diff --git a/osu.Game/Tests/Visual/PlayerTestScene.cs b/osu.Game/Tests/Visual/PlayerTestScene.cs
index 5b4d4d5c2c..a9decbae57 100644
--- a/osu.Game/Tests/Visual/PlayerTestScene.cs
+++ b/osu.Game/Tests/Visual/PlayerTestScene.cs
@@ -4,16 +4,12 @@
#nullable disable
using System;
-using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
-using osu.Framework.Development;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Testing;
-using osu.Game.Beatmaps;
using osu.Game.Configuration;
-using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
@@ -26,15 +22,6 @@ namespace osu.Game.Tests.Visual
///
protected virtual bool HasCustomSteps => false;
- ///
- /// Import the beatmap to the database before starting gameplay. Handy for testing local score storage and the likes.
- ///
- ///
- /// Only works under headless operation currently due to realm isolation difficulties.
- /// If this is ever needed to change, consideration needs to be given to the fact that BeatmapManager is attached to the global realm.
- ///
- protected virtual bool ImportBeatmapToDatabase => false;
-
protected TestPlayer Player;
protected OsuConfigManager LocalConfig;
@@ -70,9 +57,6 @@ namespace osu.Game.Tests.Visual
protected virtual bool Autoplay => false;
- [Resolved]
- private BeatmapManager beatmaps { get; set; }
-
protected void LoadPlayer()
{
var ruleset = CreatePlayerRuleset();
@@ -80,22 +64,6 @@ namespace osu.Game.Tests.Visual
var beatmap = CreateBeatmap(ruleset.RulesetInfo);
- if (ImportBeatmapToDatabase)
- {
- Debug.Assert(DebugUtils.IsNUnitRunning, $@"Importing beatmaps in {nameof(PlayerTestScene)} requires headless environment.");
-
- Debug.Assert(beatmap.BeatmapInfo.BeatmapSet != null);
-
- var imported = beatmaps.Import(beatmap.BeatmapInfo.BeatmapSet);
-
- Debug.Assert(imported != null);
-
- beatmap.BeatmapInfo = null;
- beatmap.Difficulty = null;
-
- beatmap.BeatmapInfo = imported.Value.Detach().Beatmaps.First();
- }
-
Beatmap.Value = CreateWorkingBeatmap(beatmap);
SelectedMods.Value = Array.Empty();