SLIDE 01 / 16Cover · Cold Open~50 sec

On screen: BUGFIST wordmark. Speak before pointing at anything. Slow start, short sentences, one clear pause. No names here; introductions come on Slide 2.

More than twenty thousand new games launched on Steam last year. Ninety-nine percent of them came from small independent teams. Two people. Five people. Working nights, betting years of their lives on a single launch.

And most of those teams run into the same quiet problem: real playtest infrastructure has always belonged to AAA studios. [pause] There are testing platforms out there, but they serve the big studios, or cover only a piece of the workflow. Today, that changes. And it changes from İstanbul. This is BugFist: fully managed cloud playtesting for indie game studios. In the next few minutes you will see the product running live, the market waiting for it, and why Türkiye is exactly where this category should be built.

SLIDE 02 / 16Introduction~50 sec

On screen: two founder bios, dark slide. Read left to right: each founder speaks their own column, then the main presenter takes over with the bottom line and carries on from Slide 3.

SHAYAN · speaks first

Hello everyone, and thank you for having us. I am Shayan, and I come from the game side: five years across game development and AWS cloud infrastructure. I have deployed GameLift and GameLift Streams in production, and presented GameLift Streams at GDC 2025.

HESSAM · speaks second

Hello, it is a pleasure to be here. I am Hessam. I am an engineer at heart: around six years in solution architecture and full-stack development, building platforms end to end and growing a small team from a solo start into a full engineering unit. On BugFist, I lead the technical side.

MAIN PRESENTER · CLOSING LINE

Between us, that is eleven years of engineering across exactly the three domains this product is made of: games, cloud, and full-stack platforms. That is why we could build BugFist ourselves.

SLIDE 03 / 16Problem Statement~55 sec

On screen: AAA vs indie headline + 3 red cost cards. The extra pains (finding testers, hardware barrier, no tester-quality signal) are spoken color on the matching card, not new cards.

The problem. AAA studios have playtest infrastructure. Indie studios hand-stitch a substitute, and they pay for it on every release, in three ways.

01 · HAND-STITCHED WORKFLOW

It is stitched together from Google Drive, chat threads, self-hosted servers and spreadsheets. Even finding qualified, reliable testers is a struggle: there is no shared pool to draw from. No single tool, and coordination eats the studio's own engineering time.

02 · UNPROTECTED BUILDS

Pre-release builds get sent out and run on testers' own machines. Unreleased IP is exposed every time, and only testers whose own hardware can run the build can even take part.

03 · LATE, UNSTRUCTURED FEEDBACK

Bug reports come back scattered, late, and hard to act on. There is no unified reporting structure, nothing is categorized or severity-tagged, and nobody can measure which testers actually deliver quality.

SLIDE 04 / 16Solution~55 sec

On screen: green headline + 3 green cards mirroring slide 3. The extra answers (tester pool for all levels, browser = no hardware barrier, KVKK, reputation system) ride on the matching card.

Our solution is one managed workflow that replaces that chain. The developer deploys a build to the cloud, we stream it to the tester's browser, structured reports come back, and the developer reviews everything in one dashboard. One tool, no installs on either side. Each card answers the matching problem.

01 · ONE MANAGED WORKFLOW

The hand-stitched chain becomes a single managed tool: no AWS account, no server setup, and one place to find testers at every skill level, from beginners to experts.

02 · CLOUD-STREAMED, ZERO DOWNLOAD

The build runs in the cloud and never lands on the tester's device. Pre-release IP stays protected, data handling is KVKK-aligned, and because sessions stream to the browser, any tester can join: no high-end hardware needed.

03 · STRUCTURED BUG REPORTS

Every report arrives categorized, severity-tagged, reproducible and timestamped, in one dashboard. And a two-way rating and reputation system between developers and testers measures quality on both sides, so trust is built into the platform.

SLIDE 05 / 16MVP / Demo~10 sec

On screen: 2 product screenshots + QR code. Say the line, then click the QR to roll the video.

It is already built and running, so let us take a look at it.

SLIDE 06 / 16Why Now~50 sec

On screen: dark header + 3 chart rows (demand / infrastructure / communities)

Why now. This problem was not solvable in 2020 to 2023. It is solvable in 2025 and 2026, because three things shifted.

Demand. New Steam releases grew from about 8,900 to over 20,000 a year, and about 99 percent of those are indie. More builds shipping means more playtesting demand.

Infrastructure. Custom WebRTC and six-figure GPU capex gave way to pay-as-you-go when AWS GameLift Streams launched in March 2025. A two-person team can now afford what only AAA could build.

Communities. Indies cluster in niche, active scenes: genre communities, game jams, itch.io. Global Game Jam alone produced over 12,000 games in one weekend, from 35,000 jammers.

