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Regression Testing When You Ship Weekly

You cannot retest everything every week. You can retest the things that, if broken, end the release.

By Muhammad Qasim·

The usual failure is binary: either a full regression pass that nobody has time for, so it gets skipped, or no regression at all and a live fix every second Friday.

Build a core suite and freeze it

Twenty to forty cases that cover the paths where breakage is fatal:

This suite runs every release, unchanged. Its value is precisely that it does not change — a failure means something regressed, not that the test is new.

Then test what moved

Around the core suite, test the area the release actually touched, plus whatever that area talks to. The second half is where most regressions hide: a fix to the shop breaks the inventory, and nobody looked at the inventory.

Automate the dull half

Launch, load a save, walk a scripted path, assert no crash and no error log. It will never replace a human playing, but it catches the catastrophic failures before anyone opens the build, and it costs nothing to run.

The short version A small suite that never changes, run every time, plus focused testing on what moved. Full regression every week is a plan that becomes no regression at all.

This is what we do day to day — game, app and website QA at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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