r/playtesters

Making a psychological horror by myself. Here's the main capsule I made. Never drew before.
▲ 23 r/playtesters+5 crossposts

Making a psychological horror by myself. Here's the main capsule I made. Never drew before.

It was a struggle to get a general idea of what letters should look like. At first, I thought of making them in the form of trees, but that was just not practical. So I landed on this style.

Steam page - https://store.steampowered.com/app/4867910/Red_Lake/

u/Odd-Pie7133 — 1 day ago

Playtesters Needed

I need paid playtesters (or unpaid if volunteering).

This is an OS simulation based investigation game where you browse the computer of Daniel Carter who went missing 19 days previously. You look through his browser, search history, messages, social media, AI Chats, etc to find out what happened.

Play the free demo: https://jbwdevelopment.itch.io/i-made-a-psychological-mystery-game-where-you-investigate-a-missing-mans-compute

▲ 33 r/playtesters+1 crossposts

In my base-building game, your first character is guaranteed to die

Salt and Soil starts in 1609 with one family and an almost empty patch of land.

You build shelter, store food, raise livestock and gradually turn the place into a working homestead. The unusual part is that the person you start with won’t live to see the end of the run.

They grow old and die. One of their children takes over.

The buildings stay. So do the land, livestock, debts, family relationships and any bad decisions that have since become permanent infrastructure.

The run continues this way through several generations, all the way to 1900. I’m trying to make the base feel less like a layout you perfect and more like a place that each generation inherits, lives with and changes.

For people who play long base-building runs: would losing the original founder make you more attached to the settlement, or would you just want them back?

I’m Roman, the solo developer. I’m planning to open a public Steam Playtest soon, although it isn’t enabled yet.

The game can be wishlisted here: https://store.steampowered.com/app/4551060/Salt_and_Soil_A_Frontier_Family_Sim/

u/wizzard_rick — 1 day ago
▲ 10 r/playtesters+1 crossposts

Testing out a new combat mechanic for my roguelite 🫠

I wanted to try something different: regular attacks only inflict 25% damage, while a successful parry delivers 100% full damage.

Still a WIP! Check out the demo if you want to give it a spin and let me know what you think.

https://bitboydev.itch.io/betweengods

u/BandAltruistic3009 — 1 day ago
▲ 1 r/playtesters+1 crossposts

[For Hire] Budget QA & Playtesting – 10 Hours of In-Depth Testing for just $10 [Bug & UX Reports]

[deleted]

u/PastCable9239 — 22 hours ago
▲ 16 r/playtesters+5 crossposts

I’m making a game where your base layout is part of the combat

I’m working on Encave, a PC game that mixes first-person combat, tower defense, and underground base-building.

The basic loop is:

Explore the floor
Build and expand your base.
Create corridors, rooms, chokepoints, elevators, and defensive positions.
Then fight alongside your defenses when enemies push into the structure you designed.

The part I’m most interested in is making the base matter during combat, not just before it. I don’t want the building phase to feel like placing decorations or watching numbers go up. Ideally, every corridor shape, turret position, elevator shaft, and fallback point should change how the next attack plays out.

I’m especially looking for feedback on the pitch:

Does FPS + tower defense + underground base-building immediately make sense to you?
What would you expect to see first: building clips, enemy wave clips, exploration, or before/after base-defense examples?
And for this kind of game, would you rather have more freedom to build messy creative bases, or tighter constraints that force stronger tactical decisions?

Steam link, where allowed: https://store.steampowered.com/app/3246990/Encave/

u/Imagination-Port — 1 day ago
▲ 14 r/playtesters+1 crossposts

I added anonymous telemetry + in-game feedback to my Godot game for a Steam playtest: the stack, the architecture, and the gotchas that bit me

Game is Luminids for those interested to sign up for playtest: https://store.steampowered.com/app/4070510/Luminids/

I'm about to run a Steam playtest and I realized I can't rely on hand-written feedback. Most players won't write anything, and I can't reproduce bugs or perf issues on hardware I don't own. So I built a telemetry + feedback pipeline. Sharing the approach and the mistakes in case it saves someone time.

