Key takeaways
- Use several sources: friends for a first smoke test, communities for genre fans, and Steam Playtest or a playtesting service for fresh players at volume.
- Give every tester the same short checkpoint and the same three to five questions, so answers can be compared between builds.
- Never trade rewards or free keys for store reviews; Steam forbids soliciting reviews in exchange for games, money or other rewards.
Where can you find playtesters for your game?
To find playtesters, combine a few free sources with one that scales: friends and fellow developers for the first rough builds, genre communities on Discord, Reddit and itch.io for players who like your kind of game, Steam Playtest once you have a store page, and a playtesting service such as PlaytestCloud when you need recorded sessions with fresh players quickly. Whatever the source, give every tester the same goal and the same short questions, so the feedback can be compared and acted on.
The hard part is rarely finding people. It is finding people who match your audience, getting them to actually play, and getting answers more useful than “it was fun”. This guide covers each source, its limits, and how to structure the feedback. Testing an app rather than a game? How to get beta testers for your app covers TestFlight and the Google Play testing tracks.
Before you recruit: decide what this test is for
Every playtest should answer one or two questions. Write them down before you look for testers, because they decide who you need and what you ask:
- Does the first session work? Can a new player understand the controls and goal without help? You need players who have never seen the game.
- Is the core loop fun? Do players want to keep going after 15 minutes? You need fans of the genre.
- Is it too hard or too easy? Where do players get stuck or quit? You need a mix of skill levels, and data on where they stopped.
- Does it run? Crashes, frame rate and controller support across hardware. You need many different machines.
Then define a checkpoint: a point every tester should reach, such as the end of the tutorial or the first boss. It keeps sessions comparable and tells you who actually played.
Six places to find playtesters
| Source | Best for | Cost | Main limit |
|---|---|---|---|
| Friends, family, fellow developers | First builds, does it run, obvious problems | Free | Biased and rarely your audience |
| Discord communities | Genre fans, ongoing testing | Free | Slow to build; follow each server’s rules |
| itch.io | Early builds, private or public test pages | Free | You still have to bring players to the page |
| Reaching genre players and developers | Free | Strict community rules on self-promotion | |
| Steam Playtest | PC games with a Steam store page, at scale | Free | Players must find your store page first |
| Playtesting services | Recorded first sessions from players who match your audience | Subscription or per-test price; free trials | Costly for small studios; players are paid for their time |
1. Friends, family and other developers
They are the fastest testers you have, and the right ones for your first build. They will find crashes, unclear menus and missing instructions. Their limits are just as clear: they know you, want to be kind, may not play your genre, and after one session they are no longer new players. Use them early and briefly, then move on. Fellow developers are a better source of design feedback, and many game development communities run regular threads where developers test each other’s games.
2. Discord communities
Two kinds of Discord server help. Your own server becomes a home for players who want early builds, give feedback over time, and report bugs in a dedicated channel. Other servers, especially genre, indie game and developer communities, often have channels for sharing builds or asking for testers. Read each server’s rules before you post, use the channel meant for it, and give feedback to others in return. Do not pay or reward people for joining your server: Discord’s Platform Manipulation Policy prohibits “purchasing or inducing server joins”. How to get more Discord members covers growing a server within the rules.
3. itch.io
itch.io is a simple way to host test builds, including browser builds that need no download. According to itch.io’s documentation, a project can be a Draft, visible only to you and to people with a secret link; Restricted, available to people you give download keys, with an optional password; or Public, with an option to leave it unlisted in search and browse. That lets you share a private test with one group and a public demo with everyone, from the same place. itch.io’s community boards and game jams are also good places to meet players and developers who are used to playing early builds.
4. Reddit
Reddit has communities for game developers, for specific genres, and for sharing games to get feedback. Reddit’s sitewide rules ask users to follow each community’s rules, post authentic content in communities they care about, and not spam or manipulate votes. In practice, read every community’s rules before posting: many limit self-promotion, require a specific post format or flair, or only allow builds on certain days. Post a short description, a clip or screenshot, the platform, how long a session takes, and exactly what feedback you want. Do not post the same thing across many communities at once, and never ask for upvotes.
5. Steam Playtest
If you have a Steam store page, Steam Playtest is the most direct route to PC players. Valve’s Steamworks documentation describes it as “a free, low-risk way to get playtesting data” for a game. The facts that matter:
- The playtest is a separate app ID from your main game, so its playtime, reviews and refunds are kept separate.
- It does not get its own store page. It is listed as an option on your main game’s store page, where players can request access.
- You choose between a limited sign-up, where you accept players from the waiting pool in batches, and an open sign-up, where players are accepted automatically.
- It must be free. Valve states that it is not OK to charge players for access to a Steam Playtest.
Accepting players in batches lets you test a build with a few hundred people, fix problems, and then open it to more. Steam Playtest brings volume, but only from people who already found your store page, so pair it with community posts that point there.
6. Playtesting services
When you need recorded sessions with fresh players within days, a playtesting service recruits players who match your audience, pays them for their time, and sends you the results. PlaytestCloud is built for games: it records video, audio and touches while players play PC, browser, Steam, Android or iOS builds, adds transcripts and surveys, and says results arrive in about 48 hours. BetaTesting.com also lists game playtesting among its test types. Because each player is new to the game, you get true first-session reactions.
