Playtesting for indie PC games

Find out what’s holding your game back.

Ten players from your genre each play your game for an hour. We turn their sessions into a clear report on where they got stuck, what they missed and what to fix first, with the clips to prove it.

Not ready to book yet? Start with a free trial →

Players from your genre Every tester under NDA €499, fixed price
Playtest Report · Emberwake Hollow v0.3.2
Priority Finding ● High

Players walk straight past the enchantment shrine.

7/10
Players
3
Clips
7
Survey mentions
Priority: High Evidence: Strong 01:50
Clip 01 · T01 Tutorial Zone
Gameplay footage
01:50
60:00

T01 walks past the enchantment shrine with the Enchant prompt on screen.

The problem

You know how your game works. New players do not.

After months of development, it’s hard to see your game the way a new player does. You know where to go, what everything does and how it all fits together, because you built it.

New players arrive with none of that. They walk past prompts, miss objectives and give up before the best part, and most of them never tell you why.

Lost after the tutorial

They finish the tutorial with no idea where to go next.

Blind to the objective

The goal is right there on screen, and they still don’t see it.

Walking past what matters

Nothing told them the lever, the bench or the side path was usable, so they walked on.

Getting it too late

The core mechanic finally clicks, after they’ve stopped having fun.

The solution

Hours of gameplay, turned into a report you can read in one sitting.

We recruit the players, review every session and write up what we find. You see what went wrong, watch the clips that prove it and know what to fix first.

1

Players from your genre

We pick people who already play games like yours, so their feedback reflects your real audience.

2

Every session recorded

Each player records their screen and audio for the full hour, then answers a survey on what was clear and what wasn’t.

3

The key moments, clipped

Watch the key moments in short clips instead of scrubbing through hours of footage.

4

A report written by a person

Problems are ranked by how many players hit them, so you know what to fix first. Each one comes with the clips and survey answers behind it.

Playtest Report · Emberwake Hollow v0.3.2

Executive Summary

10
Players tested
From your genre
6/10
Reached the boss
Within the hour
3.7/5
Enjoyment
Survey average
Top Priority Finding

Players walk straight past the enchantment shrine

7 of 10 players skipped enchanting in the tutorial, then struggled through Level 1 under-powered.

High Priority Evidence: Strong

Findings Overview

Finding Players Evidence Priority
Enchanting skipped 7/10 Strong High
First equip stalls 8/10 Strong High
Hits hard to read 6/10 Strong Medium
Level 3 backtracking 4/10 Moderate Medium

Survey Snapshot

“Overall, I enjoyed the session” (1 to 5)

5
10%
4
60%
3
20%
2
10%
1
0%

Recommended Focus

Make enchanting part of the tutorial
Make the first equip obvious
Make hits read clearly on fast enemies

Gameplay Evidence

Gameplay clip: player walks past the enchantment shrine
01:50

Clip 01 · T01

Walks past the enchantment shrine with the Enchant prompt on screen.

Clip 01 of 12 in the report

Interactive · All 7 sections included

The process

How it works

Send us your build and tell us what you want to learn. We handle everything else.

1

You send your build

Share your PC build, your genre and what you want to find out.

2

We plan the playtest

We go through your goals with you and shape the session around what you most need to learn.

3

Ten players play it

Ten players from your genre each play for an hour, record their session, then fill in a survey.

4

We find the patterns

We go through every session and survey to find the problems that keep coming up, and pick out the clips that show each one.

5

You get the report

We send you the top three findings within 48 hours of the last session. The full report follows, with the evidence behind every finding and what to fix first.

If a bug stops players from progressing, we tell you straight away rather than waiting for the report.

Working to a date like Steam Next Fest? See when to book →

The package

Player Insight Playtest

One fixed price covers everything. We recruit ten players from your genre, review every session and send you a ranked report showing what to fix first.

€499

Introductory package · Fixed scope · One-off

Roughly what ten players cost on a subscription testing platform, but you get a finished report instead of ten hours of footage to watch. One payment, nothing to cancel.

10 genre-matched players
60-minute structured play sessions
Recorded gameplay and audio
Player survey and feedback
Curated clips and key timestamps
Human-reviewed insight report
Clear priorities for your next build
First findings in 48 hours, full report in 4 days

What we need from you

·A playable PC build
·Your target player and genre
·What you want to find out, and any deadline you’re working to
·Any known issues to set aside

We handle recruiting, scheduling and the report. You never have to attend a session or watch a recording.

Report guarantee: If your report has fewer than three evidence-backed priority findings, we add a focused follow-up review at no extra cost.

Need extra testers, longer sessions, full recordings or a debrief call? We can quote for those separately.

Questions we answer

What do you need to know about your game?

Tell us, and we’ll build the session around it. Any playable PC build works, at any stage of development. Here are six questions developers often ask.

Something else on your mind? Ask it in the booking form →

Free trial

Try us for free before you book.

Two players from your genre each play your game for an hour, focused on one question you choose. You get a short written summary of what we found. It’s free, one per studio, and we don’t ask for card details.

Start My Free Trial
2 players from your genre
60 minutes of play each
One question you choose
Short written findings
Genre matching

A horror player and a cosy sim player will tell you different things.

Every genre teaches players what to expect. Show a tactical RPG to someone who only plays shooters, and their honest feedback could send you in the wrong direction.

We match your game with players who already play your genre, so they notice what your future buyers will notice.

Genres currently in our tester pool

Shooter Horror RPG Strategy Action Survival Roguelite Adventure Platformer Puzzle Open World Simulation Co-op Sandbox Fighting Racing Sports

Genre not listed? Ask us. If we can’t find the right players, we’ll tell you before you book.

Roguelite
Roguelite

Quick to judge build variety, difficulty and whether each run feels different.

Cosy Sim
Cosy Sim

Sensitive to pacing, clear goals and whether the daily routine stays relaxing.

Horror
Horror

Tuned to tension, atmosphere and sound, and quick to notice when a scare falls flat.

Strategy
Strategy

Expect clear information and decisions that feel like they matter.

Transparency

AI helps us sort the evidence. A person makes the final call.

We use AI tools to transcribe sessions, log what happens on screen and group similar feedback. A person then reviews the evidence and signs off every finding, priority and recommendation before you see it.

Every finding comes from real players playing your game.

Priority findings are backed by clips, survey answers or both.

