Arabic QA, done by people who ship in Arabic.

Functional QA, localization QA, and cultural review for studios bringing their games into Saudi Arabia and the wider MENA region. We test the way Arab players actually play, on the platforms they actually use, in the language they actually read.

3 QA Pillars
PC + Mobile In-house
RTL / Bidi Specialised
Workstation with monitor and keyboard, shot in Riyadh
// TEST_PASS_ACTIVE RIYADH · REMOTE
MENA COVERAGE
// what we test

Three pillars.

Each pass is its own discipline. We can run them stand-alone or as a single sweep before submission.

// 01 FUNCTIONAL Lines of code on a dark monitor
PILLAR 01

Functional QA.

The classic pass. We hunt bugs, crashes, soft locks, performance regressions, and the things that only break on the build you ship.

  • Gameplay and progression coverage
  • Crash, freeze, and soft-lock reports
  • Performance and frame-rate sweeps
  • Regression passes between builds
  • Reproducible repro steps, severity tagged
// 02 LOCALIZATION Hands holding a smartphone with a game on screen
PILLAR 02

Localization QA.

The pass most non-Arabic studios get wrong. Arabic breaks layouts in ways English never warned you about. We catch it before your players do.

  • RTL layout, mirrored UI, anchor alignment
  • Text rendering, ligatures, diacritics, kashida
  • Line breaks, overflow, truncation, font fallbacks
  • String context, gender, plural, tone consistency
  • VO and subtitle sync for Arabic audio tracks
// 03 CULTURAL Black game controller on a black surface
PILLAR 03

Cultural & Content QA.

The pass that keeps your game on store shelves in the Gulf. We flag content that will get refused, restricted, or quietly hurt your reception.

  • Religious references, iconography, recitation use
  • Regional taboos and sensitive imagery
  • Names, places, flags, historical framing
  • Store-page copy and screenshot review
  • Region-specific compliance flags for Saudi and GCC
// platforms

Where we test.

PC and mobile in-house. Console passes (PlayStation, Xbox, Switch) are scoped per project, on request.

IN-HOUSE Gaming desk flatlay with mechanical keyboard and monitor
// PC

Steam, Epic, standalone.

Windows Mid + High-end Steam Input
IN-HOUSE Hand holding a phone running a game
// MOBILE

iOS and Android.

iPhone Android (mid-tier) Touch + Controller
ON REQUEST Xbox controller against a dark backdrop
// CONSOLE

PlayStation, Xbox, Switch.

Per project NDA-friendly Cert-aware
// how a cycle runs

Four steps, one loop.

From your first build hand-off to a clean re-test, we keep the cycle tight, documented, and easy for your team to action.

01
// STEP ONE

Intake.

You send the build, the scope, and known issues. We agree on coverage, priorities, severity scale, and the bug template you want to receive.

02
// STEP TWO

Test pass.

We run the agreed coverage on the agreed platforms. Bugs are logged with reproducible steps, severity, screenshots, and (where relevant) video clips.

03
// STEP THREE

Bug report.

You receive a structured report, sorted by severity and area, in the tracker of your choice (Jira, Notion, Trello, plain sheet).

04
// STEP FOUR

Re-test.

You patch. We verify, close what's fixed, flag what's regressed, and loop the cycle until the build is ready for the market it's going to.

// what we catch

A bug you've never seen.

An example of the kind of report you get when your English build meets Arabic players. Every line is reproducible.

The kind of break only RTL surfaces.

Your English build looks perfect. The same UI in Arabic chops a noun in half, flips an arrow the wrong way, and falls back to a system font that doesn't shape the script. The user sees gibberish. You see a five-star review go quiet.

We log the exact frame, the exact string, and the exact device. You patch once, ship once, and never argue with a reviewer about whether it "looks fine in English."

// SAMPLE: ASH-QA-0142 · LQA pass · Build 1.4.2-rc1

ASH-QA-0142
SEVERITY: HIGH
Title Arabic shop CTA truncates mid-word on iPhone SE (3rd gen) and breaks at line two on Android mid-tier.
Tags LQA RTL FONT-FALLBACK UI
Expected Arabic CTA renders in the shipped Kufi font, single line, full word visible.
Actual Renders in system fallback (no kashida, broken ligatures), wraps mid-noun: اشترِ الآن، فقط هذا الأسب… Player sees a chopped word and a font that doesn't match the brand.
Device iPhone SE (iOS 17.4), Pixel 7a (Android 14). Repro on both. Desktop unaffected.
// REPRO   1. Set language to Arabic. 2. Open Shop. 3. Tap any item. 4. Observe CTA. Expected width is fine in English (38px), Arabic string is 47px and overflows.
// why ash

The case.

We're not renting Arabic testers by the hour. We're a Saudi-born studio shipping our own games into this market.

// 01

We ship in this market.

A Saudi-born studio that shipped Azooma Escape to Steam and is building Nomad next. We know what the storefront, the audience, and the press expect, because we've lived through it ourselves.

// 02

We play these games.

Our team plays the genres you're shipping, in the language you're localizing into. Bugs caught in context, not just in spreadsheets, and feedback that reads like a player wrote it.

// 03

We know what breaks in Arabic.

RTL, bidi text, mixed numerals, fonts that drop ligatures, UIs that flip the wrong way. We've fought every one of these on our own games. We can save you the same week we lost.

The short version.

We take projects we can do justice to. Small batches, clear scope, honest reports. If your game is shipping into MENA and you want it to land properly, we can help.

For scoping, NDAs, or a sample bug report, email info@ashgamesstudio.com.

// start a cycle

Ready to start a QA cycle?

Send us your build, your scope, and what you want covered. We'll come back with a plan, a timeline, and a sample bug template within two working days.

Start a QA cycle
Press, NDAs, sample reports → info@ashgamesstudio.com