Quick answer: Get your game to testers, choose closed (focused) or open (broad coverage), and crucially capture what testers hit automatically, crashes and in-game reports, so the beta produces a prioritized fix list.
A beta test puts your game on real players and hardware before launch, surfacing problems your own testing can't. Running one well is mostly about capturing what testers hit and acting on it. Here's how to run a beta that actually de-risks your launch.
Choose Closed or Open
First decide the type. A closed beta (invite-only) gives focused, high-quality feedback and control on a rougher build, good for earlier testing. An open beta (public) gives broad real-world hardware coverage and scale, good for later testing on a more stable build. Many games run closed first, then open.
Match the choice to your stage: closed when your build is rough and you want deep feedback, open when it's stable and you want coverage. Either way, the beta's value depends entirely on what you capture from it, which is the next step.
Capture What Testers Hit Automatically
The biggest mistake in running a beta is relying on testers to report well, they won't. Capture automatically instead: crashes recorded with full context, and an effortless in-game report option for the bugs testers notice. This gets you the issues testers can't describe and the ones they'd otherwise forget.
Bugnet captures crashes and in-game reports from beta builds with device context, so the beta surfaces real issues regardless of how diligently testers write reports. Automatic capture is what turns a beta from a source of vague feedback into a source of actionable bugs.
Group, Prioritize, and Fix Before Launch
The output of a beta should be a prioritized fix list. Group the captured reports and crashes so patterns across testers emerge, rank by how many are affected, and fix the high-impact issues before launch. The crashes you fix in beta are the reviews you don't lose at launch.
Bugnet groups and ranks beta issues by impact, so you fix the most damaging ones first. Running a beta test is choosing closed or open, capturing what testers hit automatically, and prioritizing and fixing before launch, which together make the beta the cheap launch insurance it should be.
Choose closed or open, get your game to testers, and capture what they hit automatically, crashes and in-game reports, so the beta yields a prioritized fix list. Fix the high-impact issues before launch.