Userplay vs We Playtest Games
Userplay
userplay.ioWe Playtest Games
weplaytestgames.comSide by side
| Figure | Userplay | We Playtest Games |
|---|---|---|
| Price from | $99/mo | $65.83/mo |
| Free plan | Yes | Yes |
| Free trial | — | Yes |
| Open source | — | — |
| Web | Yes | Yes |
| Windows | Yes | — |
| macOS | Yes | — |
| Linux | Yes | — |
| API | Yes | Yes |
| Plans published | 4 | 11 |
| Spec score · Game Playtesting Platforms | 8.7 (#5) | 8.3 (#8) |
| Support | Userplay offers separate support, sales, legal and documentation contacts, with technical documentation hosted at docs.userplay.io. | The FAQ directs users to [email protected] for help. |
| What it does | Userplay provides playtesting infrastructure for game studios, combining player recruitment, gameplay capture, feedback and analysis. | The service matches indie game developers with genre-relevant players for recorded playtests and feedback. |
Plans
We Playtest Games
- Free playtestFree
- Free public playtestFree
- Pay as you go$15, paid once
- Pay as you go — 30 minutes$15, paid once
- Pay as you go — 1 hour$20, paid once
- Pay as you go — 2 hours$35, paid once
- Pay as you go — 3 hours$50, paid once
- Indie$79 a month
- Studio$379 a month
- Indie annual$790 a year
In their own words
Userplay
Userplay is playtesting infrastructure for game studios, bringing tester recruitment, key distribution, session capture, review, and feedback into one workflow. Studios can recruit and screen players from Discord communities, then review session replays with bugs, feedback, and standout gameplay moments surfaced automatically. Voice transcripts help teams interpret player responses, while post-playtest surveys and custom forms collect structured feedback. The platform lists compatibility with game engines, game stores, desktop operating systems, and web games, including GameMaker, Defold, Godot, Unity, Unreal Engine, Steam, Epic Games, GOG, itch.io, Chrome, Windows, macOS, and Linux. Discord supports recruitment and key distribution; Mailchimp synchronization supports targeted campaigns. In the browser recorder, configured tracks are captured locally and video and audio upload after the session. Microphone capture is off by default, webcam video is not captured, and players must consent before recording. Production and recording data is hosted in the United States, with TLS 1.2 or higher in transit and AES-256 or equivalent encryption at rest. The free Indie plan is free; paid plans start at $99 a month, billed annually.
We Playtest Games
We Playtest Games connects indie game developers with playtesters to collect structured feedback on games. Testers are matched by the genres they play. Each playtest includes a gameplay recording with audio commentary and a summarized transcript covering issues, friction, confusion, or delight; subscription features also list AI-powered summaries and key takeaways. Developers can describe specific testing goals or provide a custom build. Multiplayer sessions can include up to eight players, and the service says a tester has 24 hours to deliver after claiming a playtest. The free option provides one 30-minute session, with the replay posted publicly to YouTube. Pay-as-you-go sessions start at $15, paid once, with duration and player count affecting price. Indie costs $79 a month for five playtest hours per billing period; Studio costs $379 a month for 25 hours. One playtest hour means one hour for one player, while unused subscription hours roll over and never expire, including after cancellation. The service runs on web and through a versioned REST API with API-key authentication, real-time webhooks, and TypeScript and Python clients.