PushCfgSystems
pre-launch Join the waitlist
Pre-launch · Join the waitlist

Tune your game while your testers are still playing.

Push config changes live, watch player behavior react in real time, and stop guessing what to balance between builds.

Join the waitlist → See how it works

// Built by a developer who got tired of balancing on spreadsheets and Discord screenshots.

session · forgotten-depths
23 testers online · session started 14:02 LIVE
player_death last 30 min
elite_spawn_rate
0.40 → 0.25
config
elite_spawn_rate 0.25
xp_multiplier 1.4×
boss_health 2,400
live events
player_42 → boss_defeat (level 7)14:31:02
player_17 → player_death (elite)14:30:51
config ✎ elite_spawn_rate 0.40 → 0.2514:30:30
player_08 → checkpoint_reached14:30:12
player_31 → player_death (fall)14:29:58
// the problem

You're three weeks into your closed alpha. Half your testers say the boss is too hard, half say it's trivial. You're tracking deaths in a spreadsheet, complaints in Discord, and tweaking values in your config file between builds. Every change is a guess. Every build is a day lost.

// the loop

Spot it, change it, watch it land.

01 See what's happening
23 online
player_42 → boss_defeat
player_17 → player_death
player_08 → checkpoint

A live feed of every session as it plays.

02 Spot the problem
death spike

A spike in deaths after the elite wave.

03 Push a change
elite_spawn_rate 0.25
xp_multiplier 1.4×

Drag the value. No rebuild, no redeploy.

04 Watch it land
change applied

The spike flattens — live, in seconds.

From spotting the problem to seeing the fix, in under a minute.

// who this is for

Built for

  • + Solo devs and small studios running closed alphas
  • + Live-service games tuning drop rates, mob density, economy values
  • + Anyone whose game balance lives in a Google Sheet right now

Not built for (yet)

  • AAA studios with custom in-house tooling
  • Mobile F2P teams optimizing for ARPU at scale
  • Devs who don't run structured playtests
// how it works

Not vaporware. A few lines of code.

Drop in a client

A few lines of C# in your build. Stream events as they happen — no data pipeline to stand up.

Push changes from the dashboard

Adjust elite_spawn_rate, drop rates and XP curves from a live panel — no rebuild.

See it land in seconds

Changes fan out to every connected session in real time. Watch the curve bend while testers are still playing.

PlaytestClient.cs
var client = new PlaytestClient(Env("PLAYTEST_KEY"));

// stream a gameplay event as it happens
client.Track("player_death", new { level = 7, cause = "elite_spawn" });

// react to config you push from the dashboard, live
client.OnConfigChanged += cfg =>
    eliteSpawnRate = cfg.GetFloat("elite_spawn_rate");

// Real C#. The names you already write — playtestClient, eliteSpawnRate, OnConfigChanged.

// join the waitlist

Tell me what you're building.

Two fields. I read every reply, and you'll be first in when it's ready.

No spam. One email when it's ready. We read every reply.

Founder photo
// who's building this

I've been building server tools for about nine years. PushCfgSystems started because of my fascination with Tarkov Live Droprate tweaking and HellDivers World Orchestration/Dm'ing I'm building it in public.

— Roy Steenwijk CuppaCode.dev ↗