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Stamperor - QA Pass (PC)

Tested: 30 Apr 2026 โ€ข Build: Demo Hotfix v0.0.5

๐Ÿงพ Test Overview

Introduction

This is a focused QA pass on Stamperor, tested on PC using Demo Hotfix v0.0.5.

The goal was to check how stable the game is after the recent update, with a focus on input handling, state transitions, and whether decision outcomes are clearly communicated to the player.

Testing focused on:

Findings are based on direct testing and are supported with reproducible behaviour and evidence.

GamePlatformScope
Stamperor PC, Demo Hotfix v0.0.5 QA mini-pass focused on menu input stability, end-of-cycle screen behaviour, destruction feedback, bracket value clarity, decision outcome clarity, and regression risk.

๐ŸŽฏ Goal

Check whether core player-facing systems remain understandable and stable after state changes, especially around end-of-cycle transitions and decision outcomes.

๐Ÿงญ Focus Areas

  • End-of-cycle input handling
  • Menu and state transition stability
  • Destruction feedback and bracket values
  • Population and building value clarity
  • Decision outcome cause and effect

๐Ÿ“„ Deliverables

  • QA workbook with README, charters, session notes, bug log, risk matrix, and player experience notes
  • One-line findings summary for quick review
  • Bug log with reproducible steps and evidence links
  • Short video and screenshot evidence for key findings

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged4
Total Bugs Logged2
Critical1
High1
Medium0
Low0
Player Experience Findings2
Primary Risk AreaEnd-of-cycle input handling and system feedback clarity
Repro RateBoth logged bugs observed 1/1 during targeted runs, with related instability confirmed during regression check

๐Ÿ“ท Evidence

Supporting evidence is included to show the issues clearly and make them easy to reproduce.

TypeFile / Link
QA Workbook (Google Sheets) Open Workbook
QA Workbook (PDF Export) Open PDF

๐Ÿ“Œ Core Project Findings

Area Finding Evidence
Menu Navigation & Input Handling End-of-cycle screen input is unreliable and can return the player to the menu instead of continuing. See Bugs Logged
Menu Navigation & Input Handling (Regression) Re-testing shows input instability can trigger an unintended language menu and soft lock the game. See Bugs Logged
Population & Building System Clarity Bracket values (+/-) appear after destruction but are not explained, forcing player guesswork. View Before State / View After State
Decision Outcome Clarity Decision values, such as -15 population, do not clearly align with visible system values. View Before Decision / View After Decision

๐Ÿž Bugs Logged

ID Title Severity Repro Evidence Clip/Screenshot
C01-01 End-of-cycle screen input unresponsive and may return player to main menu High 1/1 Watch Clip - End Cycle Input Issue
C04-01 End-of-cycle screen can trigger unintended language menu and cause soft lock Critical 1/1 Watch Clip - Input Failure (End Cycle)

Full bug log with repro steps, expected vs actual, and evidence: Download Bug Log (PDF)

The strongest functional issue was C04-01, where the end-of-cycle screen could trigger an unrelated language menu and then soft lock the game. C01-01 established the related input handling risk by showing unreliable end-of-cycle input and an incorrect transition back to the main menu.


๐Ÿง  Player Experience Notes

Moment Player Expectation Actual Experience Friction Type Impact Severity
Post-destruction system update (after earthquake event) Clear understanding of what changed to population and buildings, including whether losses, damage, or gains occurred. Population and building values display bracketed numbers (e.g. +4, -14) with no explanation, requiring the player to guess whether these represent damage, temporary states, or incoming changes. System Clarity / Feedback Communication Player cannot confidently interpret core system state after a major event, leading to hesitation and guesswork in decision-making. Medium-High
End-of-cycle screen input (before next cycle begins) Clear and immediate response when attempting to continue or exit using standard inputs, such as mouse or ESC. ESC key has no effect; mouse input is unresponsive or delayed despite instruction โ€œClick anywhere to continueโ€; after repeated input, game returns to main menu instead of continuing. Input Handling / UI Responsiveness Player may become stuck or lose progress, with confusion caused by unresponsive inputs and incorrect outcome. High
Decision outcome affecting population (player choice) Decision outcome should clearly reflect the stated change, such as -15 population, and align with visible values. Decision indicates -15 population, but visible values (5 (+7) โ†’ 5 (-8)) do not clearly match the expected result, making the outcome difficult to interpret. System Clarity / Cause to Effect Breakdown Player cannot confidently understand how decisions affect core systems, reducing trust and making future decisions feel unreliable. High

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The highest-risk area in this build is the end-of-cycle screen. Input handling here is inconsistent, and repeated input can trigger unintended behaviour.

The most serious issue found is an unstable state where repeated input opens the language menu and causes a soft lock, requiring the game to be closed externally.

System clarity is also a player-facing problem. Values and decision outcomes do not clearly match what is shown, making it difficult to understand what actually happened after a choice.

Recommended next steps:


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๐Ÿ“Ž Disclaimer

This is a personal, non-commercial portfolio for educational and recruitment purposes. Iโ€™m not affiliated with or endorsed by any game studios or publishers. All trademarks, logos, and game assets are the property of their respective owners. Any screenshots or short clips are included solely to document testing outcomes. If anything here needs to be removed or credited differently, please contact me and Iโ€™ll update it promptly.