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Case Studies

Every genre. Every challenge.

From debut indie titles to enterprise VR, filter by game type to find a project that looks like yours. Most clients work under NDA, so projects appear by studio type, region and genre rather than by name.

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RPGCity Builder

RPG City Builder — Full Release Partnership

Indie studio · Poland · Debut title
End-to-end
release partnership
Balance
spells, quests & mechanics
GoalSupport a first-time studio to the finish line on their debut RPG city builder, from functional testing to deep balance and direct development support.
ApproachWe adapted to whatever the studio needed at every stage, acting as testers, balance designers and coding collaborators at once, in tight communication.
ResultA first-time studio shipped their most ambitious game yet, on time, and with a team that treated the release as their own.
What we covered
Functional testing
Across every game system in the build.
Spell, quest & mechanic balance
Deep balance work most QA studios don't touch.
Direct coding support
Helping write and review fixes in the codebase.
Tight dev collaboration
Communication close enough to move at the speed of development.
“Without Bugstruck, I can't imagine this release happening.”
SimulationSerious Games

AI Companion for Elderly Care

Enterprise client · USA · Unity
24/7
autonomous testing
Daily
automated reports
GoalFull test coverage of a complex care application, including voice control and dynamic on-screen events, before it reached a vulnerable audience.
ApproachAn autonomous automation framework simulating real user behaviour around the clock, seven days a week, with no downtime.
ResultThe client shipped with confidence. Every morning started with a ready bug list, not production incidents reported by users.
HorrorMultiplayer

Multiplayer Horror — The Power of Flexibility

Indie studio · Turkey · Debut title · Ongoing
Long-term
partnership
+ Design
& balance feedback
GoalSupport a first-time studio through every stage of their debut game, going beyond QA to act as a long-term creative and strategic partner.
ApproachEmbedded from day one, contributing across QA, gameplay design, core loop and balance through every iteration and pivot.
ResultA first-time studio gained more than a QA partner. They gained a team that shows up for every feature, every iteration and every decision that shapes their game.
“They approach our game like it's their own. We're not just getting bug reports, we're getting a team that genuinely cares whether this game succeeds.”
Adventure

Post-Launch Crash Investigation

Indie studio · Poland
20
hardware configs
2
crashes found
GoalDiagnose and eliminate launch-blocking crashes reported on release day, before refunds and one-star reviews spiralled out of control.
ApproachWe moved fast, running systematic hardware-matrix testing across 20 configurations to isolate the root cause and verify the developer's patch end-to-end.
ResultThe studio stopped the review bleeding and recovered player trust, and avoided a second launch crisis they didn't even know was waiting for them.
Bonus crash caught: an end-of-game blocker discovered during patch verification.
MultiplayerShooter

Multiplayer Space Shooter

Indie studio · Poland
10
player lobbies
Critical
sync bugs caught
GoalValidate multiplayer stability and synchronisation precision across full player-count sessions, where even milliseconds of desync can ruin a competitive shooter.
ApproachIntensive sessions with up to 10 simultaneous players, thinking like real gamers rather than just bug hunters, to surface technical and gameplay issues alike.
ResultA shooter that felt fair, fluid and competitive, with critical sync bugs eliminated and a weapon roster balanced enough to keep players coming back.
Beyond scope: a full weapon-balance audit delivered alongside QA.
Adventure

Conference Demo Ready in Two Weeks

Indie studio · Poland · International games conference
2 wk
to stage-ready
0
show-floor blockers
GoalGet a demo stage-ready for an international games conference, clearing blockers and risk areas in just two weeks for a flawless first impression.
ApproachA focused flash bughunt with a clear priority framework, targeting the highest-risk areas first to make the most of every hour before the deadline.
ResultThe studio walked onto the international stage with confidence. The demo played smoothly in front of hundreds of players without a single blocking bug.
VRTraining

