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hololive Dreams Launch Clock: Pre-Download Opened July 22, Servers July 23, and Two Separate App Builds

July 26, 20269 min read
hololive Dreams Launch Clock: Pre-Download Opened July 22, Servers July 23, and Two Separate App Builds

Pre-download for hololive Dreams opened on Wednesday, July 22, 2026 (JST), on the App Store and Google Play only. No Steam pre-load was ever offered, and no hour was ever published for either the pre-download or the launch itself.

Service started the next day, Thursday, July 23, 2026 (JST), on iOS, Android and Steam. Every official document from COVER Corporation, QualiArts and CyberAgent prints that date and stops there. The clock below is assembled from store metadata and one Japanese outlet, and it is labelled accordingly, because the difference between an official time and a reported one is the whole point of a launch-day page.

The launch clock

Key art frame from the official hololive Dreams game trailer showing the theme park island and the game logo

WhatWhenWhere
Pre-download opensWed July 22, 2026 (JST), hour never publishedApp Store, Google Play
Steam pre-loadNever offeredn/a
Service startThu July 23, 2026 (JST)iOS, Android, Steam
Maintenance lift, reported11:00 JST, Thu July 23Reported by Game8 JP only

The App Store metadata for both builds carries releaseDate 2026-07-22T07:00:00Z. That is not an announced time. 07:00 UTC is Apple's date-only storefront convention, midnight US Pacific, and it appears on listings that never had a published hour. Reading it as a clock produces a pre-download time that nobody at QualiArts ever set.

The 11:00 JST figure comes from Game8's Japanese page, which describes it as the moment maintenance lifted rather than as a scheduled start. It converts as follows.

ZoneReported start
JST (UTC+9)11:00, Thu July 23
UTC02:00, Thu July 23
CEST (UTC+2)04:00, Thu July 23
EDT (UTC-4)22:00, Wed July 22
PDT (UTC-7)19:00, Wed July 22

Treat that row as attributed, not confirmed. The official in-game notice says only 「2026/07/23(木)より」, from July 23, with no time. Japanese coverage on the day also noted that store propagation, not a server flag, decided when the download button actually appeared in a given region.

Two builds ship, and the link decides whether it installs

hololive Dreams is not one app with regional storefronts. It is two separate builds with different bundle identifiers, each listed in one storefront and invisible in the other.

BuildBundle IDApp StoreGoogle Play
Japangame.qualiarts.hololive.dreams.jpid6756641135, JP storefront only...dreams.jp
Globalgame.qualiarts.hololive.dreams.comid6756641249, US storefront only...dreams.com

Checked against the iTunes lookup API in both storefronts on August 1: each identifier returns zero results in the other region's store. A reader outside Japan who follows a Japanese store link gets a dead page, not a download, and the reverse holds for a Japanese account following a global link. Most launch-day coverage published the Japanese listing and left it at that.

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"Worldwide", with an asterisk

Both COVER and CyberAgent wrote the release as "Simultaneously Worldwide*", and the asterisk resolves to a footnote: 「一部エリアを除く」, excluding certain regions. No official document names which regions those are. Coverage that drops the asterisk and writes a flat "worldwide launch" is reporting a claim the publisher declined to make.

Six languages ship in the client: English, Indonesian, Japanese, Korean, Simplified Chinese and Traditional Chinese. The App Store age rating is 12+.

Storage, which decides whether you install before servers open

Frame from the full-length official hololive Dreams game trailer showing rhythm stage and park building footage

StageSize
Store install, both iOS builds, v1.0.100603,417,600 bytes (~603 MB), T1
First in-game data download~4 GB, T2
Full download including music videos~18 GB, T2
Steam listed free-space requirement50 GB, T2

That ladder is the reason pre-download mattered. The 603 MB store package is the only part a pre-download covers; the roughly 4 GB first boot pull, and the roughly 18 GB full set with every MV, both land after servers open. The floor is iOS 16.0 or iPadOS 16 on Apple hardware (T1, store metadata) and Android 11 with 4 GB of RAM (T2). Steam asks for Windows 10 64-bit and 8 GB of RAM.

On July 22, during pre-download and before any server opened, Japanese coverage recorded the app at the top of App Store free-game charts in several countries and regions (T2).

Steam is not at parity

Two carve-outs were flagged by the official English account and have not appeared in any press release: rhythm scores earned on the Steam version are ineligible for rankings, and some purchasable items are unavailable there. Both are T2 and pending in-client confirmation. Save data syncs between mobile and Steam through an account-linking ID, also T2: no official sentence states it, though Famitsu and the store copy both describe synced data.

The Steam app is 4282500, with QualiArts, Inc. listed as both developer and publisher.

Who actually made it

Distribution is QualiArts, Inc. Development and live operations are COVER Corporation and QualiArts jointly, the split printed as 開発・運営 in the Japanese release. QualiArts is a consolidated subsidiary of CyberAgent, Inc., and the copyright line reads Ⓒ COVER / Ⓒ QualiArts, Inc.

So this is neither a pure first-party build nor a licensing deal handed to an outside studio. COVER holds the IP and shares the operations desk with a CyberAgent studio. That structure is why the launch documents come out of three corporate newsrooms at once.

What launched: 54 talents, 150+ songs

Talent introduction frame from the official hololive Dreams channel featuring the hololive English Myth generation

54 hololive talents are playable from day one, across the JP, EN and ID branches. At account creation a reroll gacha lets a new player keep one ★5 card of the talent of their choice, which is the ceiling rarity. The base ★5 rate is reported at 5% by Japanese wikis and is in no official document, so treat it as T2. No pity structure has been published at all.

