Ubisoft has rolled out the initial version of a new initiative called The Player Council, a dedicated platform that invites members of the gaming community to take part in hands‑on testing of upcoming ideas and to share their thoughts straight with the studios that create the games. The service is integrated with Ubisoft Connect and the Games2Gether community framework, allowing participants to explore both experimental prototypes and live, in‑progress content for titles that are already available on PC.
During this soft‑launch phase, four distinct projects are being made accessible to council members. Two of them are early‑stage experiments: the multiplayer‑focused "Codename Split Point," which aims to explore novel online combat mechanics, and the solo‑player strategic experience "Codename Rook," which tests new approaches to resource management and tactical decision‑making. The other two entries are live‑service games that already have a player base – "Riders Republic," the extreme‑sports open‑world title, and "Atomega," a sci‑fi shooter that has not received a major update in nine years. The inclusion of Atomega is particularly noteworthy because Ubisoft plans to deliver its first substantive patch in nearly a decade through the council.
By involving players directly in the testing cycle, the company hopes to gather concrete data on how new features are received, identify balance issues early, and refine the overall experience before a wider rollout. Ubisoft’s statement emphasizes that the council will serve as a laboratory where new ideas are trialed, community feedback is collected, and subsequent iterations are shaped based on that input. Looking ahead, two additional cooperative projects – "Codename Decagon" and "Codename Harlequin" – are slated to join the roster later this year, further expanding the variety of genres and gameplay styles that council members can influence. Enrollment on The Player Council is free of charge, but prospective participants must agree to a non‑disclosure agreement (NDA) before they can apply to any of the active projects.
Once signed up, users can submit applications for the titles that interest them. If a developer approves the request, the player gains access to the designated build, plays through the content, and submits structured feedback via the platform’s tools. The feedback loop is designed to be collaborative. Testers are grouped with other council members so they can discuss observations, suggest improvements, and debate design choices.
At the same time, developers provide commentary on their decision‑making processes, explaining why certain features were implemented, altered, or discarded based on the data collected. This transparency aims to foster a sense of partnership between creators and the community. Ubisoft makes it clear that there is no monetary cost associated with testing experimental builds. For live‑service titles, the only prerequisite is ownership of the base game; council members do not need to purchase any additional content to take part in the testing of upcoming updates or expansions.
The platform employs a tiered access model. All new registrants start at the "Member Access" level, which grants entry to a limited selection of projects. As participants contribute more feedback and demonstrate consistent involvement, they can ascend to higher tiers.
The "Insider" tier unlocks more sensitive projects that are earlier in development, while the "Shaper Access" tier provides the deepest level of involvement, including exposure to very early‑stage concepts and the ability to influence foundational design decisions. Ubisoft also signals that the council will be a living ecosystem, with new tools, prototypes, and even whole games being added over time. This continuous infusion of fresh material is intended to keep the community engaged and to give the company a steady stream of real‑world user data. The launch of The Player Council fits into a broader strategic shift announced by Ubisoft last month.
The publisher is moving away from a model that relies heavily on blockbuster launches for each individual title. Instead, it plans to lean more on its existing catalogue and on live‑service offerings to generate revenue. In its 2025/26 annual report, Ubisoft warned that releasing a game prematurely, or launching it alongside competing high‑profile releases, major in‑game events, or unexpected updates to other popular titles can dilute its commercial impact.
By involving players early through the council, Ubisoft hopes to mitigate those risks, fine‑tune its products before they hit the wider market, and ultimately deliver experiences that resonate more strongly with its audience.