Two years is a long time
to find out you were wrong.
Before you commit, find out whether the audience is real, who you would be up against, and what those games' players are still not getting. Read from what players actually wrote, not wishlists and not vibes.
The research a publisher would run, for a studio that hasn't got one.
Four questions, answered from the same evidence.
You describe the game you are thinking of building. We ask enough questions to name the games that already tried it, show you what we understood so you can correct it, then measure what happened to every one of them.
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Is there an audience for this at all?
How many people bought and reviewed games like it, and whether that number is big enough to support a release rather than a hobby.
From review volume, since every review is a copy someone paid for
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Who would I be up against?
The games you would sit beside on the store, what they are rated, and whether anyone is still working on them.
From Steam ratings and the developer's own update history
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Where is the field letting players down?
The complaints their players keep filing, ranked, and split into what a small team could fix and what it could not.
From reading negative reviews at scale
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What would it actually take?
The production reality of a better version: complexity, effort, and the disciplines it would load, judged against a small studio.
From the analysis, costed for a team your size
Four answers on your game, or on the one sentence you have written down so far. From $29 now, against the year you would spend finding them out the hard way.
Pick your questionNo dashboard to learn.
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Step one
Describe it in a sentence.
“A co-op horror game where you run a failing farm at night.” Plain English is enough.
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Step two
Answer a few questions.
Enough that we can name the games that already tried your idea rather than the games that share your tags. Usually two or three questions.
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Step three
See what happened to them.
What each one earned, whether anyone is still buying it, and what its players complained about. Including the 400-review game from 2017 that did exactly this.
No analyst to brief, no dashboard to learn, and nothing to cancel later. Point a game report at any game on Steam and read its summary free before you decide.
Pick your questionYour competitors have a research department. You have a game to build.
Before a publisher signs off on a game, a team spends weeks establishing whether the market is there, with analysts, tooling, and a budget for being wrong. You are one person, or three, with a release to make. This is what they are working through:
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180,000+
games on Steam
Yours would launch beside them, on the same store, competing for the same attention from the same people.
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20,000+
more arriving every year
Roughly sixty a day. Whatever the market looks like when you start building, it will not look like that when you ship.
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140 million+
reviews written about them
Every one a player saying what they wanted and what they got instead. The clearest signal in the industry about what an audience will actually pay for, and far past the point one person can read it.
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400+
tags yours could sit under
Each one a different market, with different leaders and a different set of things its players are tired of. Choosing the wrong one is not a tagging mistake. It is the wrong game.
618 working years
is what reading those reviews would cost one person at thirty
seconds each, and reading them is the easy part. Counting what keeps coming up,
telling a genre's standing complaints apart from one game's, working out which of
them a small team could actually fix: that is the work, and it is why a studio with
money pays a team to do it.
You are not going to do that, and you should not have to. Describe
your idea and get the four answers back. It is the same evidence a
publisher's analyst would reach, with every figure behind it on the page so you can
disagree with any of it. Then go back to building, which is the thing only you can
do.
They have the team. You can have the answers.
Pick your questionFind out before you build it.
Three reports, from $29, paid once. No subscription, no seat, and nothing still billing you a year after the decision was made.
Pick your question