Evidence-backed playtesting for indie games

Find the player friction
your team is too close
to see.

Playtest Pilot runs structured playtests with genre-matched players and turns recorded gameplay, survey data, and player behaviour into a clear insight report, so you can approach your next demo, milestone, or launch with confidence.

Genre-matched players Evidence-backed findings Confidential and secure
Playtest Report · Emberwake Hollow v0.3
Priority Finding ● High

Players are not sure where to go next.

7/10
Players
6
Clips
6
Surveys
Impact: High Evidence: Strong 02:34
Gameplay Clip · Enchantment clarity Navigation
Gameplay footage
02:34
08:12

Player wanders past the first objective without interacting.

The problem

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

After months of development, it becomes hard to see your game like a first-time player. Objectives feel obvious. Mechanics feel natural. UI labels make sense because your team already knows what they mean.

But new players bring no context. They miss prompts, misunderstand goals, overlook key information, and sometimes lose interest before they reach the best parts of your game.

Not knowing where to go

Players wander without understanding the objective or next step.

Missing the objective

Key goals get overlooked entirely, even when displayed on screen.

Missing interactables

Objects and triggers players can interact with go completely unnoticed.

Understanding mechanics too late

Core systems click only after players have already disengaged.

The solution

Playtest Pilot shows you what players actually experience.

We handle the test setup, player matching, gameplay footage collection, survey analysis, evidence review, and final report, so you are not left sorting through scattered feedback or hours of raw footage.

1

Real players, right for your game

Players are matched to your game's genre, target audience, and playtest goals.

2

Recorded gameplay and survey data

See what made sense to players, what didn't and what they had to say about it.

3

Curated clips and timestamps

Review the key moments without watching every full recording yourself.

4

Human-reviewed insight report

Findings are grouped, prioritised, and supported with clips, timestamps, survey patterns, and clear recommendations.

Playtest Report · Emberwake Hollow v0.3

Executive Summary

10
Players tested
Matched to your game
62%
Completion rate
Avg. across players
7.6/10
Enjoyment score
Average rating
Top Priority Finding

Players missed the first objective

Most players didn't notice or understand the first objective, causing confusion and aimless exploration.

High Priority Evidence: Strong

Issue Evidence Overview

Issue Players Evidence Priority
Missed first objective 8/10 Strong High
Combat feels unfair 6/10 Moderate Medium
UI hard to navigate 4/10 Moderate Medium
Unsure what to do next 3/10 Limited Low

Survey Snapshot

How enjoyable was the experience?

9–10
40%
7–8
30%
5–6
20%
3–4
7%
1–2
3%

Recommended Focus

Make the first objective unmissable
Clarify early UI and on-screen prompts
Guide players with stronger early feedback

Gameplay Evidence

Gameplay clip
02:14

Player 07

Missed first objective and explored the wrong area.

Watch clip →

Interactive · All 7 sections included

The package

Player Insight Playtest

A fixed-scope playtest for indie developers preparing a demo, milestone, or launch.

499

Introductory package · Fixed scope

10 genre-matched players
45 minute structured play sessions
Recorded gameplay and audio
Player survey and feedback
Curated clips and key timestamps
Human-reviewed insight report
Recommended focus areas
7-day delivery after sessions complete

Introductory fixed-scope package. Additional testers, longer sessions, full recording delivery, or a debrief call may require a custom quote.

Best for

Playable PC builds before an important release moment.

Best for playable PC builds where you need to understand onboarding, clarity, pacing, difficulty, or early engagement.

🎮 Preparing a public demo
Steam Next Fest
📊 Publisher or investor pitch
🚀 Kickstarter demo or launch
🔄 Early access update
🔍 First-time player onboarding review
The process

How it works

We handle everything from build setup to final report delivery, so you can focus on your game.

1

You send your build

Share your PC build, genre, milestone, and playtest goals.

2

We define the test focus

We agree on the key areas the playtest should focus on.

3

We run the playtests

Genre-matched players take part in playtest sessions and complete surveys.

4

We analyse the evidence

We review gameplay footage, survey data and create the insight report.

5

You get the report

You receive a clear report with evidence-backed findings and recommended focus areas.

Genre matching

Feedback is only useful when it comes from the right players.

A cosy sim player, a roguelite player, and a tactical RPG player bring different expectations. If the wrong players test your game, you can end up with feedback that is technically honest but commercially misleading.

Playtest Pilot matches your build with players who actively play your genre, so the feedback is closer to the audience you are trying to reach.

We match based on gameplay habits, not just genre labels.

