How to find a QA tester for your indie game
Players will find your bugs on launch day whether you do or not. A good QA tester finds them first, and tells you exactly how to make them happen again. I'm making my own game too, and here's how I'd find a tester worth having.
- Know what you need: playtesters tell you if it's fun, QA testers tell you what's broken.
- Write down what to test: platforms, hardware, inputs, and the parts of the game that change most.
- Judge testers by their bug reports: clear steps, expected vs actual, the build and platform, and a video.
- Start with a small paid test pass on one build.
- Agree on build access, the bug tracker, an NDA and pay in writing.
1. Playtesting or QA?
They get mixed up a lot, and you probably need both:
- Playtesting is about the experience. Is it fun, is it clear, where do people get stuck or quit? You want lots of fresh players for this. Valve's free Steam Playtest feature gives you a separate app for your playtest, so you can let in as many or as few players as you like without touching your main game's reviews or wishlists.
- QA is about what's broken, and it's methodical. Does every menu option work, does the save survive a crash, does it run on a low-end laptop, did last week's fix break something else? That's a skill, and it's what a QA tester brings.
Common kinds of QA work: functional testing (does it work as designed), regression testing (did a fix break something else), compatibility testing on different hardware, performance testing, multiplayer and network testing, accessibility testing, and console certification if you're shipping on consoles.
2. Write down what needs testing
A tester can't test "everything." Give them a list:
- Platforms and hardware. Windows, Mac, Linux, Steam Deck, Switch, phones. Low-end and high-end PCs, different GPUs.
- Inputs. Mouse and keyboard, different controllers, remapping, and switching between them mid-game.
- Settings. Resolutions, aspect ratios, windowed and fullscreen, graphics presets.
- Saves. Saving, loading, quitting mid-save, and old saves after an update.
- Languages, if you translate, since longer text overflows boxes.
- What changed. The new features and fixes in this build, which is where new bugs usually hide.
If you're targeting Steam Deck, Valve's compatibility review rates games as Verified, Playable, Unsupported or Unknown, and lists what it checks, like controller support, the default controller setup and text legibility. It's a handy checklist to hand a tester. Consoles have their own certification requirements from each platform holder, and testers who've done console cert before are worth asking for if you're headed there.
3. Judge testers by their bug reports
The bug report is the product. Ask every tester for a sample report and a test plan they've written. A good bug report has:
- A clear title, like "Game freezes when opening map during boss intro," not "map broken."
- The build number and platform, with hardware or device details.
- Steps to reproduce, numbered and short.
- Expected vs actual. What should happen, and what does.
- How often. Every time, or one in five tries.
- Severity. A crash or lost save is not the same as a typo.
- A video or screenshot, and logs or crash dumps if there are any.
Also look at the platforms and devices they actually own, the tools they know (Jira, Trello, GitHub Issues, or just a good spreadsheet), and how they write. Short, calm and precise is what you want.
4. Where to look
- IndieGuild. This one's mine. QA tester profiles show sample bug reports, test plans, compatibility reports and video repros, plus the platforms they test on. In Find my match you pick what you need, like bug reports, a test plan or a compatibility report, and your platforms, like PC, Steam Deck or Switch, and it shows testers who fit. Or post a role and mark it paid, rev share, paid or rev share, or hobby, with a budget if you like. Testers who fit get it in their inbox. It's free, and I don't take a cut.
- Work With Indies. Work With Indies lists indie studio jobs, and QA roles show up there. Studios pay to list, so it suits a real role with a budget.
- Reddit. r/gameDevClassifieds for paid work, and r/INAT for rev share and hobby teams. For playtest feedback rather than QA, r/playmygame and r/DestroyMyGame are where devs share builds.
- QA companies. For big test passes, many devices at once or console certification, game QA outsourcing companies run whole teams. They cost more than a freelancer, but they bring hardware and process.
- Your own community. Fans in your Discord make great playtesters. Just remember playtesting isn't the same as a careful QA pass.
5. What to put in your post or first message
- Your game, the genre, and a short clip
- How they'll get the build: a Steam key or branch, itch.io, or a download
- Platforms, hardware and inputs you need covered
- What to focus on, and what changed in this build
- Where bugs go: your tracker, a shared sheet, or a Discord channel
- A known issues list, so they don't spend time on bugs you already know about
- The hours or passes you need, the deal (paid, rev share or hobby) and your budget
6. Start with a small paid test pass
Pay for one short pass on one build. Something like a couple of hours on your first level, the settings menu and saving, with every bug in your tracker. Then read the reports. Could you reproduce each bug from the steps alone? Did they find things you didn't? That tells you everything.
7. Put it in writing
Write down the hours or passes, the rate and when you pay, which builds and platforms are included, and where reports go. Add an NDA, and be clear that builds, keys and footage don't get shared or streamed without your okay. Add how they're credited in your game's credits, and whether they can mention the game in their portfolio.
Red flags
- Vague reports. "It crashed sometimes" with no steps, build or platform.
- Opinions logged as bugs. Feedback is useful, but it belongs in its own list.
- Lots of duplicates because they never checked the known issues list.
- Sharing your build or footage without asking.
- One fast PC only, when your players will be on all sorts of hardware.
Common mistakes
- Testing only in the last week, when there's no time left to fix anything.
- No build numbers, so nobody knows which version a bug was found in.
- Never retesting fixes, so old bugs quietly come back.
- Relying on friends saying "seems fine to me."
- No Steam Deck or controller pass, when players will absolutely try both.
Frequently asked questions
Where can I find a QA tester for my indie game?
Work With Indies for studio roles, r/gameDevClassifieds for paid work, r/INAT for rev share and hobby teams, and game QA outsourcing companies for big test passes or console certification. On IndieGuild, QA tester profiles show sample bug reports, test plans and the platforms they test on, and Find my match shows testers by what you need and your platforms.
What's the difference between a playtester and a QA tester?
A playtester tells you how the game feels: is it fun, is it clear, where do people get stuck. A QA tester checks what's broken, methodically, with bug reports you can act on. Most games need both.
What should a good bug report include?
A clear title, the build number and platform, numbered steps to reproduce, what should happen and what actually happens, how often it happens, how severe it is, and a video or screenshot plus logs if there are any.
How much does game QA testing cost?
I won't make up numbers. Freelance testers usually charge per hour or per test pass, and QA companies quote per project. What drives the cost is how many platforms and devices you need covered, how big the game is, how many passes and how much retesting, and whether you need console certification. Ask for a quote on one small pass first.
Is IndieGuild free?
Yes. Posting a role, browsing, matching and messaging are free for game devs and creators, and I don't take a cut. You and the tester agree on pay and terms directly.
Find a QA tester for your game
Pick what you need, like bug reports, a test plan or a compatibility pass, and your platforms, and see testers whose work fits. Message anyone for free and agree on builds, pay and NDAs together.
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