How it works

From a build to the
moment it broke.

Four steps, one timeline. Your game marks what happens, testers play the build you pushed, and every session comes back with its moments already in place.

  1. 01

    Mark it in code

    Playtest.Mark("checkpoint/reached") where something happens. Spans, regions, errors and frame times come free.

  2. 02

    Push a build

    From the Unity editor or the command line. Only changed chunks upload; a branch points at the build testers get.

  3. 03

    Send a code

    Testers install the Mulno Launcher and enter the code you send. They read your NDA, agree to what's recorded, and play.

  4. 04

    Watch it back

    Gameplay, webcam, mic and your events on one timeline, in Studio or the browser.

01 · IN YOUR GAME

Your game writes the timeline.

Add the package, then call one line wherever something happens. Mulno records the rest on its own: errors, frame times, scene loads, and the tester's own flags.

  • Markers, spans and regions, from code or the scene
  • Errors, perf and scenes, automatically
  • Keys from your Playtest Catalog, checked in the editor
void OnEnterHangar() {
hangar = Playtest.BeginSpan("level/hangar");
}
 
void OnLeverPulled() {
Playtest.Mark("puzzle/lever");
}
NullReferenceException frame 48 ms scene/hangar F6 flag

02 · BUILDS AND BRANCHES

Push a build. Point a branch at it.

Push from the Unity editor or the command line. Mulno splits the build into chunks, so only what changed uploads, and testers only download what changed. A branch like qa or beta points at one build at a time.

  • Push to Branch in the editor, or mulno build push on the command line
  • What changed, by area: Catalog keys, commits, issue keys
  • Every session knows the build it was played on
Castle Keep · branches3 live
main0.9.3 · build 2122 campaigns
qa0.9.4 · build 215QA team
beta0.9.2 · build 20448 testers

WHAT CHANGED IN 212

The boss room door opens on the lift's second stopcastle/boss_roomCK-142
Faster menu load on first launchui/menuCK-139
> mulno build push --project prj_… --branch qa
Example

03 · TESTERS

Send a code. They press Play.

Testers enter your code in the Mulno Launcher. It shows your NDA before anything downloads, installs the build, keeps it patched, and uploads each session in the background. Nothing records until they agree.

  • No account for testers, and they're never seats
  • Consent names what's recorded; mic and webcam start off
  • REC stays on screen the whole time anything records
Castle KeepSomnolent · build 88 · main
Updating · 212 MB of 3.4 GB changed64%
F6Flag
F7Report a bug
F9Pause
F10Menu

04 · REVIEW

Every session on one timeline.

Gameplay, webcam and mic play in sync with your game's own events. Press C to note a moment, draw on the frame, and copy a link that opens right there for anyone in the workspace.

  • Studio for Windows, or the same review in the browser
  • Links for Jira, Trello or Markdown, with the time in them
  • Notes have a status: open, fixed in a build, verified

05 · AI

Ask Claude what went wrong.

Connect Claude Code over MCP. An agent can search every session, pull the frame and the notes at a moment, and mark a designer's note fixed once its change is pushed. claude.ai connects to the remote server too; other MCP clients, such as ChatGPT and Cursor, come as we prove them.

  • Local mulno mcp for Private buckets; remote MCP for Mulno Cloud
  • Agents run on your own AI plan, free on every Mulno plan
  • What an agent reads goes to your AI provider under your own account, not through ours
Example
YouWhere do testers get stuck in the hangar?
list_sessionsget_eventsget_notes
Claude · mulno mcp7 of 9 testers spent over 40 s in level/hangar before puzzle/lever. 3 notes say the door reads as a wall.

Your footage, your call.

Each project picks where its builds and sessions live. Never both, and never a third place.

Private bucket

Your own Cloudflare R2 bucket.

  • Uploads go straight from the tester's PC to your bucket
  • Our servers sign uploads; they never read the footage unless you lend a read key
  • Your browser plays it with your own read key
  • Any plan, and it costs us no storage

Mulno Cloud

Our R2, in the region you choose.

  • Nothing to set up: push a build and send a code
  • Asia-Pacific, EU or US, chosen per workspace
  • We process it for you under the DPA
  • Sessions kept by plan: 14 days on Free, a year on Indie; builds are never deleted for a plan
  • Stores your builds and your testers' sessions, counted against the plan's storage

They play. Then you watch it back.

Add the package, build, send a code. Your first session is on the timeline the same day.

Package Manager › Add package from tarball com.mulno.playtest-0.4.1.tgz

Contact

Questions? Write to us.

A person reads every message and replies by email. Ask about a plan, your own bucket, the playtest you're planning, or anything else.

Prefer your own mail app? Write to developer@mulno.com.

It reaches us by email at developer@mulno.com, and we keep it only in that mailbox. Privacy notice.