2026-11-03 –, Italien
Practical overview of using Apple’s TestFlight to playtest and distribute Godot games. Learn how to set up staged rollout channels to test updates with targeted user groups, configure feedback channels, and structure "What to Test" prompts that yield useful player insights. We'll showcase onboarding new playtesters and gathering their feedback in real time. The talk also covers navigating platform constraints, clarifying what TestFlight can measure vs where you must implement custom telemetry, promoting validated builds directly to the App Store, and using the ShipGodot editor plugin for easy cross-platform deployment.
This talk provides a practical guide to playtesting and releasing Godot games on Apple platforms. No prior Apple developer experience is required.
Topics covered:
- TestFlight Overview
- Creating staged rollout channels to test updates with targeted user groups.
- A live demo showing how easy it is to onboard new playtesters and receive their feedback.
- Setting up the feedback channel and structuring "What to Test" prompts to get honest, and useful insights from playtesters.
- Handling TestFlight constraints, what can be measured with it and where you need to implement your own telemetry
- Promoting validated builds directly to the AppStore
- Using ShipGodot editor plugin for easy cross-platform deployment
An open-source enthusiast with professional experience in embedded systems simulation. Currently building ShipGodot, a commercial Godot 4 plugin for cross-platform iOS deployment.
Former Software Engineer at Antmicro and CS graduate from the University of Wrocław.
I'm a designer working on ShipGodot, a plugin for developing iOS games from any platform. I hold a master's degree in Design from the Academy of Art and Design in Wrocław, where I used Godot for my thesis project.