It has been two weeks since we heard anything about League Of Legends: Wild Rift, and the developer has kindly shared more details about its upcoming game. As part of the ongoing Summer Game Fest, Riot published a lengthy video presentation that covers everything from characters to gameplay to skins.
There is no release date yet, but Riot expects to have the game ready before end 2020, with Brazil and the Philippines getting an early alpha.
Here is the rest of what Riot had previously announced regarding League Of Legends: Wild Rift:
GOOGLE PLAY STOREMany of you found a “testing” link that was briefly available on the Play Store. Opting into this test likely put your account in a weird state with an “Install” button that errored out. This one was our bad; we had accidentally toggled a setting that allowed you to “opt-in” to a non-existent Early Access test. If you’re affected by this, you might have to pre-register again, but everything else should be back to normal. Sorry about that!We’ve also seen reports that push notifications have been sent out to some players saying the game is available. We’re still tracking down the source of where this is happening, but to be clear: the game is not available yet, so please don’t download anything fishy! Thanks to everyone that helped us troubleshoot so far.MINSPECIn order for us to build a League experience that feels great to play, we’re still working on what our minimum device specs will be when we launch. We’re aiming to make the game available to as many devices as we can while not compromising on Wild Rift’s core gameplay.At launch, we hope to support devices with these specs and above: 1.5GB RAM, Qualcomm Snapdragon 410 processor, and Adreno 306 GPU. And yes, at launch, we’re working to support 32-bit Android processors.For iOS players, we’re aiming to have Wild Rift run on iPhone 6 and above, which we know is a little higher than what we previously announced. We’ll provide more info on this as we continue developing the game, but please know we are committed to finding ways to optimize the game for as many devices as we can.