SLIDE 07 / 16Market Size~60 sec

On screen: EU/Türkiye donut ~4,100 + Year-3 target band + value per studio

The market. We measure a reachable market of about 4,100 small studios: teams of 1 to 20 people. 675 in Türkiye and about 3,450 across the European Union.

Our Year-3 target is deliberately sober: about 200 paying studios, inside a 180 to 480 band. That is a single-digit percent of the segment, built bottom-up from named channels, not top-down.

The value per studio is about 2,500 dollars a year, blended. And to be precise: that is a market-sizing input, not a revenue forecast.

For context, the global indie game market is around 9.9 billion dollars, and game QA services run from 1.1 to roughly 5 billion dollars, dominated by enterprise vendors like Keywords Studios at 879 million. The indie tier is structurally unserved.

SLIDE 08 / 16Competition~55 sec

On screen: capability matrix, BugFist column highlighted

Competition. Four capabilities matter to an indie studio: cloud streaming, structured bug reports, a reputation-weighted tester pool, and indie pricing. No rival combines all four in one workflow. Each competitor solves one or two, and to our knowledge, none is Türkiye-origin.

We are honest on this slide: the enterprise QA vendors test on real console and mobile hardware, and Antidote's UX research is deeper than ours today.

But Antidote is also our best proof. A funded company in Barcelona running the same cloud-streamed model at scale shows the model works. It just gates streaming to its 475 dollar Master tier, out of indie reach. BugFist serves exactly the tier it leaves out: indie studios, at indie price.

SLIDE 09 / 16Business Model~85 sec

On screen: flow diagram, Developer / BugFist / Tester + Enterprise B2B band. Narrate it loop by loop, pointing as you go.

The business model reads straight off this diagram: one platform, two business lines. The developer on the left, a solo or indie studio. The tester on the right. BugFist in the middle, and AWS underneath it all.

L1 · SUBSCRIPTION
DEV BUGFIST TESTER Free → Pro Free → Pro platform access back · recurring, both sides

Loop one: subscriptions. Both sides start on Free: a developer can run small tests, a tester can join and build a track record. Serious users upgrade to Pro, on each side. Those are the solid arrows into the platform: recurring revenue from both sides.

L2 · USAGE / CREDITS
DEV BUGFIST AWS Credits $ compute streamed session back to the dev's testers pay as you go · loop closes

Loop two: usage. Every session streams the build from the cloud, and that compute has a real cost. Developers buy Credits, and sessions consume them, pay as you go. Credits come in, streamed sessions go out, AWS gets paid underneath. The loop closes.

L3 · MARKETPLACE at Beta
DEV İYZİCO ESCROW TESTER cash payout BF 10% structured report back · escrow releases

Loop three: the marketplace, the dashed line across the top of the slide, and it activates at Beta. A developer books paid testers, and the money goes into escrow with İyzico, the Turkish payment rail. The tester plays, files the structured report, the escrow releases the payout, and BugFist keeps the 10 percent fee you see above the platform.

L4 · TOKENS (LOYALTY)
SESSIONS TOKENS PERKS · PRO earn redeem best testers stay active · report quality rises loyalty · NEVER currency

Next to cash there is a loyalty loop: Tokens. Testers earn them through quality sessions and referrals, and redeem them for perks, a visibility boost or a Pro upgrade. Tokens work like airline miles: rewards, never currency, never a substitute for the cash payout. They keep the best testers active, and that keeps report quality high.

L5 · ENTERPRISE B2B at scale
ENTERPRISE studio's own infrastructure BUGFIST engagement isolated setup · custom tools second business line · opens at scale

And the dark band at the bottom is the second business line: Enterprise B2B, at scale. A larger studio gets an isolated, private deployment of the same platform, with custom tools and features, on its own infrastructure.

Today we are pre-revenue by design. Revenue starts at Beta; B2B opens at scale.

SLIDE 10 / 16Traction & Achievements~40 sec

On screen: milestone timeline + live-now feature card + event photos

Where we are today: a live MVP with a real Bahçeşehir pilot. It is working today at bugfist.com, not slideware.

We presented it at Bahçeşehir University. Ten Game Design students have completed test rounds on the live MVP, and more than thirty are on the waitlist for the next rounds.

What is live right now: the developer flow, upload a build and run sessions. The tester flow, join and play in the browser. Structured reporting with severity classification. AWS GameLift Streams in production, and WebRTC streaming with zero install.

SLIDE 11 / 16Go-to-Market Strategy~90 sec

On screen: 5 channel bars (left) + a timeline with two stops, Year 1 and Years 2 to 3 (right); the script splits each stop into two steps. Every number is paying studios by Year 3.

