Call Of Duty Black Ops 7 Beta Patch Notes | CoD Hub TR
PATCH REPORT · October 9, 2025
Call Of Duty Black Ops 7 Beta Patch Notes
Changes
ADJUSTEDRyden 45K
Addressed an issue with ADS firing motion when using the Ryden 45k with the Skeletonized Grip.
NERFDravec 45
The Dravec 45 is designed to be a low recoil, mid-range capable SMG. It was too versatile in its current state, so we’re adjusting several traits across its damage output, handling, and mobility. With these Fire Rate and headshot damage changes, we are targeting the base TTK and potential spikes in that TTK with headshots. The damage range adjustments help to emphasize that the weapon’s strength lies in the mid ranges, as opposed to stretching its Max Damage Range. The handling and mobility changes are to further solidify the tradeoffs that the Dravec 45 makes in exchange for its stability. It’s important to us that weapons preserve the characteristics that make them feel unique as we tune them, which is why we are opting not to make changes to the recoil on the Dravec 45 for now. Dravec 45 Damage Adjustments Fire Rate reduced from 667 RPM to 652 RPM. Headshot multiplier reduced from 1.3x to 1.25x. Aim Down Sight time increased from 220ms to 230ms. Sprint to Fire time increased from…
NERFM10 Breacher
The M10 Breacher is receiving some minor changes to help with fluidity when firing after rechambering, and to pull back a bit on its mobility when charging. We are keeping an eye on its power, but as a general goal we want shotguns to be more in the mix when it comes to weapon balance in Black Ops 7. The charging mechanic will offer us some extra knobs that we can use to push the effectiveness of the M10 Breacher at range in a controlled manner. Slightly reduced rechamber interrupt time to better match animation and improve fluidity of consecutive shots. Walking Speed (includes while charging in Hip) reduced by 0.15m/s. ADS Movement Speed reduced by 0.05m/s. Addressed an issue that caused the charge state on M10 Breacher to become stuck after a melee attack or equipment usage.
NERFM8A1
The balance of the M8A1 will live and die by how easily it’s able to land its one-burst kill. We think it’s pretty close to where it needs to be, but it still has just a bit too much consistency. We’re making some small nerfs to its recoil, but we’re being conservative because we don’t want to push the weapon too far back the other way into inconsistency. In addition, we’re further pulling back on some handling and mobility stats. Our goal is for players to face a choice between building the M8A1 for maximum one-burst consistency or building it for aggressive play. Slightly increased View Kick strength and deviation. Aim Down Sight time increased from 300ms to 310ms. Sprint to Fire time increased from 210ms to 220ms. Tactical Sprint to Fire time increased from 320ms to 330ms. Movement Speed reduced by 0.15m/s. ADS Movement Speed reduced by 0.1m/s. Sprinting Speed reduced by 0.1m/s. Crouch Movement Speed reduced by 0.1m/s.
ADJUSTEDVS Recon
We’ve seen feedback about the continuation of “scope wobble” (AKA scope motion while rechambering) from Black Ops 6 to Black Ops 7. We will be greatly toning this down so it’s more an aid to understanding when a rechamber finishes, rather than a frustration when lining up follow-up shots. The full fix will require a more involved update at launch, but we wanted to adjust what we could now to move things in the right direction. Significantly improved Rechamber Stability. Permanently opened several doors throughout The Forge and Cortex. (See the mini-maps below for specific callouts.) Increased the time that automatic doors remain open before closing from 2 seconds to 4 seconds. Increased the range at which doors will open automatically when approaching. Increased visible range of the minimap by 15%. Increased allowable angle for side Wall Jump to reduce accidental forward Wall Jumps. Adjusted spawn logic for enemy player influence on nearby spawns. Increased Weapon XP earn rates for…
With just a couple of hours remaining of the Black Ops 7 Beta, we wanted to update everyone on some big takeaways.
First, on behalf of all of us at Treyarch and the Black Ops 7 team: thank you for playing. The Call of Duty community is unmatched, and playing BO7 with you throughout the past week has been a ton of fun. This Beta has given us the opportunity to do new things – including the first ever debut of Zombies in a Call of Duty Beta – and rapidly test and implement player feedback.
As we set our sights on launch, we’ve got some important plans we’d like to share:
Matchmaking Update
We know the big question on everyone’s minds coming out of the Beta is “how will matchmaking work in Black Ops 7?”
At launch, Open Matchmaking with minimal skill consideration will be the default for Black Ops 7 Multiplayer. Simply put, imagine the matchmaking experience of Open Moshpit from the Beta, but as the standard in Black Ops 7 on day one.
Our team feels strongly about providing players with a more varied experience, and the Beta proved to be a great opportunity to test this approach. We’ll be sharing more details as we get closer to launch!
