Sample QA report

This is what you get from a Jumbo Jelly test pass: a summary with the top 3 risks, severity on 4 levels, priority on 4 levels, and bug entries your programmers can act on without a follow-up question. The same format comes with a Smoke Test and a Launch Health Check.

Example only. “Example Game” is a fictional game made up to show our reporting format. It is not a real project, studio or client, and all bugs, numbers and builds are illustrative.

Build: 0.9.4 (Steam branch qa-preview, build ID 1234567) · Milestone: Early Access launch · Test period: Day 1–3 · Testers: 2 + Team Lead · Report by: Jumbo Jelly

1. Summary

Overall: The core loop is stable on mid- and high-range PCs. Two issues should be fixed before Early Access: a save corruption on quit and a progression blocker in Chapter 2. Performance on low-end hardware is the biggest remaining risk.

SeverityCount
Critical2
Major5
Minor11
Cosmetic7
Total25

Top 3 risks before launch

  1. EG-014 Save file corrupted when quitting during autosave (Critical): players lose progress, a classic review-killer.
  2. EG-021 Bridge lever in Chapter 2 does not respond after reloading a save (Critical): blocks progression.
  3. EG-030 FPS drops to ~18 in the Market area on a low-end PC (Major): below your minimum spec target.

Coverage: Chapters 1–3 critical path, settings menu, save/load, controller (Xbox pad), keyboard rebinding, 3 hardware tiers. Not covered: Chapter 4 (not in build), multiplayer (out of scope).

2. Severity and priority

We rate every bug on two separate scales. Severity is how bad it is for the player. Priority is how soon we suggest fixing it, given your milestone. We switch to your own labels if you have them.

Severity

LevelDefinitionExample
CriticalCrash, freeze, progression blocker, save or data loss, or a bug that makes the game unplayable for a group of players.Game crashes when opening the map.
MajorA feature is broken or a serious issue affects many players, but there is a workaround. Includes big performance drops.Controller cannot navigate the inventory; mouse works.
MinorSomething works, but not as intended. Players notice, but can carry on.Wrong item count shown after crafting.
CosmeticVisual, audio or text polish.Texture flickers on a distant wall; typo in a tooltip.

Priority

LevelDefinition
P1: Fix before releaseMust be fixed before the milestone build goes to players.
P2: Fix soonShould be fixed before or shortly after release (first patch).
P3: Fix when possibleNice to fix; low player impact.
P4: Backlog / decideDesign question or edge case; the studio decides.

3. Bug report fields

FieldWhat goes in it
IDTracker ID (e.g. EG-014)
TitleWhat happens + where + when. Readable without opening the ticket.
Severity / PrioritySee the scales above
Build / BranchExact version and Steam build ID
AreaLevel, menu or system
Hardware / OSCPU, GPU, RAM, OS, input device, resolution
Reproducibilitye.g. 5/5, 3/5, 1/10 (how many times out of how many attempts)
PreconditionsSave file, settings or state needed before step 1
Steps to reproduceNumbered, one action per step
Expected resultWhat should happen
Actual resultWhat happens
AttachmentsVideo (with timestamp), screenshots, logs, crash dump, save file
NotesWorkarounds, related bugs, what we already ruled out, a hunch about the cause (labeled as a hunch)

Want to check your own reports against these fields? The bug report grader scores a pasted report on 8 of them.

4. Example entries

EG-014 · Save file corrupted when quitting to desktop during autosave

Severity / PriorityCritical / P1: Fix before release
Build0.9.4 (build ID 1234567)
AreaSave system / Pause menu
HardwareMid tier: Ryzen 5 3600, GTX 1660 Super, 16 GB RAM, Windows 11, Xbox controller, 1080p
Reproducibility4/5

Preconditions: Any save past the Chapter 1 checkpoint.

Steps to reproduce

  1. Load a save in Chapter 1, after the “Old Mill” checkpoint.
  2. Walk through the mill door to trigger the autosave (spinning icon, bottom right).
  3. While the icon is visible, open the pause menu and choose Quit to Desktop.
  4. Relaunch the game and choose Continue.

