> ## Documentation Index
> Fetch the complete documentation index at: https://docs.replit.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Beta test with Internal Testing

> Hand PixelGames to real testers on Google Play's Internal Testing track, before it's public.

Once PixelGames works well on your own phone, the next step is getting it in front of other
people, without them near your computer, and without publishing it to everyone yet.

Internal Testing is a Play Console release track. Testers get a plain link, no separate app
needed, and you can promote the exact same build straight to production once you're happy
with it.

It distributes a build you've already [uploaded](/build/mobile-upload-android), and you set
it up by hand in Play Console.

<Steps>
  <Step title="Open the Internal testing track">
    In Play Console, go to **Testing → Internal testing**. If your build isn't there yet,
    create a release and upload the `.aab`.
  </Step>

  <Step title="Add testers">
    On the **Testers** tab, create an email list and add your testers to it.
  </Step>

  <Step title="Share the opt-in link">
    Copy the link Play Console generates and send it to your testers.
  </Step>

  <Step title="Testers install PixelGames directly">
    They open the link, opt in, and install PixelGames from Google Play, no separate app
    needed.
  </Step>
</Steps>

## Troubleshooting

* **Tester can't opt in:** confirm they're using the Google account you actually added,
  opt-in links are tied to a specific account.
* **Build works for you, not for testers:** confirm they're on the same build version, an
  older invite link can point at a stale build.

## What's next

<CardGroup cols={2}>
  <Card title="Submit to Google Play" icon="android" href="/build/mobile-publish-android">
    Take the tested build to a public release.
  </Card>

  <Card title="Test on TestFlight" icon="apple" href="/build/mobile-testflight">
    Do the same for iOS testers.
  </Card>
</CardGroup>