So, how do we reach that market of four thousand studios? With five Türkiye-first channels and zero paid acquisition. Everything is organic, and the groundwork starts six months before we even incorporate.

THE FIVE CHANNELS · the bars, top to bottom

Each bar shows how many paying studios that channel brings us by Year 3.

The engine is content and community: technical content plus a founder-led indie developer community. It compounds over time, and we plan for it to bring in about 90 paying studios, close to half of the whole base.

Next, events: industry events and studio-association presence across Türkiye, worth about 55 paying studios. Then distribution partnerships, platform listings and launch-moment outreach through ecosystem partners: about 25 studios.

The last two are smaller and personal: founder-led outbound to mid-size Türkiye studios, and community challenges and competitions, about 15 studios each.

Add them up and you get the Year-3 target: about 200 paying studios, inside a planning band of 180 to 480. That is a single-digit share of the 4,100 reachable studios we saw on the market slide. A deliberately sober target.

THE ROADMAP · the timeline on the right

Step one, Year 1: the free pilot. We run it with our Bahçeşehir cohort. No revenue yet, on purpose: we are proving the product with real testers and real builds.

Step two, still Year 1: Beta opens. The marketplace and the referral program switch on, and the first paying Türkiye indie studios come on board.

Step three, Years 2 and 3: public launch. Self-service Pro signup with payment integration, so a studio anywhere can join without ever talking to us.

Step four: scale. Content keeps compounding, we open EU channel partnerships, and Enterprise SLA and dedicated B2B open at scale.

SLIDE 12 / 16Team & Key Stakeholders~40 sec

On screen: two founder cards + advisors box, dark slide

The team: two non-Turkish technical co-founders, fifty-fifty owners.

We split the work along our strengths: a Technical Lead on solution architecture and full-stack, and a Product Lead on game development and software engineering. Neither of us is a citizen of Türkiye, and we are both in the Master of Game Design program at Bahçeşehir University, so we build this from inside İstanbul's game ecosystem.

And we are not doing this alone. Dr. Güven Çatak, Founder Director of BUG Lab, Bahçeşehir's game development lab, and Seda Satır, Director of BAU HUB, the university's entrepreneurship hub, are supporting us in this application. That is personal support from the people running the ecosystem we come from, not a formal partnership. And we are ready to incorporate under the program.

SLIDE 13 / 16Financial Projections & Funding~55 sec

On screen: revenue-posture chart (Year 1 / Beta / Year 3+) + 3 posture cards

Financials, stated honestly. We are pre-revenue and self-funded, and we seek no capital.

The chart shows revenue posture, not a forecast. Year 1 is a free pilot: zero revenue, on purpose. At Beta, the first paying Türkiye studios come on board, at about 2,500 dollars per studio per year. The Year-3-plus dollar total is deliberately not drawn: we set it at incorporation. What we do publish is the count target, about 200 paying studios.

Three postures. Everything so far is self-funded: domain, hosting, modest AWS, founder time. We take zero Year-1 compensation, living from personal runway kept separate from company burn. And we operate rather than exit: long-term reinvestment in Türkiye, not an M&A timeline.

SLIDE 14 / 16Alignment with the Program~60 sec

On screen: 7 fit-reason rows, each with a red check

Why we are a strong fit for the Start-up track. Seven reasons.

One: we are foreign and eligible on all four criteria, and rooted in Türkiye, studying at Bahçeşehir University in İstanbul. Two: we solve a real, worldwide problem; indie studios everywhere lack AAA-grade playtesting infrastructure. Three: the venture is innovative and technology-based, cloud-streamed on AWS GameLift Streams and KVKK-native. Four: we are technical founders, already invested; we built and self-funded the live MVP ourselves.

Five: Türkiye-first, native to local teams: KVKK-native data, the İyzico payment rail, and Türkiye onboards ahead of other markets. Six: it scales from Türkiye across the EU, built to grow beyond borders. Seven: we are ready to incorporate in an İstanbul technopark, in a category with no Türkiye player yet, to our knowledge.

SLIDE 15 / 16Economic Impact & Vision~60 sec

On screen: 5 impact cards + Türkiye map + 5yr vision box

The economic impact. Our thesis: Türkiye becomes the producer of this category, not the importer. Five concrete contributions.

Employment: two founder permits, about six roles by Year 3, and a tester community earning supplementary income that grows into the hundreds. Technological capacity: a Türkiye-first build, the first GameLift Streams and KVKK-native playtest platform here to our knowledge, multiplied through BAU and BUG Lab. Export: foreign currency from day one, as service export under Decree 32. Social: an education-to-industry path from BAU, portable tester reputations, low-hardware browser access. Business environment: spend stays in Türkiye, anchored in the İstanbul technopark cluster.

