NexTurn PLAYTESTING
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Playtesting · in the NexTurn app

Playtesting that
measures itself.

NexTurn already runs your table: phase guide, turn timer, scorepad. Now it records the playtest so your testers can just play. No stopwatch. No clipboard. No spreadsheet afterwards.

Runs on the phones already at the table. No NexTurn devices required.

01 / WHY NEXTURN

Playtesting already happens everywhere. Measuring it doesn't.

NexTurn started as an idea to streamline game night. It's now an app (available today) and physical devices (preorders open soon). NexTurn is our way of answering the age-old questions present at every game night: "How long did that game REALLY take?" "Whose turn is it?"

NexTurn Playtest adapts those familiar features into a designer-focused set of tools to streamline your playtesting, and let you focus on your next big idea.

YOUR TABLE · VS · ALL TABLESLIVE

Your 4-player games run 12 minutes faster n=9

YOUR TABLE ALL TABLES 3P4P5P 64m 70m 84m 96m 102m 118m AVG TURN · 4P · YOU 38s · ALL 51s

Game length and average turn, your table against every table, at each player count. It's the comparison NexTurn already gives every published game. Point it at your prototype.

02 / HOW IT WORKS

Three steps, and then you just play.

Step 01

Create a project

Name the game, add your first ruleset. Thirty seconds, inside the app you already have.

Step 02
Scan to join the playtest

Hand out the QR

Testers scan it and they're in: it opens your playtest's join screen. A free account, no friend request, nothing to buy.

Step 03

Play

Run the game as you always would. Timing, pace and moments land in your project automatically.

03 / AT ANY TABLE

NexTurn devices optional.

Playtesting uses the same join-and-host system available in the NexTurn app today. Devices bring even more peace-of-mind, but aren't required.

Mode A

One phone in the middle

The host's phone runs the table and captures everything. Zero setup for testers.

Mode B

Everyone joins on their phone

Each tester's phone becomes their button: turn taps, flags and answers come from their own seat.

HOST
Mode C

NexTurn devices, if you have them

NexTurn devices make turn capture completely hands-off. Optional, always.

04 / YOU'RE NOT THERE

You don't have to be in the same room.
Or the same city.

Send a playtest code to anyone, anywhere you want to playtest your game. They run their own sessions at their own table. You seamlessly get every playtesting result as if you'd run it yourself.

Step 01

Send the code

Text it, email it, or drop it in the box you mail out. One code per project.

Step 02

They play without you

Their table, their group, their schedule. The app runs their session exactly as it runs yours.

Step 03
+1

You wake up to the play

Timed, tagged with version and player count, sitting in your project next to your own sessions.

05 / EVERYTHING IT CAPTURES

Every play, turned into actionable insights.

Each answers a decision, not a curiosity.

WHAT TESTERS DO AT THE TABLE, AND HOW WE MAKE IT EFFORTLESS

Moments

What several people noticed

Testers tap to flag a moment mid-game. Three flags in the same 30 seconds points you straight at the problem.

3 TESTERS · SAME BEAT
Surveys

Your questions, asked at the right time

You choose what's asked and when: per-play questions while the game is fresh, and an exit interview when a tester finishes.

AFTER PLAY + ON EXIT
Demographics

Who your testers are

Experience level, favorite genres, plays per month, coarse age band and region. Optional and tester-supplied. Enough to segment a report, not the kind of detail that identifies a person.

5+ YEARS EUROS 8 PLAYS/MO 25–34
Scores

Where the points came from

The scorepad captures score composition per player (engine, contracts, bonuses) so you can see which strategy actually won.

MAYA 86 THEO 79 ENGINECONTRACTSBONUS

HOW WE ORGANIZE AND ANALYZE IT FOR YOU

Timing

Where the time goes

One game split into its phases, ranked by total time. The finding isn't the biggest bar; it's the bar that's bigger than it should be.

