else. Steam lists one minimum column — no recommended tier, no storage figure, no Mac or Linux entry — for a game whose release date field still reads "To be announced". This page quotes what is published, links to it, and is explicit about the much larger set of things that are not.

The official minimum specification

These are the requirements exactly as they appear on the Scars of Honor Steam store page, checked on 13 August 2026:

Minimum
OSWindows 10 64-bit
ProcessorIntel I5 4690 / AMD FX 8350 / Snapdragon X Elite
Memory8 GB RAM
GraphicsNvidia GTX 970 / RX 480 / Intel Arc A380 / Qualcomm Adreno X1 (4GB+ of VRAM)
DirectXVersion 11

Source: Scars of Honor on Steam, published by Beast Burst Entertainment.

Three absences are as informative as the entries. There is no recommended column — the usual second tier simply is not there. There is no storage line, so the install size is unpublished. And there is no Mac or Linux entry, because the store page lists Windows as its only platform.

Treat all of it as provisional. The release date field on the same page reads "To be announced", and a minimum specification published well before launch is a statement of design intent, not a measurement of a finished build.

What that minimum is actually telling you

The named parts are old on purpose. A GTX 970 and an RX 480 are 2014 and 2016 cards, and an i5-4690 is 2014. DirectX 11 rather than 12 points the same way. This is a floor set deliberately low, and it matches what the studio has said for years without ever attaching a number — that strong graphics are not useful if they require extremely expensive hardware, from a September 2024 developer update that also declined to promise final minimum specifications.

The one genuinely modern detail is the pair of ARM entries. A Snapdragon X Elite processor and a Qualcomm Adreno X1 GPU sit in the minimum column alongside the x86 parts, which places Windows-on-ARM laptops inside the stated floor. Nothing in any developer statement this site holds explains how that build is produced or how well it runs. It is the most interesting unanswered question on the listing.

The 4 GB VRAM requirement is the line most likely to catch people out. In April 2026 a player asked the community whether an 8 GB machine with a GTX 1050 and an eighth-generation i5 would run the game, and nobody had enough hard data to answer. The Steam minimum now answers the memory half of that question and sets the graphics bar at 4 GB of video memory — which several 1050-class cards do not have.

What the game runs on

The client is built in Unity, chosen years ago partly for hiring and for mobile support, before the current Unreal Engine 5 era. The server is not: it runs on an in-house engine the studio calls Vibranium, written in C++ specifically for MMO concurrency, holding world state authoritatively so the client mostly renders what the server reports. Capacity has been described as roughly 10 000 players per realm, on rented bare-metal hardware.

For hardware questions the split matters, because the two get conflated constantly. Population and queue problems in a test are server problems. Stutter and frame-rate problems are client problems. A test can fail badly at one while the other is fine.

Client-side, the load-bearing technology is a seamlessly streamed continent with no loading screens between zones, fully dynamic real-time lighting rather than baked, custom volumetric clouds and a weather system, a terrain tool that paints up to 256 texture layers, and characters consolidated down to roughly a single mesh and material regardless of what they are wearing. That last one exists partly to keep the client small — the developers explicitly rejected an oversized client footprint.

No Unity version and no render pipeline has ever been named publicly, and the stylised art direction is repeatedly justified as a way to keep requirements low rather than as an aesthetic choice alone. The full technical record is in the engine and tools archive.

How it actually performed in the alpha

The 30 April – 11 May 2026 technical alpha is the only public performance data that exists, and it was rough. The developers' own post-test summary says the servers struggled with the size of the incoming population, that some players could not log in while others were disconnected, and that some players using particular GPUs crashed outright — a player found a workaround before an official patch shipped the following day. Community reporting identifies those crashes as AMD-specific.

Testers reported stutters, wide frame-rate swings, spell latency in empty zones and behaviour consistent with a memory leak consuming VRAM, along with ultrawide and resolution problems and keys that could not be rebound. Whether the build improved across the twelve days is genuinely contested: some testers said it improved dramatically, others attributed the gains to a shrinking population spread across more servers.

Against that, the developers have quoted 180–200 FPS in the open world on their own machines, and around 200 FPS on a debug build, while openly acknowledging prior optimisation and frame-rate problems. Those are developer-hardware anecdotes, not commitments — no PC frame-rate target has ever been published. The only stated FPS target in any source is for mobile: at least 30, preferably around 60, on low-end phones.

One number circulates and should be labelled carefully. A returning player observed a 9 GB update to the playtest client in June 2026. That is a patch somebody saw, not an install size, and not official.

A related trap: much of the "the game runs badly" footage that circulated before the test was captured inside the Unity editor rather than from a compiled build, a distinction the developers raised repeatedly and one that commenters caught at the time.

What usually gets published, and when

For an unreleased MMO, a minimum specification on a store page is normally the first of several passes. A recommended tier, a storage figure and a fuller OS list tend to arrive with the first build people pay for or can freely download — Early Access, in this game's case — because that is the point at which a publisher is selling to an audience that can refund. Steam Deck and console status typically follow later still, if at all.

That is general industry practice rather than anything Beast Burst has committed to, and it is offered here as an expectation to hold loosely. Scars of Honor has no Early Access date; the estimate in circulation is Q1 2027, and the studio's own line as of July 2026 is that the game ships when it is ready. The dated record of every timing statement is on the release date page, and what was playable in the one public test is on the playtest page.

What is still unknown

There is no recommended specification, no storage or install size, no OS list beyond Windows 10 64-bit, and no confirmation of the graphics API — the DirectX 11 entry is the only clue, and community reports linking the alpha's AMD crashes to Vulkan rest on a tag rather than a statement.

The Unity version and render pipeline have never been named. No PC frame-rate target has been published, no graphics options or presets have been documented, and nothing has been said about upscaling, ray tracing or resolution scaling — while testers reported ultrawide and resolution problems in the one public test. No anti-cheat product has been named; only the server-authoritative architecture has been described.

Mac, Linux and Steam Deck status rests on a community relay of the developer FAQ from March 2026 — Linux planned later, Mac not a current priority, no Steam Deck support at first — and has not been restated since. Consoles have never been mentioned in any source this site holds. And nobody has explained the Snapdragon X Elite and Adreno X1 entries in the minimum column, which are the only sign anywhere that a non-x86 Windows build exists.

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