Level 01
dev keeps codingCommit gate
Push code. Keep the dev machine free.
Eliminate local export waits, Drive zips and Steam release bottlenecks.
BuildDash preview
Watch the artifact move from commit to playable link before anyone opens Drive.
steam-demo-rc-248
Level 1 Compile
build record updated
Level 2 Package
build record updated
Level 3 AI report
build record updated
Level 4 Party link
build record updated
Final boss Deploy
build record updated
destinations
$ checkpoint build --target webgl --channel qa
Game build campaign
Each painful manual step becomes a visible level: build, link, review, approve and deploy. No hidden folder. No mystery artifact.
studio release map
Level 01
dev keeps codingPush code. Keep the dev machine free.
Level 02
cloud artifactGenerate one versioned cloud artifact.
Level 03
playable linkOpen one playable link with notes.
Level 04
clear reportSummarize failures, changes and notes.
Final boss
safe deployPromote the approved artifact safely.
before
Export. Zip. Upload. Ask.
checkpoint
Build. Link. Review. Promote.
The studio build tax
Studios need fewer blocked developers, fewer fake "final" zips and safer release handoffs from one playable artifact.
A dev loses the next quest while Unity exports locally.
blocked workstation
QA gets mystery drops, expired links and unclear versions.
duplicate handoffs
Steam steps live in scripts, memory and risky handoffs.
unsafe release path
Impact model
Developer wait
Build runs outside the dev workstation.
QA handoff
One playable URL carries version, notes and status.
Steam deploy
Artifact, branch and upload log stay attached.
From commit to playable link
One artifact moves from engineering to QA to Steam. Everyone sees the same status.
Step 1
Commit starts the run away from the developer machine.
Step 2
One build record carries version, target and report.
Step 3
QA opens one playable URL with notes and status.
Step 4
Move the approved artifact to playtest or Steam.
Steam release automation
Pick an approved artifact. Choose the Steam branch. Confirm with guardrails. The log stays with the release.
Steam deploy board
Deploy from a known build, not from a folder someone manually exported.
Target beta, playtest, demo or release branches with explicit intent.
CheckPoint wraps the CLI, build description and upload logs into one UI.
Protected release actions require the right person to approve the right target.
depot mapped · build description set · waiting for release lead confirmation
QA and playtest handoff
One URL shows the artifact, version, notes, AI summary and playtest status. No Drive folder. No guessing.
steam-demo-rc · WebGL · ready for QA
What failed, in plain language
Which build QA should open
What changed since approval
What is safe to promote next
What studio leaders buy
Hours back
each milestone week
No more babysitting local exports.
One page
per artifact
Build, version, notes and playtest in one page.
2 clicks
with guardrails
Deploy from approved artifacts, not folders.
Plans buy access and concurrency. Build minutes stay visible, metered and capped.
Choose Pro/Indie or Studio so the team can generate playable builds without local machine bottlenecks.
Cloud build capacity keeps developer workstations free for actual development.
Minutes are metered so producers can understand build cost by project and target.
Usage alerts and caps prevent runaway release-week spending.
Stripe invoices the fixed plan and measured build minutes at month end.
Game repositories carry proprietary code, SDK credentials, signing material and unreleased assets. Build execution stays isolated.
The platform coordinates builds, but repositories are cloned and executed only inside isolated build machines.
Build machines receive short-lived job credentials and are not given database or private-network access.
The machine is created for the build, uploads outputs, then is destroyed instead of being reused as shared state.
Build artifacts and cache data are written to S3/R2-compatible storage instead of the API server filesystem.
GitHub Actions is a workflow engine. Engine-specific build tools compile game projects. CheckPoint is the studio handoff layer between build, QA, playtest and Steam release.
Best fit
Studios that want build handoff, playable previews, QA clarity and Steam release workflows without maintaining CI glue.
Pricing model
Fixed plan plus capped usage: $0.06/min Linux, WebGL and Android; $0.10/min Windows.
Game workflow
Unity live today, plus playable links, build history, QA notes, release channels and Steam deployment planning.
Build isolation
Build execution is isolated behind the studio workflow so source code and release credentials stay controlled.
Included allowances
No included managed minutes. Active card and monthly cap are required for managed builds.
Pick a base plan for concurrency and platform access. Pay for the managed build minutes you use, with default caps to protect the monthly bill.
For small teams replacing manual local builds and Drive handoffs.
$39/ mo
For studios that need daily QA builds, playtests and release candidates.
$99/ mo
For teams that need Steam workflows, release gates or custom deployment paths.
Customcontact us
USD, taxes not included. Managed builds require an active card. No included managed minutes. Linux, WebGL, Android and Windows usage rates are for managed build capacity; Enterprise adds custom engine and platform support, priority team support for urgent build and platform issues, and committed volume terms.
Tell us your engine, platforms and release pain. We help wire the first CheckPoint so your team can test the dashboard fast.
We map your build quest with you: GitHub, storage, targets, QA links and Steam deploys.
CheckPoint is the platform; our team helps tune it for your studio, engine and release cadence.
Enterprise teams can run CheckPoint on their own hardware with setup and ongoing support.
Send what blocks a release. We prioritize fixes that return time to dev, QA and producers.
Give developers time back. Give QA one link. Promote approved builds to Steam with confidence.