A person reviews every report before it reaches you.

Your build and session footage stay confidential.

FAQ

Common questions

A few things developers usually ask before booking.

Playable indie PC games in 17 genres, from roguelites and horror to strategy and racing. You can book at any stage of development, from a first vertical slice to a release candidate. Many teams book ahead of a demo, Steam Next Fest or a major update.

Yes. Their pay doesn’t depend on what they think of your game, and we screen every tester for honest, specific feedback before they join. Most of the report rests on what players actually did, so a polite survey answer can’t hide five minutes spent lost.

Steam Playtest and Discord get your game played, but you rarely see what happened. The feedback mostly comes from people who already like your game, and the players who drop off usually leave without saying why. With us, ten players from your genre play your game for the first time and record every minute. You get a written report on where they struggled, why it happened and what to fix first.

Every tester signs an NDA before they play your build. Your build, the footage and the survey answers stay confidential from start to finish.

No. We focus on how players experience your game, including what confuses them, what they enjoy and where they get frustrated. If a serious bug stops a session, we’ll tell you straight away, but finding bugs isn’t part of the service.

We email you the top three findings within 48 hours of the last session, and the full report within 4 days. We confirm exact timing with you before anything is booked.

Get started

Fix the problems before your players find them.

Tell us about your game and what you need to know. We reply within 48 hours, and nothing is booked or paid until you approve the plan.

Player Insight Playtest

A complete playtest
for one fixed price.

Ten players from your genre each play your game for an hour. We write up where they got stuck, what they missed and what they loved, backed by clips, player counts and survey answers. You can book at any stage of development, from a first vertical slice to a release candidate.

Players from your genre Evidence behind every finding Done for you, start to finish
10
Genre-matched PC players
60
Minutes per session
4
Days to your report after sessions end
€499
Introductory package

Playtest Pilot was founded by Hugo Mendes, whose games industry experience includes Rockstar Games and Ubisoft. Hugo reviews every report before it reaches you.

Rockstar Games Ubisoft Sports Interactive PlayFusion
Is it right for you?

Made for small teams who need answers fast and don’t have time to watch hours of footage.

A good fit if you…

Have a playable PC build, at any stage of development

Want to know if your onboarding works, how players react to a new feature, or where they lose interest

Are preparing for a demo, Steam Next Fest, a pitch or a launch, or are between milestones

Want findings you can back up with clips and numbers

Don’t have time to watch hours of footage and work out what it means

Not the right fit if you…

Need bug QA or technical testing only

Do not yet have a playable build

Need console, mobile, or handheld testing

Want hundreds of testers or a self-serve analytics dashboard

Want us to design the fixes for you

Why not just ask your community?

Comments tell you what players think. A playtest shows you what they do.

Steam Playtest

Gets your build in front of players. You still have to work out who they were, what they did, and what it means.

Discord and forum feedback

Comes from fans who already know how your game works. You hear their opinions, but you never see them play.

Friends and family

They know you and want to be kind, and most of them don’t play your genre.

With a playtest, ten players from your genre play your game for the first time and record every minute. You get a report on where they struggled, why it happened and what to fix first.

The report

Every finding comes with the proof.

Each finding shows how many players it affected, the clips where it happens and what players said about it. Your team can decide what to fix first based on evidence rather than gut feeling.

01

Executive summary

Your brief, headline results, and a reviewer's note

02

Priority findings with impact levels

Friction points ranked by impact, with player counts and evidence

03

Player behaviour patterns

Session timeline, zone progression, and friction moments

04

Survey results and key player comments

31-question survey on 1 to 5 scales, including where players would have stopped

05

Gameplay clip references and timestamps

Timestamped clips linked to specific findings across all sessions

06

Recommended focus areas

Focus areas ordered by player impact, and what to test next

07

Tester profiles and session outcomes

Genre fit, playstyle, and per-tester session notes

Playtest Report · Emberwake Hollow v0.3.2
Executive Summary
10
Players tested
60 min
Per session
3.7/5
Enjoyment

Combat, atmosphere and the boss fight worked well. New players were lost in the first 20 minutes: 7 of 10 walked past enchanting and 8 of 10 stalled on the first equip.

What worked
Combat feel · Atmosphere · Boss fight
Needs attention
Enchanting in the tutorial · First equip · Hit feedback
2
High priority
2
Medium priority
1
Low priority
High-level preview only. The full report contains all findings, evidence, and clips.
The process

From your build to the final report.

Six steps. Most of your part is done in the first two.

1

Submit project details

Tell us about your game, your genre, your build and what you want to learn. If there’s a deadline, like a demo or Steam Next Fest, we plan the test around it. The more you tell us, the more useful the report.

You ~5 minutes
2

Confirm scope and fit

We review your request, confirm we’re a good fit and agree with you what the playtest should answer. Nothing is booked until you approve the plan.

You and us Within 48 hours
3

Recruit genre-matched players

We handpick ten players from our vetted pool who play your genre and match your target audience. We choose them based on the games they actually play, and brief each one on the session before it starts.

Us 2–3 days
4

Players play your game

Each player plays your build for 60 minutes on their own PC, recording their screen and audio, then fills in a survey. You don’t need to be there. If a serious blocker shows up across several players, we tell you straight away.

Us 3–5 days
5

Analyse the evidence

We review every session, find the problems that keep coming up and check them against the survey answers, then pick out the clips that show each one. Within 48 hours of the last session, we email you the top three findings so you can start on them while we finish the full report.

Us Up to 4 days
6

Receive your report

The full report covers a summary, ranked findings, player behaviour, survey results, timestamped clips, what to fix first and tester profiles. It arrives within 4 days of the last session.

Delivered to you Within 4 days
Our method

Why you can act on what we find.

Three things stand behind every finding in your report.

Player matching

Why genre-matched players matter.

Players who already love your genre know what your audience expects, so their feedback applies to the game you’re actually making.

Genre-matched feedback

Understands the genre's conventions and expectations

Spots what breaks immersion or feels off for the audience

Gives feedback that is closer to your real target player

Easier to act on, because it reflects what your audience expects

Random feedback

May miss genre conventions entirely

Honest feedback that can still point you the wrong way

Harder to judge which findings matter for your actual audience

Hard to tell the useful feedback from the noise

Pricing

One package, one price.

You know exactly what you’re getting before you book.

