The beta is over. This page is the record.
Both weekends have ended. No beta access exists anymore, and no codes are redeemable. What remains useful is the record: what was playable, and what Infinity Ward changed because of it. The launch content is considerably larger than what the beta showed.
Weekend one: early access, August 21 to 25
Opened August 21 at 11:00 PT for anyone who pre-ordered, plus codes handed out through partners. It closed August 25 at 10:00 PT. The same day it opened, Activision ran the Call of Duty NEXT showcase with the full multiplayer reveal.
Weekend two: open, August 28 to September 1
No code or purchase needed, on every platform: PS5, Xbox Series X|S, PC and Switch 2, hosting a Call of Duty beta for the first time in series history. It closed September 1 at 10:00 PT.
What was playable
- 6 core 6v6 maps (of the 12 at launch): Cachette, Lithium, Lotus, Rooftops, Silkworm, Transit 213
- 7 standard 6v6 modes, plus Kill Block and Gunfight
- Ground War: Combat Outpost
- Entrenched, a full campaign mission set around a massive ground assault near a nuclear power plant. The first time a mainline Call of Duty put a story mission into a public beta.
- 22 weapons, 19 Apex attachments, 7 tacticals, 8 lethals, 9 Field Upgrades, 10 killstreaks, 15 perks
A note on the weapon count: several outlets wrote "19 weapons in the beta", and they got it wrong; the official blog lists 22 weapons and separately 19 Apex attachments. This wiki uses the official numbers.
What changed because of the beta
Infinity Ward responded within the first weekend and after it:
- Spawn logic reworked after widespread complaints about spawning too close to enemies
- Minimum time-to-kill raised on multiple weapons
- Hardpoint spawn tuning publicly committed to for launch
Open questions from the beta that only launch answers: visibility, SBMM weight, and whether movement feels too chaotic or too slow, which the community split on. Where the mode roster stands at launch. When it all goes live.