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From one release a month to five

The problem

Every game had to be checked by a person playing it, all the way through. That is slow, it misses the things nobody thought to try, and it is the reason a small studio ships one title a month instead of five. Testing, not building, was setting the release schedule.

The insight

The build was never the slow part — proving it worked was

It is tempting to speed up development itself. But the bottleneck sat after the work was finished: someone had to play the whole thing to find out whether it shipped. Once that checking happened automatically — every level, every change, in seconds — releases stopped waiting on somebody's afternoon, and the constraint moved back to design, where it belongs.

What we built

  • Automated play-through checks that run after every change, in place of manual testing
  • Levels verified as completable before they can be published at all
  • A repeatable release process, from build to store page to trailer
  • A shared foundation so a new title starts from proven work rather than a blank page

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