Player Insight Playtest
€499

Introductory package · One-off price

Fixed scope

Roughly what ten players cost on a subscription testing platform, but you get a finished report instead of ten hours of footage to watch. One payment, nothing to cancel.

10 genre-matched players
60-minute structured play sessions
Recorded gameplay and audio
Player survey and feedback
Curated clips and key timestamps
Human-reviewed insight report
Clear priorities for your next build
First findings in 48 hours, full report in 4 days

Report guarantee: If your report has fewer than three evidence-backed priority findings, we add a focused follow-up review at no extra cost.

We confirm scope and timing with you before anything is booked. Extra testers, longer sessions, full recordings or a debrief call can be quoted separately.

What we need from you

·A playable PC build
·Your target player and genre
·What you want to find out, and any deadline you’re working to
·Any known issues to set aside

We handle recruiting, scheduling and the report. You never have to attend a session or watch a recording.

Best for: any playable PC build, at any stage of development.

Free trial

Not ready for ten players? Start with two, free.

Two players from your genre each play your game for an hour, focused on one question you choose, and you get a short written summary of what we found. It’s free, one per studio, and like the full package it needs a playable PC build.

Start My Free Trial
2 players from your genre
60 minutes of play each
One question you choose
Short written findings
FAQ

Questions before you book.

If something isn't covered here, you can ask when you submit your booking request.

No. We focus on how players experience your game, including what confuses them, what they enjoy and where they get frustrated. If a serious bug stops a session, we’ll tell you straight away, but finding bugs isn’t part of the service.

Yes. Testers sign an NDA once, before their first build access. It covers every project after that, so there's no need to re-sign for each new build.

No. You need a playable PC build with about an hour of content. Vertical slices, demos, early access builds, and milestone builds all work.

Either works. Many teams book ahead of a demo, Steam Next Fest, a pitch or a launch, and we plan the playtest around that date. You can also book at any stage of development with a playable build: checking a combat change mid-development, finding out where players stop, or testing a new opening.

Two players from your genre each play your game for an hour, focused on one question you choose. You get a short written summary of what we found. It’s free, one per studio, and we don’t ask for card details. Request it through the booking form.

Yes. Before testing starts, we work out with you what you most want to learn and build the session around it. That might be onboarding, combat, pacing, difficulty or any part of the game you’re unsure about.

Most. Our tester pool currently covers shooter, horror, RPG, strategy, action, survival, roguelite, adventure, platformer, puzzle, open world, simulation, co-op, sandbox, fighting, racing, and sports games. We choose players based on the games they actually play. If we can’t find the right players for your genre, we’ll tell you before you book.

The standard package includes the clips and timestamps behind each finding. Full session recordings are available as an extra, and we can arrange them when we plan your playtest.

We email you the top three findings within 48 hours of the last session, and the full report within 4 days. If a serious blocker shows up during sessions, we tell you straight away.

If a technical problem stops a tester from completing a valid session, we replace them. Every playtest includes ten completed sessions.

Findings come from patterns across sessions. One player’s comment never becomes a priority finding on its own; it has to show up in other sessions or in the survey too.

Yes. Their pay doesn’t depend on what they think of your game, and we screen every tester for honest, specific feedback before they join. Most of the report rests on what players actually did, so a polite survey answer can’t hide five minutes spent lost.

They get your game played, but you rarely see what happened. The feedback mostly comes from people who already like your game or know you, and the players who drop off usually leave without saying why. With us, ten players from your genre play your game for the first time and record every minute. You get a written report on where they struggled, why it happened and what to fix first.

Windows PC builds only for now. We don’t offer console or mobile testing yet.

Every tester signs an NDA before they play your build. Your build, the footage, the survey answers and the report stay confidential from start to finish.

No. AI helps transcribe sessions and organise the evidence. A person reviews every finding, priority and recommendation, and Hugo signs off every report before it reaches you.

Get started

Find out what works, what doesn’t and what to fix first.

Tell us about your game and what you need to know. We reply within 48 hours, and nothing is booked or paid until you approve the plan.

Sample Report

Your playtest, turned into a clear report.

Emberwake Hollow is a made-up game, but this is the real report format, section by section. Yours will have the same depth of evidence, built from ten players playing your build.

10 genre-matched players 60-minute sessions PC playtest Tactical Roguelite 4-day delivery

All player data and game details are fictional and created for illustration purposes only.

Player Insight Playtest Report

Emberwake Hollow v0.3.2

Tactical Roguelite Sample Report

Report ID

PP-SAMPLE-01

Delivered

12 Oct 2026

Contents

Session Summary

Players 10
Session length 60 min
Total gameplay 600 min
Clips curated 12

All testers signed NDAs. Player identities are anonymised in all reporting.

01

Emberwake Hollow v0.3.2: Overview

The brief

The studio asked, in their own words: “We’re taking Emberwake Hollow to Steam Next Fest and want to know how it plays for someone new. Do players understand what to do without us explaining? Does combat feel good? Where do people lose interest? And what do they enjoy most?”

Context: a public demo planned for Steam Next Fest in February 2027. Sessions covered the full demo, from the tutorial to the Boss Zone.

7/10
Skipped enchanting in the tutorial
6/10
Reached the Boss Zone within the hour
4/10
Would have stopped early if not paid (survey)
3.7/5
Overall enjoyment (survey)
4.1/5
“Combat felt good to play” (survey)
2.3/5
“I knew what I was supposed to be doing” (survey)
600
minutes of gameplay
6/10
would wishlist the game
31
survey questions per tester
5
priority findings raised

Emberwake Hollow v0.3.2 has a strong core. Combat was the best-rated part of the survey (4.1 out of 5), atmosphere and audio were praised without prompting, and all 6 testers who reached the Boss Zone beat it within the hour.

The problem is getting there. Enchanting, the system the game’s progression is built on, was walked past by 7 of 10 players in the tutorial, and the first equip stalled 8 of 10 for an average of 21 seconds. Every tester who failed to reach the boss had skipped enchanting, and 4 of 10 say they would have stopped before the hour if they hadn’t been paid to play.

Positive signal: Combat feel and atmosphere carry the session. “Atmospheric” was the most common single word in open answers, and 5 of the 6 testers who beat the boss reacted positively out loud.