Persistent Lobbies
We’ve heard the community discussion and dialogue around lobby disbanding, and as we mentioned earlier during the Beta, we’re focused on keeping players together from match to match more often. Today, we’re excited to announce we’ll have persistent lobbies at launch for Black Ops 7. We’re committed to improving this experience for players, and will be sharing more details soon.
Aim Assist
We’ve also seen the discussions about rotational aim assist and community questions about how aim assist will be tuned across inputs in Black Ops 7. It’s a priority of ours to have a fair and competitive balance across all input devices at launch, and we’ll be sharing more about changes coming to aim assist on controller ahead of launch.
RICOCHET Anti-Cheat™
#TeamRICOCHET has been detailing their progress throughout the Beta. On Day 1 of the Black Ops 7 Beta, 97.5% of matches were completely clean of cheaters. By Day 5, that number rose to 98.8% of matches being cheater-free.
The team has more Beta results and key learnings to share soon, including how we’re unleashing our full suite of detections for the launch of Black Ops 7.
Looking Ahead
The purpose of the Beta is to test, collect player data, and gather feedback from all of you in real time. We have a ton of information to digest from this past week, and work has already begun to implement key improvements and updates for launch. We’ll be compiling confirmed updates over the coming weeks and will share more about what’s changing soon.
In the meantime, if you haven’t finished unlocking all the Beta rewards, time is running out! The Black Ops 7 Beta will end by 9:00am PT today, followed by the launch of Season 06 of Black Ops 6 and Call of Duty: Warzone. Get in there!
Look out for upcoming intel and Dev Talks to learn more about what’s coming on November 14. Thank you for sharing your Beta experiences with us – it’s been invaluable in helping us to make truly impactful changes that we know will contribute to an incredible launch for you, our players.
Treyarch
October 8
It’s Day 7 of the Black Ops 7 Beta!
Less than 24 hours left to jump in and hit Level 30, unlock those final Beta rewards, and get your reps in on BO7 before we head into Season 06 of Black Ops 6. Look for S06 patch notes later this afternoon (Pacific Time) on what to expect in Season 06 and be sure to share your Black Ops 7 Beta feedback by tagging @Treyarch and using #BO7Beta on social!
The team has been inspired by all the input we’ve received throughout the Beta – especially since the Open Moshpit went live on Saturday – and we’ll have some updates to share with everyone in the coming days.
Here’s what’s on offer for the final 24 hours of the Open Beta:
Playlists
Open Moshpit*
Moshpit
Open Hardcore Moshpit*
Open Search and Destroy*
Open playlists are new to the Beta and have classic matchmaking where skill is minimally considered.
Maps
Multiplayer
Toshin
The Forge
Cortex
Exposure
Imprint
Blackheart
Zombies
Vandorn Farm (Survival)
Modes
Multiplayer
Team Deathmatch
Hardcore Team Deathmatch
Domination
Hardcore Team Deathmatch
Hardpoint
Kill Confirmed
Overload
Search and Destroy
Training Course
Zombies
Survival
Training Course
October 7
Welcome to Day 6 of the Black Ops 7 Beta!
Open Search and Destroy Returns
Today, we’re bringing Open Search and Destroy back to continue gathering data between the two versions of the S&D playlists. Open Search and Destroy will be live throughout the rest of the Beta!
Here’s a look at everything playable in the Open Beta today:
Playlists
Open Moshpit*
Moshpit
Open Hardcore Moshpit*
Open Search and Destroy*
Open playlists are new to the Beta and have classic matchmaking where skill is minimally considered.
Maps
Multiplayer
Toshin
The Forge
Cortex
Exposure
Imprint
Blackheart
Zombies
Vandorn Farm (Survival)
Modes
Multiplayer
Team Deathmatch
Hardcore Team Deathmatch
Domination
Hardcore Team Deathmatch
Hardpoint
Kill Confirmed
Overload
Search and Destroy
Training Course
Zombies
Survival
Training Course
October 6
The reaction to the Black Ops 7 Beta so far has been awesome to see! Whether you’re calling in Nukes in Multiplayer or going for high rounds in Zombies Survival, there’s plenty to jump into and we've had a ton of fun playing alongside everyone. On behalf of all of us at Treyarch, we’re truly grateful for your feedback so far... and speaking of which, we heard you might want a little more, so we’re extending the Black Ops 7 Beta to 9am PT on Thursday, October 9!
After that, we’ll be heading into one of our favorite times of year across the franchise. The Haunting will return with Season 06 of Black Ops 6 and Call of Duty: Warzone, and we (including all our studio partners) have some Halloween fun just around the corner. Season 06 will launch shortly after the Beta ends on October 9 – check out the incoming blogs and patch notes for more intel later this week.