Roguelite
Roguelite

Understand repetition, builds, challenge, and run variety.

Cosy Sim
Cosy Sim

Notice pacing, clarity, comfort, and routine gameplay loops.

Horror
Horror

Respond to tension, atmosphere, sound design, and vulnerability.

Strategy
Strategy

Focus on readability, planning, information quality, and decision-making.

Transparency

AI helps us process evidence faster. Humans make the final call.

We may use AI-assisted workflows to organise transcripts, survey responses, timestamps, and repeated feedback patterns. Final findings, priority levels, and recommendations are reviewed before delivery.

AI is used to support evidence processing, not replace player testing.

Priority findings are backed by real player behaviour.

Reports are human-reviewed before delivery.

Client builds and test materials are handled confidentially.

FAQ

Common questions

A few things developers usually ask before booking.

Playable PC builds for teams preparing demos, milestones, early access updates, publisher pitches, Steam Next Fest, or launch.

Testers sign NDAs before receiving access to unreleased builds. Build access, footage, and feedback are handled confidentially.

No. This is player experience playtesting. Severe bugs may be noted if they affect the session, but the focus is clarity, onboarding, friction, pacing, and player understanding.

The target is around 7 days after sessions are completed. Final timing depends on scope, build access, and tester availability.

Get started

Ready to see how real players experience your game?

Tell us about your game and what you want to learn from players. We'll review your submission and confirm fit within 24 hours.

Player Insight Playtest

Know what real players experience
before your build goes public.

A focused playtesting package for teams preparing a playable PC build before a demo, milestone, Steam Next Fest, publisher pitch, early access update, or launch.

Real players, right for your game Evidence-backed, not opinion-based Done for you, start to finish
10
Genre-matched PC players
45
Minutes per session
7
Day delivery after sessions
€499
Introductory package
Is it right for you?

Built for teams with a build and real questions.

A good fit if you are…

Preparing for Steam Next Fest, a publisher pitch, or a Kickstarter demo

Shipping an early access update or approaching launch

Trying to answer questions about onboarding, clarity, pacing, or first-player engagement

Working with a playable PC build before a public release moment

Looking for evidence-backed findings, not scattered opinions

Not the right fit if you…

Need bug QA or technical testing only

Do not yet have a playable build

Need console or mobile testing at launch

Want hundreds of testers or a self-serve analytics dashboard

Expect exact design instructions without reviewing trade-offs internally

What's included

One package. Everything covered.

We handle recruitment, sessions, evidence review, and report delivery. You receive clear findings backed by real player data.

Genre-matched players

10 players selected for genre fit and recording readiness.

Recorded gameplay

Full session recordings captured with audio.

Player survey

Structured surveys completed after each session.

Curated clips

Key moments with timestamps. No need to watch every recording.

Insight report

Human-reviewed findings backed by player behaviour and evidence.

Priority friction list

Player-facing issues ranked by frequency and impact.

The report

Evidence your team can use to make better decisions.

Your report brings together player behaviour, survey feedback, gameplay clips, timestamps, and priority findings, so your team can understand what happened, why it matters, and where to focus next.

01

Test setup and player profile summary

Session config, build version, and tester panel details

02

Executive summary

Top-line metrics, retention rate, and overall sentiment

03

Top priority findings with impact levels

Critical and high-impact friction points with evidence

04

Issue evidence table

Zone-by-zone observations with player counts and timestamps

05

Survey results and key player comments

10-response post-session survey with scored dimensions

06

Gameplay clip references and timestamps

8 annotated clips from 450 minutes of recorded gameplay

07

Recommended focus areas

Prioritised fix list with effort, impact, and sprint sequencing

Playtest Report · Emberwake Hollow v0.3.2
Test Setup
Game
Emberwake Hollow
Build
v0.3.2
Genre
Roguelite
Platform
PC (Windows)
Players
10
Session length
45 min
Milestone

Steam Next Fest Demo

Test Objective

Evaluate first-time player clarity, onboarding, objective understanding, and early engagement during the first 45 minutes.

Player Profiles
JK
JoshK
Roguelite · PC
MR
maya_r
Roguelite · PC
+7
7 more
10 total
High-level preview only. The full report contains all findings, evidence, and clips.
The process

From build submission to final report.

Six steps, a clear timeline, and no surprises. You always know where things stand.

1

Submit project details

Share your game, genre, build version, milestone, and what you most want to understand from players. The more context you give us, the sharper the test we can design.