Watch: Level 3 lost 4 players. All four backtracked looking for something they thought they had missed, and all four had skipped enchanting. Part of this may be knock-on from the tutorial, so re-test it after the tutorial changes (see 06).

Highest priority: 7 of 10 players walked past the enchantment shrine with the prompt on screen. Those who skipped it described Level 1 as hard rather than recognising they were under-powered.

The atmosphere is really strong. Once I understood what I was doing in the second level, I got properly hooked. I just wish the start had been clearer about what I was supposed to be doing.

Tester T02 · Roguelite and tactical strategy player · Survey answer

Your questions, answered

Q1

Do players understand what to do without help?

Not in the first 20 minutes. 7 of 10 walked past the enchantment shrine in the tutorial, 8 of 10 got stuck on their first equip, and “I knew what I was supposed to be doing” averaged 2.3 out of 5. Most had found their feet by Level 2.

Q2

Does combat feel good to play?

Yes. Combat was the best-rated part of the survey at 4.1 out of 5, and 7 of 10 said something positive about it during their first fight. The one weakness is hit feedback: 6 of 10 couldn’t always tell when their attacks connected, especially against fast enemies.

Q3

Where do players lose interest?

In two places. 2 testers say they would have stopped during Level 1, after struggling without enchantments, and 2 in Level 3, where they backtracked looking for something they had missed. Testers are paid to play the full hour, so this survey answer stands in for drop-off.

Q4

What do players enjoy most?

Combat, the atmosphere and the boss fight. “Atmospheric” was the most common word in open answers. Players who reached the boss called the fight a highlight, one describing it as “genuinely exciting”, and 5 of the 6 cheered or reacted positively out loud when they won. The only complaint was its audio mix, raised by 4 of the 6.

Q5

Is the demo ready for Next Fest?

Nearly. 6 of 10 players would add the game to their Steam wishlist and 3 more said maybe. Fix the tutorial and the first equip first, because the first 20 minutes are what most demo players will see.

Reviewer’s note

If you change one thing before Next Fest, make it the tutorial. It is the clearest pattern in this report: the three players who found enchanting all reached the boss, and the seven who didn’t lost time somewhere along the way.

I would hold the Level 3 finding more loosely. Four players is a real pattern, but all four had also skipped enchanting, so part of what looks like a pacing problem may be under-powered players losing confidence. Fix the first twenty minutes, then look at Level 3 again before redesigning it.

The combat is the best thing in this build. Protect it while you change everything around it.

Hugo Mendes · Founder, Playtest Pilot · Reviewed the evidence from all 10 sessions

Build readiness

Ready for a public demo once the two high-priority areas are addressed.

Combat, atmosphere and the boss fight are strong enough to show. The tutorial and the first equip are where new players are being lost, and both sit in the first 20 minutes, which is the part most Next Fest players will see.

Working well

Combat feel, atmosphere, ambient audio, the boss fight

Before the demo goes public

Enchanting in the tutorial (F#1), the first equip (F#2)

Next, then re-test

Hit feedback on fast enemies (F#4), Level 3 direction (F#3), boss audio mix (F#5)

What this report can and can’t tell you

  • 10 players, one 60-minute session each, on one build (v0.3.2). It shows first impressions, not long-term retention.
  • Sessions are unmoderated recordings of the screen, game audio and the tester’s voice. We see what players did and hear what they said; we don’t see their faces.
  • Testers are paid to play the full hour, so session length can’t show drop-off. Instead, the survey asks whether they would have stopped early if they weren’t being paid.
  • Patterns seen in 4 or 5 players are worth acting on but are not certainties. Player counts are on every finding so you can judge for yourself.
02

5 findings, ranked by player impact

Each finding below is supported by behaviour seen across several sessions. A single player’s comment is not treated as a priority finding unless wider patterns support it. Quotes are verbatim.

#1 High
Tutorial Zone

Players walk straight past the enchantment shrine

Enchanting is the core of the game’s progression, and 7 of 10 players walked past the enchantment shrine in the tutorial without using it.

  • Players passed the shrine with the interaction prompt on screen; three slowed near it, then moved on
  • They entered Level 1 at base power, with nothing in their commentary to suggest they knew they could get stronger
  • 3 of the 7 voiced frustration in their first combat encounter, calling the game hard rather than recognising they were under-powered
3 clips 7 survey mentions 7 of 10 players Evidence: Strong
“I didn’t realise I could enchant anything until I was halfway through the second level. I thought I was just bad at the game.”T05 · Survey answer
#2 High
Level 1

The first equip stalls almost every player

8 of 10 players hesitated at their first item pickup, taking an average of 21 seconds to equip it.

  • Nothing on screen shows where a newly picked-up item goes
  • Players opened and closed the inventory repeatedly, or tried drag-and-drop and keyboard shortcuts, before finding the equip action
  • The longest took 48 seconds (T02); two players asked out loud “how do I equip this?”
2 clips 5 survey mentions 8 of 10 players Avg. 21s to equip Evidence: Strong
“I picked up the sword but had no idea what to do with it. No arrows, no tooltip, nothing. I just sat there clicking through menus.”T06 · Survey answer
#3 Medium
Level 3

Players lose direction between Level 3 and the Boss Zone

4 of 10 players backtracked from Level 3 looking for something they thought they had missed, and none of the four reached the Boss Zone within the hour.

  • Two went back as far as Level 2, found nothing new, and returned at a noticeably slower pace
  • Movement slowed and commentary dropped off between the Level 2 exit and the boss entrance in all four sessions
  • All four had also skipped enchanting in the tutorial, so under-powered players losing confidence may be part of the cause
1 clip 4 survey mentions 4 of 10 players Evidence: Moderate
“Level 3 felt like a corridor with nothing in it. I stopped and thought: is this it?”T08 · Survey answer
#4 Medium
Level 1–2

Players can’t tell when their attacks hit

6 of 10 players could not reliably tell whether their attacks were connecting, which undermined their sense of control in combat.

  • Enemies show no visible reaction to a hit until they die, and there is no distinct impact sound
  • Worst against the faster enemy types, where the attack animation and enemy movement overlap
  • Players questioned their own attacks out loud in 3 sessions (“is this working?”, “am I even hitting it?”)
3 clips 6 survey mentions 6 of 10 players Evidence: Strong
“I kept swinging and couldn’t tell if I was hitting anything. The enemies didn’t react until they just died.”T03 · Survey answer
#5 Low
Boss Zone

The boss fight’s audio mix drowns out the atmosphere players praised

4 of the 6 players who reached the boss described its sound effects as jarring, in contrast to the dungeon audio they had praised earlier.

