Automated Testing
Ren'Py allows creators to put automated tests in their games to make sure that alterations to the game don't break existing functionality. This is especially useful for large games, or for games that are frequently updated.
The two main components of the testing system are the testcase
and
testsuite
statements.
The renpy.is_in_test()
function is helpful to know whether a test is currently
executing or not.
Testcase Statement
The testcase
statement creates a named test case. Each case contains a
block of test statements (see below). Test cases are similar to Ren'Py
labels, with a few differences:
The Ren'Py label statement takes Ren'Py code, while the testcase statement takes test statements (listed on this page). They are mutually exclusive.
There is no testcase equivalent of the return statement.
There can be no test statement outside of a test block, while there can be Ren'Py code outside labels (in init blocks for example).
It takes the following properties:
- enabled
If this expression evaluates to
False
, this test is skipped. Defaults toTrue
.This can conditionally disable tests, for example on platforms where they are not supported.
testcase windows: enabled renpy.windows ... testcase not_on_mobile: enabled not renpy.mobile ...
See Skipping Testcases for more information.
- only
If this expression evaluates to
True
, only this test case (and other tests withonly True
) will be run. Defaults toFalse
.See Skipping Testcases for more information.
- description
A string describing the test case. This is used in the test report.
Testsuite Statement
The testsuite
statement is used to group test cases together. Test suites
can contain test cases, other test suites, and hooks (see below).
The default test suite is named global
, and it is automatically created
by Ren'Py if not specified by the user. It contains all other top-level test suites
and test cases in the game.
It takes the same properties as the testcase statement.
Hooks
The testsuite
statement can contain the following hooks:
- setup
A block of test statements that is executed once, before running any tests contained within the current suite.
- before testsuite
A block of test statements that is executed repeatedly, running before each test suite within the current suite.
- before testcase
A block of test statements that is executed repeatedly, running before each test case within the current suite.
- after testcase
A block of test statements that is executed repeatedly, running after each test case in the current suite. The is run even if the testcase fails or raises an exception.
- after testsuite
A block of test statements that is executed repeatedly, running after each test suite in the current suite. The is run even if the testsuite fails or raises an exception.
- teardown
A block of test statements that is executed once, after running all tests contained within the current suite. This is run even if a test fails or raises an exception.
The before *
and after *
hooks take the following properties:
- depth
An integer specifying how deep the hook should apply.
For testcases, defaults to
-1
, meaning it applies to all nested test suites and test cases.For testsuites, defaults to
0
, meaning it applies only to test suites directly contained within the current suite.For more information, see Lifecycle of a Test Run.
Lifecycle of a Test Run
This section describes the order in which testcases and testsuites are executed, and how the hooks are called. The following example illustrates this:
Note that global :: before testcase
and global :: after testcase
are
executed before and after each test case, even if the test case is inside a
nested test suite.
In order to limit the scope of a hook, set its depth
property.
Setting it to 0
will make the hook execute only for tests
directly inside the test suite containing the hook.
For example:
testsuite global:
before testcase:
depth 0
$ print("Starting a testcase.")
On the other hand, the before testsuite
and after testsuite
hooks
have a default depth
of 0
, meaning they will only execute for testsuites
directly inside the testsuite containing the hook.
To increase the scope of a hook to include nested testsuites and testcases,
set its depth
property to -1
(for infinite depth) or to a positive
integer (for a specific depth).
Note
When a testsuite finishes executing, the game doesn't close itself. Instead, it will return control of the game back to the player, awaiting user input.
To close the game after a testsuite, you can use the exit
test
statement in the after
hook of the testsuite. For example:
testsuite global:
teardown
exit
Skipping Testcases
If a testcase is skipped, it will not be executed. In addition, the
before testcase
and after testcase
hooks of the testsuite will not be executed
for that testcase.
If all tests are skipped in a testsuite, then the setup
and
teardown
hooks will not be executed either. In addition, the
before testsuite
and after testsuite
hooks will not be executed from
the parent testsuite(s).
Exceptions And Failures
If an error occurs during a test case:
The test case will stop executing immediately
The
after testcase
hook of the testsuite containing the test case will runIf there are more test cases, they will continue to be executed (including the
before testcase
hook)If no more test cases exist, the
after
hook of the testsuite will run
If an error occurs during a hook (eg. before testcase
):
The test suite will stop executing immediately
If the suite was called by another suite, the parent suite will continue executing.
