First off, thank you.
After the December playtest, the amount of excitement, feedback, and questions we received honestly meant a lot to the team. One question keeps coming up more than any other:“How do Enginefall playtests actually work?”Rather than one always-on test, we run a few different types of playtests. Each one exists for a specific reason, and each one plays a different role in shaping the game. Here’s how they work.
What this feels like: This is Enginefall’s front door, open to all Open playtests are when we invite everyone who’s requested access on Steam to jump in and experience the game with friends.
These builds are the most polished versions we can make at that point in development. They’re not perfect, but they’re the versions we feel comfortable introducing to new players.
To be announced soon so make sure you have wishlisted and followed us on Steam to get notified.
What this feels like: A step behind the curtain.Closed weekend playtests are smaller tests for players who already have access. These are where we start pushing changes before they’re fully smoothed out.
These versions can be buggy, unbalanced, or incomplete and that’s part of the deal. They help us move faster without surprising new players with half-finished ideas.
What this feels like: Early. Messy. Experimental.These are our most raw testing environments, including:
Things will break here. Sometimes badly. These tests exist so problems show up early, not later.
Available to dedicated Discord members who:
This is for players who already love Enginefall and want to help shape it at the roughest stages.All of these playtests matter. Together, they let us build Enginefall with the community, not just in front of it.
We talk more about why we don’t leave playtests open all the time, and what we’re trying to protect by testing this way in our Discussions 'Dive Deeper’ post , make sure to check it out!See you on the train!