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Replayproof

Every language, played.Every bug, proved.

Replayproof is an AI QA agent for H5 and WebGL games. It plays your build once, replays the same route in every target language and captures every screen it reaches. It flags localization and smoke defects, then audits each finding against its screenshot before you see it.

View a sample report

One screen, four languages, same route

Real captures from one run on Lanternmoor, our own test game with seeded defects (2026-11-11). Boxes are the issues the audit confirmed.

DeutschDE
German inventory screen with a garbled title

Route: Title > Menu > Inventory

1 finding

What the report lists for this screen

  1. 1MajorDeutschGarbled titleThe German title reads "Gegenstände": UTF-8 bytes decoded as Latin-1 instead of "Gegenstände".
  2. 2Major日本語Missing glyphsThe item description shows empty boxes (□□) where kanji should be.
  3. 3MajorالعربيةLetters not joinedThe Arabic description falls apart into isolated letter forms with gaps between them.

How a run works

One build in, one evidence report out. The agent plays like a player and checks like a QA lead.

Step 1

Play it once

The agent opens your H5 or WebGL build in the source language and explores it the way a player would, tapping through menus, shops, popups and dialogs. It records the route to every screen it finds.

Output: a map of your screens

TitleMenuShopRewardsSettings

Step 2

Replay it in every language

The same route runs again in each target language on the same build. Every screen is captured next to its source-language version, while the console and frame timing are watched for crashes and freezes.

Output: every screen, in every language

ENsourceDEFRJAARyour list
Title
Menu
Shop
Rewards

Language codes are examples. Your list decides.

Step 3

Audit, then report

Rules check what can be checked, such as placeholders, scripts and glyphs. A vision model reviews the rest. Then a separate audit pass re-examines each candidate against its screenshot. Only confirmed findings reach the report.

Output: an evidence report

CandidateMajor

Button text overflows (DE)

Text leaves the button box in the localized frame only.

Confirmed, goes in the report

CandidateMajor

Text cut off (DE)

The full string is visible in the crop. Nothing is clipped.

Rejected, never reaches you

What it catches

Two families of defects, found in the same run. Pick one from the codex to see it up close.

Localization

Smoke

Truncation

Major

Text cut off at the edge of its box, or ended with an ellipsis nobody designed.

The German title is clipped to an ellipsis inside a fixed-width header.

Grades on the examples are illustrative. Every finding in a real report carries its own grade.

Findings you can check

A tool that cries wolf costs more review time than it saves. So every finding has to prove itself before it reaches you.

  1. Audited before you see it

    Each candidate is re-examined against the screenshot it came from. A separate pass confirms or rejects the specific claim and says why. Rejected candidates never reach the report.

  2. Evidence on every issue

    An annotated screenshot with the defect boxed, the source-language crop beside it and the auditor's reason. Triage becomes a read, not a hunt.

  3. A route you can replay

    The exact taps from a fresh load to the screen, so a developer can reach the bug in seconds.

  4. Video of the run

    Every page the agent visits is recorded, so when a freeze is hard to believe you can watch it.

Illustrative issue card

Major

Title cut off

Auditor
Confirmed. The source title fits; the German title is clipped at the right edge of the header.
Source (EN)
Localized (DE)
Route
Title > Menu > Daily Rewards
Video
Clip of this page, from load to capture

Measured on a seeded demo game

100%
Seeded defects found
100%
Findings that were real
0
Non-defects flagged
3 / 3
Smoke defects caught
$0.51
Model cost per full run

7 screens in 7 languages, run on 2026-11-11

A second run on the same build found 87% of the seeded defects with 96% of its findings real and 0 non-defects flagged. Model answers vary from run to run, so we show both.

We plant known defects and deliberate non-defects in a demo game, run the agent, and publish what it found and what it got wrong, with the defect list so you can check it.

View a sample report

For the people who ship in many languages

If a build goes to several markets at once, someone has to look at every screen in every language. This is for them.

  • Overseas publishers

    You release the same build in many markets. You want to know each market's build works before launch week, not from the first player who writes in.

  • Localization managers

    You own quality across languages and vendors. The agent screens what a machine can judge, so your reviewers spend their hours on tone and culture.

  • QA leads

    Your team cannot walk every screen in every language on every build. You get a repeatable pass and a list where each issue already carries its evidence.

LSPs and QA vendors, as partners

Run the machine pass before your linguists start. You keep the judgement work and the client relationship, and your reviewers start from a short, evidenced list. We are looking for partners to pilot this with.

Start with a scoped pilot on your build

No integration and nothing to install. Send a build under NDA and we scope a pilot on your own game: the languages, the screens and how we measure the result.

  1. Contact us

    Tell us the build and the languages you ship. We agree the scope under NDA: which builds, which languages and which screens.

  2. Pilot on your build

    We run your build in the agreed languages and send the evidence reports. The measures are set up front: issues found against your own LQA results, false flags, hours saved.

  3. Priced per build and language

    A pilot is priced per build and per language, not per agent-hour, so the price follows the work you get.

We quote after we see your build and your language list.

What ships, and what is next

  • First module

    Multi-language QA

    Play once, replay in every language, localization and smoke defects, evidence report.

  • Next

    Regression and exploratory runs

    The same agent on every new build, to catch what changed since the last one.

  • Next

    Android builds

    The same route, driven on a device instead of a browser.

View a sample report

Questions studios ask first

Not covered here? Write to us and we will answer.

Is our unreleased build safe with you?

We sign your NDA before we touch a build, use it only to run your pilot, and do not train models on it. Private deployment, where the agent and its checks run inside your own network, is on the roadmap.

Which engines and platforms do you support?

We start with H5 and WebGL builds that load in a browser. The agent works from what is on screen, the way a player does, so it does not depend on the engine you used. Android builds are next. Native iOS, PC and console are not covered yet, and neither are WeChat mini-games. Tell us if you need one of them.

How long does a run take?

It depends on how many screens your build has and how many languages you want. We give you a turnaround when we scope the pilot, before it starts. Adding a language adds a replay of a known route, not a new exploration.

What do you need from us?

A link or package for an H5 or WebGL build, your list of target languages with the source language marked, and a way to switch language, such as a URL parameter or a stored setting. A string table and a list of known issues are optional, but they help.

Does this replace human LQA?

No. It screens out what a machine can judge: cut-off text, leaked placeholders, missing glyphs, crashes. Your linguists keep tone, terminology and cultural fit.

What if it flags something that is not a bug?

Each finding comes with its screenshot and the auditor's reason, so you can reject it in seconds. Intentional things, like a brand name left in English or an HP abbreviation, go on an allowlist so they are skipped next time.