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This article explains how to create and manage playtests. For an introduction to Playtest and its supported capabilities, see Playtest overview.
Playtest is a publishing flow in Partner Center that enables in-development game content to run on XBOX Series X|S, XBOX One, and PC for a controlled audience of players. You can run a playtest before or after your game's commercial release, without certification or a product details page (PDP) in the Microsoft Store. The associated game must have valid International Age Rating Coalition (IARC) ratings.
Playtest is built for studios that need to put in-development builds in front of real players, on real XBOX hardware, in a controlled and revocable way. Typical scenarios include:
- Review copies for journalists and the press.
- Internal QA across distributed teams.
- Closed playtests with selected partners, press, or invited communities.
- Testing new content and updates after a game's commercial release.
- Replacing sandbox-based workarounds, duplicate "test" products, or testing flows that live outside the publishing pipeline.
This article provides information about:
- What you can do with Playtest
- How to access and create a playtest
- How to manage and update a playtest
- How a playtest interacts with your game's XBOX services.
For current limitations and workarounds, see Known issues. For answers to common questions, see Frequently asked questions.
What you can do with Playtest
Using Playtest in Partner Center, you can:
- Create, edit, publish, and shut down playtests.
- Distribute in-development packages for PC, console, or both, before or after your game's release.
- Packages are encrypted and licensed independently of your main game and don't change its Store listing or commercial entitlements.
- Control playtest access through known-user audience groups.
- Make playtests available in eligible testers' Libraries on console and PC. You can also share a deep link.
- Update the packages, playtest dates, or audience, and publish changes without recreating the playtest or inviting testers again. Console testers must currently reinstall to get updated content; see Console playtest Content Updates.
- Run multiple playtests simultaneously for the same product.
Get started
Playtest is available to developers with a Partner Center account set up to develop games for XBOX. You don't need to submit a separate Playtest access request.
Before you create your first playtest, review the prerequisites for a playtest.
Access Playtest in Partner Center
To open Playtest:
- Sign in to Partner Center.
- Select the Apps and games workspace.
- Select a game product.
- In the product-level navigation, expand Services, and then select XBOX Playtest.
The page displays the playtest gallery and options for creating and managing playtests.
Prerequisites for a playtest
Before you create a playtest, make sure that:
You create an XBOX Game in Partner Center. For more information, see Create a game and configure game setup.
The associated game has valid IARC ratings configured in its Age ratings module. A playtest uses these ratings; it doesn't need its own separate IARC rating. For more information, see Age ratings.
You have packages uploaded to the Packages module in Partner Center that meet these upload-date requirements:
- PC packages: Uploaded after September 1, 2026.
- Console packages: Uploaded after October 20, 2026.
These cutoffs refer to the upload date in Partner Center, not the package build date. Packages uploaded on or before the applicable cutoff aren't supported for Playtest.
If the playtest needs XBOX sign-in or other XBOX network features, enable full XBOX services and publish the game's XBOX services - Gameplay settings to the RETAIL sandbox. Otherwise, full XBOX services are optional on both console and PC.
- Important: Before you publish XBOX services, review the considerations in XBOX services and Playtest.
Prepare a known-user audience group containing your testers. For more information, see Manage your playtest audience.
Playtest gallery
When you select XBOX Playtest on your game's page navigation, you go to the Playtest gallery. This page displays the playtests that are created for the game.
For each playtest, you can view:
- The playtest status
- The start and end dates
- The audience type and any assigned customer groups
- Package information
Select view to view a playtest's configuration. Other menu options are available when you select the ...:
- Edit: Change the playtest's configuration.
- Share: Get the deep link that testers can use to access the playtest on their device.
- Delete: Delete the playtest.
The right side of the gallery includes a link to the Playtest developer survey. For other ways to ask questions or report issues, see Provide feedback or report bugs.
Create a new playtest
You create and publish playtests entirely in Partner Center. It typically takes less than 5 minutes to set up a playtest after you meet the prerequisites.
The Create new playtest page contains all settings for a playtest. Configure the basic information, packages, and audience on this page. You can save an incomplete playtest as a draft or publish it when the required information is complete.
- Sign in to Partner Center.
