Games are extremely hard to test. For me it falls into the same category like GUI testing frameworks which imho are extremely annoying and brittle. Except that games are comparable to a user interface consisting of many buttons which you can short and long press and drag around while at the same time other bots are pressing the same buttons, sharing the same state influenced by a physics engine.
How do you test such a ball of mud which also constantly changes by devs trying to follow the fun? Yes you can unittest individual, reusable parts. But integration tests, which require large, time sensitive modules, all strapped together and running at the same time? It's mindboggling hard.
Moreover if you're in a conceptual phase of development and prototyping and idea, tests make no sense. The requirements change all the time and complex tests hold you back. But the funny thing is, that game development stays in that phase most of the time. And when the game is done, you start a new one with a completely different set of requirements.
There are exceptions, like League of Legends. The game left the conceptual phase many years ago and its rules are set in stone. And a game which runs successfully for that long is super rare.
[1] https://technology.riotgames.com/news/automated-testing-leag...