If no parent suite exists, the game will end the test run.
Test Launch Options
The test system accepts the following command-line options:
- --ignore_enabled_flag
If provided, all test cases and test suites will be executed, regardless of their
enabled
property.
- --print_details
If provided, the test report will include details about each test case, including its description and the time it took to execute.
- --print_skipped
If provided, the test report will include information about skipped test cases and test suites. Requires
--print_details
to be enabled as well.
Test Reporting
After a test run, a report is printed to the console, listing all test cases that were executed, skipped, failed, or raised an error.
Below is an example of a test report after successfully testing "The Question":

Test Settings
The following variables can be set to change the behavior of tests:
- _test.maximum_framerate
A boolean specifying whether to use maximum framerate mode during tests. This will unlock the framerate beyond your screens refresh rate if possible. Defaults to
True
.
- _test.timeout
A float specifying the maximum number of seconds a test statement should wait for a condition to be met. Defaults to
10.0
.This can be overridden on a per-statement basis by providing a
timeout
property to statements that support it (likeassert
anduntil
).
- _test.force
A boolean specifying whether to force the test to proceed even if
renpy.config.suppress_underlay
isTrue
. Defaults toFalse
.
- _test.transition_timeout
A float specifying the maximum number of seconds to wait for a transition to complete before skipping it and proceeding with the test. Defaults to
5.0
.
- _test.focus_trials
An integer specifying how many times the test system should try to find a valid spot to move the mouse when using a selector without a position. Defaults to
100
.
Test Statements
Test statements are the building blocks of test cases. They can be broadly divided into three categories: command statements, condition/selector statements, and control statements.
Basic Commands
Advance
Type: Command
- advance
Advances the game by one dialogue line.
advance
advance until screen "choice"
Exit
Type: Command
- exit
Quits the game without calling the confirmation screen. Does not save the game when quitting.
if eval need_to_confirm:
# Asks for confirmation, and autosaves if config.autosave_on_quit is True
run Quit(confirm=True)
if eval persistent.quit_test_using_action:
# Does not ask, but still autosaves if config.autosave_on_quit is True
run Quit(confirm=False)
exit # neither asks nor autosaves
Pass
Type: Command
- pass
Does not do anything. It's a no-op, allowing for empty testcases.
testcase not_yet_implemented:
pass
Pause
Type: Command
- pause [time (float)]
Pauses test execution for a given number of seconds. Similar to the Pause Statement, but requires a value, or it can be specified without a time if it is followed by an until clause.
pause 5.0
pause until screen "inventory"
Run
Type: Command
- run <action>
Runs the provided screen-language action (or list of actions).
Ready if and when a button containing the provided action (or list) would be sensitive.
testcase chapter_3:
run Jump("chapter_3")
Skip
Type: Command
- skip [fast]
Causes the game to begin skipping. If the game is in a menu context, then this returns to the game. Otherwise, it just enables skipping.
If fast
is provided, the game will skip directly to the next menu choice.
skip
skip fast
skip until screen "choice"
Mouse Commands
Click
Type: Command
- click [button (int)] [selector] [pos (x, y)]
Executes a simulated click on the screen. It takes the following optional properties:
button
specifies which button of the simulated mouse is to be clickedwith. It takes an integer and defaults to 1. 1 is a left-click, 2 is a right-click, 3 is a middle-click, 4 and 5 are additional buttons found on some mouses. Normally only 1 and 2 trigger any response from Ren'Py.
If selector
and/or pos
are given, the virtual test mouse is moved according to
the rules of the move statement before the click is sent.
Click behaves like a pattern-taking clause which would
not be given a pattern: if no pos
is provided, it will look for a neutral
place where a click would not occur on a focusable element.