  • The contrast was the complaint: players liked the audio right up to this point
  • T01 lowered the system volume mid-encounter, visible in the screen recording
  • Audio was named unprompted as a strength elsewhere, so this protects something that already works
1 clip 4 survey mentions 4 of the 6 who reached the boss Evidence: Moderate
“The music in the dungeon was genuinely great. Then the boss started and it just felt like noise.”T01 · Survey answer
03

Where players spent their time and where friction emerged

A typical 60-minute session

Tutorial
Combat
Level 1
Level 2
Level 3
Boss Zone
0:00 8:24 13:48 27:36 39:00 48:00 60:00

Median time each zone was entered, across the testers who reached it. Moment timestamps are from the clip that best shows each one.

Key friction moments

1:50 F#1 Enchantment shrine passed without interaction · 7 of 10 players · Tutorial Zone
15:40 F#2 First item pickup: 21 seconds on average to equip · 8 of 10 players · Level 1
32:40 F#4 Hit feedback unclear on faster enemies · 6 of 10 players · Level 2
43:00 F#3 Backtracking from Level 3 begins · 4 of 10 players · Level 3
50:13 F#5 Boss audio mix jars · 4 of the 6 who reached the boss · Boss Zone

Player progression by zone

10

Tutorial

100%

10

First Combat

100%

10

Level 1

100%

10

Level 2

100%

10

Level 3

100%

6

Boss Zone

60%

ZoneTypical timePlayersObservations
Tutorial Zone8m 24s10 / 107 of 10 walked past the enchantment shrine. Longest time in the zone: T03 at 13m 12s.
First Combat5m 24s10 / 103 players died on their first attempt and 2 voiced frustration. 1 paused for 90 seconds before continuing.
Level 113m 48s10 / 10First-equip hesitation peaks here, averaging 21 seconds. Hit feedback issues begin in the second group of enemies.
Level 211m 24s10 / 10Equip friction largely resolved. Hit feedback issues peak with the faster enemy types in this zone.
Level 39m 00s10 / 106 players passed through in about nine minutes. The other 4 backtracked and were still in Level 3 when the hour ended.
Boss Zone12m 00s6 / 10All 6 beat the boss within the hour. 4 of the 6 commented on the audio mix.

Common friction points

8

First item pickup: hesitation before equipping (avg. 21 seconds)

7

Enchantment shrine passed in the tutorial

6

Unsure whether attacks were hitting

4

Backtracking from Level 3, unsure of the way on

4

Boss audio mix described as jarring (of the 6 who reached the boss)

Per-session observations

IDDurationKey observationReached
T0160 minSkipped enchanting in the tutorial; adapted mid-Level 1 after 3 failed encounters. Voiced frustration once, then recovered. Lowered the volume in the boss fight.Boss Zone
T0260 minSkipped enchanting. Longest first-equip hesitation in the panel (48s). Strongest praise for the atmosphere; called the dungeon art “genuinely eerie” unprompted.Boss Zone
T0360 minLongest tutorial in the panel (13m 12s). Noticed the enchantment shrine but did not use it. Paused for 67 seconds at the Level 3 entrance, then backtracked.Level 3
T0460 minOne of 3 testers to use the enchantment shrine in the tutorial. Equipped the first item in under 5 seconds. No significant friction moments in the footage.Boss Zone
T0560 minSkipped enchanting. The most vocal tester; commentary gave the clearest account of the tutorial confusion as it happened.Boss Zone
T0660 minSkipped enchanting. Backtracked from Level 3 three times looking for the way on; still in Level 3 when the hour ended.Level 3
T0760 minUsed the enchantment shrine in the tutorial. Most affected by hit feedback; adapted by the middle of Level 2 and named combat pacing as a highlight.Boss Zone
T0860 minSkipped enchanting. Says they would have stopped during Level 1 if not paid. Movement and commentary slowed through Level 3; still there when the hour ended.Level 3
T0960 minUsed the enchantment shrine and equipped the first item in about 6 seconds. The smoothest run in the panel.Boss Zone
T1060 minReplacement tester, matched to the same brief (see 07). Skipped enchanting. Moved cautiously, backtracked in Level 3 and did not reach the boss.Level 3

All 10 sessions ran the full 60 minutes. “Reached” is the furthest zone at the end of the hour.

04

Post-session survey: 31 questions, 10 responses

Every tester completed the same 31-question survey straight after their session. Section 4 carried three questions written for this project. Rated statements use a 1 to 5 scale, from 1 (strongly disagree) to 5 (strongly agree). The results that bear on the findings are below; the full response set is in your delivery folder.

SECTION 1 · 5 QUESTIONS

Session details and validity checks

SECTION 2 · 4 QUESTIONS

What stood out

SECTION 3 · 6 QUESTIONS

The first few minutes

SECTION 4 · 8 QUESTIONS

Playing (incl. 3 project questions)

SECTION 5 · 4 QUESTIONS

Sticking with it

SECTION 6 · 4 QUESTIONS

Overall

Section 5 · The strongest question in the survey

“If you weren’t being paid to play, would you have stopped before the hour was up?”

Yes: 4 players
No: 6 players

Where they would have stopped: Level 1 (T03, T08), after struggling without enchantments, and Level 3 (T06, T10), while backtracking. All four had skipped enchanting. Testers are paid for the full hour, so this is the closest the survey gets to real drop-off.

First few minutes

In the first few minutes, I knew what I was supposed to be doing.2.3 / 5
1122223334

Playing · project question

I understood how to make my character stronger.2.1 / 5
1112222334
It was clear when my attacks hit an enemy.2.6 / 5
1222233344

Playing

The difficulty felt fair.3.4 / 5
2333344444
Combat felt good to play.4.1 / 5
3344444555

Overall

Overall, I enjoyed the session.3.7 / 5
2334444445
Would you add this game to your Steam wishlist?
Yes: 6 players
Maybe: 3 players
No: 1 player

Open answers: top themes

Number of testers who raised each theme anywhere in their open answers. These are the survey mentions counted on each finding.

