Full game tester

The AI game tester that plays your whole game

Ziva's Playtest Agent is automated QA for Godot that really plays your game. It launches your scene, sends real keyboard, mouse and gesture input, reads the live scene tree, and tells you whether the thing you asked about actually works, with the evidence it collected while playing.

Free to install · Playtest Agent needs Pro ($50/mo) · Godot 4.2+
Ziva's Playtest Agent returning a PASS verdict in the Godot editor, with evidence that left-clicking a grass block removed it from the world and added it to the hotbar, beside the voxel game it just played

One real run on Godotcraft, start to verdict:

  1. 1The brief. One goal, in plain English. You don't write a test script or record a path.
  2. 2It played on its own. A separate agent mined blocks and watched the hotbar for four minutes, then reported back.
  3. 3PASS, with proof. Every line is something it measured in the running game.
  4. 4Your real game. Running in the editor, driven by the agent's own keyboard and mouse.

How it works

It plays your game, turn by turn

You give it one goal it can check, like “the score goes up when the player clears a pipe”. It plays until it sees that happen, or until it catches the game failing to do it.

01

Reads your code first

It works out how your game takes input. A game listening for a raw W key will ignore a named action forever. The same pass tells it what to measure.

02

Launches it, then freezes it

The game stops as soon as it boots, and only moves while an action runs. Nothing changes while the agent is deciding what to do next.

game_start
03

Plays, and measures every move

Every action reports what changed before and after. It also listens to your own signals, so a death or a pickup between actions still gets noticed.

game_act
04

Ends with a verdict

Every run ends in pass, fail, or blocked, with the evidence behind it and the shortest way to reproduce anything broken.

game_stop

Real player input

It plays every way a player does

Automated game testing falls apart when the harness can only press buttons. A slingshot needs a drag, a first-person camera needs relative mouse movement, and an aim angle has to land on a number. The Playtest Agent can send all 7:

actionkeymousetargetmotiondragservo

Behind those are 6 tools that only exist while a game is running: game_start, game_act, game_observe, game_watch, game_drive, game_stop. They start the game, act in it, read it, watch its signals, and run short scripted moves that are too fast to send one call at a time. Your main chat never sees them.

Evidence you can check

It can't edit your game, so it can't fake a pass

The Playtest Agent ships with no file-writing tools, and every expression it runs against the live game is checked to make sure it only reads. So it cannot give itself the state it was supposed to reach by playing. If your game is broken, the run says so.

pass

It played hard enough to break the goal, and the game held up.

fail

It reached the situation and watched your game fail to do what the goal asks, or the game threw a script error during the run. Either way, it saw the bug happen.

blocked

It ran out of budget, or the answer needs a change it is not allowed to make. It says so instead of guessing a pass or a fail.

Every run also leaves a folder on disk at .ziva/qa-runs/ with the frames it captured, every probe value, what reached the game, and the full input trace.

playtest verdict
{
  "goal": "The score goes up when the player clears a pipe",
  "verdict": "fail",
  "evidence": [
    "score before act: 0 — after flying past pipe #1: 0",
    "Area2D 'ScoreZone' body_entered fired at physics frame 214",
    "_on_score_zone_entered() never ran: the signal is declared, never connected"
  ],
  "repro": "Run res://scenes/main.tscn, hold Space for 90 frames, pass one pipe."
}

Versus a general AI agent

Most AI agents can't play your game

Cursor, Claude Code and Copilot are great at writing the code. None of them can pick up the controller. When one of them says “I fixed it”, it is reading the source and guessing, and you find out otherwise when you play the game yourself.

CapabilityCursor · Claude Code · CopilotZiva Playtest Agent
Writes and runs your unit tests
via the terminal
run_tests, headless
Launches and plays the actual game
no hands on the game
drives it turn by turn
Sends real player input
can't reach the window
keys, clicks, drags, aim
Measures the live scene while playing
only reads the code
probes + your own signals
Cannot edit what it is judging
edits it, then declares success
ships with no write tools

Free to Start

Upgrade for more power

Hobby

Get started today

Free
-
  • $3 monthly AI balance*
  • Limited access to lighter models
  • Bring your own Claude/Codex subscription
  • All core features
  • No credit card required

Active Plan

Basic

For casual developers

$20/month
-
  • $60 monthly AI balance*
  • $20 balance per week
  • 20x more than Hobby
  • Priority support
  • Cancel anytime
Subscribe to Basic
MOST POPULAR

Pro

For indie developers

$50/month
-
  • $150 monthly AI balance*
  • $50 balance per week
  • Everything from Basic, plus:
  • Sonnet and Opus models
  • Playtest Agent that plays your whole game
Subscribe to Pro

Ultra

For serious developers

$200/month
-
  • $600 monthly AI balance*
  • $200 balance per week
  • Everything from Pro
Subscribe to Ultra

*Weekly limits reset every Monday. How usage limits work

AI game testing, answered

What is an AI game tester?
An AI game tester is an agent that plays your game the way a QA tester would. It sends real input, watches what happens on screen and in the running scene, and reports whether a feature works. Ziva's Playtest Agent does this inside Godot: it launches a scene, drives it with keyboard, mouse and gesture input, and returns a pass, fail, or blocked verdict backed by what it measured.
Can AI playtest a game automatically?
Yes. You describe one goal it can check, like 'the score goes up when the player clears a pipe'. Ziva's Playtest Agent launches the game, plays until it reaches that situation, and settles the question. It reads your scripts first to learn which kind of input your game listens for, listens to your own signals so it catches events between actions, and takes screenshots so it sees what a player would see.
How is AI playtesting different from unit tests?
Unit tests check functions on their own. They cannot tell you that the jump feels stuck, that the button does nothing, or that the level is impossible to finish. The Playtest Agent tests the whole assembled game through the same input path a player uses, so it catches integration bugs that pass every unit test. Ziva runs your GDScript unit tests too. The two answer different questions.
Does the AI tester change my game to make tests pass?
No, and it cannot. The Playtest Agent ships with no file-writing tools, and every expression it runs against the live game is checked to make sure it only reads. It cannot give itself the state it was supposed to reach by playing. If a goal can only be settled by changing the project, the verdict is blocked.
How much does Ziva's AI game tester cost?
Ziva is free to download and the Hobby tier costs nothing, but the Playtest Agent needs Pro at $50/month. A full playtest runs a second agent for the length of a game session, so it uses far more tokens than a normal chat turn.
Which game engines does Ziva's Playtest Agent support?
Godot 4.2 and later, on Windows, macOS and Linux. Ziva also ships a Unity editor bridge, and Unity studios can get full-game QA testing through Ziva for Unity.

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