You ~5 minutes
2

Confirm scope and fit

We review your submission, confirm that Playtest Pilot is a good fit, agree on the core questions the test should answer, and lock in the session scope before anything is booked.

You and us Within 24 hours
3

Recruit genre-matched players

We handpick 10 players from our verified pool who match your genre, target audience, and platform. Players are briefed on the session format and confirmed before any sessions begin.

Us 2–3 days
4

Run sessions

Players each complete a structured 45-minute session, playing your build with screen and audio recording enabled. Each player then completes a post-session survey. You do not need to be present.

Us 3–5 days
5

Analyse the evidence

We review all recordings, identify repeated friction points, curate the most relevant clips with timestamps, cross-reference survey patterns, and write up prioritised findings with supporting evidence.

Us 2–3 days
6

Receive your report

You receive a structured report with an executive summary, priority findings, issue evidence table, curated clips with timestamps, survey results, and recommended focus areas. Delivered around 7 days after sessions complete.

Delivered to you ~Day 7
Player matching

Why genre-matched players matter.

Genre-matched players understand your audience's expectations, speak the same language as your future players, and give you feedback that's actually relevant to the game you're 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: findings reflect relevant expectations

Random feedback

May miss genre conventions entirely

Feedback can be technically honest but commercially misleading

Harder to judge which findings matter for your actual audience

Less actionable: difficult to separate signal from noise

Evidence-backed

Opinions are useful. Behaviour is stronger.

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 connects what players said with what they actually did, with survey responses supported by gameplay clips, timestamps, and repeated patterns across multiple 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.

Supported by 5 gameplay clips, 6 survey mentions, and repeated observed player behaviour.

Transparency

AI-assisted processing.
Human-reviewed insight.

AI helps organise transcripts, survey responses, timestamps, and repeated feedback patterns. Human reviewers validate findings and judge impact before anything is delivered to you.

AI supports evidence organisation

Clustering, transcripts, and pattern grouping.

Humans review priority findings

Every finding is validated before delivery.

Client data handled confidentially

Your build and test materials stay private.

Real players remain the source

AI does not replace player testing or behaviour.

Pricing

One clear package.

Fixed scope, fixed price. No guesswork on what's included.

Player Insight Playtest
499

Introductory package

Fixed scope
10 genre-matched players
45 minute structured play sessions
Recorded gameplay and audio
Player survey and feedback
Curated clips and key timestamps
Human-reviewed insight report
Recommended focus areas
7-day delivery after sessions complete

Best for: Playable PC builds preparing for a demo, milestone, Steam Next Fest, early access update, or launch.

Final scope and timing confirmed before booking. Additional testers, longer sessions, full recording delivery, or a debrief call may require a custom quote.

FAQ

Every question, answered.

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

No. This is player experience playtesting. The focus is onboarding, clarity, engagement, pacing, difficulty, friction, and player understanding. Severe bugs may be noted if they affect the session, but bug finding is not the service.

Yes. Testers must sign an NDA before receiving access to any unreleased build.

No. You need a playable PC build with enough content to support the agreed session length. Vertical slices, demos, early access builds, and milestone builds all work.

Yes. Before testing begins, we define the main questions you want answered. You can direct the focus toward onboarding, pacing, clarity, engagement, or any specific area of concern.

Not always. If we cannot recruit suitable players for your genre, we will let you know before taking the booking. We would rather be honest about fit than run a playtest with the wrong players.

The standard package includes curated clips and timestamps. Full recordings can be made available depending on scope, upload requirements, and file size. This can be discussed when confirming your playtest plan.

The target is 7 days after sessions are completed, and we aim to deliver ahead of that where possible. Final timing depends on tester availability, scope, and build access.

If a tester experiences a technical issue that prevents a valid session, they will be replaced. You are guaranteed 10 completed sessions for every playtest.

Findings are based on repeated player behaviour, survey data, and supporting evidence. A single comment from one player is not treated as a priority finding unless it is supported by wider patterns across multiple sessions.

PC builds only at launch. Console and mobile testing are not available at this stage.

Build access, footage, survey responses, and report materials are handled confidentially. All testers sign NDAs before accessing unreleased builds.

No. AI may support transcription, clustering, and evidence organisation. Final findings, priorities, and recommendations are reviewed by Playtest Pilot before delivery.

Get started

Find out what real players actually experience.

Real players. Real behaviour. Real insight.

Sample Report

This is what you receive.

This report for Emberwake Hollow v0.3.2 is fictional but representative. Every Player Insight Playtest delivers the same depth of evidence, analysis, and guidance.

