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Release: Advanced Feedback Management For Game Developers

Philipp ZentnerPhilipp Zentner

Today we’re releasing the first version of our new feedback management system. While in the past almost any kind of individual feedback management system could be implemented by using our label-system, we figured that this was too complicated for many of you.

We decided to provide more tools in order to manage and prioritise the feedback your receive from your games and products.

Feedback Categories: Type, Status, Severity, Complexity

Filter feedback by status, type, severity and complexity.

This is something a lot of you have been waiting for. You are now able to set certain states for your feedback.

Type: Categorize feedback after its type. It can simply be spam, a bug, an improvement or a new feature your players or users wished for.

Status: Here we’re providing a lot of room for having a maximum amount of transparency. By default, incoming feedback is new. As soon as you interact with it, we’ll automatically set it to seen. Furthermore you’re able to set it to in discussion, in progress, implemented, released or rejected – self-speaking.

Severity: Severity can be weak, normal or heavy and gives you a good indicator on which kind of feedback to include in your next sprint.

Complexity: With complexity, we’re adding another axis on how to categorize feedback which can be low, medium or high.

Why don’t you filter after high severity and low complexity and solve these issues first?


Each STOMT or feedback now has its own internal ID.

It helps you within a team to easily discuss a specific stomt.

Sure you could share the URL, but by referencing to an ID and being able to search for a specific ID you make sure that this process works more efficient.

It also helps our third-party developers to build better integrations with third-party tools.

Team-Wide Filter Sharing

We now allow you to share created filters with your team. This way you have more standardizable processes.

Share your feedback management process within the team

Reduced Design & Improved Performance

The old filtering view was quite complex and we hope that the new one is more clear now. Of course we also improved underlying performance and won’t stop working on it.

This is the first step of many in order to improve our customer’s feedback management experience.

Stay tuned and as always, let us know what you’re missing:

Founder & Developer