Quick answer: Yes, but a lightweight one suited to one person. You can't run a QA team, but you can have a focused pre-release checklist plus real-world crash capture that acts as your QA in the field. Structure beats heroics when you're the whole studio.

"Do I need a QA process?" sounds like it implies a testing department you don't have. Reframe it: as a solo dev you need a lightweight, sustainable QA approach, not a team. The answer is yes, because some structure dramatically outperforms relying on ad-hoc testing and luck.

Solo QA Means Lightweight, Not None

You can't do what a studio QA team does, and trying to will just burn you out. But "no formal team" doesn't mean "no process." A solo QA process is a few sustainable habits: a focused checklist before each release, and letting tooling cover what you can't manually test. Right-sized structure, not heroics.

The goal is to catch the worst problems reliably with minimal overhead. That's very achievable solo, and far better than the alternative of shipping on hope and finding out from players.

A Focused Pre-Release Checklist

The core of solo QA is a short checklist run before every release: test the areas you changed, the critical paths (launch, save/load, purchase), and anything that's broken before. You can't test everything, but this focused list catches most release-breaking bugs in a manageable amount of time.

Bugnet's history of past issues shows which areas have been fragile, so your checklist targets real risk. A focused, repeatable checklist is the highest-value QA habit a solo dev can build.

Let the Field Be Your QA Team

The other half of solo QA is accepting you can't catch everything alone, and backing yourself with real-world crash capture and player reporting. The field, your actual players on real devices, surfaces what your solo testing misses, acting as the QA team you don't have.

Bugnet captures crashes and reports from real players with context, so issues you couldn't test for are caught fast after release. So yes, you need a QA process, a lightweight checklist plus field capture, which together give a solo developer reliable quality without a team.

Yes, but lightweight: a focused pre-release checklist plus field crash capture that acts as your QA team. Structure beats heroics when you're the whole studio.