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 walk straight past the enchantment shrine.
T01 walks past the enchantment shrine with the Enchant prompt on screen.
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.
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.
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.
What we need from you
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.
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.
Ten players start your game with no help or guidance, and we track where they get confused, stuck or lost. Afterwards, the survey asks them to explain, in their own words, what they thought they were supposed to be doing.
In the sample report, 7 of 10 players walked straight past the enchantment shrine while its prompt was on screen.
We watch how each player fights and listen to any commentary they give while playing. Afterwards, they rate the combat and explain what felt good and what frustrated them.
In the sample report, 6 of 10 players couldn’t tell when their attacks connected. One stopped mid-fight to ask, “is this hitting?”
We track every moment a player struggles with your interface. That might be misreading an item’s stats, missing a low-health warning or hunting through the inventory for something they can’t find. Each moment is timestamped, so you can see exactly which screen caused it.
In the sample report, 8 of 10 players got stuck on their first item pickup, taking 21 seconds on average to work out how to equip it.
We watch how players respond to your core loop over the full hour, and compare how they react early on with how they react near the end.
In the sample report, combat was still the best-rated part of the game after a full hour, at 4.1 out of 5.
The report tracks what works and what doesn’t. We look at what excites players during their session and what they praise and rate highest in the survey. That tells you what to protect as you make changes, and what to show off in your trailer and on your Steam page.
In the sample report, the boss fight was one of three things that clearly worked, alongside combat feel and atmosphere. One player wrote, “The boss fight was genuinely exciting. I wasn’t expecting that from a demo.”
Before they play, players look at your Steam page and tell us what they expect. Then we see whether your game lives up to it.
In the sample report, 4 of 10 players said they’d have stopped early if they weren’t being paid, two of them in Level 1. For a festival demo, that’s the number that matters.
Something else on your mind? Ask it in the booking form →
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 TrialEvery 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
Genre not listed? Ask us. If we can’t find the right players, we’ll tell you before you book.
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.
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.
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.
Playtest Pilot was founded by Hugo Mendes, whose games industry experience includes Rockstar Games and Ubisoft. Hugo reviews every report before it reaches you.
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
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.
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.
Executive summary
Your brief, headline results, and a reviewer's note
Priority findings with impact levels
Friction points ranked by impact, with player counts and evidence
Player behaviour patterns
Session timeline, zone progression, and friction moments
Survey results and key player comments
31-question survey on 1 to 5 scales, including where players would have stopped
Gameplay clip references and timestamps
Timestamped clips linked to specific findings across all sessions
Recommended focus areas
Focus areas ordered by player impact, and what to test next
Tester profiles and session outcomes
Genre fit, playstyle, and per-tester session notes
Six steps. Most of your part is done in the first two.
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.
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.
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.
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.
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.
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.
Three things stand behind every finding in your report.
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
When a player says they were confused, that is useful context. When 7 of 10 players miss the same objective marker, that is a finding worth acting on.
The report puts what players said next to what they actually did, backed by clips and by patterns that repeat across sessions.
What players did, and where they hesitated
What they missed, repeated, or misunderstood
Which issues appeared across multiple players
Supported by clips, surveys, and timestamps
Opinion
"I was a bit confused about where to go."
Useful as individual context. Hard to prioritise without knowing how common it is.
Behaviour
7 of 10 players missed the objective marker.
Backed by 5 gameplay clips and 6 survey mentions.
AI transcribes sessions, logs what happens on screen and groups similar feedback. A person checks every finding and decides its priority before anything reaches you.
AI organises the evidence
Transcripts, timestamps and grouped feedback.
A person checks every finding
Nothing reaches you without being reviewed.
Client data handled confidentially
Your build and test materials stay private.
Real players are the source
Every finding starts with how real players played your game.
You know exactly what you’re getting before you book.
Introductory package · One-off price
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.
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
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.
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 TrialIf 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.
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.
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.
All player data and game details are fictional and created for illustration purposes only.
Your report follows this exact structure, built from ten players playing your build. Scope and timing are agreed before anything is booked.
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).
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.
We do not accept testers based on form answers alone. Every applicant goes through a structured review before being added to the active pool.
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.
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.
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
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.
Tell us what you play and we’ll match you with projects in those genres.
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.
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.
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.
We review every application by hand. If you're a good fit for Playtest Pilot, we'll be in touch.
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 XAlready a verified tester? Nothing changes for you. Keep an eye on the Discord for upcoming projects.
We run playtests for indie PC games with players from your genre, and send you a report on what to fix first.
Fill in the form and we’ll reply within 48 hours with a plan. Nothing is booked or paid until you approve it.
The more we know, the better we can match players and shape the session.
Nothing to pay upfront, and nothing is booked until you approve the plan.