10 genre-matched players 45-minute sessions PC playtest Tactical Roguelite Delivered in 7 days

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-2026-0089

Delivered

7 Mar 2025

Contents

Session Summary

Players 10 / 10
Session length 45 min
Total gameplay 450 min
Clips curated 12 of 24

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

01

Emberwake Hollow v0.3.2: Overview

68/100
Overall Engagement Score
90%
Session Completion Rate
3
Critical Issues Found
7.2/10
Avg. Fun Score (survey)
3.8/10
Objective Clarity Score
5.1/10
UI Intuitiveness Score
450
minutes of gameplay
24
raw clips reviewed
10
post-session survey questions
5
priority findings raised

Emberwake Hollow v0.3.2 shows genuine potential in atmosphere, combat depth, and core loop engagement. Players who pushed past the first combat encounter stayed invested; 9 of 10 reached Level 3 and 6 completed the Boss Zone encounter, with fun scores averaging 7.2/10 overall. Atmosphere, audio, and art direction were named as strengths unprompted.

The primary barrier is first-session onboarding. The enchantment mechanic, the foundation of the game's progression, was missed by 7 of 10 players during the tutorial. This single gap produced a cascade of downstream friction through Levels 1 and 2. Addressing the top three findings before your next build milestone would substantially change the first-player experience.

Positive signal: Players who passed the first combat encounter had an 80% session retention rate. Atmosphere, dungeon art direction, and ambient audio were consistently praised. "Atmospheric" was the most common single-word descriptor in open responses.

Watch: Three players reported confusion about their objective at the Level 3 entry point, suggesting a secondary onboarding gap beyond the tutorial zone. Objective clarity was the lowest-rated dimension in the post-session survey (avg. 3.8/10).

Critical: 7 of 10 players did not engage with the enchantment mechanic during the tutorial, the central mechanic of the game's progression system. Players who missed it expressed confusion or disengagement during Level 1 encounters.

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

Tester T05 · Roguelite Specialist · 45-minute session

Build Readiness Assessment

68 / 100

Demo-ready with targeted fixes recommended before release.

Core combat feel and atmosphere are strong enough to ship. Resolving P1 (tutorial enchantment gate) and P2 (inventory UI) before your next public milestone is strongly recommended; these two changes directly address the friction that impacted 7 of 10 players in this session.

Ship as-is

Combat feel, visual atmosphere, dungeon art direction, ambient audio

Fix before launch

Tutorial enchantment gate, inventory UI onboarding, Level 3 objective signal

Post-launch polish

Hit feedback clarity, boss audio mix, combat feedback at range

Key questions this report answers

Q1

Do first-time players understand what they're supposed to do?

Partially. The broad objective is understood, but the enchantment mechanic, the core progression gate, was missed by 7 of 10 players in the tutorial zone.

Q2

Does the core combat loop feel good?

Yes, consistently. Combat feel was the most common unprompted positive. The issue is feedback clarity, not feel: players enjoy the rhythm but can't tell if their attacks land on faster enemies.

Q3

Will players stay engaged for the full session?

90% session completion rate. 9 of 10 reached Level 3. The drop from Level 3 to Boss Zone (9 to 6 players) is worth monitoring but not alarming for a demo build at this stage.

02

5 findings, ranked by player impact

Each finding below is supported by observed behaviour across multiple sessions. Single player comments are not treated as priority findings unless corroborated by wider patterns.

#1 Critical
Tutorial Zone

Tutorial fails to establish the enchantment mechanic

The enchantment mechanic is the core of the game's progression, and 7 of 10 players missed it entirely during the tutorial zone.

  • Players walked past the enchantment station without interacting, even when the prompt was visible on screen
  • Players entered Level 1 with base-level abilities and no understanding of how to empower themselves through the core mechanic
  • 3 of the 7 affected players expressed direct frustration or confusion during their first combat encounter that traces back to this gap
4 clips 7 survey mentions 7 of 10 players
"I didn't realise I could enchant anything until I was halfway through the second floor. I thought I was just bad at the game."
#2 High
Level 1

Inventory UI causes a significant confusion window on first item pickup

8 of 10 players spent an average of 47 seconds unable to equip their first item, cycling through menus with no visual guidance on where to go.