And five years out, as vision, not roadmap: run from İstanbul for Europe, the Middle East and North Africa, with a tester community in the thousands. Türkiye exports at the platform layer, after TaleWorlds, Peak Games and Dream Games did it at the title layer.

SLIDE 16 / 16Conclusion~30 sec

On screen: wordmark, flow chips, 3 stats, 5-years-out band, contact

To close. BugFist brings the cloud playtest infrastructure only AAA studios had to indie game studios: deploy, test, report, review, in one managed workflow, built and run from İstanbul, Türkiye.

The MVP is live, with ten Bahçeşehir testers and thirty-plus on the waitlist. The Year-3 target is a sober 200 paying studios. We are self-funded, eligible, and ready to incorporate.

Thank you. We are Hessam and Shayan, and you can reach us at op@bugfist.com.

MASTER CHEAT SHEET

Every number, name, and flow in the deck. Item by item, no explanations.

MARKET

  • Reachable: ~4,100 studios · 1 to 20 people
  • Türkiye 675 · EU 3,450
  • TR base: 844 active studios (TR Game Market Report 2025)
  • EU base: ~3,450 of ~4,600 (ISFE · EGDF)
  • Year-3 target: ~200 · band 180 to 480
  • Value per studio: ~$2,500/yr (sizing input, not forecast)
  • Global indie market: ~$9.9B
  • Game QA services: $1.12B to ~$5B
  • Keywords Studios: $879M FY2024

WHY NOW

  • Steam releases: 8,871 → 20,003/yr
  • ~99% indie share
  • AWS GameLift Streams launch: March 2025
  • GGJ games: 9,964 → 12,100 (+20% YoY)
  • GGJ jammers: 35K+

COMPETITION

  • 4 capabilities: streaming · structured reports · tester pool · indie price
  • Antidote (Barcelona): Master $475 = streaming gate
  • PlaytestCloud (Berlin): ~€13,560/yr
  • Enterprise QA: $10K+/yr (Keywords · Side)
  • Big-tech (Nvidia · AWS): tier-1 only
  • Self-hosted DIY: $0
  • BugFist: $0 · Pro · Türkiye-origin

BUSINESS MODEL · 5 LOOPS

  • L1 Subscription: Free → Pro, both sides (recurring)
  • L2 Usage: Credits → session compute → AWS
  • L3 Marketplace at Beta: İyzico escrow → tester paid · 10% fee
  • L4 Tokens: earned via sessions + referrals → perks · loyalty, NEVER currency
  • L5 Enterprise B2B at scale: isolated private setup · custom tools
  • Payment rail: İyzico · KVKK-native data
  • Pre-revenue today · revenue starts at Beta

GTM CHANNELS (Year-3 base)

  • 01 Content + community: 90
  • 02 Events + community: 55
  • 03 Distribution partnerships: 25
  • 04 Founder-led outbound: 15
  • 05 Challenges + competitions: 15
  • Total: 200 · no paid acquisition
  • Y1 pilot → Beta · Y2-3 launch + EU partnerships

TRACTION

  • Live MVP: app.bugfist.com
  • Presented at Bahçeşehir University
  • 10 Game Design students, completed test rounds
  • 30+ on the waitlist
  • Live: dev flow · tester flow · reporting · GameLift Streams · WebRTC

TEAM

  • Ownership: 50 / 50
  • Hessam Hezaveh = Technical Lead · ~6 yrs
  • Legal: Seyyed Hessam Ghaemmaghami Hezaveh
  • Shayan Ebrahimzadeh = Product Lead · 5 yrs
  • GDC 2025: GameLift Streams talk (Shayan)
  • Combined: 11 yrs
  • Both: BAU Master of Game Design (in progress)
  • Advisors: Dr. Güven Çatak (BUG Lab) · Seda Satır (BAU HUB)

FINANCIAL POSTURE

  • Y1: $0 free pilot
  • Beta: ~$2,500/studio/yr · first paying TR studios
  • Y3+ $: set at incorporation
  • Self-funded · no capital sought
  • Zero Y1 founder compensation
  • Operate, don't exit

IMPACT + VISION

  • Employment: ~6 roles Y3 · testers hundreds (3yr) → thousands (5yr)
  • Export: hizmet ihracatı · Decree 32 · FX day one
  • BAU talent pipeline · İstanbul TDZ cluster
  • 5yr vision: Europe + Middle East + North Africa
  • Precedent: TaleWorlds · Peak Games · Dream Games
  • Thesis: producer, not importer

FLOWS + URLS

  • Product: Deploy → Test → Report → Review
  • Problem → Solution mirror: workflow / builds / feedback
  • bugfist.com · app.bugfist.com · bugfist.com/demo
  • op@bugfist.com
  • Say Türkiye, never Turkey