
Twenty-Eight TestFlight Builds Later
Taylor Gagne
9/2/2026
Gate Runner went from an empty Unity 6.3 project to TestFlight build 28, version 0.2.0 in a two-day sprint. Not a prototype on a simulator — signed iOS builds on a real iPhone, roughly one new build for every meaningful change. This post is about the pipeline that makes that cadence survivable.
The unglamorous first mile
The earliest builds were all plumbing. Build 3's headline feature was a device log file, because you can't fix what you can't see once the game is running on a phone. Then came the classic Unity-on-iOS ambushes: engine code stripping deleted the Physics and TextRendering modules from release builds, and URP shaders silently didn't make it into the player until we forced them in. Every mobile Unity dev hits these. The difference between hitting them on day one and hitting them the week before launch is the whole ballgame.
Everything is testable from a terminal
The rule that held the sprint together: if it can't be exercised from the command line, it isn't done. The project has a test harness with playtest hooks, PlayMode tests, a device autotest that runs the game on the paired iPhone, and a one-command ship script that archives and uploads to TestFlight.
The best example is IAP. Store purchases are miserable to test — so in the editor we lean on Unity IAP's built-in fake store to exercise the purchase flow (premium skins, the Nightfall level pack) without touching StoreKit, and a scripted availability re-test runs against the real StoreKit sandbox on the paired phone. Store bugs became just bugs: reproducible, assertable, fixed.
What the cadence bought
With the pipeline holding, the back half of the sprint was pure game, one build at a time:
- Build 19 - tutorial band: level 1 teaches steering, level 2 the multiplier
- Build 21 - art pass: animated characters and a city corridor
- Build 23 - Normal/Hard/Brutal difficulty, big-crowd steering fix
- Build 24 - the juice pass: gate bursts, kill pops, muzzle flashes, a boss health bar, confetti, camera shake
- Build 25 - rifles in hand and tracer rounds
- Build 26 - iPad support, portrait-locked with aspect-aware camera framing
- Build 27 - the coin economy: floor-plus-share rewards, a skin ladder, a 200-coin continue
- Build 28 - retention hooks: daily reward ladder, next-unlock progress bar, streak bonus
None of those is individually hard. Shipping all of them to a device in rapid succession without the pipeline collapsing is the actual craft. Soft launch is aimed at this fall — subscribe below and you'll hear the moment TestFlight opens up.