  • No visual cue or tooltip highlights the available equipment slot when an item is first picked up
  • Players opened and closed the inventory repeatedly, or attempted keyboard shortcuts, before finding the equip interaction
  • One player spent over 90 seconds before succeeding; two others asked aloud "how do I equip this?" during their session
3 clips 5 survey mentions 8 of 10 players Avg. 47s delay
"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."
#3 Medium
Level 3

Pacing drops noticeably between Level 3 and the Boss Zone

4 of 9 players who reached Level 3 lost momentum and began backtracking, with no re-engagement beat to redirect them toward the Boss Zone.

  • Two players backtracked to Level 2 expecting content they hadn't found; neither found anything and returned at a noticeably reduced pace
  • Player engagement indicators (movement speed, verbal tone) dropped markedly between Level 2 exit and the Boss Zone entry
  • 3 of 9 players who reached Level 3 never entered the Boss Zone; pacing is a likely contributing factor alongside other friction
2 clips 4 survey mentions 4 of 9 sessions at L3
"Level 3 felt like a corridor with nothing in it. I stopped and thought: is this it?"
#4 Medium
Level 1–2

Combat hit registration feedback is unclear

6 of 10 players could not reliably tell whether their attacks were landing, directly undermining their perceived control during combat.

  • No consistent hit flash or impact sound; enemies show no visible reaction to being hit until they die
  • Most severe on faster enemy types, where attack animation and enemy movement overlap in ways that obscure contact
  • Players verbally questioned their own effectiveness in 3 separate sessions ("is this working?", "am I even hitting it?")
3 clips 6 survey mentions 6 of 10 players
"I kept swinging and couldn't tell if I was hitting anything. The enemies didn't react until they just died."
#5 Low
Boss Zone

Audio mixing overwhelms atmosphere during boss encounter

The atmospheric audio that players praised in earlier levels was effectively cancelled out by the boss encounter's SFX mix, turning a strength into a complaint.

  • 4 players noted the boss SFX as jarring or disruptive, specifically in contrast to the dungeon atmosphere they had just come through
  • One player lowered in-game volume mid-encounter, visible in the screen recording via the system volume overlay
  • Audio is named unprompted as a genuine differentiator; preserving it through the boss encounter would protect a real strength
4 survey mentions 1 clip
"The music in the dungeon was genuinely great. Then the boss started and it just felt like noise."
03

Where players spent their time and where friction emerged

45-minute session timeline

Tutorial
Combat
Level 1
Level 2
Level 3
Boss Zone
0:00 6:30 10:22 20:50 29:24 36:08 45:00

Key friction moments

1:22 F#1 Enchantment station passed without interaction · 7 of 10 players · Tutorial Zone
11:45 F#2 First item pickup triggers 47s average inventory confusion · 8 of 10 players · Level 1
24:30 F#4 Hit registration unclear; 6 of 10 players verbalise combat confusion · Level 2
32:15 F#3 Level 3 backtrack begins · 4 of 9 players lose forward momentum · Level 3
37:40 F#5 Boss SFX spike; 4 players reduce volume or express discomfort on entry · Boss Zone

Player progression by zone

10

Tutorial

100%

10

First Combat

100%

10

Level 1

100%

10

Level 2

100%

9

Level 3

90%

6

Boss Zone

60%

ZoneAvg. TimePlayersObservations
Tutorial Zone6m 30s10 / 107 players re-read the tutorial prompt at least once. 3 skipped the tooltip entirely and moved to First Combat.
First Combat3m 52s10 / 103 players died on first attempt. 2 expressed frustration audibly. 1 paused for 90 seconds before continuing.
Level 110m 28s10 / 10First item pickup confusion peaks here, averaging 47 seconds. Hit-registration issues begin to emerge in the second encounter group.
Level 28m 34s10 / 10Inventory friction largely resolved. Combat clarity issues reach their peak with faster enemy types in this zone.
Level 36m 44s9 / 101 session ended before reaching Level 3. Backtracking observed in 4 of 9 sessions. 3 players did not advance to the Boss Zone entry.
Boss Zone4m 48s6 / 96 of 9 players who reached Level 3 entered the Boss Zone. Audio spike noted on entry. All 6 completed the encounter within the session.

