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Autonomous QA For Mobile Games Across 150+ Real Devices

Unity, Unreal and Canvas games render to a single surface with no element IDs, so Appium has nothing to target and regression stays manual on a handful of phones. Panto's agents see your game the way a player does and test every flow on real hardware. No scripting. No maintenance.

Works with UnityWorks with Unreal EngineWorks with Cocos & CanvasWorks with WebGL & hybrid

Already running in production for real money gaming companies across India and the US.

Trusted by brands, across the globe

The problem

Players don't file bug reports. They uninstall.

Gaming users are the least forgiving audience in mobile. Crash on them once and the data says they rarely give you a third chance.

<1%

Day 30 retention

Even among the top 25% of gaming studios, fewer than 1% of downloads are still playing at day 30. The single biggest driver of uninstalls is app crashes.

0

Stable locators in your game

Unity, Unreal and Canvas render everything to one GPU surface. No element IDs, no accessibility tree, nothing for Appium or Espresso scripts to hold on to.

~5devices

Covered by manual QA

Because automation fails, most studios regression test by hand on whatever phones are on the desk, while players run the game on hundreds of device and OS combinations.

Why game QA stays manual

Scripts need selectors.
Games don't have any.

Traditional automation was built for native UI trees. A game is pixels and physics, and every build shifts them, so scripted automation breaks before it ever pays off. Panto takes a different route.

  • Appium can't see inside the engine. The whole game is one canvas element to it, so taps, waits and asserts have nothing to target.
  • Coordinate scripts die on the next build. A moved button, a new popup or a different screen size and the entire suite needs rework.
  • Manual QA can't reach real coverage. Logins, matches, payments and reward flows across 150+ devices is thousands of runs per release.
  • Panto's agents are vision based. They read the rendered screen like a player, adapt when the UI changes, and never need a locator, a script or maintenance.
panto · run #482 · release 3.19.0

You ask

“Log in with OTP, dismiss any popups, play one match to the end, add ₹500 cash via UPI, then buy the daily bundle from the reward store.”

PASSLogin with OTP148 / 152 devices
PASSDismiss interstitial and rating popup152 / 152 devices
PASSFull match, start to result screen146 / 152 devices
FAILAdd cash ₹500 via UPI intentPixel 10 Pro XL · A14
ROOT CAUSEPayment SDK freeze after webview handofffix suggested
The difference

Manual QA. Traditional automation. Panto.

The same release, tested three ways. Only one of them runs inside a game engine and tells you what to fix.

Measured on

Manual QA

Testers on desk phones

Traditional Automation

Appium, Maestro, XCUITest

Panto

Vision-based agents

Runs on Unity, Unreal, Canvas

The one that decides everything

Yes, but only by hand

×

No. There are no locators to target

Yes. Reads rendered screens without IDs

Time to first test running

Speed

2 to 3 days writing and assigning cases

×

4 to 8 weeks of framework setup and scripting

Under an hour. Upload build and describe flow

Devices per regression cycle

Coverage

×

3 to 6 phones that happen to be in office

10 to 20, mainly scripted paths

150+ real Android and iOS devices every run

Full regression turnaround

Efficiency

×

3 to 5 days and it blocks release

8 to 14 hours when scripts still hold

Runs in parallel. Around 23 minute average

Maintenance per release

Cost that compounds

×

Cases rewritten by hand every sprint

×

30 to 40 percent of QA time repairing scripts

None. Agent adapts to UI changes automatically

Add cash and payment flows

Revenue critical

Tested manually on a few devices by miss

×

Rarely automated. SDK handoffs required

UPI, card, wallet and 3DS handoffs covered

Random popups and interstitials

Reliability

Handled by a human tap-through

×

Unexpected dialogs fail run and trigger noise

Dismissed automatically, execution continues

Answer when something fails

Accuracy

×

A screenshot, a Jira ticket and a guess

A stack trace without device context

Root cause, exact device and what to fix

FPS, memory, CPU, battery

Quality signals

×

Not possible by hand

×

Not captured by functional scripts

Tracked on every run and trended per release

How cost scales

Unit economics

×

Linear with testers and devices

×

High setup plus permanent upkeep

Scales with runs, not with headcount

Traditional figures reflect typical mobile QA workflows. Panto figures are from live customer runs.

What it tests

Any flow a real player runs. Including the money.

Describe the flow in plain language and the agent runs it end to end on 150+ real Android and iOS devices across OS versions, every release.

Logins and onboarding

OTP, social login, guest to registered upgrades, KYC steps and first launch tutorials validated on every device.

Full gameplay loops

Start a match, play to the end, reach result screen. The agent handles game state changes, not just menus.

Random popups and interstitials

Rating prompts, promos, permission dialogs and ads appear unexpectedly. The agent dismisses them and keeps going.