Once the Beta wraps up, we’ll be dialed in on an epic launch for Black Ops 7 on November 14 and our biggest Season 1 ever. We'll be sharing more about how we plan to integrate player data and feedback into the game in the coming weeks. In the meantime, it’s all eyes on the Open Beta today with our sixth Beta MP map, Toshin. We’ve also extended 2XP + 2X Weapon XP through the rest of the Beta to help everyone hit level 30, try out all the weapons and gear, and unlock plenty of attachments and Overclocks along the way!
Here’s what’s live today:
Playlists
Open Moshpit*
Moshpit
Open Hardcore Moshpit*
Search & Destroy
Open playlists are new to the Beta and have classic matchmaking where skill is minimally considered.
Maps
Multiplayer
Toshin (NEW)
The Forge
Cortex
Exposure
Imprint
Blackheart
Zombies
Vandorn Farm (Survival)
Modes
Multiplayer
Team Deathmatch
Hardcore Team Deathmatch
Domination
Hardcore Team Deathmatch
Hardpoint
Kill Confirmed
Overload
Search and Destroy
Training Course
Zombies
Survival
Training Course
Double XP will remain on throughout the duration of Beta – including through the extension as we want everyone to level up and collect their in-game rewards.
Enjoy the rest of the Open Beta, keep your feedback coming, and we’ll see you online!
October 5
The Call of Duty Black Ops 7 Open Beta is here. If you’ve been with us since Early Access, we hope you’re having a blast. If you are just jumping into Multiplayer or Zombies Survival for the first time, we’re excited you’re here – and we look forward to hearing from you.
Sharing your experiences is critical to making Black Ops 7 the best it can be, and we’ve been hard at work making real-time changes based on Early Access feedback. Keep the feedback coming.
Today we’re excited to raise the Beta level cap from 20 to 30 with more Weapons, Perks, Field Upgrades, Scorestreaks, Beta Rewards and more to unlock in-game. We’re also adding more options for Open playlists where skill consideration is drastically reduced when matchmaking. These playlists provide more varied match experiences and outcomes. For those of you who have been asking, Search and Destroy arrives today and Hardcore is back.
Multiplayer
Here’s what’s coming to the Open Beta in a playlist update later today:
Modes
Moshpit
Open Moshpit ( JUST ADDED )
Open Hardcore Moshpit (NEW) - Classic matchmaking where skill is minimally considered, featuring Team Deathmatch and Domination, Hardcore rules enabled.
Open Search & Destroy (NEW) - Classic matchmaking where skill is minimally considered, featuring Search & Destroy.
Maps
The Forge
Cortex
Exposure
Imprint
Blackheart (NEW)
Zombies
It’s been incredibly rewarding to see the community dive into Vandorn Farm during Beta. Based on your feedback we’ll be extending Zombies Survival for the remainder of the Open Beta. For those of you joining the Beta today for the first time, we do not recommend any attempts to pet the bear.
Progression
The Beta level cap increases from 20 to 30 today. Here is what will be available to unlock across Multiplayer and Zombies:
Bullets deal Shadow damage. Each bullet has a chance to spawn a black hole on a normal or special enemy, warping some way and dropping others from the air.
On Respawn, mark your killer’s last known position for a short duration. Get bonus score for killing that enemy.
Brain Rot (Zombies, Ammo Mod)
Bullets deal Toxic damage. Each bullet has a chance to temporarily turn a normal or Special enemy into an ally.
Level 28: Progression Unlocks (Lieutenant I)
Echo 12 (Primary Weapon, Shotgun)
Rechambering double-barrel shotgun. Great range and high damage potential with back-to-back shots.
Squad Link (Field Upgrade)
Deployed device that boosts score and improves effectiveness of allied Operators and gadgets in range.
Ninja (Perk, Recon)
Move more quietly.
Level 29: Progression Unlocks (Lieutenant II)
Looper (Perk, Enforcer)
Gain the ability to re-earn Scorestreaks in the same life.
Aether Shroud (Zombies, Field Upgrade)
Phase into the Dark Aether and become temporarily hidden from enemy detection.
Level 30: Progression Unlocks (Lieutenant III)
Beta Reward
“Beta Legend” Weapon Blueprint – M15 Mod 0
RHINO (Scorestreak)
Remotely control an armored robotic soldier equipped with a deadly minigun.
Be sure to keep an eye out on our official Black Ops 7 Trello Board . Tag us @Treyarch with your feedback and follow @CODUpdates for the latest information.
We’ll see you in the lobby!
October 4
We have an exciting Day 3 of the Black Ops 7 Early Access Beta coming later today, including some important Multiplayer playlist changes. Let's get into it!
MULTIPLAYER
Matchmaking and Open Moshpit
Like all things in Beta, our collective goal is to gather critical in-game data and feedback to make Black Ops 7 the best experience possible.
