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platform-cert-overview-reference

Pure-reference catalog of the four platform-holder certification regimes a multi-platform title submits to before release: Microsoft Xbox Requirements (XR) / Xbox certification on learn.microsoft.com, Sony Technical Requirements Checklist (TRC) on the gated PlayStation DevNet portal, Nintendo Lotcheck on the gated Nintendo Developer Portal, and Steam Direct review on partner.steamgames.com. Documents the submission workflow, severity / pass-fail vocabulary, test-bench configurations, and known SLAs for each platform. Cites public sources inline; cites gated NDA portals by stable ID per PLUGIN_AUTHORING.md Step 4 fallback. Use when planning a cert calendar, mapping internal QA findings to the platform's vocabulary, or sequencing submissions across platforms.

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npx skills add testland/qa --skill platform-cert-overview-reference
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platform-cert-overview-reference

Overview

A multi-platform title that ships on console plus PC submits to four distinct certification regimes, each with its own requirements document, severity vocabulary, test-bench configuration, and SLA. This skill is the pure reference that maps those four regimes onto a common structure so QA leads can plan a cert calendar without re-learning each portal.

PlatformRegimeDocument nameSource
XboxXbox CertificationXbox Requirements (XR)learn.microsoft.com (opens in new window) (public)
PlayStationSony TRCTechnical Requirements ChecklistPlayStation DevNet (gated)
NintendoLotcheckSubmission GuidelinesNintendo Developer Portal (gated)
SteamSteam DirectApp Review Processpartner.steamgames.com (opens in new window) (public)

NDA note. Sony TRC and Nintendo Lotcheck live behind gated portals; their exact clause numbers, SLAs, severity vocabulary, and bench matrices are cited by stable ID ("Sony TRC" / "Nintendo Lotcheck") per PLUGIN_AUTHORING.md Step 4 fallback. Xbox and Steam requirements are public and cited inline.

This skill pairs with game-test-categories-reference which defines the six canonical test categories (functional / compliance / compatibility / performance / localization / accessibility) that map across all four regimes.

When to use

  • Planning a cert calendar - when to submit, expected SLA, how many parallel passes to budget.
  • Mapping a CFR / hold / fail back to internal QA categories.
  • Sequencing submissions across platforms - which platform tends to surface which class of issue first.
  • Onboarding a new team member to the cert vocabulary without full NDA-portal access on day 1.

Certification regimes

Per-regime detail lives in one reference file each:

  • Microsoft Xbox Certification - public XR requirements, three-stage submission (Submission checks -> BVT -> XR testing), CFR / SRI / ION severity, the 5-console bench matrix, and SLAs (5 business days digital). See references/xbox-certification.md.
  • Sony PlayStation (TRC) and Nintendo Lotcheck - the two NDA-gated console regimes: TRC / Lotcheck structure, submission workflow, severity, and the Switch handheld/docked + Joy-Con test surface unique to Nintendo. See references/console-nda-regimes.md.
  • Steam Direct - the lightest regime: two parallel reviews (Store Presence
    • Product Build), 3-5 business days each (plan for 7); the bar is "starts up
    • features match store page + Steam Wallet for IAP". See references/steam-direct.md.

Versioning and deprecation

Time-sensitive version facts, isolated here so the body stays evergreen:

  • The Xbox XR list ships per GDK release; v16.1 (dated 5/01/2026) is current at time of writing. Verify the version that applies to your GDK before quoting XR numbers.
  • The XR page header (opens in new window) lists gdk-2510, gdk-2604, and gdk-2610 monikers.
  • The May 2026 v16.1 release retired XR-134 (Data Transfer Using Web Protocols) per the Changes in this Release table; XR identifiers churn release-to-release.
  • Sony PS5 TRC supersedes PS4 TRC (PS5 Pro adds 60-Hz / 8K / Game Boost guidance); Nintendo Lotcheck tracks Switch hardware revisions and Switch 2.

