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Test cases
Game progression test cases, for the bug that loses the player
Twenty eight cases covering save corruption on a crash mid write, version migration, cloud save conflicts, offline queue replay, unlock gating and thresholds, currency exploits through checkpoint reloads, purchase restore and interruption, clock tampering and platform interruptions.
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28 worked examples
Complete a level and record progression
TypeFunctionalPriorityHigh- Test data
- Finish a level meeting the objective with the score and time recorded
- Expected result
- Level is marked complete, the next level unlocks, rewards are granted once, and the recorded score matches what was displayed at completion.
Restore progress from a checkpoint after death
TypeStatePriorityHigh- Test data
- Reach a mid level checkpoint, die, then restart
- Expected result
- Player resumes at the checkpoint with the correct health, inventory and world state. Collectibles taken before the checkpoint remain taken and are not duplicated.
Survive a crash during the save write
TypeStatePriorityHigh- Test data
- Force kill the process while the save is being written to disk
- Expected result
- Previous save remains loadable. A save written in place rather than to a temporary file and swapped atomically leaves a corrupt file and destroys the run.
Recover gracefully from a corrupt or truncated save
TypeNegativePriorityHigh- Test data
- Truncate a save file, then alter a byte inside it
- Expected result
- Corruption is detected on load, the player is offered a backup or a clean start with a clear message, and the game does not crash on launch in a loop.
Load a save written by an earlier version
TypeCompatibilityPriorityHigh- Test data
- A save from the previous release loaded after an update that changed the data shape
- Expected result
- Migration runs, progression and inventory are preserved, and an unmigratable save is refused with an explanation rather than loaded into an inconsistent state.
Refuse a save written by a newer version
TypeNegativePriorityMedium- Test data
- A save from a later build loaded on an older client
- Expected result
- Refused with a clear message rather than partially parsed, since a partial parse silently discards whatever the older build does not understand.
Resolve a cloud save conflict deliberately
TypeBoundaryPriorityHigh- Test data
- Play offline to level 12 on one device and to level 8 on another, then bring both online
- Expected result
- Documented rule is applied and the player is asked when the choice is destructive. Silently taking the most recent write discards the further progress.
Sync progress after an extended offline session
TypeStatePriorityHigh- Test data
- Complete five levels and two purchases in flight mode, then reconnect
- Expected result
- All progression and purchases upload once. Replaying the queued events must not grant rewards twice or advance the level counter twice.
Gate a level behind its unlock requirement
TypeNegativePriorityHigh- Test data
- Request a locked level directly, and one gated behind a star or currency threshold not yet met
- Expected result
- Refused, and the check is enforced on the server for online progression rather than only by the interface hiding the entry point.
Apply the star or score threshold at its boundary
TypeBoundaryPriorityHigh- Test data
- A gate requiring 30 stars, attempted at 29, 30 and 31
- Expected result
- Inclusive treatment matches the stated requirement exactly, and the displayed total agrees with the total used in the comparison.
Preserve difficulty selection and its unlocks
TypeStatePriorityMedium- Test data
- Complete a level on the hardest difficulty, then replay it on the easiest
- Expected result
- The higher achievement is retained rather than overwritten by the later, easier completion, and difficulty specific unlocks stay unlocked.
Replay a completed level without duplicating rewards
TypeNegativePriorityHigh- Test data
- Replay a level whose first completion granted currency and a one time unlock
- Expected result
- One time rewards are granted once, repeatable rewards follow the documented rate, and the level cannot be farmed for the first completion bonus.
Prevent a currency exploit through repeated collection
TypeSecurityPriorityHigh- Test data
- Collect a pickup, then reload the checkpoint without saving and collect it again
- Expected result
- Currency total is consistent with the documented rule. A pickup that persists on collection but reverts on reload is an unlimited currency source.
Refuse a client reported score that is not plausible
TypeSecurityPriorityHigh- Test data
- Submit a score above the theoretical maximum and a completion time below the fastest possible route
- Expected result
- Rejected or flagged for review. A leaderboard that accepts any client reported figure is meaningless within days of release.
Handle inventory at its capacity boundary
TypeBoundaryPriorityHigh- Test data
- Complete a level granting an item while the inventory is exactly full
- Expected result
- Item is queued, refused with a message, or the player is prompted. It is never silently destroyed, and the reward is not marked granted if it was not received.
Keep the economy consistent across a level transition
TypeStatePriorityHigh- Test data
- Spend currency in a shop, then immediately complete a level that grants more
- Expected result
- Final total equals the starting total minus spend plus reward, and the figure agrees between the shop, the level summary and the persisted save.
Restore an in app purchase after reinstalling
TypeStatePriorityHigh- Test data
- Purchase an unlock, delete the game, reinstall and sign in
- Expected result
- Entitlement is restored from the platform receipt rather than from local data, and the restore path works without needing a support ticket.
Handle a purchase interrupted mid transaction
TypeStatePriorityHigh- Test data
- Kill the app during the platform payment sheet, then relaunch
- Expected result
- Purchase resolves to one definite state on relaunch, the entitlement is granted if the platform charged, and nothing is granted twice.
Refuse an unverified or replayed purchase receipt
TypeSecurityPriorityHigh- Test data
- Submit a forged receipt and replay a valid receipt from another account
- Expected result
- Both refused. Receipt validation happens server side against the platform, and a receipt is bound to the account that purchased it.
