Watch your games at scale in production, across every operator, geo and configuration you ship to.
You decide how often we play.
Your games run on hundreds of sites. Somebody is always looking at them: players, operators, regulators.
Just not you. That costs you four ways.
Many games. Many operators. Many countries, rules, languages and devices. Every mix can break on its own, and it breaks in places you don't control. No team can check all of that by hand.
A missing translation, a broken animation, a game that won't open on one phone. When the operator or a player finds it first, you lose revenue, you lose trust, and you argue about whose fault it was.
You pay operators for good lobby positions. Weeks later your games are still there, just not where you paid for. Fewer players see them, play them, remember them. And your team checks positions by hand, operator by operator.
Your games run under your licences too. When a game stops meeting a market's rules, the regulator can come to you: suppliers have lost licences before. And one lost licence means every operator in that market, gone at once.
The same player-eye check guards your game twice: before it ships, and after it goes live.
An extra tester for your QA team: never tired, never distracted. It plays every release candidate for hours, like a real player. And it checks what you can't see on screen: network traffic and load times. Every test returns OK or FAIL, with proof.
A patrol across the operators you ship to: are your games live, playable, and still where they should be in the lobby? When something breaks, you know the same day, not weeks later, with proof you can send straight to the operator.
Your own QA, the operator's monitoring, player reports: here's how a break gets past all three.
Your QA signs off: every test green, on every setup you can test. The build goes live on dozens of operator sites, in dozens of markets.
In one operator's lobby, in one market, the game opens to a black screen. The operator's dashboards stay green. Your logs show nothing.
Players hit the black screen and switch to another game. The complaints go to the operator, not to you. You find out from a ticket, or the revenue report.
PlayPatrol plays your game on that operator, in that market, and provides proof within 48 hours: video, geo, device, the exact skin. You know before the operator does.
The dashboard shows everything you ship, live, and when something breaks, the news finds you.
Green, red or slow: the live state of everything you ship, on one screen. No asking around, no waiting for a report.
Any red tile opens the run behind it: video, screenshots, root cause and network trace. Ready to send to the operator.
Reload the board as it stood after any past run, for when an operator, or an auditor, asks what happened.
Release-candidate verdicts and live patrol results land in the same dashboard: OK or FAIL, each with its proof page.
The moment a run fails: e-mail, Slack, Teams and more, linked straight to the run page.
Every morning, one summary across your operators: what broke, where, and what keeps coming back.
Start with 10 titles on 10 operators, then add titles, operators and geos as you grow.
Would you know the day your game leaves the lobby?
See the full patrolDoes your localized build render correctly in every language?
See the full patrolStill compliant on every operator skin, every day?
Right now, on one of your operators, a game may be failing. PlayPatrol finds it, with the video to prove it.