---
id: wiki-2026-0508-미호요-mihoyo
title: 미호요(miHoYo)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [miHoYo, HoYoverse, 호요버스, 원신 개발사]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-studio, gacha, live-service, anime, china]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: C#
  framework: Unity
---

# 미호요(miHoYo)

## 매 한 줄
> **"매 anime gacha 의 global standard 를 만든 Shanghai studio"**. 2012년 상하이교통대 학생 3명이 창업, 2020년 *원신(Genshin Impact)* 으로 anime open-world + gacha 의 mainstream breakthrough 를 달성. 2022년 global brand `HoYoverse` 로 rebranding 후 *Honkai: Star Rail*, *Zenless Zone Zero* 까지 multi-IP live-service 제국으로 확장.

## 매 핵심

### 매 회사 구조
- **본사**: 상하이 (Shanghai), 중국. 매 Mihayou Network Technology Co., Ltd.
- **창립**: 2012년, Cai Haoyu (CEO) / Liu Wei / Luo Yuhao 3인 공동창업.
- **Global brand**: HoYoverse (2022~). 매 중국 외 시장은 모두 HoYoverse 명의.
- **추정 매출**: 2024년 기준 $4B+/year, 매 *원신* + *Star Rail* 합산 mobile gacha top 3 글로벌.

### 매 주요 IP
- **崩坏(Honkai) 시리즈**: Honkai Gakuen 2 (2014), Honkai Impact 3rd (2016), Honkai: Star Rail (2023). 매 turn-based RPG 로 pivot.
- **원신(Genshin Impact)** (2020): 매 anime open-world + elemental reaction combat. 매 Breath of the Wild 에서 영감 + gacha BM.
- **Zenless Zone Zero (ZZZ)** (2024): urban fantasy action ARPG.
- **崩坏: 因果律 (Honkai: Nexus Anima)** (2026 예정): 매 latest announce.

### 매 기술 stack
- **Engine**: Unity (HDRP 매 heavily customized). ZZZ 부터 매 in-house deferred renderer fork.
- **Server**: 자체 distributed backend (gRPC + custom protocol). 매 cross-platform save sync.
- **Anti-cheat**: mhyprot2.sys (Windows kernel driver) — 매 controversial.
- **Localization**: 13+ languages with full voice acting (EN/JP/KR/CN).

## 💻 패턴

### Gacha pity system (확률 보장)
```csharp
// Genshin-style soft pity at 74, hard pity at 90
public class GachaPity {
    private int pulls = 0;
    private const int SOFT_PITY = 74;
    private const int HARD_PITY = 90;

    public bool Roll5Star(System.Random rng) {
        pulls++;
        float baseRate = 0.006f;
        float rate = pulls < SOFT_PITY ? baseRate
                   : pulls >= HARD_PITY ? 1.0f
                   : baseRate + (pulls - SOFT_PITY + 1) * 0.06f;
        if (rng.NextDouble() < rate) { pulls = 0; return true; }
        return false;
    }
}
```

### Elemental reaction (Genshin)
```csharp
public enum Element { Pyro, Hydro, Cryo, Electro, Anemo, Geo, Dendro }

public static float ApplyReaction(Element atk, Element aura, float dmg) {
    return (atk, aura) switch {
        (Element.Pyro, Element.Hydro) => dmg * 1.5f,    // Vaporize
        (Element.Hydro, Element.Pyro) => dmg * 2.0f,    // Reverse Vaporize
        (Element.Pyro, Element.Cryo)  => dmg * 2.0f,    // Melt
        (Element.Electro, Element.Hydro) => dmg * 1.0f, // Electro-Charged
        (Element.Dendro, Element.Hydro) => dmg * 2.0f,  // Bloom
        _ => dmg
    };
}
```

### Live-service version cadence
```yaml
# Genshin / Star Rail 6-week patch cycle
patch_cycle: 42_days
phases:
  - day_0:  major_version_release  # 4.0, 4.1, ...
  - day_21: phase_2_banner          # mid-version character swap
  - day_35: preview_livestream      # next version
  - day_42: next_major
```

### Cross-save backend (MiHoYo Account)
```python
# Sketch of unified account → game-shard mapping
def resolve_shard(account_id: str, game: str, region: str) -> str:
    return f"{game}-{region}-{hash(account_id) % SHARDS_PER_REGION}"
```

### Hoyolab community API
```http
GET https://bbs-api.hoyolab.com/community/post/wapi/getNewListByTopic
  ?topic_id=... &page=1&size=20
Cookie: ltoken=...; ltuid=...
DS: <signed timestamp + secret hash>  # 매 in-house DS header signing
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| anime open-world reference | *Genshin* gameplay loop study |
| gacha BM 설계 | 50/50 + pity (Genshin standard) |
| turn-based gacha | *Honkai: Star Rail* 의 SP/Ult system |
| urban action gacha | *ZZZ* 의 chain combo system |

**기본값**: 매 game design reference 로 *Genshin* 의 elemental reaction + 6-week cadence 를 baseline 으로.

## 🔗 Graph
- 부모: [[Game_Studios]] · [[Gacha_Games]]
- 변형: [[HoYoverse]] · [[Cognosphere]]
- 응용: [[원신(Genshin_Impact)]] · [[Honkai_Star_Rail]] · [[Zenless_Zone_Zero]]
- Adjacent: [[Live_Service_Games]] · [[Monetization (BM)]] · [[Pity_System]]

## 🤖 LLM 활용
**언제**: anime gacha design reference, live-service cadence benchmark, Chinese game industry context.
**언제 X**: PvP-centric / esports / non-anime western RPG design.

## ❌ 안티패턴
- **"miHoYo = HoYoverse"**: 매 같은 회사지만 매 China-only 운영은 mihoyo.com, global 은 hoyoverse.com 으로 entity 분리.
- **"gacha = pure RNG"**: 매 modern miHoYo gacha 는 pity + 50/50 + soft pity curve 가 결정적, RNG 만 보면 안 됨.
- **"원신 = BotW clone"**: 매 traversal 만 inspired, combat / gacha / live-service loop 은 매 독자.

## 🧪 검증 / 중복
- Verified (HoYoverse 공식 press kit, Sensor Tower 2024 mobile revenue report).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — miHoYo studio profile + IP catalog + tech stack |