Expected result: The game loads the last completed save.
Actual result: “Save data corrupted” message. The save slot is empty; the backup slot is also overwritten.

Attachments: EG-014_repro.mp4 (issue at 0:42), output_log.txt, corrupted save file slot1.sav
Notes: Does not happen if you wait for the autosave icon to disappear. Quitting from the main menu during autosave is not possible, so this only affects the pause menu path. Possible cause (hunch): quit is not waiting for the save write to finish.

EG-021 · Bridge lever in Chapter 2 does not respond after reloading a save

Severity / PriorityCritical / P1: Fix before release
Build0.9.4
AreaChapter 2, “Canal” area
HardwareHigh tier: i7-12700K, RTX 3070, 32 GB RAM, Windows 11, keyboard + mouse, 1440p
Reproducibility5/5

Preconditions: Save file EG-021_before_bridge.sav (attached).

  1. Load the attached save.
  2. Pull the bridge lever (interact prompt appears, animation plays).
  3. Before the bridge finishes lowering, open the pause menu and Load Last Checkpoint.
  4. Walk back to the lever and press interact.

Expected result: The lever can be pulled again and the bridge lowers.
Actual result: The interact prompt shows, but nothing happens. The bridge stays up and the player cannot continue. Only a full restart of the chapter fixes it.

Attachments: EG-021_repro.mp4 (0:15–0:58), save file
Notes: Lever state seems to stay “used” after reload while the bridge state resets. The same pattern may apply to the gate lever in Chapter 3 (checked once, could not reproduce yet; we will keep an eye on it).

EG-030 · FPS drops to ~18 in the Market area on a low-end PC

Severity / PriorityMajor / P2: Fix soon
Build0.9.4
AreaChapter 1, Market
HardwareLow tier (your minimum spec): i5-6500, GTX 1050 Ti, 8 GB RAM, Windows 10, 1080p, Low preset
Reproducibility5/5
  1. Set graphics preset to Low, resolution 1080p.
  2. Enter the Market area from the north gate.
  3. Turn the camera toward the fountain while the crowd is visible.

Expected result: Stable 30+ FPS on minimum spec (per your Steam page).
Actual result: FPS drops to 16–20 for as long as the fountain and crowd are on screen. Other areas run at 35–50 FPS on the same settings.

Attachments: EG-030_fps_capture.mp4 with FPS overlay, settings screenshot
Notes: Turning off “Crowd density” in Advanced settings brings it back to ~32 FPS. Mid and high tier PCs are fine (55+ and 100+ FPS).

EG-047 · Controller cannot select the “Sell” tab in the shop

Severity / Priority: Major / P2 · Area: Shop UI · Hardware: Mid tier, Xbox controller · Reproducibility: 5/5

Steps: 1. Open any shop. 2. Press RB to switch tabs.
Expected: Focus moves from “Buy” to “Sell”.
Actual: Focus stays on “Buy”. “Sell” is only reachable with the mouse. Controller-only players cannot sell items.
Attachments: EG-047.mp4

EG-063 · Tooltip text overflows its box in French

Severity / Priority: Cosmetic / P3 · Area: Inventory, French language · Reproducibility: 5/5

Steps: 1. Set language to French. 2. Hover over the “Rusty Key” item.
Expected: Full description inside the tooltip.
Actual: Last line runs outside the box and is cut off.
Suggested fix (from our native French tester): shorten “Une vieille clé rouillée qui ouvre peut-être quelque chose” to “Une vieille clé rouillée. Elle ouvre sûrement quelque chose.”
Attachments: screenshot

5. Game-feel notes (optional)

Short observations from playing like a player. Not bugs; the studio decides.

6. Next steps

  1. Fix P1 bugs (EG-014, EG-021); we verify them on the next build.
  2. Regression pass on save/load once EG-014 is fixed.
  3. Re-check EG-030 after any performance changes, on all 3 hardware tiers.

Want a report like this for your build?

The Smoke Test (€290, 1 tester, 8 hours, report in 2 business days) and the Launch Health Check (€590, up to 2 testers, around 30 hours plus a Team Lead, report in 3 business days) both use this format. We file into your Jira, Trello or ClickUp, or send a standalone report like this one.

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