| No. | Item | Definition |
|---|---|---|
| 1. | achievement | Earned in-game milestone |
| 2. | AI | Computer-controlled game behavior |
| 3. | aimbot | Automatic aiming cheat |
| 4. | alpha | Early development testing stage |
| 5. | animation | Movement sequence of visuals |
| 6. | artifact | Unwanted visual or audio error |
| 7. | asset | A game resource file |
| 8. | audio | Sound content or system |
| 9. | benchmark | Performance measurement test |
| 10. | beta | Later testing stage before release |
| 11. | boss | Major powerful enemy |
| 12. | buff | Temporary beneficial effect |
| 13. | bug | A flaw causing incorrect behavior |
| 14. | build | A compiled version of software |
| 15. | camera | Player view system |
| 16. | cheat | Illicit advantage method |
| 17. | client | Player-side game software |
| 18. | collision | Contact detection between objects |
| 19. | controls | Input scheme for actions |
| 20. | cooldown | Wait time before reuse |
| 21. | crafting | Making items from materials |
| 22. | crash | A sudden program failure |
| 23. | currency | Spendable in-game money |
| 24. | debuff | Temporary harmful effect |
| 25. | debug | Find and remove errors |
| 26. | defect | A software fault or flaw |
| 27. | despawn | Disappear from the game world |
| 28. | desync | Loss of synchronized game state |
| 29. | disconnect | Lose connection to service |
| 30. | drop rate | Chance an item appears |
| 31. | enemy | Hostile character or force |
| 32. | exploit | Unfair use of a flaw |
| 33. | framerate | Frames displayed each second |
| 34. | freeze | Stop responding while still open |
| 35. | glitch | A small, often temporary fault |
| 36. | gold | Release-ready final build |
| 37. | hardlock | Game frozen and unplayable |
| 38. | hitbox | Area that registers hits |
| 39. | hotfix | Small urgent corrective update |
| 40. | HUD | On-screen play information |
| 41. | input | Command from player device |
| 42. | inventory | Stored carried items |
| 43. | issue | A reported problem or concern |
| 44. | keybind | Assigned control key or button |
| 45. | lag | Noticeable delay during play |
| 46. | latency | Delay before response occurs |
| 47. | level | Stage or player rank |
| 48. | load time | Time needed to open content |
| 49. | lobby | Pre-game waiting room |
| 50. | localization | Adapting content for regions |
| 51. | log | Recorded system events or output |
| 52. | loot | Items gained from play |
| 53. | mapping | Assignment of inputs to actions |
| 54. | matchmaking | System pairing players together |
| 55. | memory leak | Unreleased memory use grows |
| 56. | menu | Interface list of options |
| 57. | mobile | Phone or tablet platform |
| 58. | model | A 3D object representation |
| 59. | NPC | Non-player character |
| 60. | packet loss | Missing data during transmission |
| 61. | patch | An update fixing problems |
| 62. | pathfinding | Route calculation for movement |
| 63. | ping | Network response time |
| 64. | platform | Hardware or service environment |
| 65. | pop-in | Late appearance of assets |
| 66. | priority | How urgently a bug needs fixing |
| 67. | progression | Advancement through game systems |
| 68. | QA | Quality assurance work |
| 69. | quest | An in-game objective |
| 70. | regression | A bug returning after changes |
| 71. | release | Publicly shipped version |
| 72. | render | Draw graphics on screen |
| 73. | repro | Steps to reproduce an issue |
| 74. | RNG | Random number generation |
| 75. | rollback | Revert to earlier version |
| 76. | save file | Stored game progress data |
| 77. | script | Code controlling game events |
| 78. | server | Host handling online data |
| 79. | session | A period of connected play |
| 80. | severity | How serious a problem is |
| 81. | SFX | Sound effects |
| 82. | shader | Program affecting visual rendering |
| 83. | spawn | Appear in the game world |
| 84. | subtitle | On-screen dialogue text |
| 85. | sync | Keep data matched across systems |
| 86. | tearing | Screen image split artifact |
| 87. | test case | A specific check of behavior |
| 88. | test plan | Document outlining testing approach |
| 89. | texture | Surface image on a model |
| 90. | ticket | A tracked report entry |
| 91. | timeout | Connection ended after waiting |
| 92. | trigger | Event starter condition |
| 93. | tutorial | Introductory teaching section |
| 94. | UI | User interface elements |
| 95. | unlock | Make content available |
| 96. | update | Newer released game version |
| 97. | version | Specific release identifier |
| 98. | voice-over | Recorded spoken dialogue |
| 99. | wallhack | Seeing through solid objects |
| 100. | weapon | Tool used to attack |

