Opens and sets up
It picks the language, presses PLAY and creates a new save slot in an isolated profile, never touching the player's saves.
Bahia/Brazil, 1887
No cost, no AI at the base
An automatic player opens the valley, follows the story and records every step. AI steps in only when the algorithm gets stuck.
A test player
It picks the language, presses PLAY and creates a new save slot in an isolated profile, never touching the player's saves.
It uses the normal keys to walk, run, talk and interact. It never teleports, injects items or advances quests through code.
It chases the current quest up to the arrival at the farm. Chapters 6 and 7 are already playable, but the robot does not walk through them yet.
It keeps the decisions, timings, routes, blockages and screenshots of every session.
Level 1 · always on
Physics, clock and villagers vary between runs: what repeats is the policy, not every frame.
The current requirement and who awaits it.
The villager, object or spot to reach.
What it carries and the tool in hand.
Where it is and which directions are clear.
What is open and who is speaking.
What changed after each action.
Levels 2 and 3 · only when needed
The access key never enters the game, the arguments, the reports or Git.
The design
In the development project
In the game menu, it opens the window where you tick the assists (Deterministic, Jev, GPT) and start the session.
With Jev or GPT ticked, spending is capped: default US$ 0.10, at most 0.50. The duration is optional.
The TESTING panel shows who decided, the reason, the quest and the progress bar toward finishing the game. F6 minimizes it.
Takes the game into your hands without ending the session. F7 again hands it back to the robot, which recalculates from the new state.
Ends the session in any state, even with a screen open, and reopens the menu with your own profile.
The window shows the last session’s progress (percentage, chapter and actions) and lets you resume it where it stopped.
TEST only appears in the development project, with Python and Godot: the builds for playing do not include the button.
Every session leaves a trail
Timings, actions, stages, blockages and stretches without progress; updated every 30 seconds and at the end.
Every observation, choice, reason and result: the original evidence, from which the report can be rebuilt.
Reason for stopping, number of actions, estimated cost and script errors detected.
Periodic screenshots, kept only on the tester's machine.
The session's disposable saves: the player's own profile is never touched.
Since Oct 15, with a game token, the session summary (time, decisions, calls and cost) goes to the site’s admin panel.
Moves, screenshots and logs stay only on the tester’s machine. Without a token nothing is sent, and a network failure does not interrupt the session.
Session V21 · Oct 7, 2026
| Stage | Results (s) | Actions | Advances |
|---|---|---|---|
| abertura | 7.7 / 16.1 | 4 | 0 |
| pedro_fazenda_ida | 69.3 / 418.3 | 88 | 2 |
| zefa_zefa_ervas | 117 / 427.9 | 7 | 2 |
| pedro_fazenda_chegada | 432.6 / 483.4 | 11 | 1 |
110 actions in 483.4 s recorded, zero cost. The report also lists 17 blockages while approaching Pedro, each with its moment and reason.
The panel during a session
Before the human playtest
Blocked paths, doors that will not open and unreachable targets become blockages with a moment and a position.
Stages with many actions and no advance show where the story stops.
On every build the same policy walks the path again and flags what stopped working.
A session with no suspicions does not approve the game: it complements the automated tests and the human playtest, it does not replace them.
Use the arrows on your keyboard