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Remote Playtesting: How to Test Your Indie Game Online

Remote playtesting for indie games: send builds, record with consent, run Discord calls, get async video reviews, handle time zones and mobile.

Updated · 11 min read · For developers

Remote playtesting means watching a stranger play your game without being in the same room, and for most indie developers it is the only kind of playtesting that scales past friends and local meetups. The hard part is not the questions you ask. It is the plumbing: getting a build onto someone else's machine, recording what they did with their permission, lining up a call across three time zones, and making sense of a phone game you can't see the screen of. This guide covers that plumbing with free tools, step by step. If you want the session itself (the welcome script, neutral prompts and debrief questions), that lives in our guide on how to run a playtest. Everything here is about making it work at a distance.

Match the remote format to your question

Remote rounds come in four shapes, each answering a different question.

  • Live call with screen share. The tester shares the game window on Discord or Zoom while you stay muted. Best for "why do players get stuck here?" because you can ask straight after. Costs you an hour per tester.
  • Recorded think-aloud video. The tester records screen and voice alone and sends the file. No follow-up questions, but you can run ten in the time it takes to schedule two calls.
  • Livestream review. The tester streams their first session and you watch live or from the saved video. Honest reactions, but public, so only for a build you are happy for anyone to see.
  • Written review after play. Cheapest for everyone, weakest for confusion, because players forget the moments they were lost.

A useful pattern, and the one Flockbay's remote playtesting guide recommends, is to mix them: a few watched sessions to understand why problems happen, and a wider unmoderated round to see how many players hit them. For a small indie round that might be two live calls plus six recorded videos on the same build.

Get the build onto their machine

Every minute spent installing is a minute not playing. Aim for one link, one click, and a build that starts first time.

PC builds

  • itch.io Restricted page. Set the project's visibility to Restricted and only the people you approve can see it. itch.io's access-control docs explain that you grant access with a download key the tester attaches to their account, or you can add a page password, even baked into the URL so nobody has to type it. Restricted pages don't appear in itch.io browse or search and aren't indexed by search engines. Revoke a key and that tester loses access. Our itch.io playtest guide walks through the full setup, including download keys and butler updates.
  • Steam Playtest. If you already have a Steam page, a Playtest app gives you a separate build, signups on your store page, and keys you can hand out directly. Our walkthrough on how to set up a Steam Playtest covers it end to end.
  • A zip on a file host. Fine for people who already trust you. Strangers will see warnings on an unsigned executable: explain them, and never ask anyone to switch antivirus off.

Mobile builds

  • iOS with TestFlight. Apple lets you invite up to 10,000 external testers per app, by email or with a public link. A public link can be filtered by device and OS version, and you can cap how many people can join. The first build you send to external testers goes through TestFlight App Review, so leave a buffer before your round starts. Apple also warns that anyone can share a public link, so treat it as semi-public.
  • Android with Google Play testing tracks. Internal testing is the fast lane: up to 100 testers by email list, and Google says a new app bundle reaches internal testers within minutes. Closed testing takes email lists or Google Groups for a wider group. Testers can't leave public reviews on test versions, and Play Console asks you to give them a feedback URL or email, so put your form link there.

Before you send it to anyone

  1. Install the build yourself from the exact link testers will get, on a machine that has never had your game on it.
  2. Put the build version on the title screen or pause menu. When a recording shows a bug, you need to know which build it was.
  3. Write a five-line install note: where to click, what warning they might see, how long the download is, what controller or input you expect, and who to message if it won't start.
  4. If you can, add a simple log: a timestamped line when a level starts, the player dies or quits. Logs cover the testers who never write back. Never log anything personal.

Recording replaces sitting behind someone. It also reaches into a stranger's home, so consent comes first.

What to tell testers before recording

Put this in the invite and repeat it at the start of any call:

I'd like to record your screen and voice while you play, so I can rewatch the moments I miss. I won't record your face unless you want to turn your camera on. The recording is only for me (and my teammate, if I have one), it won't be posted anywhere, and I'll delete it within 30 days. If you'd rather not be recorded, that's completely fine and you can still play.

