Find the fun

Put your web game in front of players with one link, then watch where they light up, where they get stuck, and where they quit.

Agents: start at llms.txt. Questions? Ask in the Discord.

How it works

1Set up your game page

A title, a description, a cover image and a web build. Players get a play page that opens with a welcome card, and if you like, an About page with screenshots that search engines can find. Do it yourself in the studio, or have your agent do it.

Put this game on Betacade. Start at https://api.betacade.com/llms.txt MAKE NO MISTAKES.

2Share one link

Players open it in the browser, on a phone or a laptop. No install, no account.

3See what your players did

Live players, progress from their saves, errors with what led up to them, their notes, and a replay of each session you can scrub through.

4Quash bugs

Feedback lands on one board beside your issues, each with the moment it happened. Turn a note into an issue and move it along, from Issues to In progress to Ready to test, then Fixed or Won't fix. Players who reported it are told which build fixed it.

5Find the fun

Reply to players by their nickname, tell them when it's fixed, and hear what they make of the new build. You never see their email; they never see yours.

Your coding agent can deploy and read playtests

Claude Code, Cursor or Codex can do the whole loop.

One prompt.

Give your agent the prompt above. It signs in once with a code you approve, uploads the build and hands back the link. Files that haven't changed aren't uploaded again.

An MCP server.

Connect Claude Code, Cursor or VS Code to api.betacade.com/mcp. Your agent deploys builds, makes small edits to one, asks who played, reads a tester's sessions and errors, and moves bugs along.

Deploy on push.

A GitHub Actions workflow can deploy every push to main, with a key of its own that you can revoke from the studio.

llms.txt covers the rest, and every answer from the API says what to do next. Every route is versioned and in the OpenAPI spec, and the changelog says how to migrate when something breaks.

Share it anywhere

Post the link where your players already are, and see which places work.

A badge for your README.

Play on Betacade

Every game has one. It opens the game, so anyone reading the repo is one click from playing it.

itch.io and your own site.

Ship betacade.js with the build and the copy on itch.io sends play time, errors and the saves you name to the same game here. Players there see a small note and can say no.

Tracked links.

Make a link for each place you post: Discord, a newsletter, a jam, itch.io. See how many players and sessions came from each one.

Work as a team

Invite people by email. Viewers are free on any plan; developers need Pro.

Viewers and developers.

Viewers see dashboards, playtests, replays and feedback. Developers also deploy, change settings and reply to testers. Up to 3 people on Free, 10 on Pro.

Who did what.

The dashboard says who shipped each build, and a tester's thread who wrote each reply. Players never see who's in the studio, only its name.

Private builds.

Give a build to one group of people while everyone else keeps playing the public one. Replays and Rewind work on it too. On Pro.

Games are social

Give players something to chase, compare and share.

The welcome card on The Last Leaf's play page, on a phone: the cover, a short description, a Remix on GitHub link, and the choice to play and help the developer or play without sending data.
The Last Leaf's play page, on a phone.

Remix on GitHub.

Link your game's public repo and say players may remix it. Its play page then shows Remix on GitHub, so a player who likes it can make their own version.

Leaderboards.

Every game has a top-score board. Your game sends a score when a run ends and shows the board wherever you like. Players appear under a made-up name unless they sign in and choose to show their own.

Achievements.

An achievement is a rule over the game's saves, and Betacade decides who earned it, so players can't award themselves one. Your game can show each player's trophy room.

Jams.

Make a jam page and share its code. Games join, players play and vote for their top 3, and the results show when voting closes.

Live pages.

Put a page on a big screen at an event: a QR code to play, a running scoreboard, and replays of the best runs.

Meet your players where they are

Run your playtests and the community around your game together, without moving anyone off Discord.

Sign in with Discord.

Players and studios can sign in with Discord, or link it to the account they already have.

Your Discord, on your game.

Add your server's invite and players see "Join the Pond Studio Discord" on the welcome and in the pause menu. Give the Discord its own tracked link to see how many players came from it.

Notes from Discord.

If your game's channel is on the Betacade Discord, right-click a message there, pick Apps, then Send to Betacade, and it lands in your game's inbox. Roles there show who plays (Playtester) and who makes games (Studio).

Join the Betacade Discord

For players

Playing is free, in the browser, with no account.

Your saves follow you.

Sign in with your email or Discord and your saves come with you to any device. Pick up where you left off, switch between saves, or go back to an earlier one.

Anonymous to studios.

Studios see your progress under a made-up name, like Amber Fox, never your name or email. You choose whether a game sends anything at all, and you can turn it off any time.

Your name, if you want it.

Signed in, you can turn on "Show my name on the leaderboard" in the pause menu. Then your name and picture show beside your scores. Turn it off and you're back to your made-up name.

See what a studio sees about you, and delete your play data for any game whenever you like.

Questions

Which engines work?

Unity (WebGL export), Godot 4 (web export) and plain HTML and JavaScript, so anything that exports to the web. Unreal and native mobile games can be playtested a slice at a time.

Do players need an account?

No. They play from a link in the browser. Signing in, with email or Discord, keeps their saves and name across devices.

Can I keep a build private?

Yes, on Pro. A build can be for chosen people only, while your game's link keeps playing the latest public build.

What do you record?

Only what a player agrees to share. Play time, how far they got from the game's own saves, errors, feedback and, where on, replays. Studios see a nickname, never the player's email, and players can see and delete their data.

What happens after December 31?

Studios on Founding Pro keep $15 a month for as long as they stay subscribed. New Pro subscriptions are $29 a month.

How is this different from itch.io or Steam Playtest?

itch.io hosts and sells games. Betacade shows you how people played yours, and works on itch.io too, through betacade.js. Steam Playtest is for desktop games on Steam. Betacade is for web builds anyone can play from a link.

Can my coding agent use it?

Yes. Betacade is an MCP server at https://api.betacade.com/mcp for Claude Code, Cursor and VS Code, and https://api.betacade.com/llms.txt walks any agent through the HTTP API. An agent can deploy builds, read who played and what they said, and file bugs.

Can players compete or remix my game?

Every game has a leaderboard your game can send scores to, and you can define achievements that Betacade checks against the saves. If your game has a public GitHub repo and you allow it, the play page shows Remix on GitHub.

It's free to play and free to publish

See pricing · Join the Discord

Guides for Unity WebGL, Godot web and HTML5 games.