We’re engaging with the community discussion about matchmaking and will be making some updates to our playlist plans.
Today, we’ll have two playlists available: Moshpit, and a new option – Open Moshpit.
In Open Moshpit, skill consideration is drastically reduced when matchmaking, with the goal of providing more varied match experiences and outcomes. This playlist will match players with and against players of more varied skill differences than in the current Multiplayer matchmaking system.
The maps and modes in both playlists are the same:
Maps
Imprint
Cortex
Exposure
The Forge
Modes
Team Deathmatch
Domination
Hardpoint
Kill Confirmed
Overload
We will continue testing throughout the remainder of the Beta, so jump in and see what you think!
Looking Ahead
We recently confirmed that we’re planning some additional Perk changes (including slot assignment) for launch. While these updates will not be in the Beta, we’ve heard your feedback and will be sharing more about them on the road to launch.
We can also confirm that we will be making reloading while Wall Jumping default behavior for launch. Now, let’s get into what’s in today’s update.
Patch Notes Preview
Weapon Tuning
We are so excited that the community finally has its hands on Black Ops 7, and we have been closely following feedback on weapons and time-to-kill (TTK). Our changes today predominately target the Dravec 45 and M8A1. We currently see these weapons well ahead of the pack in our TTK data, and they also have very high usage, which means they are contributing heavily to combat pacing right now in the Beta. The goal of the changes outlined below is to bring their average performance closer to the other weapons currently available.
Our intent with Black Ops 7 is for weapon TTK to sit in the same range as Black Ops 6. There are many factors that play into TTK beyond player health and weapon damage profiles, such as recoil (both actual and visual), movement, average engagement distance, and more. Throughout the Beta, we will be assessing how all these factors are combining and contributing to general TTK. While we may make further adjustments during the Beta, it will be crucial for us to consider the entire weapon portfolio for launch in any overarching TTK changes.
Thank you for playing and for your feedback. See you online.
Submachine Guns
Submachine Gun Adjustments
Weapon
Adjustments
Weapon:
Ryden 45K
Adjustments:
Adjustments
Addressed an issue with ADS firing motion when using the Ryden 45k with the Skeletonized Grip.
Weapon:
Dravec 45
Adjustments:
The Dravec 45 is designed to be a low recoil, mid-range capable SMG. It was too versatile in its current state, so we’re adjusting several traits across its damage output, handling, and mobility. With these Fire Rate and headshot damage changes, we are targeting the base TTK and potential spikes in that TTK with headshots. The damage range adjustments help to emphasize that the weapon’s strength lies in the mid ranges, as opposed to stretching its Max Damage Range. The handling and mobility changes are to further solidify the tradeoffs that the Dravec 45 makes in exchange for its stability. It’s important to us that weapons preserve the characteristics that make them feel unique as we tune them, which is why we are opting not to make changes to the recoil on the Dravec 45 for now.
Dravec 45 Damage Adjustments
Damage Range
Pre-Patch
Post-Patch
Damage Range:
Maximum Damage Range
Pre-Patch:
— Damage —
27
— Range —
0 - 17.8m
Post-Patch:
— Damage —
27
— Range —
0 - 14.6m ⇩
Damage Range:
Medium Damage Range 1
Pre-Patch:
— Damage —
21
— Range —
17.9 - 29.2m
Post-Patch:
— Damage —
21
— Range —
14.7 - 27.2m ⇩
Damage Range:
Medium Damage Range 2
Pre-Patch:
— Damage —
17
— Range —
29.3 - 36.2m
Post-Patch:
— Damage —
17
— Range —
27.3 - 34.9m ⇩
Damage Range:
Minimum Damage Range
Pre-Patch:
— Damage —
15
— Range —
>36.2m
Post-Patch:
— Damage —
15
— Range —
>34.9
Additional Adjugments
Fire Rate reduced from 667 RPM to 652 RPM.
Headshot multiplier reduced from 1.3x to 1.25x.
Aim Down Sight time increased from 220ms to 230ms.
Sprint to Fire time increased from 160ms to 170ms.
Tactical Sprint to Fire time increased from 280ms to 290ms.
Movement Speed reduced by 0.05m/s.
ADS Movement Speed reduced by 0.03m/s.
Sprinting Speed reduced by 0.05m/s.
Crouch Movement Speed reduced by 0.03m/s.
Shotguns
Shotgun Adjustments
Weapon
Adjustments
Weapon:
M10 Breacher
Adjustments:
The M10 Breacher is receiving some minor changes to help with fluidity when firing after rechambering, and to pull back a bit on its mobility when charging. We are keeping an eye on its power, but as a general goal we want shotguns to be more in the mix when it comes to weapon balance in Black Ops 7. The charging mechanic will offer us some extra knobs that we can use to push the effectiveness of the M10 Breacher at range in a controlled manner.
