Studio Growth

9 min read

How to find playtesters for an indie game

Friends are kind and other developers play like developers. Here is where to find playtesters who match your players, how many you need per round, and what to pay them.

BB

Written by Bounty Board Team

Bounty Board editorial team

  • playtesting
  • playtest campaigns
  • indie game development

You have a build that runs from start to finish, and a list of things you can no longer judge by playing it yourself: whether the tutorial lands, where people quit, whether the second level is as fair as it feels after two hundred attempts.

Your friends will say it is great. Other developers will tell you how they would have built it. Neither group is the person who finds your game on a store page next spring.

This guide covers who to recruit, where to find them, how many you need per round, what to pay, and how to run a paid playtest campaign on Bounty Board.

The direct answer

Find playtesters where your future players already spend time, not where developers do:

  1. Define the player first. Name two or three games your target player already plays. The communities around those games are where you recruit.
  2. Use the free platform tools. Steam Playtest lets players request access to a separate test build of a Steam game. Poki returns 10 gameplay recordings per playtest for browser builds. itch.io can hide a build behind a password or download keys.
  3. Run small rounds. About five testers per round finds most of the problems that stop people. Run several rounds and fix things in between.
  4. Pay for the time. Money is the most useful incentive and adds the least bias. A game key or early access is the cheaper alternative.
  5. Set a minimum play time and ask a few specific questions, so every report covers the part of the game you are unsure about.

Who you actually need

Steve Bromley, who writes about games user research, calls the usual sources a sampling problem in his guide to recruiting playtesters. Friends are too nice to say what is wrong, and are rarely your target audience anyway. Game developers and trade show crowds are far more experienced than a typical player, so balancing around them pulls the game away from the people you want. His fix: start from the other games your target players play, and recruit in the communities around those games.

Write the target player down before you post anywhere: the games they play, the platform they play on, and how long a session usually lasts for them. That description decides where you look, and it lets you turn away volunteers who do not fit. A puzzle game tested by people who only play shooters will mostly learn that it feels slow.

Where to find playtesters

Communities around comparable games

Bromley's method is concrete. Pick a game similar to yours that your target players already play, search its name together with words like forum, help, support, or community, and go where those players already talk. Read each community's rules before posting; an invitation to test your game is a form of promotion.

Your own audience

Wishlisters, newsletter subscribers, and your Discord already chose your game. They are the warmest testers you have and the least neutral. Use them for stability checks and late builds, and look outside for first impressions.

Steam Playtest

If the game is on Steam, Steam Playtest is the default tool. Players request access, and you can let everyone in or grant access in batches as you have capacity. The test runs as a separate app ID, so it does not interfere with your main game, and Valve describes it as completely free for players and developers.

Three rules matter. You cannot charge for access. Collecting feedback is up to you, whether that is a Steam forum, a Discord channel, or your bug tracker. And a player who has only been in the playtest cannot review your released game.

Browser builds: Poki and itch.io

For an HTML5 game, Poki's testing tools return gameplay videos from real Poki players. Each playtest returns 10 recordings, you can run as many as you like at any stage of development, and the tests are free once you have access to Poki for Developers.

For a private test on a page you control, itch.io's access controls give you three options: a draft page that only you and people with its secret link can open, a password on the page, or a restricted project that only people holding a download key can reach.

Paid testers

A budget widens the pool beyond people who already care about your game. That is the job of a paid playtest, and the last section covers how one works on Bounty Board.

How many testers per round

Fewer than you expect, more often than you expect. In Jakob Nielsen's usability research, testing with five users uncovered about 85% of the usability problems in a design, and he recommends three studies of five users over one study of fifteen, with fixes between rounds.

That finding is about problems: the menu nobody understands, the tutorial prompt everyone misses, the level where most people get stuck. It does not tell you whether the game is fun for a large audience or how long players stay. Retention and balance need a much bigger sample than a handful of testers, which is what larger portal tests and soft launches are for.

For a small studio, a workable rhythm is a handful of new testers, a round of fixes, then a handful of different testers. Reusing the same people hides the problems they have already learned to work around.

What to pay playtesters

Bromley's guide is direct about incentives: teams with a budget should offer money, because money is useful to almost everyone and introduces minimal bias. A free key or early access costs less, and it attracts people who already want the game. That is good for goodwill and worse for neutrality.

Two rules keep paid feedback honest:

  • Pay for the report, not the verdict. The fee should never depend on what the tester says about the game.
  • Size the fee to the time you ask for. Thirty minutes of play and five questions is a small job, and the offer should read like one. A two hour session is a different job.

What to ask

Set a minimum play time that reaches the part you are unsure about. If the question is the second level, a 10 minute test never gets there.

Then ask a few specific questions. "Where did you get stuck?" and "What did you think the goal of the first level was?" return more than "Did you enjoy it?" Watch when you can, too. Bugnet's playtester guide puts the habit well: "Watch without intervening, resist the urge to explain, and pay attention to what players do." Recordings and session data show what happened. A short written report shows what the player thought happened. You want both.

Running a paid playtest campaign on Bounty Board

A playtest campaign on Bounty Board turns the steps above into one listing. In the campaign builder you pick Playtest and set three things: how many minutes to play (1 to 240), up to six questions, and how many testers you want.

Then you choose how testers earn:

  • Pay per report. Each report you accept pays the flat fee you set, at least $5. Paid work carries a standard 10% platform fee on each side of completed work. Every campaign is funded up front through Stripe when it is published, and any unused budget is refunded to the studio in full, including its share of the platform fee, when the campaign closes.
  • Just the game. Testers get a game key or early access and no cash. The campaign posts for a $29 listing fee, charged once at publish and not refunded.

Who can join. Playtests are open to gamers as well as creators unless you limit them to creators, so a tester does not need a channel. Testers must be 18 or older, and anyone joining a paid playtest connects Stripe first. You can approve each tester, or let testers claim a spot. A claimed spot with no report after 72 hours opens up for someone else.

What a report proves. On a game published in the Arcade, play time comes from the tester's own play sessions since they claimed the spot, with preview plays excluded, and a report that falls short of your minimum is refused until they have played enough. On other games, the tester states their time. A report on a playtest that pays in a key or early access is approved automatically; a paid report waits for you to accept it.

Friends first, if you like. An Arcade build can go to a private playtest link for up to 8 friends before strangers see it.

What it is not. A playtest campaign is not a research lab. There are no NDAs, screen recordings, or branching surveys. If you need those, our FirstLook comparison covers a platform built for structured playtesting. The playtest FAQ has the short version, and how to write a bounty creators actually want helps with the brief.

If the build is a Steam demo headed for Next Fest, test it before creators see it. The Next Fest creator playbook has the timeline.

Playtesting costs little next to launching a game most people quit in the first five minutes. Find five people who play games like yours, watch what they do, fix the worst thing, and find five more.

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