What happens when heroes play alone: playtest data

Metashift Labs ·

Original data from the August 2026 Dominus Automa playtest: who played, how long, and how much of the game AI-driven heroes played without their player.

Heroes online by hour, with and without their playerHourly average of heroes online in the Dominus Automa playtest, 18–23 Aug 2026, UTC, with a 6-hour offline limit. At every hour most heroes online were playing without their player, from 63% to 74%.010020030040050000:0003:0006:0009:0012:0015:0018:0021:00
hero playing aloneplayer presentHourly average · 18–23 Aug 2026 playtest · UTC · 6-hour offline limit
Show the data
Hour (UTC)Hero alonePlayer presentShare alone
00:00298.8108.373%
01:00313.8121.972%
02:00291.5108.173%
03:00269.4101.973%
04:00255.490.774%
05:0023686.473%
06:00216.289.171%
07:00205.991.469%
08:00196.29468%
09:00195.1101.466%
10:00195.9107.365%
11:00204.8112.765%
12:00213.2116.665%
13:00212.8124.463%
14:00218.8130.963%
15:00234.7134.664%
16:00256.8149.863%
17:00271.4151.664%
18:00260.1137.765%
19:00251.5140.864%
20:00256.7138.565%
21:00281.813368%
22:00281.5124.869%
23:00287.6121.270%

Key findings

The chart above shows the last of these windows hour by hour.

What did we test, and how?

Dominus Automa is an automated multiplayer idle RPG. Each player has a hero that acts on the game server, not on the player’s device. The player sets a plan: where to go, what to fight, what to gather. The hero then carries out that plan by itself, whether the player is watching or not. We describe the game in more detail in Dominus Automa: the game built to prove the tech.

Because the hero runs on the server, it can keep playing after the player closes the game. During the playtest this was capped by an offline limit: the number of hours a hero kept playing after its player left. When the limit ran out, the hero stopped until the player came back.

We use these terms throughout:

The figures come from three windows. They are not interchangeable, and we name the window each time:

  1. The whole August playtest (a month-long open playtest on Steam). These are the figures we presented publicly at the Strefa Inwestorów Demo Day on 15 October 2026.
  2. 7–23 August 2026, the window of our internal playtest report. The offline-limit experiment sits inside it.
  3. 18–23 August 2026, UTC, the hourly view in the chart above. It starts on the day the limit went up, so every hour in it ran under the 6-hour offline limit. We do not average the full 7–23 August window by hour, because that would blend the 2-hour and 6-hour limits.

What did the whole August playtest show?

Across the whole August playtest:

The survey figure needs care. 270 responses is a small sample, and the people who answer a playtest survey are usually the ones who liked the game enough to stay. Read it as a signal from engaged testers, not as a measure of how all players felt.

How much of the game was played without the player?

This is the question the playtest was built to answer. We have five measures. Each one counts something different, so they should not be compared as if they were the same number.

Metric Value What it counts Window
Players who used offline play 43% Share of players who used offline play Whole August playtest
Fights without the player ~60% Share of all fights that happened while the player was not in the game Whole August playtest
Heroes vs humans online at peak 2.5× Heroes online compared with human players online, at the peak Whole August playtest
Unattended hours 57% Share of all hours played in which the player was not in the game 7–23 Aug 2026
Heroes online with no player 68% (hourly range 63–74%) Hourly average share of online heroes whose player was away 18–23 Aug 2026, UTC

Two things stand out.

First, offline play was not a niche behaviour. 43% of players used it, and by fight count most of the game, about 60% of fights, happened without anyone watching (both whole August playtest).

Second, the hourly data shows that unattended heroes outnumbered attended ones in every hour of the day. In the 18–23 August window, the share of heroes with no player was highest in the early UTC hours, roughly midnight to 6:00, and lowest in the UTC afternoon, when more players were at their screens. Even at its lowest hourly value, 63%, almost two in three heroes online were playing alone.

What happened when we raised the offline limit?

On 18 August 2026 we raised the offline limit from 2 hours to 6 hours. Within the 7–23 August window, the share of heroes online playing alone was 31% before the change and 68% after it.

What this shows: when heroes were allowed to keep playing longer after their players left, the share of heroes playing alone more than doubled. Players used the extra time.

What it does not show:

Why does this matter?

The idea behind Dominus Automa is that many people still want to play games but have less time to do it. Public data on players supports that starting point:

Rafał Bieniek, our CEO, put it this way at the Demo Day:

“Players aren’t losing interest in games. They’re losing the time to play them.” — Rafał Bieniek, Strefa Inwestorów Demo Day, 15 October 2026

The playtest gives a first, partial answer to whether a hero that plays on its player’s plan fits that situation: given the option, most of the playing happened without the player present. For how this differs from smarter non-player characters, see AI NPCs vs AI player agents. For the wider category, see agentic AI in games.

What are the limitations of this data?

What do we test next?

Our next playtest is planned for November 2026. It adds:

We will publish the results in the same way, with the window and definition stated for every figure. To follow the game itself, visit dominusautoma.com.

How to cite this

Metashift Labs, “What happens when heroes play alone: playtest data”, 21 October 2026, https://metashiftlabs.com/insights/playtest-data-heroes-playing-alone

This article is for information only and is not investment advice or an offer of securities.