Playtesting
Roflow can run your game the same way you would in Roblox Studio, watch what happens while it runs, and use what it sees to fix problems — so you can go from "build it" to "does it actually work?" without leaving the app.
What playtesting does
A playtest launches your game inside your connected Roblox Studio session, just like pressing Play or Run in Studio. While the game is running, Roflow can:
- Read the console — the same errors, warnings, and script messages you'd see in Studio's Output window, from the moment the game boots.
- Take a screenshot — a picture of what's actually on screen in Studio, so it can check how the game looks, not just whether it compiles.
Roflow uses both to confirm a feature works, catch errors you might miss, and keep improving until the game behaves. You watch the whole thing happen in your own Studio window.
Playtesting runs inside Roblox Studio through the Studio Bridge. If Studio isn't open and connected, Roflow can still write and change your code, but it can't run the game or check the result. See Studio Bridge to get connected.
How to start a playtest
There are a few ways to kick off a test, depending on where you are in the app.
- Just ask the agent. In the Roflow Agent chat, say something like "run a playtest" or "test the game and check for errors." Roflow prepares and runs the test for you.
- Use the
/playtestcommand. Type/playtestin the chat composer to prep and run a playtest as a structured step. See Commands for the full list. - From the dashboard Test tab. Open the Game Dashboard, switch to the Test tab, and click Run playtest in Studio. When results come back, the tab shows whether the playtest passed, plus counts of errors, warnings, and messages, and the specific error and warning lines it captured.
If Studio isn't connected, the Test tab shows Connect Studio to playtest instead of the run button — connect Studio first, then try again.
When Studio is connected, Roflow verifies its own work as part of building — after a change it can run a short playtest, read the console, and take a screenshot before it calls the task done. You don't have to ask for a test every time; you can just let it check.
Solo playtesting: Play vs. Run
A solo playtest is a single-player test, the same two modes Studio gives you:
- Play drops a character (your avatar) into the game, so you can test anything that involves a player — movement, touch events, HUDs, spawns.
- Run starts the world without a character, which is useful for checking server-side systems that don't need a player present.
You can ask Roflow for either ("play the game" vs. "run the world"). Only one solo playtest runs at a time, and Roflow can stop it for you when it's done.
Multiplayer playtesting
Some things only break when several players are in the game at once — a shared economy, matchmaking, or a leaderboard. For those, Roflow can run a multiplayer test with up to 8 simulated players and add more players mid-test to see how the game holds up as it fills.
Roflow can start a multiplayer test and add players to it, but it can't end one automatically right now. When you're finished, close the extra test windows in Studio yourself. (Solo playtests are different — Roflow can stop those for you.)
Taking screenshots
Roflow captures screenshots straight from your Studio viewport so it can see how your game really looks — for example, to confirm a build actually produced visible content instead of an empty baseplate. Two things need to be in place for a screenshot to work:
- The Roblox Studio window must be visible (not minimized or fully hidden behind other windows).
- Allow Mesh / Image APIs must be turned on in Studio under Game Settings > Security.
A larger Studio window produces a higher-resolution screenshot. If a capture fails, check those two settings first.
What you see while a test runs
The game runs in your own Studio window, so you can watch it live. In the chat, Roflow's activity timeline narrates what it's doing — running the playtest, reading the console, taking a screenshot — and you can press Cancel or use the Stop control on the dashboard to interrupt at any time.
On the dashboard Test tab, a completed run shows a plain-language result: whether the playtest passed or found errors, how long it ran, and the exact error and warning lines from the console so you can see what went wrong.
Stopping a playtest
- Solo playtest: Roflow can stop it for you, or you can press Stop in Studio yourself, just like any Studio playtest.
- Multiplayer playtest: close the extra test windows in Studio manually when you're done (see the warning above).
The diagnose-and-fix loop
Playtesting is most powerful as part of Roflow's build-and-check cycle. On its own, Roflow can make a change, sync it into your open place, run a playtest, read the console (and take a screenshot if needed), spot the problem, and adjust — repeating until the game behaves. You stay in control: by default it still shows you each change before applying it.
For more on how Roflow reads errors and works through problems, see Fixing Issues, and for the bigger picture of the plan-build-test loop, see How Roflow Works.
Undoing what a playtest revealed
Every edit Roflow makes to your place is grouped, so if a test shows a change made things worse, you can reverse it with Edit > Undo in Studio, just like your own changes. Inside Roflow, checkpoints let you roll back further — both your code and the conversation — so you can experiment freely.
When Studio isn't connected
If Studio isn't open and connected, Roflow won't pretend a game ran. It flags the missing Studio connection as a blocker rather than reporting a playtest it couldn't actually run. To fix this:
- Open your game in Roblox Studio.
- Make sure the Studio Bridge plugin is connected (the status shows green). See Studio Bridge.
- If it still won't connect, see Connection Problems.
Running a playtest never changes the live version of your game. Publishing is a separate, deliberate step you do yourself in Studio — see Publishing Your Game.