Drag
Type: Command
- drag <[selector] [pos (x, y)]> to <[selector] [pos (x, y)]> [button (int)] [steps (int)]
Simulates a drag action on the screen. It takes the following properties:
The first part (before the
to
) specifies the starting point of the drag. It takes an optionalselector
and/orpos
property, which are interpreted according to the rules of the move statement.The second part (after the
to
) specifies the ending point of the drag. It also takes an optionalselector
and/orpos
property, which are interpreted according to the rules of the move statement.button
specifies which button of the simulated mouse is to be used for the drag. It takes an integer and defaults to 1. 1 is a left-click, 2 is a right-click, 3 is a middle-click, 4 and 5 are additional buttons found on some mouses. Normally only 1 and 2 trigger any response from Ren'Py.steps
specifies how many intermediate steps the drag should take. It takes an integer and defaults to 10. More steps result in a smoother drag, but also take more time.
drag id "item_icon" to id "inventory_slot_3" button 1 steps 20
drag pos (100, 200) to pos (400, 500) button 1
drag id "item_icon" pos (0.5, 0.5) to pos (300, 400) steps 5
drag pos (50, 50) to id "inventory_slot_1"
drag pos (50, 50) to pos (150, 150)
Move
Type: Command
- move [selector] [pos (x, y)]
Moves the virtual test mouse to a given position on the screen.
If a selector
is given, and:
If
pos
is specified, the mouse is moved to that position relative to the selector.If no
pos
is specified, the mouse attempts to find a pixel that would focus the selector if clicked. This takes into account things likefocus_mask
.
If no selector
is given, and:
If
pos
is specified, the mouse is moved to that position relative to the screen.If no
pos
is specified, an error is thrown.
# Move to a random clickable point within `back_btn`
move id "back_btn"
# Move to the center of `back_btn`
move id "back_btn" pos (0.5, 0.5)
# Move to a point 20 pixels right and 10 pixels down from the top-left corner of `back_btn`
move id "back_btn" pos (20, 10)
# Move to the top right corner of the screen
move pos (1.0, 0.0)
# Move to a point 20 pixels right and 10 pixels down from the top-left corner of the screen
move pos (20, 10)
Scroll
Type: Command
- scroll [amount (int)] [selector] [pos (x, y)]
Simulates a scroll event. It takes the following optional properties:
amount
specifies how many "notches" to scroll. It takes an integer and defaults to1
. Positive values scroll down, negative values scroll up.If
selector
and/orpos
are given, the virtual test mouse is moved according to the rules of the move statement before the scroll is sent.
scroll "bar"
scroll id "inventory_scroll"
scroll amount 10 id "inventory_scroll" pos (0.5, 0.5)
scroll # scrolls down at the current mouse position
Note
This only simulates the mousewheel event. You may consider using the Scroll action from Screen Actions, Values, and Functions.
run Scroll("inventory_scroll", "increase", amount="step", delay=1.0)
Keyboard Commands
Keysym
Type: Command
- keysym <keysym> [selector] [pos (x, y)]
Simulate a keysym event. This includes the keys of config.keymap.
If selector
and/or pos
are given, the virtual test mouse is moved according to
the rules of the move statement before the keysym is sent.
keysym "skip"
keysym "help"
keysym "ctrl_K_a"
keysym "K_BACKSPACE" repeat 30
keysym "pad_a_press"
Type
Type: Command
- type <string> [selector] [pos (x, y)]
Types the provided string as if it was typed on the keyboard.
If selector
and/or pos
are given, the virtual test mouse is moved according to
the rules of the move statement before the text is sent.
type "Hello, World!"
Condition Statements
Conditions are used to check whether a certain condition is true or not.
They are used in condition-taking test statements
like if
, assert
or until
.
Boolean Values
Tests can use the literal boolean values True
and False
.
These are always ready.
if True:
click "Start"
if False:
click "Settings" # does not execute, since the condition is always false
Boolean Operations
Conditions support the
not
,and
andor
operators. That expression may or may not be enclosed in parentheses.assert eval (renpy.is_in_test() and screen "main_menu") advance until "ask her right" or label "chapter_five" click "Next" until not screen "choice"
Eval
Type: Condition
- eval <expression>
Evaluates the provided python expression. This exists only to be used inside condition-taking test
statements like assert
, if
or until
.
assert eval (renpy.is_in_test() and ("Ren'Py" in renpy.version_string))
Note
Differences between a dollar-line and the eval clause:
Eval cannot be used on a line by itself, it must be used inside a statement like
if
oruntil
, while dollar-lines must be on their own line.A dollar-line executes any python statement, which does not necessarily have a value - for example
$ import math
- while the eval clause requires a return value.
