Sworn - Regression Testing Case Study
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🎮 Sworn - Regression Testing Case Study (PC Game Pass Edition)

Tested: 22 Nov–03 Dec 2025

🧾 About this work

  • Author: Kelina Cowell - Junior QA Tester (Games)
  • Context: Self-directed manual QA portfolio project
  • Timebox: 1 week
  • Platform: PC (Xbox Game Pass) • Windows
  • Build: PC Game Pass Build: 1.01.0.1039
  • Focus: Change-driven, risk-based regression testing (golden-path stability, save/load integrity, core menus, and high-risk UI overlays)

Introduction

One-week, change-driven regression pass on Sworn (PC Game Pass, Windows, build 1.01.0.1039) focused on golden-path stability (launch → play → quit → relaunch), save/load integrity, core menus, audio sanity, input handover, and areas plausibly touched by the latest public Steam patch notes. This was a solo, portfolio-only project using SteamDB patch notes as an external oracle, without claiming parity with the Steam build.

StudioPlatformScope
Windwalk Games/Team17 PC Game Pass (Windows) One-week, change-driven regression: golden-path stability • autosave Continue & save/load integrity • settings navigation & persistence • death → Stats → hub flow • audio continuity/settings • Enhancements/Codex readability • power-up next-room behaviour • pause/Alt+Tab • controller ↔ KBM handover & hot plug • onboarding A11y prompt cluster tracked as known issues (SWOR-1–4).

🎯 Goal

Show how I run a realistic one-week, change-driven regression pass: using SteamDB patch notes to target checks, validating high-risk systems on the PC Game Pass build, keeping the golden path stable, and documenting six bugs (including an onboarding A11y prompt cluster and a death-flow defect) with concise repro steps, STAR summaries, and clear evidence.

🧭 Focus Areas

  • Golden-path flow (launch → play → quit → relaunch)
  • Autosave Continue and basic save/load integrity
  • Settings navigation and persistence
  • Audio checks and music continuity
  • Death → Stats → hub behaviour (defect SWOR-6)
  • Enhancements & Codex readability and behaviour
  • Power-ups and next-room effects
  • Pause menu, Alt+Tab sanity, windowed/fullscreen
  • Controller ↔ mouse/keyboard handover and one hot plug
  • Onboarding A11y prompt cluster (SWOR-1–4) tracked as known issues on this build (no new build to re-test)

📄 Deliverables

  • Regression workbook (README, 1-liner summary, Regression Matrix, Session Log, Bug Log, STAR Summary, Glossary)
  • Bug log and STAR summaries for six defects (SWOR-1–SWOR-4, SWOR-6, SWOR-15)
  • Evidence videos grouped by area (YouTube playlist)
  • Jira-style defect summaries matched to workbook IDs
  • Clear traceability linking each check to SteamDB patch notes and risk areas

📊 Metrics

MetricValue
Total Bugs Logged6
Critical0
High0
Medium5
Low1
Repro Consistency100%

⭐ STAR SUMMARY – Sworn Regression QA (PC Game Pass)

Situation: One-week, change-driven regression pass on Sworn (PC Game Pass, Windows, build 1.01.0.1039). The SteamDB patch notes for v1.0.3.1111 were used as an external oracle to guide what areas might reasonably need rechecking, without claiming parity between platforms.

Task: Validate that key systems on the PC Game Pass build behaved correctly after upstream changes - golden-path stability, save/load, settings persistence, audio, death-flow logic, Enhancements/Codex behaviour, power-ups, Alt+Tab, and input handover – and keep previously identified onboarding accessibility issues visible as a known risk cluster on this build.

Action: Built a Regression Matrix mapped to patch-note items and baseline risks, then executed targeted sessions across the week. Each check was time-boxed with clear anchors and expected outcomes, and marked as Pass, Fail, Not applicable or Known issue. All evidence was captured using OBS/Xbox Game Bar and logged into a structured Google Sheets workbook with a Bug Log (six defects: SWOR-1–SWOR-4, SWOR-6, SWOR-15), STAR Summary and fully linked Session Log.