- Select the Apps and games workspace.
- Select the game you want to associate the playtest with.
- Under Services in the left navigation, select XBOX Playtest.
- Select Create new playtest.
- In Basic information, provide the playtest details:
- Playtest name: The name of the playtest. This name is visible to testers. We recommend choosing a name that's different from your main game, so testers know which playtest build they're installing.
- Playtest description: A description of the playtest.
- Start date and time: The date the playtest is accessible by testers.
- End date and time: The date the playtest is no longer accessible by testers.
- For a long-running playtest, select No end date. You can still end the playtest manually at any time.
- For more information about what the Start and end dates control, see Playtest lifecycle and states.

Note
Custom per-playtest images are coming soon and aren't currently available. See Known issues.
- In Packages, choose PC packages, console packages, or both:
- Use packages that meet the upload-date requirements. Older uploads aren't supported for Playtest.
- Select the appropriate branch and package for each selected platform.
- A single playtest can include a PC package and a console package. You can currently select console packages from only one console generation per playtest. To target both XBOX One and XBOX Series X|S, create two playtests, one per console generation. You can invite the same users to both playtests so they can select the playtest for their hardware.
- Playtest packages are encrypted and licensed independently of your main game. You can update the package later without recreating the playtest. For more information, see Update and iterate on a playtest.
- In Audiences, configure tester access:
- Known-user audience groups: Select an existing customer group. If you need a new group, select Manage or edit in customer groups, and then select Create new group. Enter a group name, select Known user group, and add your testers. Select Save, return to the playtest configuration, and select the group you created.
- Known device groups aren't supported, including for console playtests.
- For more information about playtest audiences, see Manage your playtest audience.
- Review the basic information, packages, and audience. Address any errors or warnings shown on the page.
Important
If your game isn't released, we recommend that you configure XBOX Embargo in your game's XBOX services. If you don't configure XBOX Embargo, information about your XBOX services, including your XBOX achievements, is visible to players. If you publish without an embargo date, you might expose your content before the intended release, risking leaks of confidential information, spoiled announcements, or a compromised launch strategy.
- At the top of the page, select one of the following actions:
- Save as draft: Save the playtest without publishing it. You can return to complete or publish it later.
- Save and publish: Validate and publish the playtest.
If you select Save and publish, the playtest enters the Publishing state. When the publish completes, the playtest moves to Published. Depending on the start date you configure, the playtest shows as Scheduled or Live.
If the publish fails, review the error details shown in Partner Center, correct the configuration as necessary, and select Save and publish to retry. If the error persists, share the error details with your XBOX representative.
After the playtest is published, share it with your testers.
Share a playtest with testers
After you publish a playtest, eligible testers can find it in their Library on console and PC. Testers must be members of an assigned known-user audience group. During the playtest's live dates, they can install and launch its builds on supported devices.
Note
Playtests aren't publicly discoverable in the Microsoft Store. Library access and deep links don't bypass the playtest's audience restrictions.
Newly added testers must sign out and sign back in on their console or in the XBOX app on PC before the playtest appears in their Library. This isn't required for deep-link access.
Install from the Library on console
The Library is the recommended way to access a playtest on console.
- On the console, open Full Library.
- Select Playtest from the content filters along the top of Full Library.
- Select the playtest, and then install and launch it.
Install from the Library on PC
- Open the XBOX app on PC and go to the Library.
- In the Access filter, select Playtest.
- Select the playtest, and then install and launch it.
Share and use the deep link
Deep links remain supported. To copy the link for a playtest:
- Go to Services > XBOX Playtest for your game.
- Select the ... icon for the playtest.
- Select Share.
- Copy the deep link.
Partner Center generates a deep link that uses the following form:
msxbox://playtest/?productId={ID}
Note
The {ID} value is the playtest's product ID, which is different from the product ID of the associated base game.
Distribute the link to your testers however you prefer: email, an internal portal, or any other channel.
- The link only works for members of an assigned known-user audience group. On PC, anyone else who opens the link sees the Product Not Found screen in the XBOX app.
- The deep link isn't a credential on its own, but treat it as sensitive.
Enter the deep link as a target in Run (Win+R) on a Windows PC. Opening the deep link launches the XBOX app, and the playtest displays automatically.
