Keep game builds moving.

Eliminate local export waits, Drive zips and Steam release bottlenecks.

Level 01Dev keeps codingLevel 02QA gets one linkFinal boss: Steam

BuildDash preview

One cockpit for build, QA and release.

Watch the artifact move from commit to playable link before anyone opens Drive.

flow state
Build ready

steam-demo-rc-248

Artifact promotion

74%
1

Level 1 Compile

build record updated

2

Level 2 Package

build record updated

3

Level 3 AI report

build record updated

4

Level 4 Party link

build record updated

5

Final boss Deploy

build record updated

destinations

Unity WebGLready
Build reportready
Playable linkready
AI reviewready
release command

$ checkpoint build --target webgl --channel qa

Game build campaign

Clear every build boss. Unlock the release.

Each painful manual step becomes a visible level: build, link, review, approve and deploy. No hidden folder. No mystery artifact.

UnityLive
UnrealRoadmap
GodotRoadmap
HTML5Preview

studio release map

Commit to Steam-ready

party trail
1

Level 01

dev keeps coding

Commit gate

Push code. Keep the dev machine free.

2

Level 02

cloud artifact

Build boss

Generate one versioned cloud artifact.

3

Level 03

playable link

QA room

Open one playable link with notes.

4

Level 04

clear report

AI review

Summarize failures, changes and notes.

5

Final boss

safe deploy

Steam gate

Promote the approved artifact safely.

before

Export. Zip. Upload. Ask.

checkpoint

Build. Link. Review. Promote.

The studio build tax

Show the cost. Then remove it.

Studios need fewer blocked developers, fewer fake "final" zips and safer release handoffs from one playable artifact.

Local build boss

47m

A dev loses the next quest while Unity exports locally.

blocked workstation

Zip loot chaos

3x

QA gets mystery drops, expired links and unclear versions.

duplicate handoffs

Release final boss

1

Steam steps live in scripts, memory and risky handoffs.

unsafe release path

Impact model

Manual work shrinks into one build record.

target state

Developer wait

Build runs outside the dev workstation.

47m local -> 0m blocked

QA handoff

One playable URL carries version, notes and status.

Drive zip -> Party link

Steam deploy

Artifact, branch and upload log stay attached.

Manual -> Gate clear

From commit to playable link

Replace the Drive folder with a release rail.

One artifact moves from engineering to QA to Steam. Everyone sees the same status.

Step 1

CheckPoint

Commit starts the run away from the developer machine.

Step 2

Artifact

One build record carries version, target and report.

Step 3

Party link

QA opens one playable URL with notes and status.

Step 4

Promote

Move the approved artifact to playtest or Steam.

Steam release automation

SteamPipe power, without the release-day ritual.

Pick an approved artifact. Choose the Steam branch. Confirm with guardrails. The log stays with the release.

Steam deploy board

steam-demo-rc ready to promote

protected

Select approved artifact

Deploy from a known build, not from a folder someone manually exported.

Map Steam branch

Target beta, playtest, demo or release branches with explicit intent.

Run SteamPipe

CheckPoint wraps the CLI, build description and upload logs into one UI.

Confirm safely

Protected release actions require the right person to approve the right target.

SteamPipe uploadbranch: beta-playtest

depot mapped · build description set · waiting for release lead confirmation

QA and playtest handoff

Send a playable build, not a mystery file.

One URL shows the artifact, version, notes, AI summary and playtest status. No Drive folder. No guessing.

Playtest build page

steam-demo-rc · WebGL · ready for QA

Playable
1

What failed, in plain language

2

Which build QA should open

3

What changed since approval

4

What is safe to promote next

What studio leaders buy

The product is time back, one QA link and safer Steam deploys.

Hours back

each milestone week

Devs keep coding

No more babysitting local exports.

One page

per artifact

QA gets one link

Build, version, notes and playtest in one page.

2 clicks

with guardrails

Steam gets safer

Deploy from approved artifacts, not folders.

See build cost before it surprises the studio.

Plans buy access and concurrency. Build minutes stay visible, metered and capped.

Start the studio workflow

Choose Pro/Indie or Studio so the team can generate playable builds without local machine bottlenecks.

Build away from laptops

Cloud build capacity keeps developer workstations free for actual development.

Track build minutes

Minutes are metered so producers can understand build cost by project and target.

Protect the monthly budget

Usage alerts and caps prevent runaway release-week spending.

Invoice platform plus usage

Stripe invoices the fixed plan and measured build minutes at month end.

The security layer stays behind the workflow.

Game repositories carry proprietary code, SDK credentials, signing material and unreleased assets. Build execution stays isolated.

Customer code stays off the control plane

The platform coordinates builds, but repositories are cloned and executed only inside isolated build machines.

Minimal one-shot credentials

Build machines receive short-lived job credentials and are not given database or private-network access.

Disposable build machine boundary

The machine is created for the build, uploads outputs, then is destroyed instead of being reused as shared state.

Artifacts and cache in object storage

Build artifacts and cache data are written to S3/R2-compatible storage instead of the API server filesystem.

CheckPoint is the build handoff layer for game studios.

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

CheckPoint win

Studios that want build handoff, playable previews, QA clarity and Steam release workflows without maintaining CI glue.

Pricing model

CheckPoint win

Fixed plan plus capped usage: $0.06/min Linux, WebGL and Android; $0.10/min Windows.

Game workflow

CheckPoint win

Unity live today, plus playable links, build history, QA notes, release channels and Steam deployment planning.

Build isolation

CheckPoint win

Build execution is isolated behind the studio workflow so source code and release credentials stay controlled.

Included allowances

CheckPoint win

No included managed minutes. Active card and monthly cap are required for managed builds.

Pricing for studios that need builds every day.

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.

Pro / Indie

For small teams replacing manual local builds and Drive handoffs.

$39/ mo

  • 2 concurrent managed builds
  • $0.06/min Linux, WebGL and Android
  • $0.10/min Windows
  • $100/mo default usage cap
  • Playable build links
Start now
Most popular

Studio

For studios that need daily QA builds, playtests and release candidates.

$99/ mo

  • 5 concurrent managed builds
  • $0.06/min Linux, WebGL and Android
  • $0.10/min Windows
  • $300/mo default usage cap
  • Priority onboarding for QA workflows
Start studio

Enterprise

For teams that need Steam workflows, release gates or custom deployment paths.

Customcontact us

  • Custom concurrency and volume pricing
  • Custom engine and platform target support
  • Steam deployment workflow planning
  • Priority support for urgent build and release issues
  • SLA, audit and security review
  • Dedicated onboarding
Talk to 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.

Start with a studio setup run.

Tell us your engine, platforms and release pain. We help wire the first CheckPoint so your team can test the dashboard fast.

Setup co-op

We map your build quest with you: GitHub, storage, targets, QA links and Steam deploys.

Support squad

CheckPoint is the platform; our team helps tune it for your studio, engine and release cadence.

On-prem base

Enterprise teams can run CheckPoint on their own hardware with setup and ongoing support.

Fast patch loop

Send what blocks a release. We prioritize fixes that return time to dev, QA and producers.

Reach the founder directly

Paulo Bissonho — WhatsApp, Discord or email.

Stop shipping builds through someone's laptop.

Give developers time back. Give QA one link. Promote approved builds to Steam with confidence.