Manual regression loops
The same gameplay path is replayed by hand after build after build.
Cade Labs builds reproducible gameplay QA automation around your game: controlled runs, checkpoint/replay, structured failure evidence, bounded exploration and machine-readable transition maps where your runtime supports them.
Gameplay regressions often sit above unit tests and below a clean bug report. The Harness is designed to preserve the path, state and comparison around a failure so the team can investigate the same event instead of trying to recreate it from memory.
The same gameplay path is replayed by hand after build after build.
A bug appears once, then disappears before the team can inspect the state that caused it.
A screenshot or tester note shows the symptom without preserving the run that produced it.
Important systemic behaviour competes with feature work for scarce manual testing time.
The goal is not more automation for its own sake. It is a controlled gameplay loop that can show what happened, under which build and inputs, and whether the result repeated under the declared comparison rule.
Start from a known build, configuration and initial state.
Capture a restorable branch point with provenance.
Apply the same timed inputs from the same declared start.
Use an explicit state, event, hash or bounded visual rule.
Keep matches, divergences, crashes and uncertainty as evidence.
Capability support is discovered or declared per runtime. Unsupported operations are treated as unsupported rather than silently downgraded into weaker evidence.
Define the start state, inputs, timing and comparison rule so a valuable gameplay flow can be re-run under known conditions, with frame stepping where the runtime exposes it.
Save a meaningful branch point, restore it, verify the restore and continue with alternative actions where the runtime supports it.
Preserve run identity, build/runtime context, input timeline, structured observations, comparisons and failure artifacts.
Explore from verified checkpoints under explicit budgets, keeping EQUIVALENT, DIFFERENT and UNCERTAIN states distinct.
Store meaningful state → action → result transitions in a machine-readable form that can grow into useful maps.
Run independent local workers without sharing mutable game state unintentionally, then aggregate the evidence.
The strongest fit is a technical team that can point to a valuable flow, intermittent failure or state-space problem and provide a bounded build/runtime for the proof.
Teams spending time reproducing stateful, timing-sensitive or intermittent gameplay failures by hand.
Teams that need useful gameplay automation without first building a large internal simulation platform.
Roguelikes, simulations, strategy, sandbox and other games where branching state creates expensive regression space.
Teams that want gameplay-level evidence to complement unit, integration and CI checks rather than replace them.
The first engagement is intentionally narrow. The objective is to prove that the Harness can create useful, reproducible evidence around a real gameplay problem without pretending the whole game is already automated.
Confirm the build/runtime can expose the control, checkpoint and state signals needed for the target QA problem.
Add the smallest useful adapter, bridge or instrumentation path around one game build and one runtime.
Target approximately 3–5 high-value flows or one clearly defined hard-to-reproduce problem area.
Exercise checkpoint/replay, comparison and structured evidence where technically supported.
Return the evidence, findings, limits and a scoped recommendation for wider integration—or stop if the fit is weak.
The reusable core stays separate from runtime-specific control and game-specific knowledge. That keeps the pilot honest about which capabilities come from the Harness and which require integration with your build.
Reusable run, checkpoint, comparison, evidence and exploration mechanics.
Translates generic Harness operations into the controls the engine, emulator or browser runtime actually supports.
Keeps controls, probes, state identity and assertions for your build outside the reusable core.
Direct structured state is preferred; visual or AI interpretation stays explicitly labelled when used.
Current internal/proving work covers deterministic run and replay control, checkpoint save/restore verification, structured evidence, isolated local workers, bounded checkpoint exploration, state identity and transition mapping. Browser integration patterns have also been reused across Cade-controlled proving games.
Those workloads are engineering evidence for the Harness. They are not external client results, testimonials or proof of universal compatibility.
No. Compatibility depends on the runtime, the control and state interfaces available, and the QA goal. The pilot starts with a bounded technical fit check.
No. Core execution, replay, checkpointing, state comparison and evidence capture do not depend on continuous AI calls. AI can assist later with prioritisation or interpretation, but it does not decide whether evidence is true.
No. The Harness is intended to complement unit, integration and CI tests by exercising gameplay-level flows and preserving evidence around them.
A bounded test build or runnable environment, the target QA problem, and enough access or instrumentation to control the game and observe the state required for the agreed proof.
The technical fit check should surface that early. The Design Partner Pilot is deliberately bounded so a weak fit does not get pushed into a larger implementation.
Not currently. The commercial model is implementation-led: Cade Labs configures the Harness around a real game, runtime and QA problem.
We will start by checking whether the game/runtime is a sensible fit, then scope the smallest useful proof around it.
Discuss a £2,500 Design Partner PilotCade Labs responds within two working days.