Tabletop Simulator (TTS) is a physics sandbox for playing games digitally. Playtest Parlor is a playtesting platform for developing games. Both put pieces on a virtual table, but they are built for different jobs.
If you are a game designer who needs to get a prototype in front of players and learn what to change, here is how the two compare.
Getting testers to the table
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Install | None -- opens in a browser | Steam + TTS install required |
| Cost for testers | Free | $20 per person |
| Account required | No -- guest join via link | Steam account required |
| Time to first play | Under 60 seconds | 10+ minutes |
| Mobile support | Yes | No |
| Max players | 16 + spectators | 10 + spectator seats |
For a game designer trying to get six people to test a prototype on a Tuesday night, every barrier matters. TTS requires each tester to own a $20 game, install Steam, install TTS, learn the controls, and connect via Steam friends list. Playtest Parlor requires a browser.
Playtesting tools
| Feature | Playtest Parlor | Tabletop Simulator |
|---|---|---|
| Live Markup | Draw and write directly on any component | Vector paint tool on table surface |
| Playtest records | Structured session records with outcomes and notes | Not available |
| Post-session surveys | Built-in feedback forms for fun, clarity, pace, balance | Not available |
| Session replay | Full timeline playback with scrubbing | Not available |
| Marked moments | Timestamped in-game note-taking tagged to events | Not available |
| Event logging | Every action recorded with timestamp and actor | Not available |
| Game resources | Attach rules PDFs, videos, and links to sessions | Tablet objects for PDFs and in-game browser |
| Session notebook | Rich notes with event tagging and categories | Basic shared notebook |
| Playtest analytics | Session duration, action frequency, component heatmaps, cross-session trends | Not available |
Playtest Parlor was purpose-built for the playtest workflow: play, capture feedback, review, iterate. TTS does not have structured playtesting features.
Physics and 3D
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Physics engine | No physics simulation | Full rigid-body physics -- throw, flick, and stack |
| 3D environments | Top-down table view only | Full 3D with camera controls and skyboxes |
| 3D rendered pieces | 3D tokens, pawns, and dice | 3D models and components |
| Dice rolling | Seeded RNG for reproducible results | Physics-based rolling |
| Fog of war | Not available (uses screens and hidden areas instead) | Built-in fog of war system |
Playtest Parlor is a top-down table view because that is what a real table looks like. TTS provides a full 3D sandbox with physics, which is great for immersion but not something you need when iterating on a prototype.
Table and visual tools
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Custom table backgrounds | Upload images with fill, fit, tile, and center options | Custom table images |
| Measure tool | Point-to-point measurement in configurable units | Basic ruler |
| Shaped tiles | Arbitrary shapes via SVG paths with accurate hit detection | PNG-shaped custom tiles |
| Freehand annotations | Draw on the table surface with persistent, movable strokes | Vector paint tool |
| Component shapes | Rectangle, hex, circle, and custom SVG | Rectangle, circle, and PNG-shaped |
Both platforms let you customize the table surface, draw on it, and use non-rectangular tiles. Playtest Parlor uses SVG paths for vector-accurate hit detection; TTS uses PNG-shaped custom tiles.
Automation
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Approach | Visual sequence builder, no code | Lua scripting |
| Flexibility | 38+ built-in step types | Full programming language -- unlimited flexibility |
| Counters | Built-in component | Counter objects available |
| Timers | Built-in component | Timer objects available |
| Spinners | Built-in component | Not available |
| Action buttons | Built-in component | Scriptable UI buttons |
| Reactive triggers | Visual event triggers | Requires scripting event callbacks |
Playtest Parlor offers a visual builder that any game designer can use without writing code. TTS uses Lua, which is more flexible for programmers but excludes designers who do not code. Both platforms offer counters, timers, and action buttons, but Playtest Parlor also provides spinners and a no-code sequence builder for reactive triggers and conditional logic.
Networking and reliability
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Architecture | Server-authoritative | Peer-to-peer (Steam) |
| Host disconnects | Game continues, host reconnects | Game ends for everyone |
| Dedicated servers | Yes | No |
| State persistence | Server-backed | Host's machine only |
TTS uses peer-to-peer networking through Steam. If the host's internet drops or their machine crashes, the session ends for every player. Playtest Parlor runs on persistent servers. The host can close their laptop and come back later.
Asset management
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Image hosting | Managed -- upload or import from TGC | Steam Cloud hosting |
| Reliability | Permanent | Steam Cloud backed |
| Optimization | Checksums, deduplication, sprite sheets, thumbnails | None |
| Import pipeline | The Game Crafter integration + manual upload | Manual upload |
| 3D models | Import custom 3D models | Import custom 3D models |
Both platforms offer managed image hosting. Playtest Parlor additionally provides automatic optimization (checksums, deduplication, sprite sheets, thumbnails) and a direct import pipeline from The Game Crafter.
Game development workflow
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Collaboration | Multiple designers, real-time sync, permissions | Limited real-time collaboration via shared table |
| Sharing | Collaborative game definitions | Share files manually |
| Version tracking | Import revision history | None |
| Undo | Full undo/redo with checkpoint snapshots + trash recovery | Limited move undo |
| Player presence | Colored presence glows and grab indicators | Player color indicators |
| Community sharing | Not a distribution platform | Steam Workshop for publishing and discovering games |
Playtest Parlor has collaborative game definitions with permissions, real-time sync, and revision tracking. TTS stores games as save files, but has Steam Workshop for sharing finished games with the community.
Communication
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Approach | Discord integration | Built-in voice and text chat |
| Voice quality | Discord-grade | Basic |
| Setup required | Requires Discord | Nothing extra -- built in |
| Mobile access | Discord mobile app | Not available |
| Persistent history | Discord channels | Limited -- chat log saved with game state |
| Screen sharing | Discord | Not available |
Playtest Parlor integrates with Discord rather than building its own comms. This gives you better voice quality, mobile access, and persistent history, but it does mean your players need Discord.
Pricing
| Playtest Parlor | Tabletop Simulator | |
|---|---|---|
| Model | Subscription-based (pricing announced no later than May 15, 2026) | One-time $20 purchase |
| Free to play | Yes -- testers play free | $20 per person |
| Ads | No ads | No ads |
TTS requires a one-time $20 purchase per player. Playtest Parlor will be subscription-based for game creators, but testers always play free.
The bottom line
TTS is a great sandbox for playing games digitally -- it has physics, 3D, Lua scripting, and a large community via Steam Workshop. Playtest Parlor is a purpose-built tool for developing games. If your job is to get a prototype tested, capture what happened, and iterate on the design, Playtest Parlor was built for that job.