![]() This allows us to gather even more feedback and insights from our dedicated player base before we prepare the release for the Main Branch. After the Staging Branch has been thoroughly tested and all critical and regression issues have been addressed, we release the latest version to the Unstable Branch. Our Unstable Branch is available for all members of our Discord community. We understand that it's not always possible to catch every single bug, but we make every effort to minimize the possibility of issues occurring. We aim to cover most problems reported with automated tests so the issue doesn't resurface. ![]() That means they are slower but cover many more possible issues. They try to simulate actual player behavior and run in full graphical mode. Integration tests, on the other hand, cover real player scenarios and the issues we've encountered in the past. ![]() The most significant benefit of these tests is they run blazingly fast in a split of seconds for more than two hundred of these tests. Here's an example of a test that tests whether an arrival sensor is correctly activated for a simple scenario. They are primarily used on the core game logic - train movement, sensor activations, modification to the rail network, etc. Unit tests allow us to test small, internal code fragments to ensure their correctness. Our tests include both unit and integration tests. So, how do we test the game? We write our automated tests as a part of the development process! Although we have a small development team, we are committed to ensuring that our developers don't have to rely on external QA teams to catch issues with the game. Before I dive into our next stage of an Update lifecycle, the Unstable Branch, let's jump onto a different topic.
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