Know what has been tested before your next demo or release decision.
GameCloud tests the player journeys that matter for your next milestone. We agree the build, platforms, configurations, scope and test window before work starts. You receive reproducible issues, a clear record of coverage and a summary of the risks that remain.
The sprint includes one defined fix-verification pass. Its build, allowance and return window are agreed in the project scope.
Tell us your build window, platforms and must-work journeys. Start with a non-confidential overview. Do not include passwords, unreleased build files, player data or private logs in this enquiry. Build access and evidence handling are agreed separately.
Use a readiness sprint for a playable demo, publisher milestone, release candidate or a focused release gap alongside your internal QA team.
The scope can include installation and first launch, onboarding, essential gameplay, controls, settings, save/load, update behavior and selected interruption paths. We choose the relevant checks with you and document the configurations on which they will run.
Purchase, restore, rewarded-ad or controller checks can be included when the relevant test setup and hardware are agreed. Payment and advertising flows require appropriate test accounts and test modes.
Platform coverage is agreed per project across PC, iOS, Android, TV, Web, XR and other emerging platforms including smartglasses where relevant. Consoles are out of scope for this offer.
The report gives your team evidence for its release decision. Your studio owns prioritization, fixes and the final go-live decision.
Agree the candidate build, deadline, important player journeys and reporting format.
Verify access, the configuration matrix and the testing window.
Execute the agreed checks, investigate findings within scope and raise serious issues during the agreed working window.
Test the agreed replacement build within the retest allowance and document the remaining risks.
Your one-page project total sets out the build and configuration limits, test effort, reporting, turnaround, retest allowance and price. Extra builds, new features, wider device coverage and additional retest rounds are estimated before work expands.
We confirm dates after reviewing the scope, build readiness and available capacity. Blocked access or an unusable build can change the schedule; we make the effect visible.
For a single exploratory gameplay pass, see Game Confidence. For regression across regular updates, see Recurring Update QA. Larger multi-stage programmes can be scoped separately (see below).
Game Confidence is a single exploratory gameplay pass. The readiness sprint has an agreed release-focused test matrix and includes one bounded fix-verification pass. The project scope identifies exactly what will be tested.
Only the scope agreed for the milestone is covered. The report identifies untested and blocked areas so you can see where further work may be needed.
The quote names the baseline build, eligible fix build, platforms and configurations. We confirm the required hardware and access before committing. Wider matrices and extra build drops are scoped separately.
We agree a delivery window after reviewing the build, coverage and capacity. Timing starts from the agreed slot and a usable build with working access. Blockers and scope changes are recorded with their schedule effect.
We identify the blocker and agree the next step. Useful unaffected work can continue where possible. The quote explains how setup effort, delayed builds and rescheduling are handled.
The sprint includes one defined fix-verification pass. The quote specifies eligible builds, effort limits and return windows. More fixes or additional rounds can be estimated separately.
Yes, subject to agreed access and workflow. We align reporting fields, severity definitions and coverage ownership at kickoff so findings are useful to your team.
We provide test evidence and describe the remaining risks. Your engineering team owns fixes, and your studio owns release and submission decisions. Store approval, certification and commercial results are not guaranteed.
Start with a non-confidential enquiry. We agree the access method, permitted audience, tools and evidence handling before accepting confidential materials. Do not send passwords or player data through the public enquiry form.
Separate from the readiness sprint above. The terms below describe a larger, separately scoped programme. They do not define the Demo and Release Readiness Sprint.
Some studios need QA support across a multi-month production window rather than a single milestone. That work is scoped separately after we review build size, platform matrix and production plan.
Existing Game Assurance overview imagery is retained for continuity:

Ask for a separately scoped programme total if this model fits better than a single readiness sprint.
Tell us the milestone, platforms and player journeys that must work. We will define a focused scope and project total.
Start with a non-confidential overview. Do not include passwords, unreleased build files, player data or private logs in this form. Build access and evidence handling are agreed separately.