The setting in the official copy is an uninhabited island where the player develops a theme park with hololive members, unlocking talents through member quests. Descriptions of a walkable castle-and-plaza hub circulated at launch and match no official wording.

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The rhythm layer

EXPERT difficulty gameplay from the official channel, showing the note lane and combo counter over a music video backdrop

Stages play over official music videos and live concert footage. Original Chart, called 「クリエイト譜面」 in Japanese, lets players build, publish and play each other's charts. An auto-play option exists for players who want the collection and park layers without hitting notes.

The setlist and the 15-day drip

Frame from the official music video for the hololive Dreams theme song Yumeiro Wonder

150+ songs shipped at launch, named ones including ビビデバ (BIBBIDIBA), Shiny Smily Story and BLUE CLAPPER, plus covers of 勇者 (The Brave), メギツネ (Megitsune) and わたしの一番かわいいところ. The theme song is 『夢色ワンダー』.

The 「15日連続25曲追加キャンペーン」 adds 25 more tracks across 15 consecutive days from launch. Famitsu named Bling-Bang-Bang-Born, 六兆年と一夜物語 and 千本桜 among them. Counting July 23 as day one puts the last of the 25 on August 6.

The 1.5 million payout, already banked

Talent introduction frame from the official hololive Dreams channel featuring the hololive English Advent generation

Pre-registration passed 1.5 million before launch, announced in the July 22 pre-download release. The 1.3 million figure still circulating belongs to the July 3 date reveal and was overtaken weeks before servers opened. The full package was not a pending milestone at launch: all eight lines were delivered at service start.

ItemQuantity
Diamonds2,500, one 10-pull, unlocked at the 500K tier
★4-or-higher guaranteed gacha ticket1
Gacha Ticket5
Music Disc3
Memory「Live Stage 昼/夜」1 set
Memory「Park 昼/夜」1 set
Dot Sunglassesall 54 talents
Kawaii Hairpinall 54 talents

The milestone ladder those items came from is fan-aggregated and T2: 500K diamonds, 600K Memory Live Stage, 700K Memory Park, 800K the ★4+ ticket, 900K the Music Discs, 1.0M five gacha tickets plus Dot Sunglasses, 1.3M three more tickets, 1.5M five more tickets plus the Kawaii Hairpin. The itemised list of what actually landed is T1.

A separate Release Celebration Login Bonus pays another 2,500 diamonds, a second 10-pull, across its login window.

How it got here

Frame from the official hololive Dreams teaser trailer, the first asset published for the project

DateEventTier
March 9, 2025Teased as "DREAMS" at hololive 6th fes. Color Rise HarmonyT2
December 31, 2025Final title confirmedT2
January 8, 2026Details shown in a special broadcastT2
March 11, 2026Global pre-registration opensT1
July 3, 2026July 23 worldwide* date announced, Steam confirmed, 1.3 million registrationsT1
July 21, 2026Official system-requirements notice publishedT1
July 22, 2026Pre-download opens, 1.5 million registrations passedT1
July 23, 2026Service start on iOS, Android and SteamT1

Three things that will settle the open questions

The excluded regions. COVER has never named them, and the only way the list becomes public is a store page that fails to appear for a specific country. Until then "worldwide*" stays a footnote with no contents.

The Steam carve-outs. Ranking ineligibility and missing purchasables are both attributed to a single account post, not to a press release. An in-client check of the ranking screen and the shop settles both.

The rates. A 5% ★5 rate is fan-reported, and no pity structure has been published anywhere. The in-game rate disclosure is the only document that closes that gap.

FAQ

What time did hololive Dreams launch? No hour was ever published by COVER, QualiArts or CyberAgent. Game8 JP reports maintenance lifting at 11:00 JST on July 23, which is 02:00 UTC, and that is the only figure available.

When did pre-download open, and was there a Steam pre-load? Pre-download opened on July 22, 2026 (JST), on the App Store and Google Play. There was no Steam pre-load.

Which app should I install, the Japanese one or the global one? The global build is App Store id6756641249 and Google Play package game.qualiarts.hololive.dreams.com. The Japanese build, id6756641135, is listed in the Japanese storefront only and will not appear elsewhere.

How much space does hololive Dreams need? The store install is about 603 MB. Budget roughly 4 GB after the first in-game download and up to about 18 GB with every music video. The Steam listing asks for 50 GB free.

Is my country excluded? Possibly, and no list exists. The official wording is "Worldwide*" with the footnote "excluding certain regions", and those regions are not named in any document.

Did late pre-registrations still get the rewards? Yes. The full eight-item package unlocked before launch and was delivered at service start, including 2,500 diamonds, six gacha tickets in total, three Music Discs, two Memory sets and two accessories for all 54 talents.

Is the Steam version identical to mobile? No. Rhythm scores on Steam are reported ineligible for rankings and some purchasable items are unavailable there. Save data syncs between platforms through an account-linking ID.

How many talents and songs are in the game? 54 talents and over 150 songs at launch, with 25 more songs added across 15 consecutive days from July 23.

Ready for review Central evidence level: T1 for the dates, builds, credits and reward package. The launch hour, the storage ladder beyond the store install, the ★5 rate and the Steam carve-outs are T2 and labelled in place. Sources: QualiArts pre-download PR, QualiArts launch PR, COVER launch PR, CyberAgent, App Store global, Google Play global, Steam