Userplay

TestFlight for PC games

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August 17, 2026 Building TestFlight for PC Games

We’re building Userplay, TestFlight for PC games.

The idea came from seeing how messy playtesting still is for game studios.

A typical playtest can involve Discord for recruiting, Steam for distributing access, spreadsheets for tracking players, forms for collecting feedback, and another tool entirely for recording gameplay.

None of these tools are really designed to work together.

We’re building Userplay to bring the whole process into one place.

Studios can recruit and screen players, distribute Steam keys, manage access, run different types of playtests, capture gameplay sessions, collect feedback, and review player activity, all from the same platform.

One part we’re particularly interested in is connecting what players say with what they actually do.

Instead of getting a survey response saying “the tutorial was confusing” and having no context around it, Userplay lets you go back to the gameplay session, see what happened, review the player’s voice transcript, and connect that back to their player history and feedback.

We’re still early, and there’s a lot we want to build. Deeper game integrations, better gameplay analysis, more player insights, and eventually much richer ways of understanding player behaviour.

Right now, we’re focused on making the boring parts of running a playtest dramatically easier.

If you run playtests for your game, I’d love to hear how you currently do it, especially the parts of the process that still feel painfully manual.

1 Comment

  1. 1

    The amount of tooling involved in a typical playtest is striking. Curious which part of the process studios complain about most once they start using Userplay.

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We’re building Userplay because running a playtest is still far more complicated than it should be. Studios have to piece together Discord, Steam, spreadsheets, surveys, and recording tools just to manage playtests