Submit the form below
Tell us about your game and what you want to learn from the playtest.
We reply within 48 hours
We confirm the plan and timing with you before anything is booked.
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.
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.
This is the cheapest time to find a problem. Every system you build on top of a confusing opening makes that opening harder to change later.
When to book
Any time you have about an hour of playable content.
What the playtest gives you
Usual focus
They will ask how players respond to it. Your Discord can tell them your fans like it. Ten players from your genre who had never seen it can tell them a lot more.
When to book
Four to eight weeks before the pitch or campaign, so there’s time to act on what we find.
What the playtest gives you
Usual focus
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
Usual focus
In early access, every new player arrives through your opening, and if it loses them the reviews say so in public. When you change a system, you also need to know how it plays to someone who has never seen the game.
When to book
Before the early access launch, or a few weeks before a major update ships.
What the playtest gives you
Usual focus
Steam lets players refund any game within 14 days of buying it, as long as they’ve played under two hours. That makes the opening hour the one your players judge, and it’s exactly the hour our sessions cover.
When to book
At least four weeks before release, while there’s still room to act.
What the playtest gives you
Usual focus
Wishlists have stalled, reviews mention confusion, or players are dropping off and you can’t see where. Your current players have already made up their minds. Ten fresh players from your genre show you what a newcomer runs into today.
When to book
As soon as you’ve spotted the problem. A live game can be tested at any point.
What the playtest gives you
Usual focus
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.
Within 48 hours of your form
We confirm fit, scope and timing with you.
Sessions
Ten players from your genre each play your game for an hour and record their session.
48 hours after the last session
The top three findings arrive by email.
4 days after the last session
The full report arrives, with clips and focus areas.
Before your date
You act on what it found.
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.
Not ready yet? Start with a free trial →
Last updated October 22, 2026 · Applies to www.playtestpilot.com
Playtest Pilot ("we", "us") is an independently operated playtesting service, run as an unregistered sole proprietorship by an individual based in Italy. For the purposes of the EU General Data Protection Regulation (GDPR), we are the data controller of the personal data described in this policy.
You can reach us at playtestpilotbusiness@gmail.com for any question about this policy or your personal data.
We only collect personal data that you choose to give us, through one of two forms on this site.
Tester applications. Applications are currently closed, so this form isn't collecting new data; when it's open, it collects:This form collects: full name, email address, Discord username, country and time zone, favourite genres, the type of PC you play on, PC specifications, recording setup, microphone availability, recent games played, weekly availability, your answer to our screening question, and, optionally, your Steam profile URL and previous testing experience. The form also records your confirmation that you are 18 or older and your acknowledgement of our confidentiality requirements.
Playtest bookings. Your name and email address, which package you're asking about (the Player Insight Playtest or the free trial), and, optionally, your studio or team name, plus details about your game (title, genre, any milestone you're working towards, description, playtest goals, preferred timeline, and any additional notes you choose to share).
If you're accepted as a tester, we may later ask for additional details needed to run and pay for a session, such as a payment email address; this is collected separately, outside these forms, at that stage.
Identity verification. Before your first Project, we may ask you to show a government-issued identity document, to confirm your identity, confirm that you're aged 18 or over, and meet our record-keeping and payment obligations. We only ask for what's necessary for that purpose, and, as explained in section 06 below, we delete the document itself as soon as verification is complete.
We do not knowingly collect any special category data (for example, health, political opinions, or religious beliefs) through these forms, and ask that you avoid including such details in free-text answers.
| Purpose | Legal basis (GDPR Art. 6) |
|---|---|
| Reviewing and responding to tester applications | Steps taken at your request before a potential agreement, and our legitimate interest in recruiting suitable testers |
| Managing playtest booking inquiries and delivering the service | Performance of a contract, or steps taken at your request before entering one |
| Communicating with you about your application or booking | Legitimate interest in responding to your inquiry |
| Enforcing confidentiality/NDA obligations over unreleased game content | Legitimate interest of Playtest Pilot and our client developers |
| Keeping records for tax, accounting, and legal purposes | Legal obligation |
We do not use your personal data for automated decision-making or profiling that produces legal or similarly significant effects.
We keep the number of parties who see your data as small as possible. That currently includes:
We do not sell your personal data, and we do not share it with third parties for their own marketing purposes.
Web3Forms, Google, Notion, Discord, and our AI-assisted processing providers may process data on servers located outside the European Economic Area, including in the United States. Where this happens, we rely on the safeguards those providers put in place, such as the EU-U.S. Data Privacy Framework or Standard Contractual Clauses. You can review their own privacy documentation at web3forms.com/privacy, policies.google.com/privacy, notion.so/privacy, and discord.com/privacy.
