Engage. Expand. Elevate Your Game.

Your game deserves the best version of itself

Early plays reveal what spreadsheets can’t: what delights, what drags, and what just doesn’t click.

We help you refine your mechanics through real-world playtests with varied groups — catching balance issues, hidden friction, and opportunities for improvement.
We also test alternate themes to see what resonates most, so your game connects with the right audience from the start.

You bring the vision — we help sharpen the experience.

We learn your game. We play your game. We gather feedback.

And we link with our groups of players to get their views on your game. Through their feedback, we fine-tune your mechanics and universe to drive the appeal of your game.

You have a great game. Don't skip playtesting.

When working on your project, you can easily get too involved and miss what your audience will go through.
Other publisher went that road. Their sales were impacted.

Don’t miss gathering feedback early – players feedback makes the difference.

"The rulebook contradicts itself and the balance is all over the place." — [BGG user]

Why? Rushed production schedule; multiple expansions released quickly without deeply testing core interactions.

Impact? Scenarios felt unbalanced, certain units overpowered, and players needed house rules and heavy FAQ use to make competitive play fair.

"It felt like no one had played the final version all the way through." — [Reddit /r/boardgames]

Why? Ambitious legacy mechanics, but pacing and progression weren’t tested deeply enough across full campaign playthroughs.

Impact? Players reported long, unexciting stretches, inconsistent reward structures, and loss of interest before completing the campaign.

"The solo mode feels bolted on, and card synergies can break the game fast." — [BGG forums]

Why? Complex deck-building and civilization mechanics, but some overpowered combos and AI flaws went unchecked.

Impact? Experienced players could "break" the game easily, reducing replayability and causing imbalance in multiplayer.