Then keep your word: store recordings privately, name them by player code (P01, P02), and delete them on the date you gave. Userplay's player privacy page sets a good standard: players see what will be captured, who runs the test and how long recordings are kept, and can decline before anything starts.

PC: OBS for recorded sessions

OBS Studio is free and is what most testers will already have if they stream. If they don't, send them these steps from the OBS quick start guide:

  1. Run the Auto-Configuration Wizard and choose recording.
  2. Add a source: Game Capture on Windows, or Window Capture or Display Capture on Linux and macOS.
  3. Check the microphone meter moves in the Audio Mixer.
  4. Record a two-minute test and play it back before the real session.

That last step matters: a 40-minute recording with no microphone is a silent movie.

PC: Discord for live calls

Discord's Go Live lets the tester share a single application window or their whole screen in a voice call. If the game doesn't show up in the list, Discord's help page says to add it manually under User Settings, Game Activity. Sharing the window rather than the whole screen keeps their notifications and other tabs out of your view, which testers appreciate.

You can record the call on your own side with OBS so the tester doesn't have to manage anything. Ask permission first, same as above.

Mobile: built-in screen recording

  • iPhone and iPad. Apple's support page: open Control Center, tap the Record button, and wait for the three-second countdown. To capture voice, touch and hold the Record button and turn the Microphone on first. Apple notes you can't record the screen and use screen mirroring at the same time, so testers should pick one.
  • Android. Google's Android help page: swipe down twice from the top, tap Screen record, and choose whether to record audio and show touches on the screen before you start. Ask for show touches. Seeing where a thumb lands is half of mobile usability.

Remind mobile testers to turn on Do Not Disturb. A banner from their group chat over your boss fight is both a privacy problem and a ruined clip.

Run a live remote session without the tech eating it

The session script itself is the same as in person, so use the one in how to run a playtest. What changes remotely is the first and last five minutes.

  1. Join five minutes early and have the tester start the game and share the window. Fix audio and share problems now.
  2. Check what you can see. Laggy streams hide the small hesitations you are there to catch, so lower stream quality if needed.
  3. Mute yourself once play starts. It also stops you reacting out loud.
  4. Timestamp your notes from the recording clock, not the wall clock, so you can jump straight to moments later.
  5. Have a backup plan for a crash: the build link and a known save file ready to paste in chat.
  6. End with the debrief on the same call, then send your form link while it is fresh. Our game feedback form template is built for exactly this.

One r/gamedesign commenter adds a step worth copying: after the session, check your notes on the tester's emotional moments with them, to make sure your reading matches what they felt. That matters more remotely, because you can't read body language through a stream.

Async recorded and livestream reviews

Async reviews are where remote playtesting pays off: testers play when they want and you watch at double speed. They only work if the brief does the job you would do in the room.

A copy-paste invite for recorded reviews

Thanks for testing! Here's what would help most: 1. Install from this link: [link]. Build version is on the title screen. 2. Before you start, hit record (screen and microphone). Please don't edit the video. 3. Play for about 30 minutes from a fresh start. Play like you would at home. 4. While you play, say what you're thinking: what you're looking at, what you're trying to do, what you expect to happen. If you get stuck, say so and keep trying for a bit before looking anything up. 5. I'm most interested in: the first ten minutes, the crafting menu, and whether you'd keep playing. 6. When you're done, upload the video to [private link] and fill in this short form: [link]. I'll delete the recording within 30 days. If you'd rather not record, just send the form.

Naming two or three focus areas is the biggest single improvement to async feedback. "Any feedback welcome" gets you a paragraph about the art.

Livestream reviews

A tester streaming your game is great for honest first reactions, but agree on three things first:

  • Is the build public? If it isn't ready for your store page, it isn't ready for a public stream.
  • Where does the saved video go? Ask them to keep the VOD up or send you a download.
  • Chat stays out of it. A puzzle solved by chat tells you nothing about your puzzle.