On console, a tester can manually enter the deep link in the console's browser. We recommend using Full Library instead of typing the link by hand.
Manage your playtest audience
Use known-user audience groups to grant access. Only members of the assigned groups can install and launch a playtest build.
Known-user audience groups
- Known-user audience groups (also called Customer Groups in Partner Center) let you grant access to selected players.
- Each playtest can be associated with one or more groups.
- Each audience group can be selected for multiple playtests.
- Only members of the assigned audience group or groups can install and launch the playtest build.
For group-management steps, see Create or update an audience group.
Token-based access (coming soon)
Token-based access is coming soon and isn't available yet. Continue using known-user audience groups to grant tester access.
What testers see
Members of an assigned audience group can find the playtest in their Library on console or PC. They can also use a deep link. For platform-specific instructions, see Share a playtest with testers.
Note
Newly added testers must sign out and sign back in before newly accessible playtests appear in their Library. This isn't required when accessing the playtest through a deep link.
On PC, anyone who doesn't have playtest access sees the Product Not Found screen in the XBOX app when they open the deep link.
All playtests for a product share the same package family name (PFN). A tester can have access to multiple playtests for the product, but only one playtest build for that product can be installed on a given device at a time.
Audience size
Each playtest supports up to 10,000 players. Certification isn't required. For more information, see Comparing prerelease testing options.
Update and iterate on a playtest
A published playtest can be updated as necessary. Common changes, such as updating the package, modifying the playtest dates, or adjusting the audience, don't require you to recreate the playtest or invite testers again.
On PC, existing testers receive the new build through the standard update flow in the XBOX app. Console playtest Content Updates don't currently work; testers must uninstall and reinstall the playtest to get the updated content. See Console playtest Content Updates.
What you can edit
- Title and description.
- Dates: Modify the start or end date of the playtest.
- Packages: Update the selected PC or console packages.
- Audience groups: Add or remove known-user audience groups.
You can't change the game the playtest is associated with. To move to a different game, create a new playtest.
How to update a playtest
- Go to Services > XBOX Playtest for your game.
- Select the ... icon for the playtest.
- Select Edit.
- Edit the playtest as necessary.
- At the top of the page, select Save and publish to publish the changes.
The playtest enters the Publishing state while the update publishes. When the publish completes, depending on the start date you configure, the playtest shows as Scheduled or Live.
If the publish fails, review the error details shown in Partner Center, correct the configuration as necessary, and select Save and publish to retry. If the error persists, share the error details with your XBOX representative.
What testers experience
- If you publish a new PC package, testers who already installed the previous version receive the new package through the standard update flow in the XBOX app. They don't need to reinstall or reopen a deep link.
- If you publish a new console package, testers must uninstall and reinstall the playtest to get the updated content. A fix for console playtest Content Updates is planned for an upcoming release.
- Playtest checks audience membership approximately every 10 minutes. Testers added to a newly assigned audience group receive access after the updated membership is detected.
- Newly added testers must sign out and sign back in to refresh their Library. Deep-link access doesn't require this sign-in refresh.
- If you remove a tester from an audience group, Playtest stops issuing new licenses after the updated membership is detected. An existing license can remain valid for up to 30 minutes, so an in-progress session or launch might continue during that lease period.
Create or update an audience group
- Sign in to Partner Center.
- Select the Apps and games workspace.
- Select Customer Groups on the page's navigation menu.
- Select Create new group, or select an existing one.
- Configure the group members. You can add or remove members as necessary.
- Select Save. The group is now available to select when you configure a playtest.
Shut down a playtest
A playtest ends in one of two ways. Both paths revoke access for testers and reset the playtest's availability.
- It ends automatically when its configured end date and time is reached.
- It ends manually when you delete it from Partner Center.
Use the end date when the playtest is time-bound, for example if you operate the playtest in a defined test window.
For a long-running playtest, select No end date when you create or edit it. You can still end it manually at any time. You can also delete a playtest after it finishes if you want to remove it from your product.
How to delete a playtest
- Go to Services > XBOX Playtest for your game.
- Select the ... icon for the playtest.
