Every patch gets played before your players play it.
QuestCover turns each commit into a targeted playtest. An LLM reads the diff, works out which gameplay changed, and steers game-playing agents through exactly those code paths. Regressions surface in CI before a single player sees them.
Unity first. Unreal and Godot on the roadmap.
Illustrative example of a QuestCover run
Weekly patches. Zero re-test coverage.
Live-service and frequently patched games ship changes faster than any human QA process can re-play them. The result is predictable.
You ship every week
Balance tweaks, new quests, engine upgrades. Each patch touches systems that interact in ways no changelog captures.
Nobody re-plays the game
Indie and mid-size studios rarely have dedicated QA. Even when they do, replaying every affected quest line for every commit is impossible.
Regressions reach players first
Broken quests and soft-locks get found in reviews and refund requests, where they cost far more than they would in CI.
From commit diff to regression report
QuestCover runs as a CI step. Push a commit, get back a playtest of what that commit changed.
Read the diff
Every commit's diff and touched game scripts are ingested straight from your repository.
git push → triggerExtract changed behaviors
An LLM turns the diff into a structured spec of the gameplay behaviors that changed and where they live.
diff → behavior specPlay the affected content
Parallel headless game instances spin up in the cloud, and agents are steered through the spec'd behaviors.
n agents, in parallelReport into CI
Crashes, stuck states, broken logic, and a coverage map of the changed code land in your pipeline before merge.
pass / fail / replayBuilt like a dev tool, aimed at gameplay
Everything lands where your team already works: the engine, the repository, and the CI pipeline.
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Coverage maps of changed code
See exactly which branches of the modified code the agents reached, so a green build means the change was actually exercised.
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Crash and stuck-state detection
Hard crashes, soft-locks, unreachable objectives, and physics traps are flagged with replays and frame references.
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Unity plugin
Drop the package into your project, tag your entry points, and QuestCover handles headless builds.
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CI integration
Reports post as build checks in GitHub Actions, GitLab CI, or Jenkins. Gate merges on playtest results like any other test suite.
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Unreal & Godot supportroadmap
The same diff-to-playtest pipeline for the other two major engines, in the order early-access studios ask for them.
Built on published research
QuestCover productizes SMART, a published method in which an LLM reads a patch diff, extracts intent, and shapes a reinforcement-learning agent's reward so it plays through the changed content. We are turning that proven recipe into a CI step for game engines, starting with Unity.
result = {>94% branch coverage of modified code},
setting = {research evaluation, not our product metrics},
role = {the recipe QuestCover turns into a CI step}
}
Early access for indie studios
QuestCover is being built now. We are looking for a small group of Unity studios shipping frequent patches to shape the first version with us. Tell us about your game and your patch cadence.
Join the waitlistFAQ
How is this different from unit tests or scripted UI tests?
Which engines are supported?
What shows up in the regression report?
Does my game code leave my infrastructure?
What does it cost?
How do I join the waitlist?
founder@questcover.xyz with a line about your game, engine, and how often you ship. We reply to every message.