Logins and onboarding
OTP, social login, guest to registered upgrades, KYC steps and first launch tutorials validated on every device.
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.
Already running in production for real money gaming companies across India and the US.
Gaming users are the least forgiving audience in mobile. Crash on them once and the data says they rarely give you a third chance.
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.
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.
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.
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.
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.”
The same release, tested three ways. Only one of them runs inside a game engine and tells you what to fix.
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.
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.
OTP, social login, guest to registered upgrades, KYC steps and first launch tutorials validated on every device.
Start a match, play to the end, reach result screen. The agent handles game state changes, not just menus.
Rating prompts, promos, permission dialogs and ads appear unexpectedly. The agent dismisses them and keeps going.
Wallet top-ups and deposit flows through UPI, cards and net banking, tested through the real payment SDK handoff.
Bundle purchases, coin redemptions and in-game store flows checked for both success and failure states.
End-to-end card and PayPal checkouts, including 3DS and webview handoffs where SDKs most often freeze.
Pulled from a run across 150+ real Android and iOS devices, with the root cause already worked out, not just a pass or fail.
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.
| Device | OS | Tests run | Pass rate | Status |
|---|---|---|---|---|
| Pixel 9 | Android 14 | 788 | 34% | Problem |
| Pixel 9 | Android 15 | 312 | 82% | Stable |
| OnePlus 11 | Android 13 | 768 | 45% | Watch |
| Galaxy S23 Ultra | Android 13 | 665 | 46% | Watch |
| Galaxy S24 | Android 14 | 230 | 51% | Watch |
| Pixel 10 Pro XL | Android 14 | 662 | 44% | Problem |
| iPhone 16 Pro | iOS 18 | 91 | 79% | Stable |
| iPhone 17 Pro | iOS 26 | 60 | 73% | New device |
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
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
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
CPU trend
Cold startup time
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.
UPI intents, card checkouts, 3DS and PayPal, tested through the real SDK handoff where freezes usually happen.
Add cash, withdrawals, bonus credits and reward store purchases verified for both success and failure paths.
Every flow on 150+ real Android and iOS devices, so device-specific payment failures never ship.
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.