- Select Delete.
- Confirm the playtest's deletion.
An unpublished draft is deleted immediately. A playtest that was previously published enters the Deleting state while content access is revoked and availability is reset. Wait for the delete operation to complete before creating a replacement playtest with the same configuration.
What happens to testers after shutdown
- Playtest stops issuing new licenses. An existing license can remain valid for up to 30 minutes.
- The installed package remains on the tester's device until they uninstall it. After the existing license expires, the build no longer runs.
Can a deleted playtest be restored?
No. Once a playtest is deleted, it can't be restored. If you want to test the same build again, create a new playtest.
Playtest lifecycle and states
This section is the reference for the states a playtest moves through, what each state means, what actions are possible, and what testers see.
Operational states vs. display states
A playtest has three operational states:
- Draft
- Published
- Deleted
When a playtest is Published, Partner Center shows a display sub-state computed from the playtest's start and end dates:
- Scheduled: The playtest start date is in the future.
- Live: Current time is within the active date range.
- Ended: The playtest end date is in the past.
The display sub-states are displayed relative to the current time and date.
When you publish or delete a playtest, a transient state is displayed:
- Publishing: A publish or republish is in progress.
- WaitingOnIngestion: One or more selected packages are still being ingested. Publishing continues after package ingestion completes.
- Deleting: A shutdown is in progress.
There's one error state:
- PublishFailed: an error occurred during publish.
State reference
| State | What it means | What you can do | What testers see |
|---|---|---|---|
| Draft | The playtest is created and saved. It's fully editable. | Edit, publish, or delete. | Not visible. |
| Publishing | Publish workflow in progress. | Wait. | Not yet installable. |
| WaitingOnIngestion | One or more selected packages haven't completed ingestion. | Wait for package ingestion to complete. | Not yet installable. |
| Published / Scheduled | Published. The playtest start date is in the future. | Edit and republish. | Can't install. |
| Published / Live | The playtest is active. | Edit and republish, or shut down. | Can install and play. |
| Published / Ended | The playtest end date is in the past. | Edit and republish (extending dates) or delete. | Can't install. |
| PublishFailed | Publish workflow failed. | Correct the configuration as necessary, and retry publishing. | Not installable. |
| Deleting | Shutdown of a previously published playtest is in progress. | Wait. | No new licenses are issued. An existing license can remain valid for up to 30 minutes. |
| Deleted | Removed. | Create a new playtest. | Can't get a new license. An existing license can remain valid for up to 30 minutes. |
How does Playtest affect your main game
- A playtest doesn't modify your main game's Store listing or Pricing and availability. Existing XBOX app integrations are untouched.
- Granting or revoking playtest access doesn't grant or revoke entitlement to the main game. Audience-group membership grants access to the playtest only.
XBOX services and Playtest
Full XBOX services are optional on both console and PC unless the playtest uses XBOX sign-in or other XBOX network features. If it does, enable full XBOX services and publish the associated main game's XBOX services - Gameplay settings to the RETAIL sandbox. Before you publish XBOX services, think carefully about whether playtesters should see the configuration.
XBOX services and the RETAIL sandbox
A playtest publishes to the RETAIL sandbox, which is the same live, production environment that players use for released games. For playtests that use XBOX services, the services behave exactly as they do for a generally available game:
- Playtesters sign in using their real XBOX account
- XBOX network features—including presence, friends and social activity, achievements and gamerscore, and leaderboards—are active.
- These features might be visible to players outside your playtest. For more information, see Hide unfinished features with XBOX embargo.
Hide unfinished features with XBOX embargo
Because a playtest shares XBOX services with the main game, anything visible in your XBOX services - Gameplay settings, such as achievements, presence strings, or new content, is also visible to playtesters and other XBOX players.
To hide unfinished or confidential content, configure XBOX embargo. Embargo also prevents screenshot and video capture, and prevents the game from appearing in presence, which is useful for confidential builds. For more information, see Configure embargo dates.
Achievements
All achievements published to the RETAIL sandbox, including achievements published for use in a playtest, must comply with the XBOX Requirements (XRs) for achievements and gamerscore. After an achievement is published to the RETAIL sandbox, it can't be removed, and its unlock rules and rewards can't be changed. Text strings (name, description) and artwork (icons, background) can still be modified.