The goal: know where players get stuck, what they enjoy, where time goes, and how it runs in the field without costing frame time or collecting any PII.

The stack:

  • Aptabase for product analytics — open-source, privacy-first, EU region, generous free tier (20k events/mo, then ~$10/200k). It has a Godot SDK; I made a tiny client (batched HTTP POST via HTTPRequest) for more control.
  • Discord webhook for in-game bug reports — a pause-menu button opens a form (free text + screenshot), which POSTs straight to a private channel. Zero backend.
  • Reused my existing hitch/FPS recorder to ship perf-by-hardware data - the one thing you genuinely can't get any other way.

The architecture:

  • One rule on the game thread: only ever append a tiny struct to an in-memory buffer. Never touch disk or network there. A background flush batches it out every ~20s and on quit. My track() call benchmarked at ~2µs.
  • Aggregate on-device, don't stream. Instead of an event every 10s, I accumulate counters (time-per-activity, feature usage, a coarse dwell grid) and emit ONE summary event at session end. Analytics tools want rollups anyway and it keeps you under free-tier caps.
  • Local-first: everything also writes to a self-contained JSONL file locally, so nothing's lost if the network drops and I can debug the whole thing offline.
  • Godot-wise it's 3 autoloads, ConfigFile for secrets, HTTPRequest (threaded) for the cloud, and a dedicated Thread for the local writer.

Privacy: a random install UUID: no Steam ID, no IP, no PII → stays outside GDPR/CCPA, shipped opt-out with a first-launch toggle (the Hades "Transmit Data" model). The great feature is tying anonymous survey answers to the same install_id as play data, so "this felt confusing" correlates with "used 2 of 8 systems and bounced early."

The gotchas that bit me (learn from my pain):

  1. Measure, don't assume. My "harmless" local JSON flush was 7ms on the main thread every 20s: a periodic hitch. Moved it to a writer thread → 17µs. Only caught it because I benchmarked it.
  2. Aptabase props must be flat scalars: nested dicts get coerced to the literal string "{Object}". Flatten to dotted keys.
  3. The async cloud sink loses the final batch on quit (the process exits before the HTTP finishes): and that's your session-summary/end events, the richest data. Flush synchronously at quit.
  4. Debug vs Release split: Aptabase separates data by an isDebug flag (OS.is_debug_build()), so dev runs don't pollute prod. Gate cloud egress on OS.has_feature("release"/"template") so the editor never sends.
  5. Export gotcha: non-resource files (my secrets .cfg with the keys) aren't packed unless they're in the export preset's include filter. The code shipped; the keys didn't. Silent local-only fallback.

Biggest lesson though: the best colony-sims (RimWorld, Factorio) learned more from watching newcomers play than from dashboards. Telemetry tells you where players stall at scale; watching tells you why. I hope to do both.

Happy to answer questions.

u/Hostarro — 1 day ago

Looking for games to playtest

Hello, I'm looking to casually playtest your games for roughly 15-60 minutes, maybe more if its interesting. I currently have a windows pc. I'll record notes and send them back when im done. Feel free to leave a comment or dm!

reddit.com
u/Outrageous-Ride5339 — 2 days ago
▲ 21 r/playtesters+13 crossposts

Saboteur — a pass-the-phone party drawing game where one of you is secretly faking it (no sign-up, no download)

Thanks for checking it out! Saboteur is a local party game you play by passing ONE phone around — fitting for this sub: no accounts, no download, no data collection.

✅ Runs in any standard browser — desktop (draw with the mouse) OR phone (touch). It's a pass-the-phone local game, so it shines with a group, but you can click through the whole flow solo on desktop to see how it works.

How it works: everyone gets the same secret word and adds one stroke to a shared drawing… except one player (the impostor) who has no idea what the word is and has to bluff. Then you discuss and vote on who was faking it.

A few things that make it spicy:

- 🎭 The impostor can SABOTAGE someone's turn — mess up another player's drawing to throw the suspicion onto them.

