Find the game-breakers before your players do
A €590 QA pass for your PC game before a Steam demo, Early Access, 1.0 or a big patch. Up to two testers, a Team Lead, and your first prioritized bug report within 3 business days of getting the build.
Book a 30-min call See a sample report
- 25+ releases tested
- POSTAL: Brain Damaged 95% positive on Steam
- Blood West 90%
- Frozenheim 300k+ copies sold
Built for PC studios with a date on the calendar
- You have a milestone coming. Steam Next Fest demo, Early Access, 1.0 or a major update in the next few weeks.
- You do not have dedicated QA. Your developers test their own game, or the plan is “the community will find it”.
- You want to try an outside QA team without signing up for months of hourly billing.
What €590 buys you
| Included | Detail |
|---|---|
| Up to 2 testers | Around 30 hours of hands-on testing on your build, played the way your players will play it, on three hardware tiers. |
| A Team Lead | 5 hours of planning, triage and review, so you get one clear report instead of two people’s notes. |
| A prioritized bug report | Every issue with repro steps, severity, priority, build ID, hardware and video where it helps. Critical issues on top. |
| First report in 3 business days | Counted from the day we receive the build. |
| Your tracker | We log straight into Jira, Trello or ClickUp, or send a standalone report. |
| A 30-minute debrief | What we found, what to fix first, how the game feels to play. |
From first call to bug report in 4 steps
- Book a call (30 min). Tell us about the game, the milestone and what worries you most. We will tell you honestly if the Health Check fits.
- Send the build. An NDA if you need one, a Steam branch key or build access, a one-page brief and a contact person. That is the whole onboarding.
- We test. Up to two testers dig in, guided by a Team Lead. The first report lands within 3 business days.
- Debrief and decide. We go through the findings together. If you want more testing, we suggest a next round. If not, you keep the report and we part as friends.
Why the first 14 days matter
In September 2026, the median new Steam game with at least 10 early reviews had 6.5% of its first-14-day reviews mention a bug, crash, stutter or freeze; a quarter of games were above 12.7%. 22.1% shipped a patch within 24 hours of release (Steam Launch Bug Index, October 2026 edition, n=592, public Steam data). A Health Check is 30 hours spent on exactly the things those day-one patches fix.
One price, no surprises
Launch Health Check
€590 excl. VAT, one-off
- Up to 2 testers, around 30 hours of testing
- 5 hours of Team Lead time
- Prioritized bug report, the first one within 3 business days
- 30-min debrief call
- PC / Steam builds
After the Health Check
from €1,000/month
- Ongoing QA: the same testers stay on your game, so nobody learns it from scratch each round
- Scale up before a demo or launch, down in between
- Add-ons: localization QA and French translation, achievements, multiplayer, playtesting
Smaller build?
€290
- Smoke Test: 1 tester, 8 hours, report in 2 business days
- Demos, hotfixes, first builds
Studios keep coming back for the next round
Every studio we have worked with has come back for another testing round. Some have stayed with us for years.
- POSTAL: Brain Damaged: 95% positive Steam reviews. Speedrun routes verified after a major update.
- Blood West: 90% positive. On patch day we traced an AI break to the NavMesh, so the developers could fix it without rolling the patch back.
- Frozenheim: 300k+ copies sold. Our multiplayer stress tests helped stabilize online play.
“Jumbo Jelly jumped onto our project last minute and integrated into our workflow quickly, finding and reporting bugs with speed and clarity. Looking forward to working with them again.”
“Transparent, honest and focused. A trusted QA partner we’re always happy to work with.”
Questions studios ask us
Is 30 hours enough to find anything useful?
For a demo, an Early Access build or a focused update, yes. We start with what players hit first: the opening hours, the core loop, saves, settings, controller and crashes, on three hardware tiers. If the game needs more, the debrief tells you where and roughly how much. The article on what 30 hours finds walks through the split block by block.
Our community will test it. Why pay for QA?
Your community is good at telling you something feels off, in public, after release. We hand your developers reproducible, prioritized bugs with steps and video before the build reaches players. Plenty of studios use both; the difference is where the bug is found first.
What do you need from us to start?
Access to the build, usually a Steam branch key, one contact person, and an NDA if you use one. If you want bugs in your tracker, add us to Jira, Trello or ClickUp. A one-page brief speeds things up, and there is a free template. Most studios are set up within a couple of days.
What hardware do you test on?
A range of PC hardware: lower-end machines and laptops, mid-range desktops and higher-end setups, plus the Steam Deck. Tell us your minimum spec on the call and we will say honestly what we can cover and what we cannot.
Is our build safe with you?
Yes. We sign your NDA before we touch the build, access goes through a private Steam branch or your own delivery, and the build stays with the people working on your project.
What happens after the Health Check?
You keep the report either way. If you want more, we suggest a next round or ongoing QA from around €1,000 a month with the same testers staying on your game. No auto-renewal and no pressure; several studios booked one check per milestone instead.