Quick answer: It's valuable but not mandatory, and games are genuinely hard to test automatically. Automate the parts that are stable and high-value (core logic, save systems), rely on manual testing and field crash capture for the rest. Don't over-invest before it pays off.
Automated testing runs checks on your game without manual effort, catching regressions automatically. Do you need it? It's genuinely valuable but, unlike some software, games are hard to test automatically, and the answer is nuanced: automate where it pays off, and don't force it where it doesn't.
Games Are Hard to Test Automatically
Be honest about the difficulty: much of a game, rendering, physics, feel, emergent interactions, resists automated testing in ways typical software doesn't. You can't easily assert that a game "feels good" or that a physics interaction "looks right." This is why many successful games rely heavily on manual testing, and it tempers the "always automate" advice.
So automated testing isn't the obvious universal yes it is for, say, a web backend. The unique nature of games means manual testing and real-world capture carry more of the load than in other software.
Automate the Stable, High-Value Parts
Where automation does pay off is the deterministic, high-value parts: core game logic, save/load systems, economy calculations, anything with clear correct answers that would be catastrophic if it broke. Automated tests on these catch regressions cheaply and protect the systems you most can't afford to break.
Bugnet's per-version data tells you which systems have regressed before, helping you target automation where it matters. Automating the stable, critical, testable parts gives you most of the benefit without fighting to automate the untestable.
Back It With Manual Testing and Field Capture
For everything automation can't cover, the rest of a game, manual testing and field crash capture fill the gap. Manual testing handles feel and the hard-to-automate; field capture catches what testing of any kind misses once real players are involved. This combination is realistic and effective.
Bugnet provides the field-capture half, catching the regressions and crashes your tests, automated or manual, didn't. So: automated testing is valuable for your stable, high-value systems but isn't mandatory across the board, games are hard to fully automate, so pair targeted automation with manual testing and field capture, and don't over-invest before it pays off.
Valuable but not mandatory, games resist automation. Automate stable, high-value parts (core logic, saves); rely on manual testing and field capture for the rest. Don't over-invest early.