Important
If you need to iterate on achievement design during a playtest (adding, removing, or changing unlock rules and rewards), contact your XBOX representative to request a development-time validation override for your game. The override lets you publish achievement changes that would usually be prohibited in the RETAIL sandbox. Without the override, only achievement text and art can change after you publish the achievements to the RETAIL sandbox. This override must be removed before you submit the game for certification.
If your achievements are final, but you don't want them to be visible when you start playtesting, configure XBOX embargo for your game.
For more information about the XRs for achievements, see Achievements and Awards.
Sandboxes
Playtests publish to the RETAIL sandbox. There's no separate sandbox setup step.
Playtest vs. other testing options
Playtest supports controlled testing before and after your game's release. Use the following comparison to pick the right tool for your scenario. For the full set of prerelease testing options, see Prerelease testing options.
| Feature | Private Audience | Package Flighting | Development sandbox testing | Playtest |
|---|---|---|---|---|
| Main game publish to RETAIL required? | Yes | Yes | No | No |
| Certification required? | Yes* | No | No | No |
| Enables multiple simultaneous tests? | No | Limited | No | Yes |
| Requires entitlement to main game? | Yes | Yes | No | No |
| Audience management | Customer Groups | Customer Groups | Test accounts | Known-user audience groups |
| When in the product lifecycle | Pre-public only | Full lifecycle | Full lifecycle | Before and after release |
* Only applies to Private Audience configurations with a restriction end date.
When to choose Playtest
Choose Playtest for controlled testing if:
- You want to put an in-development build in front of testers without publishing your main game, submitting for certification, or configuring a PDP in the Microsoft Store.
- You want to test new content before or after your game's commercial release, on retail XBOX consoles or PC.
- You want to publish a prerelease build on PC without updating the supported platforms on your PDP.
- You want to run multiple parallel tests for the same product.
- You want to iterate fast by updating builds without recreating a test program or inviting testers again.
- Your audience has up to 10,000 players.
When to choose alternative options
| Private Audience | Package Flighting | Development Sandboxes |
|---|---|---|
| You want a restricted audience to validate the final, certification-approved retail product and Microsoft Store acquisition flow before broader availability. | You publish a base package in the RETAIL sandbox and you want to test post-launch changes in a new package, with a subset of players. | You need an isolated environment for internal development or automated testing with test accounts. Not suitable for distribution to external players. |
Known issues
The following known issues and limitations currently apply to Playtest.
Console playtest Content Updates
Content Updates to console playtests don't currently work. After you publish an updated console package, testers must uninstall and reinstall the playtest to get the updated content.
A fix is planned for an upcoming release.
Switching between console playtests
On console, selecting different playtests for the same base game currently launches only one of those playtests, regardless of which playtest is selected.
The intended behavior is to update the installed content to the selected playtest's build when a tester switches between playtests for the same base game, rather than install those playtest builds side by side. This switching behavior doesn't currently work on console. A fix is planned for an upcoming release.
Console package selection
When creating a playtest, you can currently select console packages from only one console generation. To target both XBOX One and XBOX Series X|S, create two playtests, one per generation. You can invite the same users to both playtests so they can select the playtest for their hardware.
Library visibility for newly added testers
Newly added testers must sign out and sign back in on their console or in the XBOX app on PC to see the playtest in their Library. This sign-in refresh isn't required for deep-link access.
Custom per-playtest images
Custom per-playtest images are coming soon and aren't currently available.
Frequently asked questions
This section provides answers to some common questions about Playtest. If your question isn't covered here, see Provide feedback or report bugs.
Do you need to publish your main game in the Microsoft Store to create a playtest?
No. Playtest works independently of your main game. You don't need to publish a PDP in the Microsoft Store, or publicly release your game before you create a playtest. The associated game must have valid IARC ratings configured in its Age ratings module.
Can you run a playtest after your game is released?
Yes. Playtest supports testing before and after your game's commercial release. You can test in-development content and updates without changing the main game's Store listing or existing player entitlements.
Can one playtest include PC and console packages?
