PixelPicked Beta Testing

Ship to real players.
Before you
launch.

Upload early builds to your game page. Recruit testers from your follower community. See exactly where players engage, get stuck, and quit — before any of it becomes an App Store review.

Getting beta feedback on a mobile game today means uploading an APK to Google Drive, sharing a link in a Discord server, and hoping someone bothers to reply with more than 'looks cool.' TestFlight gives you crash logs. Drive gives you nothing. Neither gives you analytics. Neither gives you testers who actually care about your game. PixelPicked replaces the entire fragile chain. Your early build lives on your game page. Testers recruit themselves from your existing followers — people already invested in what you are making. And while they play, the platform captures where they engage, where momentum dies, and where they quit, so you have real signal to act on before a single review goes public.

Build distribution that actually works

Upload once.
Reach testers
who care.

No Drive links. No TestFlight headaches. No cold strangers who ghost after one session.

  • 01

    Direct build upload from your dashboard

    Upload APK or iOS builds directly through your PixelPicked developer dashboard. Your game page immediately shows a beta access button to followers. No external file hosting, no expiring links.

    Build hosting
  • 02

    Testers recruited from your followers

    Beta slots open to players already following your game. They apply directly from your game page. You review applications and accept the cohort that fits what you need — device types, playstyle, experience level.

    Tester recruitment
  • 03

    Versioned builds for iterative testing

    Upload multiple build versions as development progresses. Each version maintains its own tester cohort and analytics baseline, so you can compare how a specific change affected engagement or drop-off.

    Version control
  • 04

    iOS and Android in one place

    Distribute to both platforms from a single dashboard. Testers on your follower list self-select their platform when they apply. No separate TestFlight programme and Drive folder to manage simultaneously.

    Cross-platform

Analytics and feedback that shape the game

Know exactly
where your game
breaks.

Automated session data combined with feedback from people who genuinely wanted to play your game.

  • 05

    Session heatmaps and engagement spikes

    See which levels, moments, and mechanics generate the most sustained play time. Heatmaps surface where testers spend the most sessions — so you know what is already working before you touch it.

    Engagement data
  • 06

    Drop-off funnels and retention curves

    Track exactly where testers stop playing — by level, by session minute, by mechanic. Day 1, Day 3, and Day 7 retention curves tell you whether your game has a hook problem, a difficulty spike, or a pacing issue.

    Drop-off analysis
  • 07

    In-context written feedback

    Testers submit written feedback tied to specific moments in their session. Instead of generic impressions, you get timestamped reactions — what frustrated them, what surprised them, what made them want to keep going.

    Contextual feedback
  • 08

    Actionable summary after each build

    At the close of each beta round, PixelPicked generates a summary of the top engagement moments, the highest-friction drop-off points, and the most common written feedback themes — ready to take into your next build.

    Build summary

Common questions

Everything you
need to know.

You upload your APK or iOS build directly through your developer dashboard. Once uploaded, a beta access button appears on your game page for players who have been accepted into your tester cohort. There is no external file hosting required — the build is served through PixelPicked.

Beta testers are recruited from players who are already following your game on PixelPicked. When you open beta slots, an application button appears on your game page. Followers apply and you review their applications in your dashboard — accepting the testers that match what you need in terms of device, platform, or experience.

PixelPicked tracks session length, level-by-level engagement time, drop-off points, and retention across Day 1, Day 3, and Day 7. Heatmaps show where testers spend the most time in a session. Drop-off funnels show where they stop playing. All data is aggregated across your tester cohort and tied to the specific build version they played.

TestFlight distributes iOS builds and surfaces crash logs. It has no analytics, no engagement tracking, no tester community, and no feedback infrastructure. PixelPicked handles distribution for both iOS and Android, recruits testers from an audience already interested in your game, and adds session analytics and contextual written feedback on top.

Yes. You can upload new build versions at any stage of development. Each version maintains its own tester cohort and analytics baseline. This lets you run targeted rounds — a stability test, a difficulty tuning round, a monetisation test — and compare the data across versions to measure the impact of specific changes.

Written feedback is optional for testers but encouraged. The platform prompts them to leave a contextual note tied to specific moments in their session — a mechanic they bounced off, a level they found too hard, a moment that made them laugh. Automated session analytics are collected regardless of whether a tester submits written feedback.

Beta activity — tester applications, session completions, and written feedback — contributes to the organic engagement signals that influence discovery ranking. An active beta round signals genuine player interest, which feeds into feed visibility. Building in public and testing in public both compound on PixelPicked.

The developers who launch with real data outperform the ones who launch blind. Your beta testers are not a formality — they are the difference between shipping something broken and shipping something players finish.

Test early. Launch knowing.