Stop guessing why players quit.
PlayProbe is link-based playtesting for indie games. Arcade cabinets hide an operator screen that shows where players died. PlayProbe gives your game one: paste the link to the build you already host, share one test link, and testers on Windows, macOS, Linux, Android or WebGL take your surveys around the play session.
Press start start your first test, free| Avg play time | 07:50 |
|---|---|
| Finished | 5 |
| Quit early | 7 |
| Top quit point | Stage 3 · 03:42 |
| Tutorial rating | 3.0 / 5 |
How to play
Insert your build link
Keep the build where it already lives. PlayProbe never hosts or stores it. Add a timer and your survey questions.
Share one test link
Testers answer a pre-survey, play (WebGL in the page, native builds from your link), then return to the same tab for the post-survey. No account needed.
Read the bookkeeping
Answers aggregated per question, open text tagged, and screen recordings (Pro) that show the moment someone gave up.
Everything a playtest needs
- Windows
- macOS
- Linux
- Android
- WebGL
- Consoles: not supported
Any engine works, because it’s just a link: a Unity WebGL build, an itch.io HTML5 page, Steam Playtest or a direct download. Consoles aren’t supported.
Free play, or one coin a month
Pro
$19 per month
- Unlimited games and tests, 200 sessions per test
- Full-screen recording
- Unity SDK and public tester pool
- CSV export, no PlayProbe branding
Students and game-jam entries: email us for a free Pro month.
A year of Pro for founding studios
PlayProbe is in beta. We're inviting a small group of indie studios to run real playtests with us, shape the roadmap, and get Pro free while they do it.
12 months of Pro, on us
Unlimited games and tests, screen recording, the Unity SDK, and CSV export — free for a full year. No credit card.
A direct line to the founder
You get my ear on Discord and email. Tell me what's broken or missing — I build PlayProbe around how real studios actually use it.
Founding Studio status
Permanent recognition when we launch, your game featured with your OK, and first dibs on everything we ship next.
“I'm building PlayProbe solo at Drages Studio — in the open, no VC, no dark patterns. I'd rather have ten studios who actually use it and tell me what's broken than a thousand signups who bounce. If that's you, let's build it together.”
We're keeping the first group small so every studio gets real attention.
Play indie games first
Testers are player two. Make a free tester profile, browse open playtests, and give feedback that shapes how the game turns out.
Loading open playtests…
Before you ask
Do testers need an account?
No. They open your link in any browser and go — no signup. They can optionally make a lightweight tester profile to follow games, but it's never required.
What platforms does PlayProbe support?
Windows, macOS, Linux, Android, and WebGL — anywhere your testers can run your build. (No consoles.) It's link-based, so the engine and platform don't matter: PlayProbe wraps the surveys and recording around whatever build you already ship.
Do testers have to download my game?
Only if that's how you ship it. A WebGL build plays right in the session page, nothing to install. A downloadable build (Windows, macOS, Linux, or Android) opens from your usual itch.io, Steam Playtest, or direct link — and the surveys before and after still run in the same browser tab.
Do I have to upload my game build?
No. Embed a WebGL build directly, or just point PlayProbe at your itch.io page, Steam Playtest, or any URL — with an optional session timer. PlayProbe never hosts your build.
What engines does it work with?
Any — it's link-based, so it doesn't care what you built the game in. If you're on Unity and on the Pro plan, you can also install the PlayProbe SDK for in-game events, FPS tracking, crash capture, and mid-game surveys; those in-game features need both the SDK and Pro, everything else works on the free plan.
Can PlayProbe record native, non-browser games?
Yes, on Pro. Screen recording uses your browser's Screen Capture API to record the tester's whole screen — so it captures native Windows, macOS, and Linux builds, not just gameplay inside the browser. Recordings are stored 30 days and visible only to you.
Is it actually free?
Yes. The Free plan gives you 1 game, 3 tests, and 20 sessions per test, forever. Pro ($19/month) unlocks unlimited games & tests, 200 sessions per test, screen recording, the Unity SDK, the public tester pool, CSV export, and removes PlayProbe branding.
How is this different from a Google Form in my Discord?
You get structured pre/post surveys wrapped around the play session itself, results aggregated automatically, screen recordings, and — with the Unity SDK — questions asked mid-game. Forms give you scattered opinions after the fact; PlayProbe shows you where players actually got stuck.
Can I keep my test private?
Yes — tests can be public, unlisted (link-only), or password-protected.
How long does a playtest session take?
You set the play time; the surveys around it add about 5 minutes, and testers see the estimate before they start.
Do you pay testers?
Not right now. Testers play for early access to unreleased indie games and to help shape games they care about.
Who makes PlayProbe?
Drages Studio — a small, bootstrapped indie game and VR studio in Czechia, run by Jakub Gabčo. It's solo-built, no VC. If it's useful, it'll survive.
Continue?
Your first playtest takes about five minutes to set up. Built by Drages Studio, a bootstrapped indie studio in Czechia.
Start your first test, free