41% OF RUNTIME DRAFTACTIONSCOMBATUPKEEP
Pace

Did it slow down

Average turn length from the first turn to the last. Engine builders should climb. You'll see how steeply, and where.

TURN 1 TURN 30 +40s
Versions

Did the change work

Label rule revisions and compare them, with a warning when the two groups aren't comparable.

V1 96 MIN V2 71 MIN −25 MIN
Experience

Does experience matter?

First plays against repeat plays of the same version. That gap is the teach, and it's a different fix than length.

FIRST PLAY REPEAT THE TEACH
06 / IT CAN'T LEAK

Unreleased means unreleased. Leaks are sealed out by how the data is stored.

Playtest plays live in their own storage, apart from everything social in NexTurn. The systems that publish things never see a playtest session. No spoilers.

Seal 01

Not in community stats

The pipeline that aggregates published games physically never reads playtest sessions.

NEVER READ
Seal 02

Not in your testers' history

Plays of your prototype don't appear in their own stats, streaks or feeds.

NEVER SHOWN
Seal 03

No share cards, no BGG logging

The end-of-game share buttons aren't there in a playtest. A reflex tap can't leak a title.

NEVER SHARED
07 / THE ASK, FOR TESTERS

Your testers matter too: Streamline the feedback loop.

Free account, no payment, nothing to configure. Flag any moment, anytime, without slowing down the game. Surveys available whenever a project owner needs them.

1 · JOIN

Enter the designer's code

TEST-4B7K
Join playtest
2 · THE HONEST BIT
  • This is an unreleased game
  • The designer receives your play data
  • Plays won't appear in your own stats
  • Leave whenever you like
Continue
3 · JUST PLAY
● Playtest · Gloamhaven
Maya1:12
Theo00:52
Sam
⚑ Flag this moment
4 · AFTER THE GAME

How was this version?

56789
BetterSameWorse
One thing you'd change…
Send to the designer
08 / PLAYTESTING PORTAL

Manage all your playtesting with The Playtesting Portal.

Your coordinators, your groups, your process, all unchanged. NexTurn slots underneath it.

  1. Your coordinator invites the roster. One code per project: to your in-house group, your regulars, or a tester on the far coast.
  2. Each designer holds a seat. Their own projects, plus the studio's shared library.
  3. Sessions land from every table. Yours, the Tuesday group's, the remote tester's. Same project, same report.
  4. The team reads the portal Monday morning. Every project, every version, one screen built for reading data.
  5. Testing for a client? Partner adds a workspace with their name on it, plus white-label reports to hand over.
nexturn.app/playtesting/portal
Gloamhaven Redux v2
14PLAYS
96mMEDIAN
41%ACTIONS
31FLAGS
TURN TIME BY ROUND
Session 144P · 96 min · v2 · remote
Session 135P · 104 min · v2

The app runs the table; the portal is where the team reads it. Portal access comes with Designer. Studio adds shared seats, and Partner adds client workspaces.

09 / WHAT WE PROVIDE

What lands in your hands.

In the app, after every play

  • Phase report: where the runtime goes, ranked
  • Pace curve: turn length across the game
  • Seat & turn-order tallies: who moved first, who won
  • Score composition: where the points came from
  • Moment map: every flag, clustered when testers agree
  • Survey roll-ups: your questions, collated

To take away

  • Version comparison: v1 vs v2 on length, pace and outcomes
  • First-play penalty: the teachability number publishers ask for
  • CSV & JSON export: every session, every turn, yours
  • Read-only seats: report access for a publisher or client, from your plan's seats
And one promise across all of it: every number carries the count of plays it rests on. Four plays reads as four plays. We'd rather show you "too few to call" than a percentage you might print a game on.

Three months will tell you whether this is for you.

Every plan starts with a 3-month free trial. Cancel inside it and you pay nothing, and your account and reports stay yours either way. No devices required.

See the plans