Prices, checked on October 22, 2026: PlaytestCloud’s professional plans start at €1,025 per month, invoiced annually, and its Indie Pass, for studios with fewer than 15 employees and under $1M in revenue and funding, includes 5 player videos a month at a price quoted on request. New accounts get a free trial with two players. BetaTesting.com sells project credits from $23 to $39 each, with tester incentives included. Check both sites before you budget, because plans change.
Example brief: play to the first boss and answer three questions
Players: fans of action roguelikes on PC who have not seen the game. Instructions: 1. Open the test link and play the free demo in your browser. 2. Play until you reach the first boss, about 15 minutes, thinking aloud as you go. 3. Afterwards answer: a) What was the most confusing moment? b) At what point, if any, did you want to stop? c) What do you think the goal of the game is?
Keep in mind that paid players play because they are paid for their time, so they are best for questions about clarity, difficulty and the first session, not for “would you buy this?”. Treat honest criticism as the point of the test. And keep the brief to play and feedback only: never ask for a store review, a rating, or anything else a platform forbids rewarding. Valve’s guidelines say: “Don’t solicit reviews in exchange for any games, DLC, money, or other rewards.” Can you pay for app reviews? covers the mobile stores.
How to structure playtest feedback
Unstructured feedback gives you a pile of opinions that cannot be compared. A short, fixed form gives you patterns.
- Record the basics automatically where you can: build number, platform, session length, and how far the player got. Players are bad at estimating these.
- Ask three to five questions, the same every time. Keeping the questions fixed is what lets you see whether a new build is better.
- Mix one or two ratings with open questions. “How likely are you to keep playing, 1 to 5?” gives a number to track; “Why?” tells you what to change.
- Ask about moments, not the whole game. “What was the most frustrating moment?” gets specific answers. “What did you think?” gets “it was good”.
- Do not lead. “Did you enjoy the new combat system?” invites yes. “How did combat feel compared with other games you play?” does not.
- Watch when you can. A recorded or streamed session shows where players hesitate, which they often do not mention afterwards.
A five-question post-session form
1. How far did you get? (checkpoint list) 2. How likely are you to keep playing, from 1 to 5, and why? 3. What was the most confusing moment? 4. What was the most fun moment? 5. Did anything break, look wrong or feel slow? Keep the same five questions for every build.
How many playtesters do you need?
Fewer than most developers think, per round. In usability research, Nielsen Norman Group’s often-cited guidance is that about five users per round find most usability problems, because the same issues come up again and again. For a game, five to ten new players reaching the same checkpoint is a practical round size. It is better to run several small rounds, fixing what you learned in between, than one large round. Larger numbers matter when you are measuring something: how many players finish the tutorial, where most of them quit, or whether the game runs on many kinds of hardware.
Reading the results
- Count problems by how many testers hit them, not by how loudly they were described.
- Treat where players quit as the most important data point you have.
- Separate bugs, which you fix, from opinions, which you weigh against your design goals.
- Watch for what players do not mention: if nobody talks about your favorite feature, they may not have found it.
- Change one or two things, then test with new players at the same checkpoint.
Mistakes to avoid
Shortcuts that break platform rules
Giving free keys, money or in-game items in exchange for store reviews or ratings. Rewarding people for joining your Discord server. Posting the same build link across many communities, or asking for upvotes. Each of these can get your game, account or posts removed.
- Testing only with friends and developers, who are not your players.
- Running the same testers through every build, so nobody sees the game fresh anymore.
- Asking open-ended “what do you think?” questions with no checkpoint.
- Waiting until the game is nearly finished, when big changes are too expensive.
Publishing a mobile game on Google Play from a new personal developer account? Plan for Google’s closed test first, as Google Play’s 12-tester rule explains. Once the game is ready to launch, How to promote a mobile game on a small budget covers the next step.
From playtests to players
Keep every playtest to play and feedback only: the same checkpoint, the same questions, and a fresh group of players every round. Once the game is live and you want players rather than feedback, Moonetix can help. Advertising on Moonetix runs through custom integrations by arrangement: together we agree on an offer, such as an install plus reaching a level, and the target countries, our team reviews it before it goes live, and we connect your tracking with a server-to-server postback. You pay only for the conversions your postback confirms. Read more about advertising on Moonetix or email us at business@moonetix.com.
Frequently asked questions
How do I find playtesters for free?
Start with friends and fellow developers for early builds, then post in genre and indie game communities on Discord, Reddit and itch.io, following each community’s rules. Once you have a Steam store page, Steam Playtest is free too.
Is Steam Playtest free?
Yes. Valve describes it as free for developers, and you may not charge players for access. The playtest uses a separate app ID, so its reviews and playtime are kept apart from your main game.
Can I pay playtesters?
Yes, paying people for their time to play and give feedback is common, usually through a playtesting service such as PlaytestCloud or BetaTesting.com that recruits and pays the players. What you must not do is reward store reviews or ratings, which Steam and the mobile app stores forbid.
How many playtesters do I need?
Five to ten new players per round usually reveal the biggest problems. Run several small rounds with fixes in between, and use larger groups when you need to measure completion rates or test many devices.
What questions should I ask playtesters?
Ask how far they got, how likely they are to keep playing and why, the most confusing moment, the most fun moment, and whether anything broke. Keep the same questions for every build so you can compare.