Yes. A playtest can include PC and console packages, but you can currently select console packages from only one console generation. To target both XBOX One and XBOX Series X|S, create two playtests, one per generation. You can invite the same users to both so they can select the playtest for their hardware. See Create a new playtest.
Does Playtest support add-ons or DLC?
Add-ons and downloadable content (DLC) aren't yet supported with Playtest. As a workaround, create a game build with that content built into the game, and use that build for the playtest.
Can you use custom images for each playtest?
Not yet. Custom per-playtest images are coming soon. See Known issues.
Does a playtest package appear in the XBOX Store or in players' libraries?
Playtests aren't publicly discoverable in the Microsoft Store, but they're available in eligible players' Libraries on console and PC. Testers get access through known-user audience groups. Newly added testers must sign out and sign back in before the playtest appears in their Library. Deep links are also supported and don't require this sign-in refresh. See Share a playtest with testers.
How do testers get an updated playtest build?
On PC, testers receive updated packages through the standard update flow in the XBOX app. Console playtest Content Updates don't currently work. To get updated content on console, testers must uninstall and reinstall the playtest. A fix is planned for an upcoming release. See Known issues.
Do XBOX services work during a playtest?
Yes. Full XBOX services are optional on console and PC unless the playtest uses XBOX sign-in or other XBOX network features. If it does, enable full XBOX services and publish the associated main game's gameplay settings to RETAIL. See XBOX services and Playtest.
Does publishing a playtest affect your main game or its PDP in the Microsoft Store?
No. A playtest is additive. Packages are encrypted and licensed independently of your main game. Store listings and XBOX app integrations are untouched.
Can you change achievements after publishing them for use in a playtest?
A playtest publishes to the RETAIL sandbox, so achievements you publish must comply with the XRs for achievements and gamerscore. After you publish achievements to the RETAIL sandbox, you can only change text and art. You can't change achievement unlock rules or rewards, and you can't remove achievements. If you need to iterate on achievement design during a playtest, contact your XBOX representative about a development-time validation override. See Achievements.
Do you have to declare PC support on your main game to run a PC playtest?
No. If your main game currently only supports XBOX consoles, you can run a PC playtest without adding PC support to the public product configuration.
Can you run multiple playtests for the same product at the same time?
Yes. A tester can have access to multiple playtests, but only one playtest build for a product can be installed on a given device at a time.
How long does it take to shut down a playtest?
An unpublished draft is deleted immediately. A previously published playtest uses an asynchronous delete operation and remains in the Deleting state until the operation completes. Playtest stops issuing new licenses, but an existing license can remain valid for up to 30 minutes. See Shut down a playtest.
What happens if a playtest publish fails?
Review the error details, correct the playtest configuration as necessary, and select Save and publish to retry. If the error persists, share the error details with your XBOX representative. See Create a new playtest.
Is there a limit on audience size?
Each playtest supports up to 10,000 players. Certification isn't required. See Audience size.
Can you monetize a playtest?
No. Playtests are unmonetized, whether they run before or after your game's release.
Does Playtest collect feedback, ratings, or crashes from testers?
Playtest doesn't currently collect in-product feedback or provide Usage telemetry. For developer feedback or bugs about Playtest itself, see Provide feedback or report bugs.
Is there a cost to use Playtest?
No. Playtest functionality is provided at no extra cost.
Can QA or publishing teams use Playtest for internal dev testing?
Yes. Any audience that makes sense for your studio can use Playtest. Child accounts aren't supported.
What happens if a deep link is shared with someone outside of the intended audience?
A deep link doesn't grant access. The player must be a member of an assigned known-user audience group. On PC, anyone without access sees the Product Not Found screen in the XBOX app when they open the deep link. See Share a playtest with testers.
How do you become eligible to use Playtest?
You need a Partner Center account set up to develop games for XBOX. No separate Playtest access request is required. At the product level in Partner Center, expand Services, and then select XBOX Playtest. See Get started.
Provide feedback or report bugs
For questions, feedback, or bugs about Playtest, you can:
- Ask a question in the XBOX developer forums.
- Contact your Microsoft representative.
- Complete the Playtest developer survey. A link to the survey is also available on the right side of the Playtest gallery.