Standard
$49.99- Base game
Phantom Blade Zero unlocks worldwide at one moment on 28 October 2026, 19:00 Pacific — 29 October in Europe and Japan — with no edition playing early. S-GAME's Kungfupunk action RPG is built on Unreal Engine 5 around parry and dodge windows measured in single frames. Run the parry bench on this page to see the number that actually decides whether you land a short window, which is not your average reaction but your spread.
Launch moment: Thursday, 29 October 2026 at 02:00 UTC, the same instant everywhere. One instant worldwide: 28 October at 19:00 Pacific, which is 29 October at 03:00 in central Europe and 11:00 in Japan. Steam and the US PlayStation Store show 28 October because both render that same moment on a Pacific clock.
Parry-led combat is judged in frames, and the number that decides whether you land a short window is not your average reaction — it is your spread. This bench measures both on your own screen, keyboard and hands, and feints at you so it cannot be beaten by mashing.
Press Begin, then strike the moment the blade flashes.
The bars are the share of your own swings that would have landed inside a six-, ten- and fifteen-frame window at 60 fps, measured from your best swing. Spread is what decides them: a tight hand at 220 ms beats a loose hand at 190 ms on a short window. Roughly one swing in five is a feint that never flashes — pressing on one counts as a break, because in the game it is a whiffed parry and a hit taken. Phantom Blade Zero's own windows are not published, so nothing here claims to be them.
Runs entirely in this tab. Nothing is uploaded, nothing is stored, and no claim is made about how Phantom Blade Zero itself will handle your input — the game is not out. What it measures is your own hardware, which is the half you can fix before launch day.
| Where | Local time | Local date |
|---|---|---|
| US PacificAmerica/Los Angeles | 19:00 | Wed 28 Oct — the day before |
| US EasternAmerica/New York | 22:00 | Wed 28 Oct — the day before |
| BrazilAmerica/Sao Paulo | 23:00 | Wed 28 Oct — the day before |
| UKEurope/London | 02:00 | Thu 29 Oct |
| Central EuropeEurope/Berlin | 03:00 | Thu 29 Oct |
| MoscowEurope/Moscow | 05:00 | Thu 29 Oct |
| IndiaAsia/Kolkata | 07:30 | Thu 29 Oct |
| PhilippinesAsia/Manila | 10:00 | Thu 29 Oct |
| Japan & KoreaAsia/Tokyo | 11:00 | Thu 29 Oct |
| Australia (east)Australia/Sydney | 13:00 | Thu 29 Oct |
| New ZealandPacific/Auckland | 15:00 | Thu 29 Oct |
Because it is one moment rather than a midnight in each region, switching your console or store region buys you nothing — there is no zone that reaches it first. The countdown above is this same instant read on your own device's clock.
One global instant, not a midnight in each region: 02:00 UTC on 29 October, which is 03:00 in central Europe and 11:00 in Japan.
Steam lists full controller support; the game is designed around a pad rather than around mouse aim.
Steam list prices at 16 September 2026. Regional pricing differs, and no edition plays earlier than any other.
Frame pacing matters more than raw frame rate for a parry window — a stable 60 beats an unstable 90.
The developer has not published the window length, and this site does not invent one. What is measurable is your own end-to-end delay.
Steam pre-load usually opens a week out; confirm on the store page before relying on it.
In 32 daysOne instant worldwide: 28 October at 19:00 Pacific, which is 02:00 UTC on 29 October.
In 40 daysPrices are US list prices where the publisher has stated them; regional pricing differs.
Everything here runs in the browser and takes minutes, so the first hour with the game is spent playing.
At one instant everywhere: 28 October 2026 at 19:00 Pacific, which is 02:00 UTC on 29 October, 03:00 in central Europe and 11:00 in Japan. Steam shows 28 October because a store page renders that moment on the viewer's own clock; the table here reads it on eleven clocks, including the regions where the calendar has already turned over.
Steam lists full controller support and the combat is built around directional parries and dodges, which a stick expresses more naturally than WASD. No keyboard and mouse binding list has been published, so this page does not print one.
S-GAME has not published it, so nobody outside the studio knows and this site will not invent a number. What can be measured before launch is your own end-to-end delay: the milliseconds between your press and the screen changing, which come out of any window whatever its length.
The three things that cost frames and are fixable in advance: your click-to-photon latency, your controller's resting centre, and your deadzone floor. All three are measured on this site in about five minutes and none of them need the game installed.
Yes, on the Controls Library, once the bindings are published and verified. Nothing goes in that table before it can be checked against the shipped game — a guessed binding is worse than an empty row.
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.
Answers come from this site's pages.