7×

Enchanting and how the tutorial introduces it

6×

Combat feedback: telling whether attacks hit

5×

Item pickup and the equip flow

4×

Level 3: direction and what comes next

4×

Boss fight audio mix

Player voices: selected verbatim quotes

What worked

“The combat just feels right. I don’t know how else to describe it, it’s snappy.”

T07 · Survey answer

“I kept expecting the atmosphere to get old but it didn’t. Every room felt like it had something to discover.”

T10 · Survey answer

“The boss fight was genuinely exciting. I wasn’t expecting that from a demo.”

T09 · Survey answer

What needs attention

“I didn’t realise I could enchant anything until I was halfway through the second level. I thought I was just bad at the game.”

T05 · Survey answer

“Is this hitting? I can’t tell if I’m doing damage. The enemy just kind of… stands there until it doesn’t.”

T07 · Spoken during Level 2, 32:40

“I feel like I went the wrong way. There’s nothing here. Did I miss something back there?”

T06 · Spoken in Level 3, 43:00

05

12 curated clips from 600 minutes of gameplay

24 clip candidates were reviewed across all 10 sessions. The 12 below were kept because each shows a priority finding or a notable positive moment through what the player did or said. Timestamps are the tester’s session clock. Every clip is in your delivery folder; full session recordings are available as an extra.

1:50
Clip 01
EnchantmentTutorial Zone

T01 walks past the enchantment shrine

The interaction prompt is on screen. T01 heads for the exit door without stopping.

3:42
Clip 02
EnchantmentTutorial Zone

T05: same shrine, same result

A different session. T05 slows near the shrine, then moves on. The pattern repeats across sessions rather than being one player’s habit.

15:40
Clip 03
First equipLevel 1

T06: 26 seconds to equip a sword

Picks up the iron sword, then opens and closes the inventory repeatedly. Nothing shows where the sword goes. Equips it after 26 seconds.

16:05
Clip 04
First equipLevel 1

T02: “how do I equip this?”

Asks out loud, then tries drag-and-drop and keyboard shortcuts before finding the equip action. 48 seconds, the longest in the panel.

32:40
Clip 05
Hit feedbackLevel 2

T07: “is this hitting?”

Attacks an enemy that shows no reaction. Stops mid-combo and asks “is this hitting?” The enemy dies three hits later with nothing in between.

36:24
Clip 06
Hit feedbackLevel 2

T01 takes damage without seeing the source

Against a fast enemy type, T01 loses health with no clear sign of where the hit came from, and says so out loud. Survives the encounter.

43:00
Clip 07
Level 3 pacingLevel 3

T06: “I feel like I missed something”

Explores Level 3 for about 40 seconds, then turns back toward Level 2. The first of T06’s three backtracks.

50:13
Clip 08
Boss audioBoss Zone

T01 lowers the volume in the boss fight

Enters the boss room, stops moving, and lowers the system volume, visible in the recording through the volume overlay. Says “okay, that’s a lot.”

5:27
Clip 09
EnchantmentTutorial Zone

T08: cursor on the shrine, no interaction

T08’s cursor passes over the enchantment shrine and moves on. The prompt is seen; it isn’t compelling enough to stop forward movement.

11:57
Clip 10
PositiveFirst Combat

T04: “oh, this feels really good actually”

T04 finishes their first chain of enemies and says it out loud. 7 of 10 testers said something positive about combat during First Combat.

31:00
Clip 11
Hit feedbackLevel 2

T03: four-hit combo, no visible reaction

T03 hits a fast enemy with a four-hit combo, and it shows no stagger or flash. Stops attacking for three seconds, then switches to a slower weapon mid-fight.

55:47
Clip 12
PositiveBoss Zone

T09 beats the boss: “yes!”

T09 deals the final blow, says “yes!” and lets the defeat animation play out in full. 5 of the 6 testers who beat the boss reacted positively out loud.

06

Focus areas for the next build

Ordered by player impact. Each one names the problem and the direction. How to solve it, and what it costs to build, is your team’s call: you know the trade-offs, we know what players did.

P1
HighTutorial · Addresses Finding #1

Make enchanting something new players do, not something they pass

The tutorial offers the enchantment shrine but doesn’t make it matter. A visible prompt alone did not stop 7 of 10 players walking past, and every tester who skipped it lost time later. Direction: players should leave the tutorial having enchanted something and knowing why it made them stronger.

P2
HighUI / UX · Addresses Finding #2

Make the first equip obvious

8 of 10 players hesitated at their first item pickup, for 21 seconds on average. Direction: at that first pickup, players need to see where the item goes and how to put it there, without searching the menus to find out.

P3
MediumLevel design · Addresses Finding #3

Give players a reason to push on through Level 3

4 players backtracked here looking for something they thought they had missed. All four had also skipped enchanting, so re-test this after P1 before redesigning it. Direction: on entering Level 3, players need to know they are on the right path and that something lies ahead.

P4
MediumCombat feel · Addresses Finding #4

Make it clear when an attack hits

6 of 10 players couldn’t tell whether hits were connecting, most of all against faster enemies where animation and movement overlap. Direction: the moment of impact needs to read clearly at any enemy speed. A re-test should check whether the “is this hitting?” comments go away.

P5
LowAudio · Addresses Finding #5

Carry the atmosphere through the boss fight

4 of the 6 who reached the boss found the mix jarring, after praising the audio up to that point. Direction: keep the atmosphere audible under the boss fight’s effects, so a strength doesn’t turn into a complaint at the climax.

Suggested order

Based on player impact and on which findings depend on others, not on build effort.

1 · Before the demo
P1
Enchanting in the tutorial
P2
First equip

Both sit in the first 20 minutes, which is all many Next Fest players will see.

2 · Next
P4
Hit feedback

Affects 6 of 10 players from Level 1 onwards.

3 · After a re-test
P3
Level 3 direction
P5
Boss audio mix

Check Level 3 again once P1 is in. The boss mix only affects players who get that far.

What to test next

1

The first 20 minutes again, with the tutorial and first-equip changes in place. Do players now enchant before Level 1, and does the equip hesitation go?

2

Level 3, with players who have enchanted. Is the backtracking still there once players are at full strength?

3

Hit feedback against the faster enemy types, once it has changed. Do the “is this hitting?” comments stop?

Each of these is a question in its own right, so any one of them can be the brief for your next playtest.