Cross-platform comparison summary

DimensionXboxSonyNintendoSteam
Requirements docXR (versioned per GDK)TRC (NDA)Lotcheck (NDA)App Review Process
Public visibilityFullGatedGatedFull
Submission stages3 (val + BVT + XR)Multi-step (NDA)Multi-step (NDA)2 parallel (store + build)
Test-pass typesOptional + Final(NDA)(NDA)One pass per submission
Severity vocabCFR / SRI / IONNDA (comparable)NDA (comparable)Pass / Fail (informal)
Console SLA (digital)5 BD(NDA - practitioner-weeks)(NDA - practitioner-weeks)3-5 BD (plan for 7)
Content-update SLA3 BD (1 BD bypass on PC)(NDA)(NDA)Same as initial review
Bench matrix5 consoles × SKU / display / audio / powerPS4 / PS4 Pro / PS5 / PS5 Pro (NDA)Switch / OLED / Lite / Switch 2 + handheld/docked (NDA)Per-OS startup
Accessibility surfaceXAG v3.2 (recommended; MGATS service available)TRC clauses + Sony's accessibility guidance (NDA)Lotcheck clauses (NDA)Not gated
Achievements / Trophies surfaceXR-055 / -057 / -058 / -060 / -062Trophies (NDA)None native to LotcheckSteam Achievements (no cert gate)

Sequencing across platforms

A pattern that surfaces issues earliest:

  1. Xbox Optional Submission first. Public requirements + paid pre-pass means partners get the most explicit feedback on the most-numerous XR list before sinking it into Sony / Nintendo submission slots.
  2. Sony TRC dry-run (internal, against the partner's most recent TRC version). Patterns the team learned from Xbox port over.
  3. Nintendo Lotcheck if the title supports Switch - handheld / docked + Joy-Con state surface is unique and needs its own pass.
  4. Steam Direct can usually slot in late; the bar is the lowest.

This is a heuristic, not a mandate - partners with strong in-house TRC expertise often reverse the Xbox / Sony ordering.

Anti-patterns

Anti-patternWhy it failsFix
Treating cert as a Q4 milestoneLate-found CFRs delay launch by weeksRun XR / TRC checklists from milestone 1
Optional submission "to find out where we are" without prepBurns paid slot to find bugs internal QA could haveRun internal XR pre-pass before any paid Optional
Submitting before partner-service stubs are readyHeld titles cost real calendar days per Microsoft's common hold reasons (opens in new window)Stand up CERT.DEBUG / CERT sandbox partner accounts before submission
Using XR-only language with Sony / Nintendo teamsCross-platform vocabulary collapses; finger-pointingTranslate findings via the comparison table above
Treating Steam Direct review as "real cert"Misses console requirements that wouldn't surface on SteamUse the four regimes' actual requirements docs - Steam is not a proxy
Cross-network play without privilege checksXbox XR-045 / XR-007 fail - CFRUse XPRIVILEGE_* constants per the XR-045 privilege table (opens in new window)
Achievements that "drift" between updatesXbox XR-060 fail - published achievements can't change unlock rules / rewardsLock achievement design before launch; only modify name / description / icon post-launch
Local-storage writes > 1 GiB / 5 minXbox XR-133 failRate-limit save / cache flushes

Limitations

  • NDA-only details. Sony TRC and Nintendo Lotcheck exact clause numbers, SLAs, severity vocabulary, and bench matrices are behind gated portals - see the NDA note above and references/console-nda-regimes.md.
  • Version churn. XR numbers and GDK monikers change release-to-release - see the Versioning and deprecation section.
  • Cloud / streaming variants (Xbox Cloud Gaming, PlayStation Cloud Streaming, GeForce NOW, Nintendo Cloud Streaming) have additional supplementary requirements not enumerated here.
  • Region-specific overlays (China's NPPA, Korea's GRAC, EU EAA from 2025-06-28) layer on top of platform cert and are out of scope of this skill - consult per-region documentation.
  • Mobile (iOS App Store / Google Play / Galaxy Store) is not a "platform cert" in the console sense; not covered.