VR Training Application on Oculus

Corporate client · South Africa · Oculus
Oculus
full VR test pass
Hidden
map holes found
GoalValidate a VR training application end-to-end, ensuring correct content, comfort in the headset, and a reliable experience for real professional users.
ApproachTested as a real trainee would, checking functionality, comfort and immersion, then going further to verify the integrity of the entire virtual environment.
ResultThe client deployed a VR training tool their users could trust, with a seamless experience, verified comfort and zero world-breaking geometry issues.
Unexpected find: map-geometry holes that had gone unnoticed by the dev team.
MobileMatch-3

QA Process Improvement for Mobile Match-3

Mobile game studio · Poland
Process
audit + upgrade
Dev-ready
reports
GoalStrengthen an existing internal QA team, improving their processes and bridging the communication gap between testers and developers.
ApproachEmbedded as a QA partner. First auditing and upgrading the workflow, then handling player-reported bugs end-to-end, from reproduction to dev-ready documentation.
ResultDevelopers spent less time chasing bugs and more time fixing them, with a sharper QA process and reports clear enough to act on immediately.
SimulationEarly Access

Space Life Sim — Pre-Early Access Bughunt

Indie studio · Flash bughunt service
Pre-EA
flash bughunt
Vehicle
balance audit
GoalA professional outside perspective before Early Access, catching bugs and weak spots that internal eyes had stopped seeing.
ApproachA focused flash bughunt with a comprehensive report covering bugs, risk zones and a full vehicle-balance audit.
ResultThe studio entered Early Access with a full picture of their game's health. Bugs fixed, risks known and vehicles balanced before a single review.
What we delivered
Detailed bug report
Screenshots, video captures and step-by-step reproduction paths for every issue found.
Risk-zone map
The areas most likely to break under real player behaviour, prioritised for the dev team.
Vehicle balance audit
Actionable improvement suggestions drawn from proven mechanics in comparable games.
SimulationRacing

Custom Hardware Racing Simulator

Indie studio · Poland · Custom proprietary device
Custom
hardware rig
Bughunt
+ UX review
GoalTest a racing simulator built for fully custom hardware, reproducing the exact rig, mapping its limits, and making the driving feel as good as it should.
ApproachWe took the client's custom hardware in-house, reconstructed their full configuration, and tested the simulator as a real driver would.
ResultQA on hardware no one else would touch, fully reproduced, thoroughly tested, and tuned for the best possible feel behind the wheel.
Custom hardware? Not a problem. We test what others can't.
EdugameHealth

Therapeutic Exercise Game for Children

Startup · Kraków, Poland · End user: children
Children
target end user
Engagement
& UX balance
GoalMake the game not just bug-free, but genuinely right for its audience, motivating young patients through prescribed exercises without overwhelming them.
ApproachWe shifted the testing mindset to the child's perspective, judging every mechanic and visual through the eyes of a young, easily-distracted user.
ResultA game that works as therapy. Engaging enough to keep kids playing, calm enough not to overwhelm them, polished enough to earn the trust of parents and doctors.
Areas of focus
Engagement balance
Keeping the game stimulating enough to carry children through their exercises.
Overstimulation risk
Flagging moments where visual or audio intensity could overwhelm a young player.
Therapeutic context
Evaluating every design decision with the medical use case in mind.
SimulationTycoon

Animal Park Simulator — Full QA from Day One

Indie studio · Full-cycle QA partnership
Day one
full-cycle QA
Full
localisation tested
GoalOwn the entire QA process from the first build, covering bugs, edge cases, input devices and full localisation across every configuration and language.
ApproachWe treated every possible player configuration as a test case, including the ones no one thinks to test, exploring well outside the expected usage path.
ResultA game that held together across every language, every input device and every edge case a player could throw at it, because we'd already been there first.
Edge cases caught
Hardware conflict
The game launched with a steering wheel connected, triggering input conflicts that broke core navigation entirely.
Extreme resolution
Opening the game at 1×1 pixel resolution caused rendering failures invisible during normal development.
Turkish locale bug
With the system locale set to Turkish, the game generated string-handling errors under edge-case conditions.

Every project here is real. Most clients work under NDA, so they appear by studio type, region and genre rather than by name. Quotes are published only where the studio gave permission.

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