07

10 genre-matched testers

Every tester came from our vetted pool and was matched to this project on the roguelite and action games they actually play. All 10 sessions in this report are valid and complete.

T01
Roguelite Action RPG
Done
15+ hrs/wk Style: Aggressive Reached: Boss Zone

First to reach the boss. Lowered the volume during the fight (Clip 08) and gave the clearest survey account of the audio mix.

T02
Roguelite Tactical Strategy
Done
12 hrs/wk Style: Methodical Reached: Boss Zone

Noticed the enchantment shrine on a second pass but still skipped it. Longest first-equip hesitation in the panel at 48 seconds. Source of the featured quote in 01.

T03
Dungeon Crawler RPG
Done
8 hrs/wk Style: Explorer Reached: Level 3

Longest time in the tutorial zone (13m 12s). Constant commentary gave a clear picture of the onboarding confusion, and of where Level 3 lost them.

T04
Roguelite Platformer
Done
20+ hrs/wk Style: Veteran Reached: Boss Zone

Highest play hours in the panel. Used the enchantment shrine in the tutorial and equipped the first item in under 5 seconds.

T05
Roguelite Specialist
Done
14 hrs/wk Style: Optimiser Reached: Boss Zone

Most detailed written survey answers in the panel. Source of the enchantment quote in Finding #1.

T06
Indie Games Roguelite
Done
10 hrs/wk Style: Casual Explorer Reached: Level 3

Backtracked from Level 3 three times, the most in the panel, and gave the richest data for Finding #3. Says they would have stopped in Level 3 if not paid.

T07
Action RPG Roguelite
Done
16 hrs/wk Style: Aggressive Reached: Boss Zone

One of 3 testers to use the enchantment shrine in the tutorial. Most affected by hit feedback: 4 comments on it during Level 2 alone (Clip 05).

T08
Mixed genres Roguelite focus
Done
8 hrs/wk Style: Casual Reached: Level 3

Skipped enchanting and says they would have stopped during Level 1 if not paid. Reached Level 3 but slowed there and did not find the boss within the hour.

T09
Roguelite Strategy
Done
11 hrs/wk Style: Methodical Reached: Boss Zone

Smoothest run in the panel: used the enchantment shrine in the tutorial and equipped the first item in about 6 seconds.

T10
Roguelite Dungeon Crawler Replacement
Done
13 hrs/wk Style: Explorer Reached: Level 3

Replaced the original T10, whose recording check failed before the session, and matched to the same brief. Skipped enchanting and backtracked in Level 3, repeating the patterns behind Findings #1 to #4.

Vetting

Every tester passed a recording check and a mock survey before joining the pool, scored on recording quality, following instructions, noticing, specificity and reasoning.

Confidentiality

Every tester signed our confidentiality agreement before their first build and confirmed it for this project. Testers appear only as T01 to T10 and are never identified to the developer.

Playtest Pilot · Player Insight Playtest · PP-SAMPLE-01

Confidential. Not for public distribution.

Ready to get your own report?

Your report follows this exact structure, built from ten players playing your build. Scope and timing are agreed before anything is booked.

10 genre-matched players
60-minute sessions
4-day delivery
NDA protected
Become a Tester

Get paid to play unreleased games.

Play unreleased indie PC games for an hour, record your session and share your honest feedback. You get paid for every completed session.

Applications are closed for now. Our tester pool is full, so we aren't taking new applications. We'll reopen when we need more testers and announce it on X (@Playtest_Pilot).

Follow us on X for updates How it works
PC required Paid per session NDA required
What testers do

What a session involves.

Around 75 minutes of your time, paid for every session you complete.

Play the game

Play an unreleased PC game for 60 minutes.

Record your screen

Record your screen and audio as you play.

Give your verdict

Answer a post-session survey honestly.

Get paid

Get paid after each completed session.

Who should apply

Honest feedback matters more than skill.

A good fit if you…

Actively play PC games in at least one genre

Can record your screen and gameplay audio clearly

Give specific, honest feedback rather than vague impressions

Follow session instructions and meet agreed deadlines

Happy to keep unreleased builds private under NDA

18 or older and fluent in English

Not the right fit if you…

Are primarily looking for free early access to games

Cannot record your screen and audio clearly

Play only on a Mac, console, phone, or a handheld like the Steam Deck

Are not willing to sign an NDA before accessing unreleased builds

Would rather play without thinking about what works and what doesn’t

Tester vetting

Every tester goes through a 3-step review.

We do not accept testers based on form answers alone. Every applicant goes through a structured review before being added to the active pool.

1

Application review

We read every application by hand. We look for people who think carefully about what they play. Rushed or generic answers don’t go any further.

2

Short recording test

Shortlisted applicants complete a brief recording exercise. We check the recording itself: clear video and audio, a stable setup, and whether instructions were followed correctly.

3

Mock survey

Applicants complete a short practice survey, the same format used in live sessions. We score responses for noticing, specificity, and the quality of reasoning given.

What we score in each step

Recording quality
Instructions followed
Noticing
Specificity
Reasoning

Each category is scored 1 to 5. Testers need an average of 4 or higher overall, with nothing below 3 on Noticing, Specificity, or Reasoning, to be used for client projects.

Requirements

What you need to get started.

Builds are unreleased Windows games that you install and run on your own machine while recording, so you need a gaming PC that can do both at once. Macs, consoles, and handhelds such as the Steam Deck can't be used.

Applications closed · Follow us on X

Windows PC with a dedicated graphics card

Desktop or laptop that runs games smoothly while recording at 1080p. In practice that means a separate graphics card with a hardware encoder; integrated graphics usually can't keep up

Storage and a stable connection

Around 10GB free per session, and an upload connection that can send a ~4GB recording after you play

18 or older, fluent in English

Sessions are conducted in English. Clear written feedback required

Willing to sign an NDA

Signed once before your first build, covers every project after that

Discord account

Accepted testers join our private Discord community, where playtest information and build links are posted

Microphone

Optional but helpful. Talking while you play makes your session more useful

Genre matching

You test games in the genres you play.

Tell us what you play and we’ll match you with projects in those genres.

Roguelite

Run variety, build depth, challenge curve, and progression clarity.

Horror

Tension pacing, atmosphere, sound design, and player vulnerability.

Strategy

UI readability, decision clarity, information load, and planning depth.

