
Running 5 stress tests for Rematch with 22,000+ players
See how Sloclap stress tested Rematch with thousands of simultaneous players while collecting 140,000+ data points.
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See how Sloclap stress tested Rematch with thousands of simultaneous players while collecting 140,000+ data points.

See how Sloclap stress tested Rematch with thousands of simultaneous players while collecting 140,000+ data points.

Good news! It’s launch day and your game finally appeared on storefronts after months or years of hard work. That’s the end of the road,

I want to describe two playtesting scenarios for you: Option 1: You’re settling into your favorite gaming chair, controller in hand, snacks within reach. You

First‑Time User Experience (FTUE) can make or break a game. Discover simple, proven tactics for crafting intuitive onboarding that teaches core mechanics fast and hooks players for the long haul.

Learn how Antidote’s stress testing improved Solium Infernum’s performance and our role in coordinating the playtest!

First‑Time User Experience (FTUE) can make or break a game. Discover simple, proven tactics for crafting intuitive onboarding that teaches core mechanics fast and hooks players for the long haul.

Some teams spend hours defining their playtest recruitment criteria, obsessing over getting the perfect mix of ages, genders and geographic locations. The issue with this

Getting funding for your game is tough right now. Publishers and investors are more selective than ever and the competition is fierce. I spend a

Learn how Oro Interactive used Antidote to run early remote playtests to validate core gameplay and guide future development.

First‑Time User Experience (FTUE) can make or break a game. Discover simple, proven tactics for crafting intuitive onboarding that teaches core mechanics fast and hooks players for the long haul.

What happens when a decade of AAA game development meets the freedom of indie experimentation? For Laser Guided Games, it meant creating something that bridges

How hard is it to set up a remote playtest? After working with hundreds of game studios, we’ve seen the same answer over and

I’ve seen this pattern too many times. A studio runs a playtest, gets feedback from players and then… nothing changes. The same issues that
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