Adjustments
Slightly reduced rechamber interrupt time to better match animation and improve fluidity of consecutive shots.
Walking Speed (includes while charging in Hip) reduced by 0.15m/s.
ADS Movement Speed reduced by 0.05m/s.
Addressed an issue that caused the charge state on M10 Breacher to become stuck after a melee attack or equipment usage.
Marksman Rifles
Marksman Rifle Adjustments
Weapon
Adjustments
Weapon:
M8A1
Adjustments:
The balance of the M8A1 will live and die by how easily it’s able to land its one-burst kill. We think it’s pretty close to where it needs to be, but it still has just a bit too much consistency. We’re making some small nerfs to its recoil, but we’re being conservative because we don’t want to push the weapon too far back the other way into inconsistency. In addition, we’re further pulling back on some handling and mobility stats. Our goal is for players to face a choice between building the M8A1 for maximum one-burst consistency or building it for aggressive play.
Adjustments
Slightly increased View Kick strength and deviation.
Aim Down Sight time increased from 300ms to 310ms.
Sprint to Fire time increased from 210ms to 220ms.
Tactical Sprint to Fire time increased from 320ms to 330ms.
Movement Speed reduced by 0.15m/s.
ADS Movement Speed reduced by 0.1m/s.
Sprinting Speed reduced by 0.1m/s.
Crouch Movement Speed reduced by 0.1m/s.
Sniper Rifles
Sniper Rifle Adjustments
Weapon
Adjustments
Weapon:
VS Recon
Adjustments:
We’ve seen feedback about the continuation of “scope wobble” (AKA scope motion while rechambering) from Black Ops 6 to Black Ops 7. We will be greatly toning this down so it’s more an aid to understanding when a rechamber finishes, rather than a frustration when lining up follow-up shots. The full fix will require a more involved update at launch, but we wanted to adjust what we could now to move things in the right direction.
Adustments
Significantly improved Rechamber Stability.
Maps
Permanently opened several doors throughout The Forge and Cortex. (See the mini-maps below for specific callouts.)
Increased the time that automatic doors remain open before closing from 2 seconds to 4 seconds.
Increased the range at which doors will open automatically when approaching.
UI
Increased visible range of the minimap by 15%.
Movement
Increased allowable angle for side Wall Jump to reduce accidental forward Wall Jumps.
Spawns
Adjusted spawn logic for enemy player influence on nearby spawns.
Progression
Increased Weapon XP earn rates for both Multiplayer and Zombies.
Increased Overclock earn rate for the Skewer Scorestreak.
Increased Overclock earn rate for the Drone Pod Field Upgrade.
Stability
Addressed server stability issues with Training Course.
Addressed a stability issue related to turrets.
Addressed potential server stability issues when playing Overload.
Addressed server stability issues with the Gravemaker.
Addressed server stability issues with the Skewer.
Addressed server stability issues with the Vigilance Perk.
Zombies
Resolved an issue that prevented the Rampage Inducer from affecting gameplay after Round 55.
Addressed an issue in Training Course that could prevent players from reattempting Training Station 2.
Addressed a stability issue related to Toxic Growth.
Addressed some stability issues related to Exfil.
Addressed some stability issues when leaving a match.
Known Issues
Players are temporarily unable to complete an Exfil in Zombies Survival and Training Course playlists. Solo players are still able to Save and Quit to selectively end their match.
October 3
Thank you for sharing your feedback with us – it’s been an awesome start to the Beta so far, and we’re just getting started! The team is already working on adjustments to the Beta based on player feedback from the past 24 hours, and Day 2 is about to kick off with the addition of Survival in Zombies, our new 6v6 map Imprint , and our new competitive MP mode, Overload !
Here’s the content coming today in Day 2 of the Early Access Beta at 10 AM PT:
Maps
Multiplayer
NEW: Imprint
Cortex
Exposure
The Forge
Zombies
NEW: Vandorn Farm (Survival)
Modes
Multiplayer
NEW: Overload
Team Deathmatch
Hardcore Team Deathmatch
Domination
Hardcore Domination
Hardpoint
Kill Confirmed
Training Course
Zombies
NEW: Survival
NEW: Training Course
Upcoming Changes Based on Feedback
Time-to-Kill
Time-to-Kill (TTK) and overall weapon balance has been a conversation we've been keeping an eye on, along with evaluating in-game data from day one of the Beta. While we’re starting the Beta with a TTK in the range of Black Ops 6, we’re aware that some players feel it may be slightly faster than desired. As a result, we'll be releasing a weapon balance pass in the coming days to adjust TTK and ensure all weapons available in the Beta are competitive within both their class and their intended role within Black Ops 7.