Common friction points

8

First item pickup: inventory UI hesitation (avg. 47 seconds)

7

Enchantment mechanic not signalled clearly in tutorial

6

Uncertainty whether attacks were landing during combat

4

Unclear objective direction at Level 3 entry point

3

Boss encounter audio mix cited as jarring or disruptive

Average engagement across the session (composite of verbal cues, pace, and observer notes)

Tutorial Combat Level 1 Level 2 Level 3 Boss Zone 7 5 8
Critical friction Medium friction Engagement peak

Per-session observations

IDDurationKey observationReached
T0145 minMissed enchantment in tutorial; adapted independently mid-Level 1 after 3 failed encounters. Voiced frustration once, then recovered.Boss Zone
T0245 min94s inventory hesitation on first pickup. Strongest atmospheric praise. Described the dungeon art unprompted as "genuinely eerie."Boss Zone
T0343 minNoticed enchantment station but did not interact. Objective confusion resurfaced at Level 3 entry; paused for 67 seconds.Level 3
T0445 minOnly tester to discover enchantment during the tutorial. Highest engagement arc in the cohort; no significant friction moments recorded.Boss Zone
T0545 minMost vocal tester; provided detailed real-time feedback. Session yielded the most actionable verbal data on tutorial and enchantment confusion.Boss Zone
T0641 minFirst session to reach Level 3. Backtracked twice before locating boss entrance; did not enter Boss Zone within the session window.Level 3
T0745 minCombat hit confusion most visible in this session. Adapted by Level 2 midpoint; completed boss encounter. Named combat pacing as a highlight.Boss Zone
T0839 minLongest time in tutorial zone (8m 22s). First tester to reach a visible disengagement state at Level 3. Session ended before boss entrance.Level 3
T0945 minSmoothest overall run after inventory click resolved. Identified by the observer as the most natural-feeling progression arc in the cohort.Boss Zone
T1045 minReplacement tester; less genre experience than the brief specified. Engaged but moved more cautiously. Level 3 reached; did not complete Boss Zone.Level 3

T10 row highlighted: replacement tester, slightly outside the original genre-match brief. Results weighted accordingly in aggregate scores.

04

Post-session survey: 10 responses

Each tester completed a structured post-session survey immediately after their play session. Questions were scored on a 0–10 scale unless otherwise noted.

How clearly were the game's objectives communicated?3.8 / 10
2233445567lowest rated
How fair was the difficulty throughout your session?6.8 / 10
5566777889
How would you rate the overall fun of the experience?7.2 / 10
56777888910highest rated
How intuitive was the user interface?5.1 / 10
3344556678
How well did the game communicate what actions were available to you?4.4 / 10
2334455666
How would you rate the visual feedback during combat?5.5 / 10
3455566777
Would you continue playing this game after your session?
Yes: 6 players
Maybe: 3 players
No: 1 player

Open response: top themes

From: "What would you most want changed or improved?"

Tutorial clarity / enchantment mechanic introduction

Combat feedback / hit registration clarity

Inventory UI / item pickup and equip flow

Level 3 pacing and content density

Boss encounter audio mix

Player voices: selected verbatim responses

What worked

"The combat just feels right. I don't know how else to describe it, it's snappy."

T07 · Action RPG specialist

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

T02 · Roguelite specialist

"The boss fight was genuinely exciting. I wasn't expecting that from a demo."

T09 · Strategy / RPG crossover player

What needs attention

"I didn't realise you could enchant anything until the second dungeon. I thought I was just bad at the game."

T05 · Roguelite specialist

"Is this hitting? I can't tell if I'm doing damage. The enemy just kind of... stands there until it doesn't."

T07 · During Level 2 combat encounter

"I feel like I went the wrong way. There's nothing here. Did I miss something back there?"

T06 · At Level 3 entry, 32:15

05

12 curated clips from 450 minutes of gameplay

24 clips were reviewed across all 10 sessions. The 12 below were selected because they directly illustrate a priority finding or a notable positive moment with observable, specific behaviour. Timestamps reference total session time. Full recordings are in your secure delivery folder.

1:22
Enchantment clarityTutorial Zone

Enchantment prompt missed, first pass

Player walks past the enchantment station. Prompt visible on screen. Player heads for the exit door without interacting.

2:47
Enchantment clarityTutorial Zone

Second player: same prompt ignored

A different session. Player pauses near the station briefly, then moves on without interaction. The pattern is cross-session, not an outlier.

11:45
Item pickup UILevel 1

Inventory hesitation: 54-second window

Player picks up the iron sword, opens and closes inventory repeatedly. No slot highlight. Equips after 54 seconds of cycling.

15:12
Item pickup UILevel 1

Second player: "how do I equip this?"

Different session. Player verbalises confusion, tries drag-and-drop and keyboard shortcuts before finding the equip interaction after 91 seconds.

24:30
Hit registrationLevel 2

Combat hit confusion: "is this hitting?"

Player attacks enemy with no reaction visible. Pauses mid-combo and asks "is this hitting?" Enemy dies after 3 more hits with no intermediate feedback.

