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[QA] Professional QA Studio offering testing services for indie studios

A topic by Arcatsu created 10 days ago Views: 107 Replies: 3
Viewing posts 1 to 3

Hey everyone ๐Ÿ‘‹

We're Signalab, a QA studio built specifically for indie developers. We're looking to connect with small teams and solo devs who need structured, affordable testing support for their projects.

Who we are

Signalab is a small team of QA professionals with 5+ years of experience in the game industry, coming from AA and AAA productions. We built this studio because indie developers deserve access to real QA without the enterprise price tag or the bloated process that comes with it.

What we offer

  • ๐ŸŽฎ Functional QA Bug hunting, regression testing, smoke testing across your build cycles
  • ๐Ÿ”Š Audio QA Missing SFX, broken mix, wrong audio cues, localization gaps. We catch what's easy to miss when you're deep in production
  • ๐Ÿงช UX and Playtest feedback Structured reports on friction points, onboarding clarity, control feel
  • ๐Ÿ“‹ QA Process support Helping small teams build reproducible, sustainable QA habits

How it works

We work on a day-rate or hour-rate per tester, across flexible engagement tiers. No long-term commitment required. You get clear, readable reports with steps to reproduce, severity levels, and context, not a messy spreadsheet dumped in your inbox.

Who we're looking for

Any indie dev or small studio with a project in active development. Whether you're 2 weeks from launch, mid-production, or just starting to think about QA, we're happy to have a conversation.

Get in touch

๐ŸŒ https://signalab.fr
๐Ÿ“ฉ hello@signalab.fr
Or just reply here or DM me on discord (ID: arcatsu) !

We've worked with several indie studios already and we're actively looking to take on new projects. Don't hesitate to reach out, even just to ask questions.

Interesting angle, especially around audio QA.

Feels like a lot of indie games donโ€™t actually have broken audio — they have audio that just doesnโ€™t react enough to gameplay.

Everything technically works, but the world still feels a bit empty.

Curious if youโ€™re seeing that more during testing?

Yes, absolutely, and honestly it's one of the most underreported categories we see.

The "technically works but feels empty" thing is super common. A lot of it comes down to reactivity gaps: sounds that play correctly in isolation but don't respond well to what's actually happening in the game. Missing variations, no dynamic mixing, ambiences that don't transition properly between areas.

But beyond that there's a whole layer of more technical issues that pile up fast:

- 2D vs 3D source mismatches (a sound that should be spatialized playing as flat 2D, or the opposite)
- Emitters that are misplaced or have wrong attenuation ranges, so sounds bleed through walls or disappear too early
- Triggers that fire at the wrong moment, stack incorrectly, or don't account for edge cases in gameplay flow
- In multiplayer specifically, 1st/3rd person audio perspective bugs are really frequent, hearing your own footsteps from an exterior perspective, or enemy sounds playing at wrong volume relative to the listener

Still looking for some projects ! :)