Simulation

Pacing, comfort, routine, objective clarity, and early onboarding flow.

RPG

Combat feel, feedback clarity, ability progression, and engagement pacing.

Shooter

Aim feel, map readability, enemy clarity, and moment-to-moment feedback.

Survival

Resource management, environmental clarity, tension pacing, and threat readability.

Action

Combat responsiveness, visual feedback, difficulty curve, and moment-to-moment pacing.

Platformer

Movement precision, level design clarity, jump feel, and difficulty progression.

Co-op

Shared objectives, communication clarity, multiplayer balance, and cooperative flow.

Racing

Handling feel, track readability, difficulty curve, and competitive balance.

Your genre

Don't see your genre here? Tell us what you play in your application and we'll take it from there.

Our tester pool

Who we're looking for.

Our testers come from every background and skill level. What they have in common is that they say what they actually think. The profiles below are illustrations, not real testers.

T

Tom K.

Roguelite · Strategy

Plays

12 hrs a week

Commentary

Talks while playing

Recording ready

Yes

"I notice when progression gates feel arbitrary versus earned. That's usually the first thing I flag."

S

Sarah M.

RPG · Action RPG

Plays

15 hrs a week

Commentary

Talks while playing

Recording ready

Yes

"Combat feedback is everything. If I can't tell whether my hit connected, I lose trust in the game fast."

J

Jamie L.

Horror · Survival

Plays

10 hrs a week

Commentary

Written notes, no mic

Recording ready

Yes

"Horror lives and dies on audio. I always note where sound design builds tension and where it breaks it."

Confidentiality

The NDA is part of the deal.

Developers trust Playtest Pilot with unreleased games. Testers sign an NDA once before their first build, and it covers every project after that. Content must not be shared, streamed, posted, or discussed outside the session. This is non-negotiable and applies to every project.

One NDA, signed once

You will sign a confidentiality agreement before your first build. It covers every playtest after that, no re-signing required.

Your data stays private

Your application details, feedback, and personal information are kept confidential and never shared with third parties.

No spoilers, no streaming

Builds tested through Playtest Pilot must not be streamed, posted, or discussed publicly before the game is released.

The Community

A private space for accepted testers.

Being a Playtest Pilot tester means joining an invite-only Discord community. It's where upcoming playtests are announced, build links are shared, and testers connect between sessions.

Invite-only · Accepted testers only

First to know

Upcoming playtests in your genres are announced in the server before anywhere else.

Build links posted directly

When you're confirmed for a session, the build download link is shared in the server.

Community of testers

Talk games with other testers between sessions.

Private by default

The server is invite-only and stays that way. You earn your spot by being accepted as a tester.

Common questions

Questions before you apply.

Everything you need to know about how testing works.

Not at the moment. Our tester pool is full, so we've paused new applications. We'll reopen when we need more testers and announce it on X at @Playtest_Pilot.

€15 per completed session, paid within 14 days of the session being confirmed valid. It's a flat session fee, not an hourly rate, and it's the same whatever you think of the game.

Testers are matched to specific projects based on genre fit and availability. You may be invited quickly or wait a few weeks depending on what playtests are coming up.

You play for 60 minutes. With a short setup check beforehand and the survey afterwards, a session usually takes about 75 minutes in total.

No. You're paid the same whether you love the game or not. Developers book us to find out what isn't working, so honest, specific feedback is exactly what we want.

Unreleased indie PC games, matched to the genres you listed in your application. We do not assign testers to games outside their stated preferences.

We review every application by hand. If you're a good fit for Playtest Pilot, we'll reach out via email and invite you to the private Discord. Not every applicant is accepted immediately.

Our private Discord is a community for accepted testers. Playtest information, session details, and build links are posted there. It's also a place to hang out with other testers between sessions.

No. We recruit testers at every level. Developers want to know how players of every level experience their game. Honest, specific feedback is worth far more than skill.

Yes, but only once. You will sign a confidentiality agreement before your first build, and it covers every playtest you do after that, no need to re-sign each time. Content from sessions must not be shared, streamed, or posted anywhere.

Applications closed

We're not taking new testers right now.

Our tester pool is full for the projects we have coming up, so the application form is closed. We'll reopen applications when we need more testers, and we'll announce it on X first.

Follow @Playtest_Pilot on X

Already a verified tester? Nothing changes for you. Keep an eye on the Discord for upcoming projects.

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10 genre-matched players 60-minute sessions 4-day report delivery
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Player Insight Playtest · €499

10 PC players from your genre · 60-minute recorded sessions · Top three findings within 48 hours of the last session · Full report with clips, survey results and what to fix first, within 4 days of the last session.

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What happens next

Three steps from submission to report.

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1

Submit the form below

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2

We reply within 48 hours

We confirm the plan and timing with you before anything is booked.

3

Playtest run, report delivered

Ten players from your genre play your game. We send you the top three findings within 48 hours of the last session, and the full report within 4 days.

Use cases

A playtest for every stage of development.

A pitch, a Steam Next Fest demo, an early access launch: each one is judged by people seeing your game for the first time. Choose your stage below to see what a playtest covers and when to book it.

Your demo goes public soon, and you only get one first impression.

During Steam Next Fest, many players give a demo only a few minutes. If they’re lost in that time, they close it and move on, and you never hear why. Testing before the demo goes public gives you time to fix what’s losing them.

When to book

Four to twelve weeks before the demo goes live. The earlier you book, the more you can fix.

What the playtest gives you

  • Where players lose interest in the demo, and why
  • Whether the game matches what your Steam page promises
  • The top three findings within 48 hours of the last session, so fixes can start early

Usual focus

First ten minutesStore page matchDrop-off
Timing

Leave time to act on what we find.

We recommend booking at least four weeks before any milestone, so there’s time for the playtest itself and for acting on what it finds. Exact timing depends on build access and tester availability, and we confirm it with you before anything is booked.

  1. Within 48 hours of your form

    We confirm fit, scope and timing with you.

  2. Sessions

    Ten players from your genre each play your game for an hour and record their session.

  3. 48 hours after the last session

    The top three findings arrive by email.

  4. 4 days after the last session

    The full report arrives, with clips and focus areas.

  5. Before your date

    You act on what it found.

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Send your build details and any date you’re working to. We reply within 48 hours with a plan, and nothing is booked or paid until you approve it.

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