The short answer
Game QA covers functional testing, device compatibility, performance, regression, localization, multiplayer, accessibility and store compliance. Good QA starts at the prototype with smoke tests on every build and full test passes at milestones and before submission, combining manual exploratory testing with automated tests where they pay off. QA is usually priced hourly or per tester, as a fixed price per milestone, or as a monthly retainer for live games, and the main cost drivers are platforms, devices and content size.
Types of testing
| Type | What it checks |
|---|---|
| Functional | Every feature works as designed, from menus to boss fights |
| Compatibility | Devices, OS versions, screen sizes, controllers |
| Performance | Frame rate, memory, load times, heat and battery |
| Regression | Old features still work after new changes |
| Localization and LQA | Text fits, is translated, and makes sense in context |
| Compliance | Store and platform requirements before submission |
| Multiplayer and network | Matches, reconnects, lag, packet loss, server load |
| Accessibility | Options and usability for players with disabilities |
| Usability and playtesting | Whether real players understand and enjoy the game |
When testing happens
- Prototype: quick checks and playtests to validate the core loop.
- Every build: a short smoke test so broken builds never reach the team or client.
- Milestones: full functional and regression passes on the target devices.
- Before submission: compliance and store checks; see our store submission checklist.
- After launch: regression on every update, plus investigation of player-reported issues.
Device coverage
Mobile games run on thousands of device and OS combinations. QA teams build a device matrix from analytics or market data: a low-end, mid-range and high-end device per platform, popular models in target markets, and the oldest OS versions supported. Cloud device labs such as Firebase Test Lab and AWS Device Farm add breadth for automated runs, while physical devices remain essential for touch, heat and real performance.
Automation: where it helps
| Good to automate | Better done manually |
|---|---|
| Smoke tests on every build | Exploratory testing of new features |
| Unit tests for game logic and economy | Game feel and fun |
| Performance captures on target devices | Visual and audio polish |
| Regression of stable systems | Usability and first-time player experience |
Unity Test Framework and Unreal Engine's Automation System support unit and functional tests, and continuous integration can run them on every commit. Automation saves money on long projects and live games; on short projects, focused manual testing is often more efficient.
What a good bug report contains
- A short, specific title.
- Steps to reproduce, numbered.
- Expected result and actual result.
- Build number, device, OS version and settings.
- Logs, screenshots and a short video.
- Severity (how bad) and priority (how urgent), agreed with the team.
A bug that cannot be reproduced cannot be fixed. Clear reports are the most valuable thing QA produces. Crash reporting tools in the build, such as Firebase Crashlytics on mobile, add stack traces and device data automatically, which turns many "it crashed sometimes" reports into fixable issues.
Severity levels
| Severity | Example |
|---|---|
| Critical | Crash on launch, lost save data, purchase charged but not delivered |
| High | A feature or level cannot be completed |
| Medium | Feature works but with a noticeable problem |
| Low | Cosmetic issue, typo, minor visual glitch |
How QA is priced
| Model | Best for |
|---|---|
| Hourly or per tester | Flexible needs and short engagements |
| Fixed price per milestone | Defined test passes at known points |
| Monthly retainer | Live games with regular updates |
The main cost drivers are the number of platforms, the size of the device matrix, the amount of content, multiplayer testing and the number of languages. In our projects, QA is included in the build plan rather than bolted on at the end.
Testing multiplayer and online features
Online games need tests that single-player games do not: matches with full player counts, players joining and leaving mid-match, reconnects after a phone call or network switch, and play on slow or unstable connections. Network simulation tools can add latency and packet loss on purpose, and bots can fill matches for load tests. Server load testing before launch shows whether infrastructure survives the first weekend.
Building a test plan
- List features and systems, and rank them by risk to players and revenue.
- Choose devices and platforms from analytics or market data.
- Write test cases for high-risk areas, such as purchases, saves and progression.
- Schedule smoke tests per build, full passes per milestone and a release candidate pass.
- Agree severity definitions and the bug workflow with developers.
- Review results after each pass and adjust the plan.
Signs QA is under-resourced
- Crash rates jump after updates.
- The same bugs return after being fixed.
- Store reviews mention problems the team did not know about.
- Testing only happens in the final week before release.
Working with us
We test across devices and platforms throughout development and after launch. See mobile game development or request a quote. For accessibility testing, the Game Accessibility Guidelines are a useful checklist.
Sources: Firebase Test Lab ยท AWS Device Farm ยท Unity Test Framework ยท Unreal Engine: Automation System ยท Game Accessibility Guidelines. Checked October 20, 2026.
Related: Mobile game development ยท Co-development ยท Get a quote
Quick answers โ
What does game QA testing include?
Functional, compatibility, performance, regression, localization, compliance, multiplayer, accessibility and usability testing, from the prototype through launch and every update.
When should game testing start?
At the prototype stage, with smoke tests on every build and full test passes at each milestone and before store submission.
Can game testing be automated?
Partly. Smoke tests, unit tests for game logic, performance captures and regression of stable systems automate well; exploratory testing, game feel and usability still need people.
How is game QA priced?
Usually hourly or per tester, as a fixed price per milestone, or as a monthly retainer for live games. Platforms, device matrix, content size, multiplayer and languages drive the cost.
What makes a good bug report?
A specific title, numbered steps to reproduce, expected and actual results, build and device details, logs, screenshots or video, and agreed severity and priority.
Related guides
Store submission checklist → Game development mistakes to avoid →Need reliable testing? ๐
We include QA across devices from the first build and support updates after launch. Quote within 48 hours.