Sony TRC and Nintendo Lotcheck - reference

View source (opens in new window)

Sony TRC and Nintendo Lotcheck - reference

Full detail for the two NDA-gated console regimes, for platform-cert-overview-reference.

NDA note (applies to every clause below). All Sony TRC and Nintendo Lotcheck specifics are behind gated portals - PlayStation DevNet and the Nintendo Developer Portal. They are cited by stable ID ("Sony TRC" / "Nintendo Lotcheck") per PLUGIN_AUTHORING.md Step 4 fallback; partners with portal access should consult the current authoritative revision. Individual clauses are not re-marked NDA in the sections below.

Sony PlayStation Certification (TRC)

Source of truth

  • Document: Sony Technical Requirements Checklist (TRC) - gated NDA portal at PlayStation DevNet.
  • Per-generation supplements: PS5 TRC supersedes PS4 TRC; PS5 Pro adds 60-Hz / 8K / PS5 Pro Game Boost guidance.

Structure

The Sony TRC is a numbered checklist organised into roughly comparable buckets to the Xbox XR list:

  • Functional - title stability, error recovery, save game.
  • Trophies - Sony's analogue to Xbox Achievements (exact count / point limits by stable ID).
  • Multiplayer - session lifecycle, presence, voice + text chat.
  • PSN integration - sign-in, friends, party.
  • Content delivery - DLC, patches, packaging.
  • Compatibility - generation matrix (PS4 base / PS4 Pro / PS5 / PS5 Pro), Game Boost, backward compatibility.
  • Hardware peripherals - DualSense haptics, adaptive triggers, PSVR2 (where applicable).

Submission workflow

Sony documents its high-level publishing workflow publicly via playstation.com/en-us/develop (opens in new window); the per-step TRC details are NDA.

  1. QA pre-cert - partner runs internal TRC dry pass.
  2. Submission upload - Master to Sony's submission system.
  3. Format QA - Sony's QA team validates the build against the TRC.
  4. Pass / Fail decision - fail tickets list each TRC clause violated.
  5. Re-submit - corrected master goes back through the same workflow.

Severity vocabulary

Sony classifies findings on a severity scale comparable to the Microsoft CFR / SRI split. Each finding lists the TRC clause it violates and the steps to reproduce.

SLAs

Sony does not publish SLAs publicly. Practitioners budget calendar-weeks for a console-game format QA pass; patch / minor-update SLAs are shorter than initial-release SLAs.

Nintendo Lotcheck

Source of truth

  • Document: Nintendo Submission Guidelines ("Lotcheck") - gated Nintendo Developer Portal.
  • Public-facing partner portal: developer.nintendo.com (opens in new window) (the developer landing page is reachable without NDA but shows only general program info; the Lotcheck document itself requires developer-portal access).

Structure

Nintendo Lotcheck covers analogous buckets:

  • Functional and stability - boot, save, error recovery.
  • Network play and online services - Nintendo Network authentication, online matchmaking, friend lists, parental controls.
  • Profile and user data - Nintendo Account, Mii, save data.
  • Storage - microSD / system memory boundaries, save data cloud sync where applicable.
  • Compatibility - across Switch hardware revisions (original / Lite / OLED) and Switch 2 where supported, docked vs. handheld mode transitions, joy-con + Pro Controller + detached + paired modes.
  • Performance - sustained framerate in handheld vs. docked, thermal behaviour during long sessions.
  • eShop metadata + ratings - region-specific (Japan / Americas / Europe / Australia / Korea).

Workflow

The Lotcheck submission workflow is comparable in shape to Sony TRC: pre-cert dry-run, master upload, Nintendo QA pass, fail ticket list keyed to Lotcheck clauses, re-submission. Exact step names and SLAs are NDA.

