Playtest Neutronium: Parallel Wars
Neutronium: Parallel Wars is actively seeking playtesters for both its digital and physical testing tracks. Twelve documented sessions have been completed. Universe 11–13 content is in active testing now. Your feedback directly shapes the final game — and you get credited for it.
Why Playtest With Us
Neutronium: Parallel Wars has been in design for 25 years. The design process has involved multiple complete rebuilds, the scrapping of entire mechanical systems, and the gradual convergence on a game that is now close enough to final that the question has shifted from 'does this work?' to 'is this the best it can be?'
That is the phase where playtesting matters most. The foundations are solid — 12+ documented sessions across Universe 1–10 content have confirmed that. What the testing program is now focused on is calibration: race balance at each player count, the accessibility curve for new players, and the coherence of Universe 11–13 content.
Your feedback has direct and traceable impact. The MEQA framework — the structured questionnaire completed after each session — feeds directly into the design notes that drive every mechanics adjustment. When a balance change is made, the session data that motivated it is cited in the change log.
Playtesters are credited in the final game by name. The credits section of the rulebook lists everyone who participated in a documented session and completed the MEQA questionnaire. All testers also receive early access to each new rulebook revision.
Current Playtest Status
Playtesting is active and ongoing. Below is an honest snapshot of what is stable and what is still being balanced.
Stable: core movement, exploration, the Recovered Memories progression, and Universe 1-8 balance.
In active testing: high-universe balance, 6-player coalition dynamics, and late-game Paradox X tuning.
Known Issues Under Investigation
-
In Testing
Asters vs Iit balance in 6-player games: being retuned so neither race dominates the late game at high player counts.
-
In Testing
Universe 13 end-state timing: under review to keep high-universe turns fast.
-
Resolved
Mi-TO army deployment cost (resolved session 11): fixed after playtester feedback on early-game pacing.
-
Resolved
Terano diplomatic income flat-rate (resolved session 9): resolved by simplifying the artifact exchange flow.
How to Join
The testing program has two tracks. Both are open to new participants now. There is no application screening — the only requirement is genuine interest in the game and willingness to complete the MEQA questionnaire after each session.
Tabletop Simulator sessions via Steam. The TTS mod is fully implemented with all Universe 1–10 content and partial Universe 11–13 content. Sessions run over Discord voice with screen share.
- Worldwide — no geographic restriction
- Sessions typically on weekday evenings CET
- Requires Tabletop Simulator (Steam, ~$20)
- Join Discord, post in #playtest-signup
- Session schedule posted 1 week in advance
In-person sessions at a board game cafe in central Berlin. Physical prototype components. Limited to 6 players per session. Sessions run approximately 75–90 minutes including setup.
- Berlin-local participants only
- Monthly sessions, typically first Saturday
- No equipment required — all components provided
- Contact designer via Discord to join waitlist
- Priority given to returning testers for continuity
A typical playtest commitment is one or two recorded sessions, with a short feedback form afterward. There is no long-term obligation.
You will need a Discord account and a willingness to play an unfinished game and report what does not work. Print-and-play files are provided to active testers.
What Playtesters Do
A playtesting session is structured, not casual. It is not simply playing the game — it is playing the game as a data-gathering exercise. Here is the full sequence of what participation involves:
- Pre-session briefing (5–10 minutes): The designer or session lead explains which universe content is being tested, any mechanics that were changed since the last session, and what specific aspects to pay attention to during play.
- Full game session (45–75 minutes): One complete game. Play to win — the best test data comes from players making the choices they actually think are correct, not trying to test specific mechanics artificially.
- MEQA questionnaire (10–15 minutes): A structured form covering four categories — Mechanics, Economy, Quality, Accessibility. Questions are specific with open-ended follow-up fields. Completed individually to avoid anchoring effects.
- Optional debrief (20 minutes): Group discussion of the session. Not required. Useful for surfacing issues that the questionnaire did not capture. The designer participates but does not defend design decisions during debrief.
Feedback is collected anonymously by default and used only to improve the game. We never share your details.
Playtesting Perks
The playtesting program is volunteer-based — there is no payment. The perks below are the designer's way of acknowledging that your time has material value and deserves material acknowledgment.
- Name in Game Credits: active playtesters are credited in the published game.
- Early Rulebook PDF Access: early access to new builds before public release.
- Newsletter Priority Tier: a direct line to the designer in the playtesting channels.
- Kickstarter Discount Code: influence on balance decisions through your feedback.
- Priority Session Access: early-backer notice when the Kickstarter launches.