- ⚙️ Lots to customize: rounds, turn style, number of impostors, sabotage rules, hints for the impostor, plus quick presets (Quick / Classic / Chaos).

- 🌍 6 languages, runs offline once loaded.

Honestly I picture it for those in-between moments — at the pub, during a boring lecture, or at work when you're bored and just want to kill some time together. It's still an early demo, so I'm updating it often based on feedback.

Would love feedback on: is the impostor too easy/hard to catch, and is anything confusing in the first 30 seconds? 🙏

saboteur.playsaboteur.workers.dev
u/Reasonable_Put6352 — 2 days ago
▲ 7 r/playtesters+6 crossposts

[Unpaid] Play testing my website tutorial

Hello u/everyone the game is nearing completed, and ive been spending ALOT of time working on the website and creating a tutorial for people to learn the game with in a very short story mode. In order to do this, you must first create a deck in the deck forge and then go to the games section and click story mode. Then you can proceed with 1 duel against a computer. You can find the website here https://auroria-tcg.com

Here is a list of all cards i have completed coding.

Leaders

Destrian, The Bandit King

Izen, Burning Valley Leader

Kiandra

Spider Queen

Energy

Red Energy Rune

Blue Energy Rune

Green Energy Rune

Silver Energy Rune

Red Energy Crystal

Blue Energy Crystal

Burning Valley / Red

Burning Valley Commander

Burning Valley Recruit

Burning Valley Loyalist

Burning Valley Assassin

Burning Valley Martyr

Burning Valley Marauder

Burning Valley Necromancer

Nostro, Burning Valley General

Desert Gladiator

Izen, Creature version

Desert Spear

Water of the Desert

Fireball

Eternal Sun

Infernal Storm

Kindeling

Razed by Fire

Orb of Incineration

Melted Steel

Red Order

Red Order Trainee / Trainer

Red Order Guard

Red Order Initiate

Cier, the Red Order Inferno

Infernal Cobra

Izen, Messenger of Kintion

Kyndyl, the Red Order Inferno

Blue / Storm Born

Lightning Fairy

Lightning Vial

Pacify

Lightning Storm

Iron Cast Cannon

Lilyanna, Careful Lookout

Captain Jim

Cloud Dweller

Xexle, Ship Hand

Alan the Watchful

Static Charge

Ancient Knowledge

ZAP!

White / Bandit

Tailwind, Owl Companion

Oliver, Eager Recruit

Grigz, Bandit Captain

Traveling Merchant

Destrian’s Greatswords

Discovery! Gun Powder

Issac, Korah Inventor

Sandstone Fortress

Green / Spider / Plant

Spiderling

Blight Wolf

Angry Tree Guardian

Venomous Arachnid

Carnivorous Rose

Bright Bug

Zombie Hornet

Finn, Spirit of the Forest

Spider Queen

Passage of Deception

Elven Assistance

Notes for playtesters

Bloom is currently keyword-only.

It does not have its full Bloom/Planted mechanic yet.

Planted, Counters, on-discard effects, tokens, delayed triggers, dynamic cost reduction, and full counter/battle-reaction cards are not ready yet.

This will help me figure out whats working and whats not. I appricate any help anyone can give me. If you encounter a problem with a card please use this prompt.

Card:

Situation:

Expected:

Actual:

Player or AI:

Phase:

Screenshot/log:

The UI is a little messy at the moment, but its a working progress.

u/Immediate-Lunch1744 — 2 days ago

Playtesters Needed

We’re currently looking for participants who regularly play mobile sports games, including football/soccer, cricket, tennis, golf, basketball, baseball, or similar titles.

Recommended Countries:

• Japan

• Thailand

• Malaysia

• Singapore

• China

• Taiwan

• LATAM

Participant requirements:

• Age: 20–35

• Reward - 10 USD

• Regular mobile sports game player

• Fluent English speaker

• Comfortable continuously verbalising your thoughts during gameplay

• Able to complete the full playtest session

• Able to record and successfully upload the session

• Must be able to participate in a quiet environment

The study includes:

  1. Pre-playtest survey

  2. Single-session gameplay test

  3. Follow-up survey

Campaign / Screening Form:

DM to Get Screening Form Link

Please make sure you meet the requirements before submitting the form.

reddit.com
u/WhiteMonarch8 — 1 day ago
▲ 14 r/playtesters+7 crossposts

My First DEMO Game Released!