27:18
Hit registrationLevel 2

Second player dies without feedback clarity

Player takes damage with no clear indicator of the hit source. Survives but expresses confusion audibly. Combat clarity issues on faster enemy types specifically.

32:15
L3 pacing voidLevel 3

Level 3 backtrack: "I missed something"

Player reaches Level 3, explores ~40s, turns back toward Level 2. Verbalises "I feel like I missed something." Returns 90 seconds later and continues at reduced pace.

37:40
Boss audioBoss Zone

Boss zone: audio spike, volume lowered

Player enters boss room. Pauses visibly. Lowers in-game volume mid-encounter, visible via system overlay. Comments "okay that's a lot."

4:05
Enchantment clarityTutorial Zone

Third player: prompt visible, station ignored

Player's cursor briefly hovers the enchantment station icon. Moves on. No interaction. The moment confirms the prompt is visible but not compelling enough to stop forward movement.

8:58
PositiveFirst Combat

"Oh, this feels really good actually"

Player completes their first enemy chain. Leans forward. Makes an audible comment. This is the moment the combat feel clicks for most testers; it happens consistently around this timestamp.

23:15
Hit registrationLevel 2

Attack string on fast enemy: no visible hit response

Player executes a 4-hit combo. No visual interrupt or stagger on the enemy. Player stops attacking, stares at screen for 3 seconds, then switches to a slower weapon mid-encounter.

41:50
PositiveBoss Zone

Boss defeated: visible excitement, audible reaction

Player lands the final hit. Pushes back in their chair. Says "yes!" audibly. Sits watching the defeat animation in full. One of 6 boss completions; all 6 showed a measurable positive engagement spike at this moment.

06

Prioritised focus areas for the next build

Ordered by expected player impact, not implementation complexity.

P1
CriticalTutorial design · Addresses Finding #1

Redesign tutorial to require enchantment interaction

Make the enchantment mechanic a forced tutorial interaction with a clear visual and audio callout. Block progression past the tutorial zone until the player completes at least one enchantment. This is the single highest-impact change available for this build.

Effort: Low–MediumImpact: High
P2
HighUI / UX · Addresses Finding #2

Improve inventory UI onboarding at first item pickup

Add a contextual tooltip or visual highlight on first item pickup, clearly showing the available equipment slot. A brief animation or emphasis on the slot would directly address the hesitation pattern observed across 8 sessions.

Effort: LowImpact: High
P3
MediumLevel design · Addresses Finding #3

Review Level 3 pacing and add a re-engagement beat

Consider adding a discovery event, environmental narrative moment, or reward at the Level 3 entry point. The gap between Level 2's density and the Boss Zone transition creates a pacing void that benefits from a deliberate beat to re-signal player purpose.

Effort: MediumImpact: Medium
P4
MediumCombat feel · Addresses Finding #4

Improve combat hit feedback across all enemy types

Add a consistent hit flash, distinct impact sound, or brief screen shake on confirmed hit. Prioritise faster enemy types first. The goal is to make the moment of impact unambiguous regardless of enemy speed or size.

Effort: LowImpact: Medium
P5
LowAudio · Addresses Finding #5

Audio mixing pass for boss encounter SFX

Reduce combat SFX volume relative to ambient during the boss encounter, or implement a dynamic mixer that preserves the atmospheric audio layer. Given how positively earlier audio was received, this is a low-cost way to protect a genuine strength of this build.

Effort: LowImpact: Low–Medium

Suggested implementation sequence

Sequenced by highest player impact per unit of development time. Address onboarding before polish.

Sprint 1 · Do first
P2
Inventory UI tooltip
P4
Hit feedback flash
P5
Boss audio mix

Low effort. High and medium impact. All three can ship in the same patch.

Sprint 2 · Critical fix
P1
Tutorial redesign

Requires design work. Highest single-fix impact in the report. Block until ready.

Sprint 3 · Plan in
P3
Level 3 pacing beat

Medium design effort. Address after onboarding is stable. Benefits from playtesting after P1.

07

10 genre-matched testers

Each tester was individually screened for genre experience, recording capability, verbal commentary quality, and session reliability. 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 complete the boss encounter. Revealed the audio spike on entry with no verbal hesitation before lowering volume.

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

Noticed the enchantment station on second pass but still skipped it. Provided the most structured post-session survey responses of all 10 testers.

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

Longest time in tutorial zone (11m 04s). Verbal commentary throughout gave the clearest picture of the onboarding confusion arc.

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

Highest play hours in the panel. Solved inventory UI in under 10 seconds, confirming the issue is pattern-specific rather than universal to all experience levels.

