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Undertaker - Enemy AI & Save/Reload QA Pass (PC)

Tested: 08 May 2026 โ€ข Build: Demo v1.0.103

๐Ÿงพ Test Overview

Introduction

This is a focused QA pass on Undertaker, tested on PC using Demo v1.0.103.

The goal was to validate recent devlog changes around enemy AI behaviour, combat-state reliability, environmental readability, and save/load flow. The pass was scoped around recently modified systems rather than full-game coverage.

Testing focused on:

Findings are based on short targeted sessions and are supported with a QA workbook, session notes, reproducible bug information, and gameplay evidence.

GamePlatformScope
Undertaker PC, Steam demo build QA mini-pass focused on enemy AI detection, combat-state transitions, environmental readability validation, and save/reload flow after recent demo updates.

๐ŸŽฏ Goal

Validate whether recently fixed or reworked systems behave reliably during normal exploration, combat, and reload flow.

๐Ÿงญ Focus Areas

  • Enemy AI detection
  • Combat-state transitions
  • Patrol and aggro recovery
  • Environmental readability
  • Save and reload flow

๐Ÿ“„ Deliverables

  • QA workbook with README, charters, session notes, bug log, risk matrix, and one-line summary
  • Bug log with reproducible steps and evidence links
  • Short video evidence for each logged issue
  • Developer-facing summary of validated systems and risk areas

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged3
Total Bugs Logged4
Critical0
High1
Medium3
Low0
Systems Validated Without Issues2
Primary Risk AreaEnemy AI detection and combat-state transitions
Repro RateMixed: one issue reproduced 2/2 with control comparison; other issues observed 1/1 during targeted testing

๐Ÿ“ท Evidence

Supporting evidence is included to show each issue clearly and make it easy to review.

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

๐Ÿ“Œ Key Findings

Area Finding Evidence
Enemy AI / Combat State Fire Explosive interaction consistently triggered a non-responsive enemy state with resetting health behaviour during the tutorial encounter. Bug Log: C01-01
Enemy AI / Detection Patrolling enemy failed to detect the player during open visibility until physical path obstruction interrupted patrol movement. Bug Log: C01-02
Enemy AI / Aggro Recovery Enemy failed to reacquire the player at melee range after returning from combat to patrol behaviour following brief line-of-sight interruption. Bug Log: C01-03
Save System / Reload Flow Continue reload behaviour returned the player to the lobby/shop area instead of the previous gameplay location, creating navigation friction despite correct progression persistence. Bug Log: C03-01

๐Ÿž Bugs Logged

ID Title Severity Repro Evidence Clip/Screenshot
C01-01 [PC][Combat][Enemy AI] Enemy enters non-responsive state after Fire Explosive interaction High 2/2 with Fire Explosive interaction; 0/1 without explosive Watch Clip - Fire Explosive Enemy State Failure
C01-02 [PC][Enemy AI][Detection] Patrolling enemy fails to detect player until physical path obstruction occurs Medium 1/1 observed Watch Clip - Patrolling Enemy Ignores Visible Player
C01-03 [PC][Enemy AI][Detection] Enemy fails to reacquire player at melee range after returning to patrol state Medium 1/1 observed Watch Clip - Enemy Fails to Reacquire Player
C03-01 [PC][Save System][UX] Save and Quit flow does not communicate respawn location after reload Medium 1/1 observed Watch Clip - Continue Reloads Player to Lobby

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

The highest-impact issue identified in this pass was C01-01, where Fire Explosive interaction consistently caused one enemy to enter a non-responsive state with resetting health behaviour. Control testing without the explosive resulted in normal enemy behaviour and successful enemy death.


๐Ÿง  Risk Assessment & System Coverage

System Area Risk Level Why Risky Tested Test Depth Issues Found Notes
Enemy AI Detection & Aggro High Recent AI/pathfinding fixes increase risk of unstable perception, aggro recovery, and patrol-state inconsistencies. Yes Medium to heavy Yes Multiple enemy detection inconsistencies observed, including failure to reacquire the player after patrol reset and delayed detection until path obstruction occurred.
Enemy Combat State Transitions High Combat-state changes involving explosive interactions can create invalid AI or health-state behaviour. Yes Heavy Yes Fire Explosive interaction consistently triggered a non-responsive enemy state with resetting health behaviour during tutorial combat.
Enemy Pathfinding Around Geometry High Recent stuck/pathfinding fixes suggest high regression risk around environmental navigation and obstacle handling. Yes Medium No No severe pathfinding failures or geometry-stuck issues observed during current session.
Environmental Interaction Readability Medium Recent barrel readability rework may still create gameplay clarity issues under combat pressure. Yes Medium No Explosive barrels remained visually distinct during exploration and combat scenarios due to strong colour contrast. Loot and interactable objects were consistently readable through environmental placement and green overlay indicators.
Save System & Performance Stability Medium Recent save-system fixes suggest potential persistence or lag regression risk. Yes Medium Yes Save/load persistence functioned correctly for progression, enemy deaths, and collected items. Main issue observed involved reload-flow communication and navigation friction caused by returning the player to the lobby/shop area instead of the previous gameplay location.

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The strongest risk area from this pass is enemy AI state reliability. Enemy behaviour was not consistently failing across the board, but several targeted scenarios exposed issues around explosive interactions, patrol detection, and reacquisition after line-of-sight interruption.

Environmental readability was a positive finding. Explosive barrels stood out clearly due to strong red contrast, and loot/interactable objects were readable during normal movement and combat. This suggests the recent readability work is functioning as intended in the tested areas.

The save/load system also retained progression correctly, including enemy deaths and collected items. The main concern is not persistence failure, but reload-flow clarity: the game returns the player to the lobby/shop area after Continue without communicating that the previous gameplay location will not be restored.

Recommended next steps:


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.