Notable distinguishing constraints

  • Handheld / docked transitions are a Switch-specific test surface with no analogue on Xbox / PlayStation.
  • Cartridge + eShop dual delivery complicates patch / DLC layout.
  • Joy-Con drift / detached / single-Joy-Con modes add a controller-state matrix beyond the Xbox / PS controller test surface.

Steam Direct - reference

View source (opens in new window)

Steam Direct - reference

Full Steam Direct regime detail for platform-cert-overview-reference.

Source of truth

Workflow

Per the App Review Process (opens in new window):

  1. Developer purchases the Steam Direct Fee or obtains an app credit; creates the application in Steamworks.
  2. Developer completes the Content Survey (age ratings, content warnings).
  3. Developer marks the title "ready for review" - two parallel reviews begin:
    • Store Presence Review - 3-5 business days (plan for 7).
    • Product Build Review - 3-5 business days (plan for 7).
  4. On approval, the title can be released on its scheduled date.

Per the same page: "Once your game has been reviewed and approved, there is no need to go through review again."

What is reviewed

Per the same page, the Store Presence Review checks:

  • "Your store page should only contain features and content that will be available at launch."
  • "Capsule images must display readable product titles / logos."
  • "Screenshots must show only gameplay, excluding concept art or marketing materials."
  • Description quality, no external links.

The Product Build Review checks:

  • "Your product will need to start up properly" across all listed OSes.
  • "All supported features listed on the store page will need to be implemented."
  • "Your product must use Steam Wallet for any in-game transactions."

Special categories

Per the same page:

  • Early Access - requires answering all Early Access section questions before review.
  • Adult Content - both store-page and build review required; may exceed standard timeframes.
  • Trading Cards - separate 3 - 5 business day review for card assets and drop configurations.

Comparison to console cert

Steam Direct is dramatically lighter than the three console regimes: no equivalent of Xbox XR test cases, no equivalent of Sony TRC bench matrix, no equivalent of Nintendo handheld / docked test surface. The bar is "starts up + features match store page + uses Steam Wallet for IAP" rather than a multi-stage cert pass.

Microsoft Xbox Certification - reference

View source (opens in new window)

Microsoft Xbox Certification - reference

Full Xbox regime detail for platform-cert-overview-reference. Version-specific notes (XR v16.1, GDK monikers, retired XRs) are consolidated in the skill's "Versioning and deprecation" section.

Source of truth

Stages

Per the Certification step-by-step guide (opens in new window), a submission goes through three stages in order:

  1. Submission checks - Submission Validator + malware scan. "Submission Validator gives feedback to developers and allows them to address common problems that would cause titles to fail ingestion into Partner Center and/or Certification."
  2. Build verification testing (BVTs) - "a reduced test pass designed to make sure a product is fully testable and configured properly before entering full certification testing".
  3. Xbox Requirement (XR) testing - "the bulk of the testing and is where all applicable XR test cases will be validated against your title."

Submission types and SLAs

Per the same guide:

Submission typeConsole SLAPC (MSIXVC) SLA
Disc6 business daysN/A
Digital5 business days3 business days
Digital Content-Update3 business days1 business day (incl. bypass)

There are two test-pass types:

  • Optional submission - paid, tested in CERT.DEBUG sandbox with red-signed content; no pass/fail decision.
  • Final submission - last pass before release / RTM; tested in CERT sandbox with green-signed content on retail devices.