Result: The Regression Matrix outcome was 8 passes, 1 fail, 1 not applicable and 1 known A11y cluster. Most areas passed as expected, including launch→play→quit→relaunch, autosave Continue, settings navigation/persistence, audio continuity, Enhancements/Codex behaviour, power-up behaviour, Alt+Tab, and controller↔KBM handover with one hot plug. One regression-relevant defect was confirmed: SWOR-6 (Defeat overlay remains foregrounded, blocking Stats, and Continue starts a new run). A small visual-readability issue in the Blessing choice screen (SWOR-15) was also documented. Onboarding accessibility prompt issues (SWOR-1 to SWOR-4) are tracked in the bug log as a single A11y cluster on this build, but were not re-run in new sessions because no newer build was available.


🤝 Networking & Applied Insight

During this project I didn’t guess the scope in isolation. I shaped the regression plan around targeted guidance from senior QA professionals, treating this as a miniature live-ops assignment instead of a theoretical exercise.

Conrad Bettmann (QA Manager at Rovio Entertainment) emphasised four principles for realistic regression work:

  1. Map regression to where the game actually changed using multiple oracles such as patch notes, changelogs, community reports and, where useful, historical behaviour from earlier builds or fandom wikis.
  2. Prioritise must-not-break systems such as save/load, session flow, input ownership and menu stability.
  3. Match the test approach to the surface: scripted test cases for critical flows, exploratory charters for large or complex spaces, and lightweight matrices for broad variable sets that don't need deep test-case detail.
  4. Keep the suite maintainable so each check traces directly back to either a patch-note change or a genuine risk area instead of becoming a full re-test of the entire game.

I applied this by redesigning my Regression Matrix so that every entry ties to a specific change, a stability requirement or a coverage slice. For Sworn, historical-oracle references were not required because the SteamDB patch notes already provided sufficient clarity on what had changed.

Steph McStea (QA Lead at Double Eleven) reinforced the importance of focusing on the golden path and known “repeat offender” areas when time is limited. Instead of touching every system in Sworn, I centred the regression on what most players hit every session and gave extra attention to clusters already known to be fragile from earlier testing. This kept the plan achievable for a one-week solo regression while still mirroring how real studios prioritise player-impacting surfaces.

Their combined insight directly shaped how I scoped the project, the way I structured my Regression Matrix, how I prioritised checks like death-flow logic and UI readability, and how I presented evidence. It ensured the final case study reads like a focused, change-driven regression effort rather than a wide, undefined testing sweep.

Source Key takeaway How I applied it in this project Evidence
Conrad Bettmann
QA Manager, Rovio Entertainment
Regression should be change-driven, risk-based and traceable. Use multiple oracles appropriately: patch notes, changelogs, known issues, and—when relevant—historical behaviour from earlier builds or fandom wikis, while understanding their fallibility. Choose the right test method for the surface: test cases for non-negotiable flows, exploratory charters for complex behaviour, and matrices for broad variable spaces.
  • Mapped every regression check to either a patch-note item or a baseline stability risk in my Regression Matrix.
  • Focused on the golden path, death-flow logic, autosave Continue, settings persistence and input handover.
  • Kept scope intentionally limited to avoid accidental full re-testing of the game.
  • Used oracles correctly: SteamDB patch notes were sufficient, so historical-oracle checks (e.g., fandom wikis) were not needed for this build.
conrad-brettman-insight1 conrad-brettman-insight2 conrad-brettman-insight3 conrad-brettman-insight4 conrad-brettman-insight5 Click to enlarge
Steph McStea
QA Lead, Double Eleven
Focus regression on what players hit most often and areas known to cause repeated issues. Keep the plan realistic for a one-week assignment by prioritising golden-path behaviour and known fragile surfaces rather than wide exploratory testing.
  • Centred the week around launch → play → quit → relaunch and death-flow stability.
  • Gave extra attention to UI readability and onboarding prompts, because they were already known weak points.
  • Documented the A11y onboarding cluster (SWOR-1 → SWOR-4) as known issues instead of burning time re-testing them without a new build.
  • Kept regression targeted, not broad — the approach reads like a small slice of a real internal QA sprint.
steph_mcstea-insight Click to enlarge

📷 Evidence & Media

These links are the complete artefacts for this project. They contain:

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

📌 Core Project Findings - Sessions and Bugs

All planned regression checks were completed on the PC Game Pass build with no crashes or instability across the golden path. Most systems behaved as expected, including launch→play→quit→relaunch, autosave Continue, settings persistence, audio, Enhancements/Codex, power-up behaviour, Alt+Tab, and controller↔KBM handover. Across the project I logged six issues in the bug log: four onboarding accessibility prompt problems (SWOR-1SWOR-4), one medium-severity defect in the death-flow sequence (SWOR-6, where the Defeat overlay remains foregrounded and blocks full Stats access while Continue starts a new run), and one low-severity issue in the Blessing choice screen (SWOR-15) for small, low-contrast key prompts. The onboarding A11y bugs were originally found on Day 0 and are tracked here as a known cluster on this build; they were not re-run in new sessions because there was no newer build to verify against.

📁 Jira Board Screenshot - Overview

Rebel Racing QA board overview — To Do, Blocked, In Progress, Verified

🗂️ Jira Board - Verified Screenshots (thumbnails)

Jira board — Verified set 1 Jira board — Verified set 2 Jira board — Verified set 2 Jira board — Verified set 2

Click any thumbnail to view the full-size image.

🗂️ Jira - Bug Ticket Layout

Jira - Bug Ticket Layout 1 Jira - Bug Ticket Layout 2

Click thumbnail to view the full-size image.

🐞 Bugs – Summary + Screenshots

ID Title Sev Repro Screenshot
SWOR-1 [PC][UI][Accessibility] First tutorial prompt small and top left Low 3/3 SWOR-1 – First tutorial prompt small and top left
SWOR-2 [PC][UI][Accessibility] X prompt bottom center has weak cue and was missed Medium 3/3 SWOR-2 – X prompt bottom center has weak cue and was missed
SWOR-3 [PC][UI][Accessibility] Three combat prompts top left small and hard to read under SFX Medium 3/3 SWOR-3 – Three combat prompts top left small and hard to read under SFX
SWOR-4 [PC][UI][Accessibility] X prompt bottom center repeated without cue and was missed Medium 3/3 SWOR-4 – X prompt bottom center repeated without cue and was missed
SWOR-6 [PC][Death Flow][UI] Defeat overlay remains foregrounded and blocks Stats; Continue starts new run Medium 3/3 SWOR-6 – Defeat overlay remains foregrounded and blocks Stats
SWOR-15 [PC][UI][Accessibility] Blessing choice key prompts small and low-contrast Medium 3/3 SWOR-15 – Blessing choice key prompts small and low-contrast

📈 Results

See Metrics above for the full table of runs and references.


🏁 Result and takeaway

Result: The PC Game Pass build of Sworn remained stable across all golden-path and targeted regression checks. Six defects were logged in total: four onboarding accessibility prompt issues (SWOR-1–SWOR-4), one medium-severity death-flow defect (SWOR-6), and one medium-severity Blessing choice readability issue (SWOR-15). All reproduced consistently and are fully documented with evidence.

Takeaway: Sworn’s core systems are generally robust, but UI readability and onboarding prompt visibility need attention, especially for accessibility. The death-flow defect (SWOR-6) is the highest-impact issue and should be prioritised, while the A11y cluster highlights the need for clearer tutorial cueing in early game moments.


🧠 What I learned


🔚 Conclusion

One-week, change-driven regression pass completed on Sworn (PC Game Pass). The project remained tightly scoped to patch-note-driven checks and baseline stability on the current build. All regression sessions were completed without crashes, and the core golden path remained stable throughout the week.

Up next: I am moving on to my dedicated VR Comfort & Accessibility case study on Shadow Point (Quest 3). This project focuses on micro-judder and comfort checks, tracking stability, guardian/boundary behaviour, text and UI readability in VR, and how comfortable it feels to play on a standalone Quest 3 over longer sessions. I’ll be using a simple comfort/test matrix and Quest capture to document comfort ratings, accessibility risks, and any interaction or readability issues that only show up in-headset.

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📎 Disclaimer

This is a personal, non-commercial portfolio for educational and recruitment purposes. I’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 I’ll update it promptly.