We're excited to get these changes in your hands as we continue to gather feedback and data to ensure our launch lineup of 30 weapons are as balanced and as fun to use as possible.
Doors
While there are no manual doors in any Black Ops 7 Multiplayer maps, only five of our 16 6v6 maps at launch will have automatic doors. With that said, we are closely following the community discussion about doors on our Beta maps and evaluating our launch and post-launch portfolio of maps.
Based on the feedback we’ve already seen in the first 24 hours, we’ll be making the following changes to the Beta in an upcoming update:
Forcing specific automatic doors to remain open from the start of the match.
Increasing how long automatic doors remain open before they close.
Increasing the distance a player needs to be from the door before it will automatically open.
Players can still shoot automatic doors to open them.
Changes we are considering for launch and beyond:
Evaluating a potential reduction in the number of automatic doors across our entire map portfolio. While some doors may make sense to remove, others may bring about new issues with opening undesired lines of sight. We will share more details as we have them.
Adding the ability to disable automatic doors in Private Match for competitive testing.
We’ve also seen discussion about Weapon XP earn rates and want everyone to be able to unlock and test plenty of attachments during the Beta so you can provide valuable feedback and we can gather important data, so we’re going to help you out there. We’re also doing the same for Overclock earn rates, as well as adjusting our spawn system and knocking out some early bugs.
Planned for tomorrow’s update:
Increasing Weapon XP earn rate
Increasing Overclock earn rate for several Loadout items and Scorestreaks
Adjustments made to spawn logic for improved spawning across several maps and modes
Various bug fixes including Weapons
We’ll be sharing more details on the items above when the patch goes live over the weekend. In the meantime, here’s what’s been fixed in today’s update:
Day 2 Patch Notes
UI
Addressed an issue on Steam where social menus would close when the player was set as away.
Addressed an error that could occur when navigating between menu tabs.
Addressed an issue that could delay login.
Stability
Addressed various server stability issues related to player loadouts, the Tracker Perk, Drone Pod, Pinpoint Grenade, and Skewer Scorestreak.
See you in the lobby, and good luck against the undead!
October 2
Welcome to the Call of Duty: Black Ops 7 Beta!
Early Access begins later today at 10am PT and runs through October 5th at 10am PT, with Open Beta running from October 5th at 10am PT to October 8th at 10am PT.
The Treyarch team is looking forward to hearing your feedback throughout the Beta.
Sharing your experiences is critical to making Black Ops 7 the best it can be, and the studio is already at work implementing some recent input, including feedback from Call of Duty: NEXT. The Beta also provides us with key in-game data needed to refine and optimize the experience on November 14 and beyond. We’re excited to play Black Ops 7 alongside all of you throughout the Beta!
Following the conclusion of the Beta, we’ll be sharing more on our road to launch including updates and changes based on feedback and key in-game data.
MULTIPLAYER
We can’t wait for players around the world to finally get their hands on the Beta and feel Black Ops 7 Multiplayer for themselves. The team has crafted a one-of-a-kind experience set in the year 2035 with a new arsenal of weaponry, Perks, gear, and gadgets to unleash upon the competition, and we’ve walked away from every playtest with a smile on our face. We hope that passion comes through in every match you’ll play throughout the Beta!
Early Access kicks off with three 6v6 maps, four modes, and the Training Course to get everyone up to speed on Black Ops 7’s movement and mechanics. As the Beta continues, we’ll be adding plenty of new content to dive into, including more maps, modes, weapons, gear, and Scorestreaks.
Here’s what’s coming on Day 1:
Previous
Next
Maps
Cortex
Exposure
The Forge
Modes
Team Deathmatch
Hardcore Team Deathmatch
Domination
Hardcore Domination
Hardpoint
Kill Confirmed
Training Course
For a deeper dive of information on what’s coming to the Black Ops 7 Beta, including detailed map and mode guides, check out the “Everything You Need to Know” Beta Guide at the COD Blog .
ZOMBIES
We’re beyond excited to bring Zombies to a Call of Duty Beta for the first time with Survival in Black Ops 7! We’ve seen the community discussion around timing and know there are some questions around the schedule, so we’d like to clarify before we jump into content.
Schedule
Zombies Survival will be playable for four full days beginning in Early Access on Friday, October 3 at 10am PT and ending on Tuesday, October 7 at 10am PT. That’s two days during Early Access and two more days during Open Beta, so everyone gets a chance to play a preview of what’s to come.
Why aren’t we dropping Survival earlier? Because this is the first time we’re bringing Zombies to a Beta, we want to ensure players have the most stable experience possible. The first 24 hours will be about prioritizing game stability to ensure a smooth rollout before we add a new pillar of the game to the Beta, and you’ll be able to get a head start on unlocking your Level 1-20 content today to use in Survival when it’s live tomorrow.