Game Title: Void Cafe

Playable Link: https://od-studios.itch.io/void-cafe

Platform: Itchio

Description: Void Cafe is a short, hand-made cafe sim. There is no order queue to click through; every drink is built by you, on the bench, in the right order: take a vessel, pour the ingredient, run the machine. Ten drinks, ten different minigames, and a menu you have to actually learn.

Free to Play Status:

  • [ X] Free to play
  • [X ] Demo/Key available

Involvement: Solo Development

u/NextFunny3958 — 2 days ago
▲ 28 r/playtesters+3 crossposts

[PAID] [HIRING] Looking for a concept artist to work out what my Bomberman-ish roguelike should look like (£100 commission, game is playable now)

Hi, I'm Lionel, a solo dev in Brighton, UK. I've spent a few months on a game called B-MOB, a Bomberman-ish roguelike with a pirate flavour, built in Godot. You can play it in a browser, no download: https://dash-again-studios.itch.io/b-mob The problem is that every pixel of it is placeholder art, and I'd like to sort that out.

The game

You move around a grid, drop bombs, blow up walls and enemies, and work your way down 15 floors. Die and you start again. Along the way you pick up relics and curses, spend coins in a shop, and upgrade your bombs at a workshop between floors. Six bomb types, about nine enemies, a few bosses.

The first ten floors will be set around a bomb-maker's workshop on a beach. Then you're on a ship for the last five, which ends in a boss fight. Tone should be playful and a bit piratical.

Right now what you see on screen is PixelFrog's free asset packs standing in. All the systems work. The look is what's missing.

The commission

I want to pay 2 or 3 artists £100 each to make the same piece, so I can compare them properly. £100 on delivery rather than on winning.

The piece is a single mock screenshot of the game at real resolution (1180x868, on a 15x13 grid of 64px tiles), basically what a screenshot of the finished game would look like if the finished game existed. It needs floor tiles, hard and soft walls, the player, a couple of enemies, a bomb with its fuse lit, and an explosion going off. Then about half a page of notes covering your palette with hex codes, what you'd do differently for the ship floors, and how you'd keep six bomb types telling apart from each other.

Roughly a day's work, due 21 September.

Style is up to you. Pixel, painted, vector, hand-drawn, whatever you actually enjoy doing. It does need to work at a resolution of 64x64 though.

Terms

£100/$100 fixed, bank transfer or PayPal, paid on delivery rather than on winning.

The fee buys the work outright. Full rights assignment on payment, under a short agreement we both sign before you start. That includes me being able to hand your panel to whoever ends up producing the game's final art, as reference for them. No hard feelings at all, and I'd rather say it here than have it surface halfway through.

You keep a portfolio licence permanently, from day one. Show the panel anywhere you like, credited as concept art for B-MOB (unreleased).

If your panel is the one that shapes the final look, you get a named credit in the game, and there's potential for paid follow-on work after that (a style bible, possibly production art). Nothing committed on either side, we'd talk about it when we got there.

Students and people early on, please do apply. Honestly you're who I had in mind writing this.

How to apply

Email lionel@dashagain.co.uk with a portfolio link and a few lines on what you'd do with a pirate bomb-maker's beach. Applications close 14 August, and I'll come back to the selected artists the week after with the full brief.

Full details: https://dashagain.co.uk/devlog/artist-open-call/ Studio site: https://dashagain.co.uk

u/lionel-dash-again — 2 days ago

Looking for playtesters from China, Japan, Korea and Thailand asap $12 for 30mins.

Hey everyone looking for playtesters who have an android phone and can playtest a sports mobile game for 30mins.

