See exactly where players struggle.
Without watching the playthrough.
Drop in a playtest and Playloop tells you who got stuck, what confused them, where the build broke pacing, and which patch actually fixed it, in plain English. Built for indie studios who’d rather ship than scrub through a four-hour recording.
We’re shipping early. if you want your studio listed on this page when we replace this band with real ones.
Things no competitor offers.
Plenty of tools do pieces of this. These seven are ours alone: the reasons indie studios pick Playloop over everything else.
Bring your own AI key
Other AI playtest tools lock you into their model spend. Already buying OpenAI or Anthropic credits? Route through your own key and the analysis runs free.
Three-layer AI summarization
Session → tester → build. Findings roll up through three narrative layers, not one flat summary. Skim the build report, drill to the session.
MCP server
Programmatic access straight from Claude, Cursor, and Codex through our MCP server. If you already live in an AI editor, your playtest data is one prompt away.
Discord ingest as a session source
Indies playtest in Discord. We treat that chatter as a first-class session source. Point us at a thread and it’s analyzed like any other session.
Per-game crash alerts
Crash signatures route per game to Slack or Discord, pinged on the first occurrence instead of buried in one workspace-wide feed. Each game’s alerts go where that game’s team is watching.
Godot + Unreal SDKs as first-class
Most tools skip Godot and treat Unreal as a second-tier port. We ship real SDKs for both. Godot autoloads with an Editor inspector, an Unreal UE 5.3+ C++ plugin with Blueprint nodes on every public method, full parity with Unity.
Playback → AI moment
Every insight names a moment; Session Playback makes it watchable. Replay tied straight to AI-named friction. Jump to the exact second a tester got stuck.
Four ways studios use Playloop.
Most teams pick one and grow into the rest. Skip to the part you came for, the others are still here when you need them.
Read what your testers would never say
Plain-English narratives per session, per tester, per build. Skim the headlines in 30 seconds, drill into the drop patterns when something looks off.
Watch sessions land in real time
Drop the SDK in, hit Play, and sessions show up in the dashboard within seconds. Replay the event timeline, see who is online right now, scrub through what happened.
Ask testers questions inside the game
Multi-field feedback forms that fire on milestones, deaths, or quit. Responses land beside the session that triggered them, not in a separate inbox.
Bring your producer, designer, QA, and publisher in
Invite collaborators with the right role (Admin, Member, Viewer). Testers stay separate. Owner pays once, the whole team sees what shipped.
Every tester. Every session. A report you'll actually read.
Each session lands as a narrative, typed insights with event timestamps, friction call-outs, and per-tester patterns rolled up across the batch. No spreadsheets. No funnel archaeology.
Insights tell you what to fix. The next build tells you if it worked.
Playloop diffs each batch against the previous build automatically. You see exactly which friction points carried over, which got smaller, and which you accidentally introduced.
Plug it in. Play. Read the report.
Three steps. Wire the SDK in once, run a real playtest, get a plain-English report on what your testers actually did. Drag in a screen recording instead if you don’t have an SDK runtime, same output.
Plug it in
One SDK file or one package for your engine, Unity, Unreal, Godot, Python, TypeScript. No screen recording, no video upload required. Or just drag in a screen capture if you don't have an SDK runtime yet.
Run a playtest
Your tester plays normally. The SDK quietly captures the events your game already fires, milestones, deaths, settings opens, anything you choose to Track(). They don't notice anything different.
Read the report
A short, plain-English write-up of what every tester did, where they stalled, what confused them, what the build broke. Skim the headline, click in for the timestamps. That's the loop.
Six ways to see your player’s pain.
The features below are the day-one experience. Integrations, webhooks, Player Feedback, and the rest live under More features further down, turn them on if you need them.
Per-tester timeline
One tester's full arc, every session in order with their top friction, top praise, and an engagement trend (rising / flat / declining). See exactly where one tester fell off.
Severity-tagged friction
Every observation is typed (stuck-point, confusion, bug, pacing) and severity-scored from real session evidence. The hard stuff floats to the top, no scrubbing required.
Where they got stuck
A heatmap of which rooms, scenes, or levels ate the most session time and had the most friction events. The places players struggled, at a glance.
Did the patch actually work?
Side-by-side play time, engagement rate, session count, and top friction events for any two builds. See whether v0.5.0 helped or quietly broke something.
What to do about it
Beyond what's broken, ranked, concrete fix suggestions grounded in your testers' actual sessions. Pick a build (or a build-diff) and the AI proposes specific changes.
From session to summary
Each session's findings roll up into per-tester reports, then per-build reports. You scan the build summary; the session detail's a click away when you want it.
More featuresIntegrations, Player Feedback, archetype clustering, webhooksOptional, turn these on when you grow into them. Skip them otherwise.
Optional, turn these on when you grow into them. Skip them otherwise.
Tester archetypes
Cluster testers by behavior. Find the 'optimizers,' the 'completionists,' the 'breakers', and what each group struggles with.
Multi-field forms inside the game
Define a form on the Feedback tab. Your game shows it whenever you want; answers stream back tagged to the session and the build. Free for every studio. Two server-side caps protect players from spam: one submission per (session, form), three per session max.
One-click issue tracker
Send any friction insight to Linear, GitHub Issues, or Notion with one click. PAT auth, no agents, the issue lands with the quote, the build, and a deep link back.
Push to your own systems
HMAC-signed POST when sessions finish analyzing. Wire it into your Discord channel, CI pipeline, or in-house tracker.
Slack ingest
Add Playloop to a Slack channel and every signed message becomes a session transcript. Same AI analysis as Discord ingest.
Event compaction
A 4.7MB session transcript collapses to ~3KB of AI digest with the narrative arc intact. Token cost stays bounded even on hit builds.
A few lines of code. Every session analyzed.
One SDK call for Unity, Unreal, Godot, Python, or TypeScript. Or hit the REST API directly. No frameworks, no rebuild.
- Unity
- Unreal
- Godot
- Python
- TypeScript
- REST
import { Playloop } from '@playloop/sdk' const client = new Playloop({ apiKey: process.env.PLAYLOOP_KEY }) const session = await client.ingest('./session.mp4') const insights = await session.read({ depth: 'standard' }) console.log(insights.friction) // 9 events found
Free during beta. Paid tiers coming soon.
Free covers every analytics surface during the beta. Indie ($19/mo) and Studio ($49/mo) add managed AI, team collaboration, and longer retention. Sign up to be notified when they ship.
For everyone, never expires.
- BYO OpenAI / Anthropic / Gemini key
- Full AI summary ladder (session, tester, build)
- Live dashboard, event timeline, replay
- Player Feedback forms (in-game, multi-field)
- Import up to 5,000 sessions / file (PlayFab, GameAnalytics, Amplitude, CSV)
- Webhooks, MCP server, Management API, Slack + Discord ingest
- Unlimited sessions, builds, testers
- 1 GB storage, 90-day retention
Find the friction your testers won’t say out loud.
Install in under 10 minutes. First insight in ~90 seconds. Free for indies, no card.