Selected-player test build¶
Test lists · Test stage · Controls
This is a private test candidate, not a release. Record the build date, operating system, keyboard or gamepad model, player count, steps, and what happened when reporting an issue.
Keep test data separate¶
- On Linux, use the candidate's
run-test.sh. It stores game data in theTestDatafolder beside the candidate. Do not delete that folder if a developer needs to inspect the test data. - On Windows, test with a separate Windows user or a disposable virtual machine. The normal Windows save location is under Documents, and this candidate has not been checked on Windows yet.
- The test-stage keyword is
tinytest. Its run uses temporary in-game progress; normal play in the candidate can still write to the candidate's save profile. - Steam and online features need a separate agreed test. A local developer
steam_appid.txtis only for a private candidate and must not be included in a production Steam depot.
Suggested checks¶
- Open the test stage. Check the closed gate, ready text and lights, then start with keyboard or gamepad.
- Confirm the F1 panel starts on the right and can be moved. Try the enemy selector, manual and automatic spawning, and remove enemies.
- In settings, change and apply a keyboard binding. Try cancelling a change, using an already assigned key, resetting a profile, and restarting to check persistence.
- Repeat with a real gamepad. Disconnect and reconnect it, find it in settings, and verify that the correct player receives input.
- Try level and special rewards, including reroll with R and gamepad RB. In two-player mode, check both players can select their own valid cards.
- Check characters and abilities manually using the ability list. Record the character and the exact combination; a successful basic action does not prove every combination.
- Check pause, retry, game over, and returning to the menu. Test normal progression separately from the test stage.
Use disposable copies for save-migration tests. Do not move, overwrite, or delete real saves as part of testing. Crowd-control visuals are a separate planned improvement.
Windows developer build¶
Use Unity 6000.2.8f1 with Windows Build Support (IL2CPP) and the required Windows C++ tools. Open the exact candidate source on a Windows machine, select the existing Windows LZ4HC build profile, and build into a new empty folder. Do not change the scripting backend merely to build on Linux. See other-PC setup.
The project currently has uncommitted changes. A Git pull will not contain the candidate until those changes are deliberately transferred or committed; use the source snapshot supplied with the candidate or another verified transfer. Windows compilation, migration, Steam, and physical-device behavior remain to be checked on Windows.
Candidate check: 2026-11-03¶
- The Linux candidate built successfully with Unity 6000.2.8f1. Unity reported a temporary build-helper startup error and an unavailable license access token; it recovered and completed the build.
- An offline launch with a separate Linux profile created test saves and reached the main menu. This was a startup check, not a full play test. Steam was not running and was not tested.
- Isolated Editor checks reported passes for stage unlocks, control capture and reassignment, and example save migration. Unity crashed during shutdown after these checks, so they did not exit cleanly.
- A Windows developer source package was prepared from the uncommitted candidate. A Windows game build and actual Windows migration still need to be made and tested on Windows.