Add cash and deposits

Wallet top-ups and deposit flows through UPI, cards and net banking, tested through the real payment SDK handoff.

Reward store transactions

Bundle purchases, coin redemptions and in-game store flows checked for both success and failure states.

Card and PayPal payments

End-to-end card and PayPal checkouts, including 3DS and webview handoffs where SDKs most often freeze.

One report. Every device. Both platforms.

Pulled from a run across 150+ real Android and iOS devices, with the root cause already worked out, not just a pass or fail.

Cross-device

Tested on the phones your users actually carry

Not one emulator. These are 8 of the 150+ real device and OS combinations we run every release, so a Pixel-only crash never reaches a release looking like a clean pass.

Pass rate by device × OS

DeviceOSTests runPass rateStatus
Pixel 9Android 14788
34%
Problem
Pixel 9Android 15312
82%
Stable
OnePlus 11Android 13768
45%
Watch
Galaxy S23 UltraAndroid 13665
46%
Watch
Galaxy S24Android 14230
51%
Watch
Pixel 10 Pro XLAndroid 14662
44%
Problem
iPhone 16 ProiOS 1891
79%
Stable
iPhone 17 ProiOS 2660
73%
New device
iOS vs Android

Catches the bugs that only show up on one platform

163 errors this week, every one of them on Android. The same flows pass on iOS, which points straight at an SDK or OS issue instead of a code review.

Platform split

Android

43%

4,205 tests · 163 errors

iOS

59%

151 tests · 12 errors

Worst combo

Pixel 9 · A14

34% pass

Best combo

iPhone 16 · iOS 18

79% pass

Pass and fail

A number for every release decision, not just a percentage

Stability score, pass rate, and bugs caught update after every run, so "are we ready to ship" has an answer before someone has to ask.

Stability score

0

▲ +11 vs prev week

Pass rate

0%

▼ -4% vs prev week

Bugs detected

0

0 in production

AI-authored flows

0

▲ +14 vs prev week

Consistently failing

0

5+ consecutive runs

Flaky flows

0

Pass-fail pattern

Resolved this week

0

Within 48h SLA

Avg detection time

0 min

▼ -41 min vs prev week

App health

Watches the app, not just the test script

Memory, startup time, and frame rate get tracked across every run, so a slow leak shows up days before a user ever files a complaint.

Memory regression across the last 5 runs

242MB to 302MB, a 25% increase, while FPS and crash rate stay flat.

Aggregated across all devices this period

Cold startup

0ms

+13%

Hot startup

0ms

Stable

Max memory

0MB

+24%

Avg memory

0MB

+18%

Max CPU

0%

-2%

Avg FPS

0FPS

Stable

Freeze frames

0%

+0.4%

Janky frames

0%

Normal

Battery / session

0%

Stable

Network DL

0KB

Normal

App crashes

0

None

ANR events

0

None

Memory trend

R1
R2
R3
R4
R5

CPU trend

R1R5

Cold startup time

R1
R2
R3
R4
R5
Built for real money gaming

Already testing real money games in India and the US

When cash moves through your app, a broken deposit flow is not a bug, it is lost revenue and lost trust. Panto runs QA in production for real money gaming companies where payments, wallets and compliance flows have to work on every device, every release.

Payment handoffs, end to end

UPI intents, card checkouts, 3DS and PayPal, tested through the real SDK handoff where freezes usually happen.

Wallet and reward integrity

Add cash, withdrawals, bonus credits and reward store purchases verified for both success and failure paths.

Confidence on real hardware

Every flow on 150+ real Android and iOS devices, so device-specific payment failures never ship.

Most of mobile gaming QA is still manual. Yours does not have to be.

Ask the agent to test your game and watch it run on 150+ real devices in your first session. No scripts, no SDK integration, no maintenance.

Book a demo to see Panto QA in action.

Questions gaming teams ask us

Yes. Panto's agents are vision based. They read the rendered screen the way a player does, so they do not depend on element IDs, accessibility trees or locators at all. That is exactly why they work where Appium, Espresso and XCUITest cannot, on Unity, Unreal, Cocos, Canvas and WebGL games.
No. You describe the flow in plain language, for example 'log in, play one match to the end, add cash and buy the daily bundle', and the agent runs it. When your UI changes in the next build, the agent adapts. There is no script suite to repair, ever.
Those tools need something stable to target: a selector or a fixed screen position. Game engines give them neither, and every build shifts pixels. Panto understands what is on screen semantically, so a moved button, a new popup or a different device resolution does not break the run.
Yes. Panto already runs QA for real money gaming companies across India and the US. It tests logins, add cash and deposits, reward store transactions, and credit card, PayPal and UPI payments end to end, including WebView and 3DS handoffs where SDKs most often freeze.
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