Its very simple and quick

Dm me for more details

reddit.com
u/Common-Scallion-4248 — 2 days ago

ChefDuko - Cozy Chef-Themed Puzzle Game NEED TESTERS/FEEDBACK!!!

Welcome to ChefDuko — a cozy, chef-themed puzzle game where every board is a fresh recipe for fun!

Put your logic skills to the test as you work through increasingly challenging puzzles, master the rules, and build your way through a colorful culinary world. ChefDuko is easy to pick up, satisfying to master, and perfect for quick sessions or longer puzzle-solving streaks.

  1. Click the FIRST link below and join the Google Group.

https://groups.google.com/g/chefduko-test-group

  1. Click the Second (third if second doesn't work) to download the game.

Join on Android - https://play.google.com/store/apps/details?id=com.jaggedstudios.chefduko

Join on the web - https://play.google.com/apps/testing/com.jaggedstudios.chefduko

  1. Play ChefDuko for 14 days and give any feedback 🙂
reddit.com
u/EducationalLight82 — 2 days ago

Your Legacy: Generations

Hi! I’m currently developing Your Legacy: Generations, a game I’ve been building this year. I'm hoping for some community feedback & suggestions on the core fundamentals of the game. This is a Windows based game, I hope to have a web version available later this week.

Your Legacy: Generations is a casual top down life sim game initially inspired by the Sierra classic Jones in The Fast Lane. We have hopefully designed this game in a way it can be picked up and put down at any point, easily picking up from where you left off. Our game allows the player to live their life by their own choices.

With over 350 jobs and career options available, stock markets, property investments and dozens of start your own business options available. Our differentiator is that once you get old, the game doesn't complete. You essentially prestige or pass down your legacy to a chosen heir. With this legacy comes traits to assist the heir and a portion of the family inheritance.

In this vein, the game becomes endless. It also becomes somewhat of a choose your own adventure. How many generations will it take to own a private island? Will the next generation choose to become property moguls or start and grow into an international business?

Once we have the proof of concept down pat and your feedback we will look to expand on the other elements of the game. We will also look to provide a social element if this gathers enough interest, with leaderboards or weekly challenges where the community can compete to perform various goals.

I’m looking for players to test out the fundamental concept of the game, let us know honestly where the game is fun, confusing, repetitive etc. We have released a 2 hour play test to perform this function which should be sufficient to complete one generation and try out a second with inherited traits and funding.

Playtime: 2 hour playtest however game is essentially endless
Platform: Windows Desktop Computer executable (Requires Mouse or trackpad)
Download/account: None
Cost: Free
Stage: Pre-release playtest; Still substantial distance to release but fully playable & enjoyable imo

Play here: https://icq-gaming.itch.io/your-legacy-generations

No installation is required—download, extract and run the executable. No information is passed back to our systems so your feedback is immensely valuable. New versions are being made daily however only stable versions will be uploaded once or twice per week.

Developer involvement: I’m the game designer. Disclosure: Some AI has been used in some of my weakness areas as placeholders which will be replaced once we have our proof of concept. As a solo creator please don't use this as a negative towards the game.

Discord for discussion/feedback or in this post : https://discord.gg/tYj4mH6Eg

u/rich_spender — 2 days ago
▲ 5 r/playtesters+1 crossposts

Looking for playtesters for my new Roblox idle game – Lemon Empire 🍋

Hi! I just released my new Roblox game Lemon Empire and I'm looking for a few people willing to playtest it and give me honest feedback.

You start with a small lemonade stand and build your way up to a restaurant empire. There are business upgrades up to level 100, new businesses, prestige ranks and VIP customers.

I'm mainly looking for feedback on:

  • Is it clear what you're supposed to do when you first join?
  • Does the progression feel too fast or too slow?
  • At what point does it become boring?
  • Are the upgrades and prestige system understandable?
  • Did you encounter any bugs?
  • Would you personally keep playing?

It's my first public testing phase, so honest criticism is absolutely welcome.

Game: https://www.roblox.com/de/games/119579729419150/Lemon-Empire#game-age-recommendation-details-container

u/Frosty_Buy2772 — 2 days ago