Playtest network for indie games
Real players.
Real recordings.
$3 to $5 a test.
Real gamers play your game for 15 to 30 minutes, record the whole session and answer the questions you care about. Your first playtest is free. Gamers: pass one free audition test and the paid requests start coming in.
Sign up your game. At launch a real player records a full session and answers your questions, free. After that, book the testers you like for $3 to $5.
Sign up your game →Make your player card and set your own rate: $3, $4 or $5 per test. Pass one free audition test and developers can book you. Paid out by PayPal.
Join the roster →// How it works
One free test on each side gets everyone started. The free tests are the auditions: a new player's first test is a new developer's free playtest, and we check it before it reaches you.
For developers
- Sign up your game. Build link, platform, genre, how long you want it played (15, 20 or 30 minutes) and up to three questions of your own.
- Get your free playtest. One real player records the full session and answers our standard questions plus yours. We review it before you see it.
- Book the players you want. Browse the roster and pick testers at their rate of $3 to $5, or post an open call and the first players who fit take the slots.
- Pay only for good tests. You have 72 hours to approve a test or flag a problem. Flagged tests that miss the rules are refunded.
For players
- Make your player card. The genres you play, your style, your setup and your rate: $3, $4 or $5 per test.
- Do one free audition test. Play a real indie game, record it, answer the questions. It goes to a developer as their free test.
- Get verified. Pass, and your card shows Verified on the public roster. Developers can book you directly.
- Get notified, play, get paid. Direct requests and open calls that fit you land in your inbox. You keep 100% of your rate. PayPal payout from $10.
// What every test includes
The minimum is the same for every test, so results compare across players. Nothing gets paid unless it meets this.
1. The full recording
- The whole session, from the moment the game starts, in one unedited take.
- Screen and game audio. Voice commentary is optional and marked on the player's card.
- Unlisted YouTube, Drive, Dropbox or Streamable link, online for at least 30 days.
- At least the session length you asked for, unless your build runs out sooner.
2. Honest answers
- First minute: what did you think this game was?
- Confusion: where did you get stuck or lost, with timestamps
- Best and worst moments
- Would you keep playing if nobody paid you?
- One change you would make, and bugs you hit
Plus up to three questions of your own, answered by every player.
// Pricing, all of it
Almost free on purpose. Players set their own price inside a small band, we add a flat fee, and that is the whole model.
A developer's first playtest is free. A player's first test (the audition) is unpaid. They are the same test.
Each player sets their own rate. A 15, 20 or 30 minute session with the full recording and answers.
Charged to the developer. Players keep 100% of their rate. Devs prepay credit by PayPal from $10.
// Select your players
Every player has a card: what they play, how they play, their setup and their rate. Verified means they passed their audition.
// Why amateur players
"You can find bug hunters anywhere. Do people actually have fun playing your game?"
Professional QA tells you what is broken. It does not tell you whether a normal person, with no context and no patience for your tutorial, gets hooked in the first minute. That is what decides whether your game survives its Steam page, and it is what our players are for: the same kind of people who will buy your game, playing it cold, on video.
Hi, I'm Neno.
Lifelong gamer · game dev
I noticed there's no real place to get cheap playtests from real players. You either beg friends and Reddit, or pay prices made for big studios.
So I'm trying this. Small fees, real players, honest feedback. Let's see if it works.
// Questions
When do you launch?
When both rosters are ready: enough players and enough games that every free test can go out on day one. The meter at the top is live. Sign up now and you are first in line on your side.
Is the developer's first test really free?
Yes, one per developer. It is a new player's audition, so we review it before it reaches you. If it does not meet the standard, it goes back in the queue and you get another player.
Why would a player test for free?
Only the first one is unpaid. It proves they can record a full session and give useful answers, and passing it unlocks paid requests at their own rate. Think of it as a tryout.
How do payments work?
Developers top up credit through PayPal ($10, $25, $50 or $100). Booking a test holds the player's rate plus the $1 fee. If a player declines, does not deliver, or a flagged test is refunded, the money goes back to your credit. Players are paid by PayPal once their balance reaches $10.
What is an open call?
Instead of picking players one by one, a developer posts some paid slots with a rate cap. Every verified player at or under the cap gets notified, and the first ones to accept take the slots. You pay each player's own rate; anything under the cap comes back.
What if a test is bad?
Developers have 72 hours to approve a paid test or flag it. If it breaks the rules (missing or private video, too short, empty answers), we refund you and the player is not paid. Taste is not a flag: an honest "I did not like it" is exactly what you are paying for.
Who can be a player?
Anyone 16 or older, anywhere in the world, who can record their screen and write answers in English. Casual players are as welcome as hardcore ones. Often more.
Can my game be on PC, browser or mobile?
Yes. You pick the platform when you sign up, and only players who play on it are matched to it. Keep the build link frictionless: no passwords, no email-the-dev steps.