Evritest is a boutique game QA studio built on 16+ years of AAA production experience. Every bug found is a checkpoint closer to an amazing player experience.
From day-one functional testing to final certification — we cover the complete QA pipeline so you can focus on making great games.
End-to-end gameplay testing across platforms — PS5, Xbox Series X/S, PC, and mobile. We find the bugs that kill your reviews before players do.
Platform submission support for Sony, Microsoft, and Apple/Google. We know the TRC/TCR checklists and guide your title to cert on the first pass.
Test plans, bug taxonomies, regression suites, and QA pipelines built from scratch or audited and improved. AAA-grade process for indie and mid-size teams.
Need a senior QA voice in your sprint without a full hire? We embed with your team, own the QA pillar, and scale up or down as you ship.
We cover every stage of quality assurance across all platforms and game types.
End-to-end functional validation of all game features — mechanics, UI flows, game logic, progression systems and edge case coverage.
Full UAT coverage ensuring your game meets design intent, player expectations and stakeholder sign-off criteria before release.
TRC/TCR certification testing for PlayStation, Xbox and Nintendo. App store compliance for iOS and Android — primary and secondary store checks included.
Server-side and client-side performance benchmarking — FPS stability, load times, memory profiling and network performance under simulated real-world conditions.
Structured regression cycles ensuring every build update doesn't break existing functionality — critical for live service titles with continuous updates.
Server stability, matchmaking, latency, session management and concurrent player load testing — end-to-end network QA for online titles.
Validation of in-game analytics events and DNA events in real time — ensuring your live ops data is accurate and your game economy behaves as intended.
Dedicated server validation — health checks, load testing, failover scenarios and backend stability under production traffic conditions.
Tell us about your game and we'll scope the right service package for your timeline and budget.
A track record built inside AAA studios, now applied to every project — from indie day-one builds to live-service games with millions of players.
10 games shipped across browser, prototype, and Android platforms. Full-cycle QA — test planning, regression, and release validation on every title.
10 shipped titles across browser, prototype, and Android. Sole developer and QA — from test planning to release. Every build verified end-to-end before going live.
Evritest is actively taking on new QA partners. Indie, mid-size, or live service — let's talk.
Before Evritest existed, this is what shipped. The QA experience behind every Evritest engagement.
Open-world naval action game. Led QA across PS5, Xbox Series X/S, and PC. Console compliance, regression testing, and live-service validation across multiple patches.
Free-to-play mobile shooter. QA across Android, iOS, and PC. Monetisation flow validation, performance testing on low-end devices, and live-ops quality verification.
Both titles shipped under tight live-service timelines with weekly patch cycles. QA had to move at dev velocity while maintaining zero tolerance for P1 issues reaching players. Here's how that worked in practice:
Sony and Microsoft submission requirements checked and signed off for every major patch. Zero submission failures.
Full regression suite run on every build before release. Critical path tested within hours of build delivery.
Feature parity and performance consistency validated across all target platforms including Steam Deck.
In-game events, monetisation flows, and seasonal content validated before each live deployment.
Whether you're pre-alpha or heading to gold master — let's talk about what QA looks like for your project.
Evritest exists because indie and mid-size studios deserve AAA-quality testing — without the AAA price tag.
I am Kousik — founder of Evritest. I spent 16+ years in the games industry, most recently as QA Lead at Ubisoft Singapore, where I led QA on Skull & Bones and The Division Resurgence across console, PC, and mobile.
I have built QA processes from zero, managed distributed teams, led console compliance for Sony and Microsoft submissions, and validated monetisation flows on live games with millions of active players.
Every engagement at Evritest is reviewed by me personally. You're not buying a team of strangers — you're buying 16 years of production judgement applied directly to your game.
Evritest isn't a testing factory. We're game industry veterans who have shipped real AAA titles under real production pressure — and built the QA processes that made those launches possible.
"We don't just find bugs. We build the infrastructure that stops them reaching your players."
Our founder spent 6 years at Ubisoft Singapore as QA Lead — building performance testing frameworks from zero, reducing build pipeline time by 61%, running QA across 5 international studios simultaneously, and shipping across console, PC and mobile.
That's the experience behind every engagement at Evritest.
Every milestone is a real checkpoint, not a rubber stamp. Progress only happens when quality is genuinely confirmed.
Every bug we file, we ask: does this hurt a real player? We test with the same eyes as your audience.
We don't just follow the happy path. We stress, break, and push every system to find what players will inevitably find.
Nothing ships on assumption. Every fix is verified, every regression checked, every build signed off deliberately.
We integrate directly into your Jira, Slack, Discord — and communicate like a teammate, not a contractor.
Every report has repro steps, severity ratings, screenshots, and video when needed. No vague tickets.
Tell us about your game and we'll scope a testing plan that fits your timeline and budget. No fluff, no bloated retainer.
Whether you need a full QA plan or just want to talk through what your game needs — I'm available and responsive.
Singapore · Remote-friendly · Async
Move: ↑ ↓ ← → or WASD · Shoot: Space · On mobile: use the D-pad below