Grant timed event rewards within the correct window
TypeBoundaryPriorityMedium- Test data
- Complete an event level one minute before the window closes and one minute after
- Expected result
- Rewarded in the first case and refused in the second, evaluated on server time rather than device time so a changed clock cannot extend the event.
Refuse progression advanced by an altered device clock
TypeSecurityPriorityHigh- Test data
- Set the device clock forward to skip an energy or life regeneration timer
- Expected result
- Timers are evaluated against server time, so moving the clock does not grant lives, and moving it backwards does not produce a negative wait.
Regenerate lives or energy at the correct rate
TypeBoundaryPriorityMedium- Test data
- Exhaust lives, wait exactly one regeneration interval, then wait past the maximum
- Expected result
- One life is granted at the interval, the total is capped at the maximum, and time spent with the app closed counts correctly rather than resetting.
Handle interruptions from the operating system mid level
TypeStatePriorityHigh- Test data
- An incoming call, backgrounding the app, and a device lock during active play
- Expected result
- Game pauses rather than continuing unattended, resumes at the same state, and a background kill loses no more than the last checkpoint.
Complete progression under low storage and low memory
TypeNegativePriorityHigh- Test data
- Fill device storage before a save, and trigger a memory warning during a level transition
- Expected result
- Failure is reported clearly, no partial or corrupt save is written, and the previous save remains loadable.
Award an achievement once and only when earned
TypeFunctionalPriorityMedium- Test data
- Meet an achievement condition twice, and meet a partial condition
- Expected result
- Awarded once on the genuine condition and not on the partial one, and the platform achievement state matches the in game state.
Reset progress completely when the player asks
TypeStatePriorityMedium- Test data
- Use the reset option, then check cloud save, achievements and purchased entitlements
- Expected result
- Progression clears locally and in the cloud so it is not resynced back, while purchased entitlements are retained because they were paid for.
Progress correctly on the minimum supported device
TypeCompatibilityPriorityMedium- Test data
- The lowest specification supported device at the smallest screen size and lowest frame rate
- Expected result
- Every level is completable, timing based objectives remain achievable at the lower frame rate, and no interface control needed for progression is clipped.
Complete progression with accessibility options enabled
TypeAccessibilityPriorityMedium- Test data
- Largest text size, colour blind mode, remapped controls and reduced motion
- Expected result
- Objectives distinguishable without relying on colour alone, remapped controls persist across levels, and no gate requires an input the player cannot produce.
What goes in each field
ID
RequiredStable identifier, prefixed by module.
Test case
RequiredWhat is being verified, in one line.
Type
Functional, negative, boundary, security, state, performance, accessibility or compatibility. Use it to check coverage is spread rather than clustered on the happy path.
Priority
Risk based, weighted by player loss. Anything that destroys progress, loses a purchase, or blocks completion is High. Economy exploits are High because they spread quickly once discovered.
Test data
The specific values, including the invalid and boundary ones.
Expected result
RequiredThe precise observable outcome, including message text where the wording itself is the requirement.
Kill the process during the save
A gameplay bug annoys a player. These four conditions make them stop playing and leave a one star review about it.
Force kill mid write
A save written in place rather than to a temporary file and swapped atomically leaves a corrupt file. The player does not lose a level, they lose the whole run.
Create a cloud conflict on purpose
Level 12 offline on one device, level 8 on another, then bring both online. Taking the most recent write silently discards the further progress.
Reload the checkpoint after collecting
Collect a pickup, reload without saving, collect it again. If currency persists but the pickup reverts, you have shipped an unlimited money source.
Move the device clock forward
Energy and event timers evaluated against device time are free to skip. Server time is the only reference that holds, in both directions.
Why progression defects lose players
Save integrity is the category that matters most and is tested least. A crash during the write is not an exotic scenario on a mobile device: the operating system kills backgrounded apps routinely, batteries die, and players force quit. If the save is written in place, any of those produces a truncated file, and the next launch either crashes in a loop or starts the player from nothing. The fix is to write to a temporary file and swap it atomically, keeping the previous save as a fallback, and the test is simply to kill the process at the wrong moment and then load.
Cloud saves turn that into a distributed problem. Two devices played offline will both have legitimate progress, and one of them has to lose. There is no implementation that avoids the conflict, only implementations that handle it deliberately: apply a documented rule, and ask the player when the choice destroys something. Resolving by whichever write arrived last is the option that generates support tickets, because the player who lost four hours knows exactly what happened. The related case is the offline queue: replaying queued events on reconnection must not grant rewards twice or advance a counter twice.
Economy exploits come from state that persists inconsistently. The classic is a pickup whose currency is added immediately and persisted, while the pickup itself reverts on a checkpoint reload. Nothing errors, no rule is broken, and the loop can be repeated indefinitely. Once one player finds it, the whole economy is worthless within a week. The same reasoning applies to replaying a completed level for its first completion bonus, and to any client reported score accepted without a plausibility check.
Finally, purchases and timers are where trust is lost rather than fun. An entitlement restored from local data rather than from the platform receipt disappears on reinstall, and the player who paid is now asking support for a refund. A purchase interrupted mid transaction has to resolve to one definite state on relaunch, granting the entitlement if the platform actually charged and granting nothing twice. And every timer, regeneration and event window has to be evaluated against server time, because a device clock is player controlled input.
Suggest an improvementTesting a mobile or console game?
QAble tests progression and save integrity across devices, including crash recovery, cloud conflict handling, economy exploits and purchase restore paths.
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