Seven questions. Pick the one
you are actually asking.
A studio can afford to be wrong. It has a
research team to catch it early and a slate of other games to absorb it when they miss.
You get one shot every year or two, and being wrong costs you the year. These are how
you find out first: pick the question you are actually asking, and on any game already
on Steam you can read the summary free before you decide.
Game report
$29
pay once · keep it
Should I build this, and what would it take?
Before you commit two years to the wrong game
-
01
The better version, and the production reality of building it.
-
02
Your standing, the ranked queue, and which complaints the whole genre draws anyway.
-
03
Whether anyone is still defending the space, and where it falls short of its own players.
-
04
Delivery or premise, and everything its players said went wrong.
One report, four ways in. Buying it once opens all four on that game.
Free summary
Where it stands, the shape of the problem, and one complaint worked in full with the reviews behind it
The full report adds
- Every complaint, classified
- All 11 gaps split into fixable, hard-but-possible and structural, each with severity and the reviewer evidence behind it.
- What it would take to build
- Complexity, effort in dev-months, the disciplines it loads, and what actually drives the cost for a team your size.
- What players loved
- The parts of the fantasy that worked, so the better version keeps them.
- What you'd have to nail
- The specific bar the audience will hold you to.
- Build reality
- Effort in dev-months, the disciplines it loads, and what actually drives the cost.
- Risk read
- Review-bomb distortion, genre saturation, and audience-size caveats.
Counts above are No More Room in Hell 2's, taken
from the example. Yours will differ with the game.
Idea report
$99
pay once · keep it
Is my idea worth making?
Before you give it the next year of your life
Free summary
Nothing. This one is bought before it is made. A finished run on our own pitch is open in full instead.
The full report adds
- The games like yours, ranked
- The games your idea would sit beside, with reviews, rating and which of them are leaving room.
- What is still missing, ranked
- What this audience keeps asking for, split into what a small team can fix and what it cannot.
- What it would take to compete
- The production load these games carry, so you can weigh the idea against the months.
- A game report on each one that is struggling
- For each one we have analysed: the complaint punch list and the better-version spec.
Gaps report
$79
pay once · keep it
Where is my opening?
Before you pick the space you will spend the next year competing in
5,885 games surveyed
·
7.2 million reviews behind them
·
13 read in depth
-
01
Every game with a proven audience failing it, ranked, each with what the better version must nail, and the read on whether the genre is worth entering.
-
02
Every complaint the genre keeps drawing, ranked, and which of them a new entry could stand out by solving.
One report, two ways in. Buying it once opens both on that genre.
Free summary
Nothing. The sample genre is open in full instead.
The full report adds
- Every opening, ranked
- All 10 games with a proven audience failing it, ranked by opportunity. Each carries the complaints that open the door, what the better version must nail, and what building it would take.
- The verdict on the space
- Whether this genre is worth entering at all, read from how its games are actually rated.
- The leaders
- Who owns this audience today, and how solidly they hold it.
- What the whole genre gets wrong
- Every complaint players keep raising across the genre, counted and split into what a small team can fix and what it cannot.
- Every demand signal, ranked
- All 10 things this audience keeps asking for, with how many of the genre's games draw each complaint.
- Differentiator or table stakes
- Which complaints even the well-liked games draw, and which only sink the rejected ones.
- The worst offenders
- The games drawing each complaint hardest, with the review counts behind them.
- Where to start
- The highest-ranked complaint a small team could actually act on.
Counts above are the Zombies genre's, taken
from the example. Yours will differ with the genre.
What happens next
-
Step one
Nobody to brief. One sentence.
Pick your question, then name a game already on Steam or write
one sentence about the one in your head. The account wants your name, an email
and a password. No company, no card, no sales call.
-
Step two
See something real before you pay.
Point a game report at your own game and the summary is free,
a real answer rather than a teaser on somebody else's title. The gaps report
opens a whole sample genre in full. Only the idea report is bought up
front.
-
Step three
Pay once, or do not pay at all.
No subscription and no seat still billing you a year after the
decision was made. What you buy is saved as it is the moment you buy it, so the
report you paid for is the one you can come back to.
How the reading is done.
The figures are counted from Steam's own data rather than estimated:
review counts, ratings, prices and release dates. The reviews behind
them are read by a language model, because millions of them is long
past what any team could read by hand. Every complaint it reports
carries the evidence behind it, how many players raised it and which
games drew it hardest, so you can weigh it rather than take it on
trust.