Gameplay
While you and your squad fight to stay alive as long as you can, you’ll be able to get your hands on plenty of new weapons, gear, and equipment. Test out the new Wisp Tea Perk-a-Cola, Fire Works Ammo Mod, and Toxic Growth Field Upgrade, and get some reps in with using Wall Jumps to evade the undead. And of course, we’ll be adding even more content to use in Zombies during the Beta as we raise the level cap further into our Beta schedule.
No Spoilers!
To preserve the day-one experience of loading up the game and discovering everything the game has to offer together as a community, there won’t be Easter Eggs or Side Quests in the Beta, and our dedicated Zombies crew will only be available at launch so everyone can enjoy their personalities and interactions on Ashes of the Damned as they're meant to be experienced. While the Necrofluid Gauntlet Wonder Weapon is also specific to the full launch map experience, you might get lucky and pull a Ray Gun or Ray Gun Mark II from the Mystery Box on Vandorn Farm!
GobbleGums
Complimentary GobbleGums will be available to use in the Beta, some of which are new additions to Black Ops 7, including Round Off, Power Vacuum, and Gift Card! Jump in and give them a try during your matches. Beta GobbleGums do not transfer to Black Ops 6 or Black Ops 7 inventories.
Augments
Our characters’ research from Black Ops 6 will be brought forth into the full Zombies experience at the launch of Black Ops 7. As the team is currently finalizing and implementing designs across all 192 Augments, these will be ready at launch, not during the Beta. Any existing Augment progress from Black Ops 6, as well as 66 new game-changing Augments, will be available on November 14.
No Round Cap
There’s no round cap in the Beta and Save & Quit will be available for Solo players, so you’ll be able to attempt some very high rounds during the Beta. This will help us test for additional stability issues that may pop up in the Beta so we can work out the kinks before launch. We'll be watching to see if any of you can make it Round 999!
Zombies Training Course
If you’re new to Zombies, we’re also adding the new Zombies Training Course to the Beta so you can learn the ropes before jumping into Survival. Good luck out there, and be sure to visit the guide for Vandorn Farm to get caught up.
Head over to the “Everything You Need to Know” Beta Guide at the COD Blog for a deeper dive into everything to expect in Zombies Survival during the Beta.
PROGRESSION
Here’s the full list of content you’ll be able to unlock and deploy in Multiplayer and Zombies Survival throughout your progression journey from Level 1 to 20 during the Early Access Beta:
Level 1: Immediate Unlocks
M15 Mod 0 (Primary Weapon, Assault Rifle)
Full-auto assault rifle. Well-rounded in its power, accuracy, and handling.
Ryden 45K (Primary Weapon, SMG)
Full-auto submachine gun. Solid balance of CQB power, handling, and recoil.
Mk. 78 (Primary Weapon, LMG)
Full-auto light machine gun. Great damage and high ammo count, limited by slower mobility and handling.
VS Recon (Primary Weapon, Sniper Rifle)
Bolt-action sniper rifle. Quick rechamber. Moderate recoil and stability.
M10 Breacher (Primary Weapon, Shotgun)
Pump-action charge shotgun. Optionally hold trigger to improve hip and ADS spread.
Jäger 45 (Secondary Weapon, Pistol)
Semi-auto pistol. Reliable sidearm with a very fast rate of fire and low recoil.
Flatline Mk. II (Melee Weapon)
Melee weapon. High damage and moderate attack speed.
Level 2: Progression Unlocks (Private II)
Beta Rewards
“Beta Player” Animated Emblem.
Default Loadout: Shotgunner
A fast-paced Loadout with a focus on close range lethality.
Level 3: Progression Unlocks (Private III)
Default Loadout: Overwatch
Sniper Rifle Loadout with an SMG backup.
Level 4: Progression Unlocks (Lance Corporal I)
Custom Loadouts
Player customizable Loadouts that allow you to select Weapons, Equipment, and Perks.
MXR-17 (Primary Weapon, Assault Rifle)
Full-auto assault rifle. Excellent accuracy and range, offset by its slower mobility and rate of fire.
Flak Jacket (Perk, Strategist)
Reduce incoming explosive and fire damage.
Level 5: Progression Unlocks (Lance Corporal II)
Sticky Grenade (Lethal Equipment)
Timed sticky grenade.
RC-XD (Scorestreak)
Deploy a small remote controlled, remote detonated explosive vehicle.
Tac Sprinter (Perk, Enforcer)
Enables Tactical Sprint but reduces your normal sprint speed.
Level 6: Progression Unlocks (Lance Corporal III)
Beta Rewards
“Gun Flex” Emote.
Cryo Freeze (Zombies, Ammo Mod)
Bullets deal frost damage. Each bullet has a chance to slow a normal or special enemy and increase the damage they receive.