We keep tester application and playtest booking data for 24 months after your last contact with us (for example, the date of your application, your last booking, or your last reply to us), after which it's deleted or anonymised, unless we're required to keep it longer for legal or accounting reasons, or you ask us to delete it sooner.
Session recordings. Raw session recordings are kept only to prepare your report and are deleted once the client has confirmed the report, after which we retain only the written findings for the standard 24-month period.
Identity verification. Where we've asked you to verify your identity, we delete the document itself as soon as verification is complete, and keep only a record that verification took place, its date, and the type of document used, for as long as we need it for our record-keeping and payment obligations. Access to that record is restricted.
Under the GDPR, you have the right to:
To exercise any of these rights, email playtestpilotbusiness@gmail.com. We'll respond within one month, as required by law.
This site does not use analytics, advertising, or tracking cookies. The only browser storage we use is a single local-storage entry that remembers whether you've dismissed the cookie notice at the bottom of the page; it contains no personal data, is never sent to a server, and is strictly necessary for the notice to work, so it doesn't require consent under the ePrivacy rules.
If we ever add analytics or other non-essential cookies in the future, we'll update this policy and ask for your consent first.
Playtest Pilot is not directed at children. Testers must confirm they are 18 or older before applying, and we don't knowingly collect personal data from anyone under 18.
We take reasonable technical and organisational measures to protect your data, including limiting access to it and using reputable third-party providers for form handling. No method of transmission or storage is completely secure, so we can't guarantee absolute security.
We may update this policy from time to time. Material changes will be reflected by updating the "last updated" date at the top of this page.
For anything related to this policy or your personal data, email playtestpilotbusiness@gmail.com.
Last updated October 22, 2026 · Applies to www.playtestpilot.com
By submitting a tester application, submitting a playtest booking request, or otherwise using this site, you agree to these Terms of Service. If you don't agree, please don't use the site or its forms.
Playtest Pilot connects indie PC game developers with genre-matched players for structured playtesting sessions. Our standard package, the Player Insight Playtest, includes 10 genre-matched players, 60-minute recorded sessions, first findings within 48 hours of the last session, and a written report delivered within approximately 4 days of the last session, for a listed price of €499. We may also offer a free trial (two players, one session each, short written findings on one question), limited to one per studio and offered at our discretion. Exact scope, timeline, and pricing for any engagement are confirmed directly with you before work begins, and may differ from the standard package based on your game and requirements.
You must be 18 or older to apply as a tester or to book a playtest. By applying or booking, you confirm the information you provide is accurate, and that you have the right to submit it, for example that you're authorised to share the game or build being tested.
Submitting the booking form is a request, not a confirmed order. No contract or payment obligation is formed until we've reviewed your submission and confirmed scope, timeline, and price with you directly, typically within 48 hours.
No payment is required to submit a booking request. Once scope and pricing are confirmed, we'll agree payment terms and method with you directly before sessions are scheduled.
Either party may request to reschedule a confirmed playtest with reasonable notice. Specific cancellation and refund terms, if any, are confirmed in writing at the time of booking.
Accepted testers are paid a flat fee per completed session, currently €15, within 14 days of the session being confirmed valid; the payment method is agreed with each tester. Testers are independent participants, not employees, contractors, or agents of Playtest Pilot or of any developer whose game they test. We expect testers to provide honest, good-faith feedback, and to complete sessions they've committed to or give reasonable notice if they can't.
Games, builds, and materials shared with testers are confidential. Testers must sign a confidentiality agreement (NDA) once, before accessing their first unreleased build; this agreement covers all subsequent builds and projects, testers confirm it in writing before each new project, and testers must not disclose, stream, record outside the official session, publish, or otherwise share any information about a game they've tested, except with our and the developer's written permission.
Developers retain all rights to their game, builds, and related materials. Playtest Pilot retains rights to its report format and methodology, but the findings and content of your report are for your use. Session recordings are used only to prepare your report and for internal quality review, and are not published or shared beyond that without your consent.
Playtesting feedback and reports reflect the opinions and experiences of individual testers. They're intended to help you understand player experience, but they aren't a guarantee of your game's future reception, sales, or review scores. The service is provided on an "as is" basis, and to the extent permitted by law, our liability for any claim relating to the service is limited to the fees you paid for the relevant engagement.
We may decline, pause, or discontinue an engagement, including for a breach of these terms, a violation of confidentiality obligations, or content we reasonably believe is unlawful or unsafe to test.
These terms are governed by the laws of Italy, without prejudice to any mandatory consumer-protection rights you may have under the law of your own country of residence if you're an EU consumer.
We may update these terms from time to time. Material changes will be reflected by updating the "last updated" date at the top of this page.
Questions about these terms? Email playtestpilotbusiness@gmail.com.
€499 fixed price
We reply within 48 hours