A private, press-minded dry run that catches problems before players and critics do
A mock review is a confidential, pre-release evaluation written like a real review, but kept private so you can fix issues before launch or a major beat (demo, festival, big update). It’s not QA; it’s a holistic critique of the experience—how readable, smooth, and convincing your game feels in the hands of press and players.
Who it’s for
Solo devs and small teams preparing a demo, Early Access, 1.0 release, or a major content patch who want honest, expert feedback before the public sees it.
What you get
- Press-style write-up summarizing the experience, strengths, and risks
- Prioritized fix list (quick wins → deeper changes) with rationale
- “Would I recommend this?” signals and likely player friction points
- Store & trailer notes (capsules, screenshots, hook, first 30 seconds, messaging)
- Optional walkthrough call to plan changes and next beats
- NDA & confidentiality—nothing is published
How we run it (simple three-step flow)
- Scope & access: You share a build (or Steam key), context, goals, and any focus areas.
- Hands-on evaluation: We play like press would, capturing timestamped notes and clips.
- Delivery: You receive the write-up and prioritized recommendations; optional call to align next steps.
What we evaluate
- Onboarding & readability: UI legibility, tutorial clarity, controller/KBM prompts, camera
- First-hour arc: pacing, early friction, fantasy delivery, clarity of objectives
- Combat & systems feel: responsiveness, feedback, resource loops, difficulty curves
- Level & encounter framing: signposting, puzzle fairness, fail-state recovery
- Audio-visual cohesion: mix balance, iconography, SFX clarity, performance red flags
- Market fit & messaging: hook, genre expectations, capsule/screenshot/trailer alignment
Example findings (anonymized scenarios)
- Action-roguelite demo: Great core feel, but first-run deaths felt “cheap” due to unreadable enemy tells.
Fix: add a 200–300 ms wind-up animation + clearer audio cue; result is fairer difficulty without nerfing. - Co-op builder: Players missed the mid-game economy loop because the UI buried upgrade benefits.
Fix: surface % gains in the tooltip header and add a one-time breadcrumb mission to nudge discovery.
What it isn’t
- Not public coverage, not a sponsored post, and not a press release
- Not QA or code-level debugging (we flag symptoms and player-facing impact)
- Not a mass-blast PR service—this is private by design so you can iterate safely
What we need from you
- Playable build or Steam key, platform targets, and your milestone date
- Any focus questions (e.g., “Is the early game too punishing?”)
- Basic press kit items (logo, short description, 5–8 screenshots) and your store links
- Known issues list (so we don’t duplicate noise) and recommended test settings/specs
Confidentiality & independence
Mock reviews are part of our
Fix Access — Developer Services.
They stay under NDA and are separate from editorial. Our news, reviews, and interviews on Fix Gaming Channel remain independent and unpaid. If a mock review later leads to editorial coverage, we’ll disclose relationships as appropriate.
Optional add-ons
- Steam page & capsule audit
- Trailer punch-up (structure & first-30-seconds hook)
- Targeted press/creator outreach planning
- Press-release editing/localization
Start here
Email fix@fixgamingchannel.com with your build/store link and milestone date,
or use our Fix Access contact form:
Start Here.
Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.
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