Level 7: Progression Unlocks (Corporal I)
M8A1 (Primary Weapon, Marksman Rifle)
Four-round burst marksman rifle. Extreme rate of fire within the burst, balanced by moderate burst cooldown.
Flashbang (Tactical Equipment)
Blinds and deafens targets.
Lightweight (Perk, Enforcer)
Increased movement speed. Jump, slide, and dive further. Faster recovery from sliding and diving.
Level 8: Progression Unlocks (Corporal II)
Fast Hands (Perk, Strategist)
Reload and swap weapons faster. Extend fuses when throwing back grenades.
UAV (Scorestreak)
UAV recon ship that reveals enemy locations on the minimap.
Frenzied Guard (Zombies, Field Upgrade)
Repair armor to full and force all enemies in the area to temporarily target you. Armor takes all damage during this time and kills repair armor.
Level 9: Progression Unlocks (Corporal III)
Cold Blooded (Perk, Recon)
Undetectable by AI targeting and thermal optics. Player-controlled Scorestreaks don’t highlight you.
Trophy System (MP, Field Upgrade)
Area defense system destroys enemy projectiles in the air.
Cymbal Monkey (Zombies, Tactical Equipment)
Attracts zombies for a short duration before exploding.
Level 10: Progression Unlocks (Sergeant I)
Dravec 45 (Primary Weapon, SMG)
Full-auto submachine gun. Highly stable and effective at longer ranges, but with less raw CQB power.
Gung Ho (Perk, Enforcer)
Fire while sprinting. Improved movement speed while reloading or using Equipment.
Level 11: Progression Unlocks (Sergeant II)
Beta Rewards
“Beta Neon” Sticker.
HKDs (Scorestreak)
Aerial payload delivers wheeled Hunter Kill Drones which seek targets and explode.
Level 12: Progression Unlocks (Sergeant III)
Pinpoint Grenade (Tactical Equipment)
Grenade that detects enemies within its range. Close enemies are shot with tracking devices which can be removed by victims.
Blast Link (Perk, Recon)
Your explosive damage marks enemies on your minimap. Grant this benefit to all allies. Earn score when they deal explosive damage.
Fire Works (Ammo Mod)
Each bullet has a chance to launch fireworks from normal and special enemies that target enemies.
Level 13: Progression Unlocks (Staff Sergeant I)
A.R.C. M1 (Launcher)
Charge launcher. Hold trigger to charge an energy beam that pierces enemies. Deals high damage to vehicles and Scorestreaks.
Overkill (Wildcard)
Equip any non-melee weapon in Primary and Secondary slots.
Active Camo (Field Upgrade)
Become invisible for a short period of time.
Level 14: Progression Unlocks (Staff Sergeant II)
Bank Roll (Perk, Enforcer)
Start each life with +150 score toward Scorestreaks.
Control a VTOL Warship armed with a turret and air-to-land missiles.
Gunfighter (Wildcard)
Get 3 extra attachment points for your Primary weapon.
Live Issues and Feedback
Known Issues
The rate at which Overclocks are unlocked will be inconsistent and varied in the Beta compared to the experience at launch. Overclocks for certain content may progress at a faster or slower rate than intended, and player data during the Beta period will help the team dial in progression rates for launch.
In some cases, players may see their level as "Max Level" at Level 10. This is a display only issue and corrects itself once reaching Level 11. This issue will be fixed for our next live update during Beta.
In some edge cases, players may retain the Gravemaker Scorestreak after the timer expires until their next death. This issue will be fixed for our next live update during Beta.
In some cases, an error may reset the frontend UI when attempting to get a party's Player Info. This issue will be fixed for our next live update during Beta.
In a party of only two people, the non-host of the party will not be able to leave the party. A fix for this is being investigated for an update during Beta.
We’ll be tracking live issues and bugs throughout the Beta. Be sure to visit our official Black Ops 7 Trello Board and follow @CODUpdates for the latest information.
Share your feedback with us by tagging any of the official Treyarch channels on social media.
#TEAMRICOCHET
As a reminder, PC Players must have Secure Boot and TPM 2.0 enabled to play the Black Ops 7 Beta. For more information on this, check out the Beta blog from Team Ricochet or look further below for direct links to resources and guides.
We are looking forward to delivering a variety of content throughout the Beta and will be prioritizing stability as we add maps and modes.
Thank you for playing and we’ll see you in-game. GLHF!
Resources & Guides
#TeamRICOCHET is bringing Call of Duty into a new era of anti-cheat protections.
PC players: To play the #BO7Beta & Launch, you’ll need TPM 2.0 + Secure Boot ON.
Enable now to be Day One ready & join us on the journey toward the most robust protections in gaming.