
The Duskbloods asked selected players to stress-test its online infrastructure, then failed at the one job a network test must do first: let people through the door. FromSoftware closed the August 21 opening session early after widespread server login failures left testers trapped at the title screen, repeatedly staring at an error instead of the game.
That is frustrating, but it is also precisely why closed tests exist. The more concerning part is the timing. The Duskbloods is built around PvPvE battles, meaning player-versus-player-versus-environment matches, with up to eight participants at once. Its first public-facing stress test buckled before many selected players could reach a match. A login failure is fixable. It also leaves FromSoftware with very little room to waste the remaining, tightly timed test windows.
The first closed Network Test session began on August 21 and was scheduled to run from 3:00 a.m. to 7:00 a.m. PDT, equivalent to 12:00-16:00 in peninsular Spain. Instead, players hit the same message: “Failed to log in to The Duskbloods game server. Select ‘OK’ to attempt to log in again.”
FromSoftware initially acknowledged that it was investigating login issues, then closed the session and apologized. The studio said it would continue improving the servers and announce future schedules later. That wording matters. The pre-announced slots are no longer something players should treat as guaranteed. Until the studio posts an updated notice, every remaining window is conditional.
Network tests always carry a risk of rough edges. Elden Ring’s own pre-launch test had its share of connection headaches. But those tests are meant to expose issues in matchmaking, latency, balance, and platform services. The Duskbloods did not get that far for a meaningful chunk of its selected audience. The gate itself failed.
There are legitimate local checks to make before the next attempt. FromSoftware specifically warned that wireless stability can vary by network environment, advising players to move closer to their router or modem, or use a wired connection. If the error persists, Nintendo Support’s Switch 2 online-services guidance is the next sensible stop.

Participation also requires more than downloading the client. This is a closed test for selected players, using Nintendo Switch 2 hardware and an active Nintendo Switch Online membership. A perfect Ethernet connection cannot solve missing test access, an expired subscription, or logging in outside the designated window.
That last point is easy to miss when a session dies at login. If you were locked out on August 21, do not assume your invite was broken. First confirm that the next session is live, then confirm your eligibility, then start troubleshooting your connection. That order matters, because local fixes will not bypass a closed session or a server-side shutdown.
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The original plan listed five four-hour sessions. In PDT, the advertised windows were August 21 from 3:00-7:00 a.m. and 7:00-11:00 p.m.; August 22 from 11:00 a.m.-3:00 p.m.; and August 23 from 3:00-7:00 a.m. plus 7:00-11:00 p.m.
If you saw a different set of dates, that does not necessarily mean the schedule changed. Some local-time listings roll those same blocks forward into August 24 because of time-zone conversion. That is why the test can be described as either running across August 21-23 in PDT or across August 21-24 in other regions. Both ways of presenting it point to the same five four-hour sessions that were advertised before the shutdown.
What changed is not the math. It is the certainty. FromSoftware’s apology said future schedules would be announced later, which overrides any assumption that the remaining blocks would proceed untouched. Missing a four-hour slot can already mean waiting many hours for the next one. After the opening shutdown, players should not assume a listed block is live merely because the calendar says it should be.

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FromSoftware deserves credit for closing a broken session instead of pretending repeated login prompts count as a playable test. Keeping players in a retry loop would have produced bad feedback and worse goodwill. The immediate job now is simpler and more urgent: get testers beyond the login gate and into actual matches before more limited windows disappear.
That is the practical warning here. The Duskbloods does not need launch-day smoothness in a closed network test. It does need enough successful access for the test to test something. Until players can move past the main menu, nobody learns much about how its eight-player PvPvE battles hold together under pressure, or how its Bloodsworn fighters actually feel in a live environment.
Watch for a specific revised timetable from The Duskbloods and FromSoftware, not a vague assurance that server work is ongoing. The useful update is a concrete one: which session is next, when it starts in your region, and whether players should treat the old blocks as active or discarded.
Until that happens, the smartest move is unglamorous. Keep the test client updated, make sure Share Error Information is enabled, verify your selected account and Nintendo Switch Online status, and set up the cleanest connection you can before the next announced window. If you are on Wi-Fi, move close to the router or modem. If you can go wired, go wired. If the problem survives all that during an officially active session, Nintendo Support’s Switch 2 online FAQ is the next stop.
A clean reopening would be welcome, but the next session needs more than a successful login spike. It needs enough players reaching actual matches to make the exercise useful. FromSoftware has identified the immediate failure: players could not reliably get into the test at all. Whether it can still salvage meaningful network-test time from the remaining schedule is the tension hanging over The Duskbloods now.