Watching async videos

Use the same notes sheet as a live session: timestamp, what they did, what they said, how long they took to recover. Speed through smooth parts and slow down at every pause. If something baffles you, message the tester the timestamp and ask what they were thinking. Most people happily answer one specific question.

Time zones, scheduling and no-shows

  • Offer slots in the tester's time. Write three or four slots in UTC and in their time zone, and send a calendar invite.
  • Use async for far time zones. Nobody should join a call at 2 a.m. Send the recorded-review brief instead.
  • Give async testers a window of several days, as Flockbay suggests, with one reminder.
  • Invite more people than you need. Some signups never play. For five sessions, line up seven or eight.
  • Confirm the day before, with the build link and call link in one message.

If you are unsure how many sessions a round needs, how many playtesters you need has numbers by goal.

Remote playtesting for mobile games

"Remote playtesting for mobile games" is a common search for a reason. Mobile is the platform where remote testing is most natural, because people play on their own phone, in their own hand, on the couch or on a bus. It also has its own traps.

  • Ask for device model and OS version at signup. A tap target that is fine on a large phone can be painful on a small one.
  • Ask for show touches (Android) and a microphone recording (both platforms). You need to see the thumb and hear the confusion.
  • Ask which orientation they held the phone in, and whether they played with sound on. Many mobile players play muted, so any tutorial that relies on audio needs checking.
  • Ask about interruptions. Did a call pull them out, and did the game resume properly? You can't run that test at your desk.
  • Ask about battery and heat. If the phone got warm, you want to hear it now rather than in store reviews.
  • Keep sessions shorter. A 15 to 20 minute test fits how people actually play on a phone.

A one-week remote round

Here is a plan you can start today with nothing but free tools.

  1. Day 1. Write the decision this round informs and two or three focus areas. Test the install link yourself.
  2. Day 2. Recruit and send invites with the install note, consent text and brief. How to find playtesters lists places that reliably produce testers.
  3. Days 3 and 4. Run two live calls. Watch async videos as they arrive and fix anything that blocks installing.
  4. Day 5. One friendly reminder to async testers.
  5. Day 6. Watch the rest, read the forms, list every issue once with the player codes that hit it.
  6. Day 7. Rank, pick the smallest fixes for the top three, and thank every tester with what you are changing.

Getting strangers to send you video reviews

The hardest part of remote playtesting is finding people outside your circle who will actually play and talk. This is the problem we built Get Playtests to solve. You post your playtest for free with your build link (itch.io, Steam, TestFlight and Google Play links all work) and the focus areas you want covered, and players who picked your game send back written, video or livestream reviews. There's no credit card. You can also keep the build link visible only to reviewers who have claimed your playtest, which suits a build you don't want floating around.

Quick checklist

  • Format chosen for the question: live call, recorded video, livestream or written.
  • One-click build link tested on a clean machine, version number on screen.
  • Install note and consent text in the invite.
  • OBS steps or phone recording steps sent, with a two-minute test recording.
  • Live calls: join early, window share, you muted, backup save ready.
  • Async: copy-paste brief with focus areas and a private upload link.
  • Slots offered in the tester's time zone, more invites than sessions.
  • Mobile: device, OS, show touches, orientation, sound, interruptions.
  • Issues logged by timestamp, ranked, fixed, recordings deleted on schedule.

Sources

  1. How to run a remote playtest (Flockbay Blog)
  2. Controlling who can access your project (itch.io docs)
  3. Invite external testers (App Store Connect Help)
  4. Set up an open, closed, or internal test (Play Console Help)
  5. Quick Start Guide (OBS Studio)
  6. Go Live and Screen Share (Discord Support)
  7. Record the screen on your iPhone, iPad, or iPod touch (Apple Support)
  8. Take a screenshot or record your screen on your Android device (Android Help)
  9. Player Privacy (Userplay)
  10. How do you design playtesting rounds as an indie dev? (r/gamedesign)