Label
Type: Condition
- label <labelname>
Checks if the provided Ren'Py label has been reached since the last time a test statement was executed.
Considering the following example:
run Jump("chapter_1")
assert label chapter_1 # works
assert label chapter_1 # fails
The first assert
statement works because the label chapter_1
has been
reached by the run Jump("chapter_1")
statement. The second assert
statement fails because the label chapter_1
has not been reached again
since the first assert
statement.
That also means the following example will not work:
run Jump("chapter_1")
advance repeat 3
assert label chapter_1 # fails
Warning
This test statement should not be confused with the Ren'Py native label statement it refers to, or with the unrelated label element used in screens.
Selector Statements
Selector statements are used to check if a certain element is on the screen, and to use that element for further actions.
Selectors are a special kind of condition.
Displayable Selector
Type: Condition, Selector
Check if a screen or element with given id is currently displayed.
It takes one parameter, the name of the screen. It takes the following properties:
- screen <name>
The name of the screen to check.
- id <name>
The id of the element to check.
- layer <name>
The layer on which the screen is displayed. If not given, the layer is automatically determined by the screen name.
if screen "main_menu":
click "Start"
advance until id "inventory_viewport" layer "overlay"
click "Close" until not id "close_button"
Text Selector
Type: Condition, Selector
- "<text>"
The text
selector takes a string which resolves to a target
found on the screen. The search is performed by going through all focusable
elements on the screen (which are typically buttons and the main textbox),
and looking through their alt
text.
This search is case-insensitive and looks for the shortest match.
For example, if the string "log"
is given, and the screen contains
the texts "CATALOG"
and "illogical"
, the target
will be the "CATALOG"
text.
# This may be in a button
skip until "Start Game"
# This may be in the main textbox
advance until "Hey, that's not fair!"
# Case-insensitive search
assert "AsK HeR RighT AwaY"
Control Statements
These statements control the flow of the test execution.
Assert
Type: Control
- assert <condition> [timeout (float)]
This statement takes a condition and raise a RenpyTestAssertionError if the condition is not met at the time when the assert statement executes.
If a timeout
is given, the statement will wait up to that many seconds
for the condition to be met. If the condition is not met within that time,
the assertion fails.
assert screen "main_menu"
assert eval some_function(args)
assert id "start_button" timeout 5.0
See also
If
Type: Control
- if <condition>
This statement executes a block of test statements if and when the provided condition is met.
Example:
if label "chapter_five":
exit
if eval (persistent.should_advance and i_should_advance["now"]):
advance
The elif
and else
statements can be used to add
additional conditions to the if
statement.
if eval persistent.should_advance:
advance
elif eval i_should_advance["now"]:
advance
else:
click "Start"
Repeat
Type: Control
- <command> repeat <number>
Repeats a statement for a given number of times. It consists of an
Command statement on the left-hand side and a number of repetitions
on the right-hand side, separated by the word repeat
.
click "+" repeat 3
keysym "K_BACKSPACE" repeat 10
advance repeat 3
Until
Type: Control
- <command> until <condition> [timeout (float or None)]
Repeats a statement until a condition is met. It consists of an
Command statement on the left-hand side and a condition on the right-hand
side, separated by the word until
.
If and when the condition on the right is met, control is passed to the next statement. Otherwise, the left-hand statement is executed repeatedly until the condition is ready.
If a timeout
is given, the statement will wait up to that many seconds
for the condition to be met. If the condition is not met within that time,
a RenpyTestTimeoutError is raised.
If the timeout is None
, the statement will wait indefinitely
for the condition to be met.
This timeout temporarily overrides the global _test.timeout
setting.
advance until screen "choice"
click "Next"
advance until label "chapter_5"
skip until screen "inventory" timeout 20.0
Python Blocks And Dollar-Lines
A python block or a One-line Python Statement can be added
within a testcase. Unlike in normal Ren'Py code, the python blocks don't take
the in substore
parameter, but it does take the hide
keyword. They
(both) allow execution of arbitrary python code.
Init code gets executed before the test occurs, so functions and classes defined
in init python
blocks can be called in test python blocks and in test
dollar-lines. For example:
init python in test:
def afunction():
if renpy.is_in_test():
return "test"
return "not test"
testcase default:
$ print(test.afunction()) # ends up in the console