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

Source of the featured quote in Section 01. Completed all 10 post-session survey questions with written notes; most detailed feedback in this panel.

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

Only tester to backtrack three separate times in Level 3. Provided the densest data for Finding #3 and the pacing void analysis.

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

Most affected by hit registration confusion. Made 4 verbal comments on combat feedback during Level 2 alone, all captured in clip references.

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

Stopped at the Level 3 mid-point without entering the Boss Zone. Key data point confirming the pacing void identified in Finding #3.

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

Longest inventory confusion window in the panel at 91 seconds. Attempted three different input methods before finding the equip interaction.

T10
Roguelite Dungeon Crawler Replacement
Done
13 hrs/wk Style: Explorer Reached: Boss Zone

Replacement tester after original T10 had a recording setup failure at pre-session check-in. Independently replicated all five priority findings, validating cross-session patterns.

Screening criteria

All testers screened for genre match, recording capability, session reliability, verbal commentary quality, and prior playtest experience before selection.

Confidentiality

All testers signed NDAs before receiving build access. Player identities are anonymised in all reporting and never disclosed to the developer.

Playtest Pilot · Player Insight Playtest · PP-2026-0089

Confidential. Not for public distribution.

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45-minute sessions
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What testers do

Four things. Every time.

No lengthy commitments. No complex setup. Each session is straightforward and paid on completion.

Play the game

Play an unreleased PC game for 45 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

We're looking for honest players, not perfect ones.

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

Comfortable keeping 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 exclusively on console or mobile

Are not willing to sign an NDA before accessing unreleased builds

Tend to play very casually without much attention to the experience

Requirements

What you need to get started.

The technical bar is intentionally low. If you play PC games regularly and can record your screen, you likely have everything you need.

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Windows PC

Able to run PC games at a stable framerate, with screen recording and audio capture

Stable internet connection

For downloading builds, uploading recordings, and completing surveys

18 or older, fluent in English

Sessions are conducted in English. Clear written feedback required

Willing to sign an NDA

Required before receiving access to any unreleased build

Discord account

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

Microphone

Optional but helpful. Think-aloud commentary improves session value

Genre matching

We match testers to games that fit what they actually play.

No random assignments. Tell us what you play and we'll match you with games in the genres you love.

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.

Testers come from every background and skill level. The one thing they share: they play honestly and say what they actually think.

T

Tom K.

Roguelite · Strategy

Sessions completed

47

Reliability score

4.9/5.0

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

Sessions completed

31

Reliability score

5.0/5.0

Recording ready

Yes

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

J

Jamie L.

Horror · Survival

Sessions completed

62

Reliability score

4.8/5.0

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 must sign an NDA before receiving build access. Content must not be shared, streamed, posted, or discussed outside the session. This is non-negotiable and applies to every project.

NDA before every session

You will sign a confidentiality agreement before receiving access to any build. No exceptions.

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

Connect and chat with other testers who love gaming as much as you do.

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.

Every session pays the same flat fee. You'll see the rate when you're invited to a session.

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.

Sessions are 45 minutes. Factor in a short setup check before you start and a post-session survey afterwards. The full commitment per session is usually under an hour.

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 need to understand how players of all backgrounds experience their game, not just veterans. Honest, specific feedback is worth far more than skill.

Yes, every time. You will sign a confidentiality agreement before receiving access to any build. Content from sessions must not be shared, streamed, or posted anywhere.

Apply to join

Apply to become a tester.

We review every application by hand. If you're a good fit for Playtest Pilot, we'll be in touch.

Optional

We review every application by hand. Your information is kept private.

For developers

Got a game that needs testing?

We run structured playtests for indie PC games and deliver a full insight report. See a sample or get in touch.

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your game needs.

Tell us about your game in the form below. We'll reach out within 48 hours to discuss next steps. No commitment until you approve the plan.

10 genre-matched players 45-minute sessions Insight report within 7 days
What happens next

Three steps from submission to report.

1

Submit the form below

Tell us about your game and what you want to learn from the playtest.

2

We get back to you within 48 hours

We will be in touch within 48 hours to confirm session timeline and discuss next steps.

3

Playtest run, report delivered

10 players test your build. Your full report lands within 7 days of the playtest ending.

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The more specific your questions, the more useful the report.

Player Insight Playtest · €499

10 genre-matched PC players · 45-minute recorded sessions · Full written report with findings, clips, survey data, and recommendations · Delivered within 7 days of sessions completing.

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