--- 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: # 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 |