XR categories

XRs are organised into the categories enumerated in the XR document (opens in new window):

CategoryRepresentative XRs
Base requirementsXR-001 (Title Stability), XR-003 (Title Quality), XR-022 (Naming), XR-074 (Service Loss), XR-130 (Console Families and Generations), XR-131 (Display Mode Support), XR-132 (Service Access Limits), XR-133 (Local Storage Write Limit, 1 GiB / 5 min)
SecurityXR-009 (Secure Title Development, per Microsoft Store policies 10.2 / 10.2.2 / 10.2.3 / 10.2.4)
Online Safety and PrivacyXR-013 (Account Linking), XR-014 (Player Data, child / teen handling), XR-015 (Player Communication, with CommunicateUsingText / CommunicateUsingVoice privilege checks), XR-017 (Title Ratings), XR-018 (UGC)
Content packages and updatesXR-034 (Streaming Install Initial Play Marker), XR-037 (DLC Dependencies), XR-123 (DLC unlock without relaunch), XR-129 (Intelligent Delivery via PackageInstallChunksAsync)
PurchasingXR-036 (In-Title Pricing), XR-039 (Common Purchase UI)
User profilesXR-045 (Privileges, e.g. XPRIVILEGE_MULTIPLAYER_SESSIONS ID 254, XPRIVILEGE_COMMUNICATIONS ID 252, XPRIVILEGE_USER_CREATED_CONTENT ID 247), XR-046 (Gamertag display), XR-047 (User-Profile Access), XR-048 (Profile Settings Usage), XR-052 (Save Roaming), XR-112 (User and Controller activation), XR-115 (User / Controller add and remove)
Achievements and AwardsXR-055 (Counts and Gamerscore - min 10, max 100 launch / 500 lifetime, single ach ≤ 200 GS), XR-057 (No real-money unlocks), XR-058 (No cross-title sharing), XR-060 (No modifying active achievements), XR-062 (PEGI 12 / ESRB EVERYONE 10+ name and description content)
Multiplayer sessionsXR-064 (Joinable via shell), XR-067 (MPSD session state), XR-070 (Friends Lists), XR-124 (Game Invitations)
Betas and Game PreviewsXR-117 (Beta notification splash)

XRs that are tested in Cert are marked with an asterisk on the source page; not all XRs are tested every submission. See the test cases page above for per-XR Test Steps + Expected Behavior + Pass / Fail examples.

Issue severity vocabulary

Per the Certification step-by-step guide (opens in new window):

CodeNameEffect
CFRCondition for ResubmissionTitle fails cert; must be fixed before resubmit
SRIStandard Reporting IssueTied to an XR but not fail-severe; fix recommended
IONIssue of NoteNot tied to an XR; informational
Non-Tested(no code)XR could not be tested in this pass

CFR severity is determined by Failure Mode Analysis (FMA) (opens in new window) which combines severity × probability × repeatability.

Common hold reasons

Per the same guide, titles are most often placed on Hold because of:

  • "Missing or non-functioning partner accounts that are required for testing."
  • "Partner services do not support the CERT.DEBUG and CERT sandboxes."
  • "Multiplayer does not work as expected."

(Multiplayer issues are a particularly common cert blocker - see multiplayer-state-machine-coverage for the test patterns that catch them pre-submission.)

Bench layout (compatibility matrix)

Per the Certification test bench configuration (opens in new window) section of the guide:

ConsoleSKUResolutionStorageAudioPower
1Xbox One / Xbox Series X720pInternal HDDStereoInstant-On
2Xbox One X / Xbox Series S4k (alt HDR after 4 h)Internal HDD5.1 BitstreamInstant-On
3Xbox One S / Xbox Series X1080pInternal HDDStereoEnergy Saving
4Xbox Series S1080pUSB HDDHeadset (Windows Sonic)Instant-On
5Xbox Series X720pUSB HDDStereoEnergy Saving

Reports

Three report types (per same guide):

  • Optional complete report - issued at end of Optional Submission; no pass / fail; lists SRIs and CFRs.
  • Final pass / fail report - issued at end of Final Submission; the decision report.
  • Interim report - mid-pass snapshot; no pass / fail.

Exception requests

Per the guide: "If your title is not fully compliant with any Xbox Requirement (XR), you can request an exception for that XR. This might occur if your title is introducing innovative features or if strong technical limitations would prevent the title from meeting the XR." Work with Microsoft contacts well in advance - "approval of an exception is not guaranteed."

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