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Making a game nobody wants to play is easy. Making a game that finds its audience requires understanding where that audience lives, what they are already playing, what they wish existed, and how saturated the space is. Market research for games is not about copying what sells -- it is about finding the gap between what players want and what currently exists, then positioning your game to fill that gap.
The indie games that succeed commercially almost always have a clear answer to "who is this for and why would they choose this over the alternatives?" Hollow Knight launched into a crowded Metroidvania market but differentiated on atmosphere, difficulty curve, and sheer content density. Vampire Survivors created an entirely new micro-genre by stripping the bullet-hell formula down to its most addictive core. Balatro took the poker roguelike concept that nobody knew they wanted and executed it with such precision that it outsold games with 100x the budget.
None of these were accidents. Each team understood their market position, even if informally. This workflow makes that understanding systematic.
Use this workflow when:
game-brainstorm produces a concept and before game-start commits to building itProblems this solves:
to confirm that the developer's idea is brilliant. If the research reveals a saturated market or a tiny audience, that is a valuable finding -- not a failure of the research.
review volumes, and similar games' performance data are more useful than subjective market assessments. Use tools like SteamDB, itch.io trending, and App Store charts to ground the analysis in numbers.
that was dead 3 years ago may be experiencing a revival. Always check the publication dates of market data and prioritize data from the last 12 months.
fundamentally different from market sizing for a 200-person studio making a $70 game. Always contextualize findings to the team's actual scale, budget, and timeline.
differently, not by what it does at all. "A Metroidvania with combat" is not positioning. "A Metroidvania where every ability is a musical instrument" is positioning.
Phase 1: Genre Analysis
Define the genre space and its current state.
Questions to answer:
Research methodology:
Output:
GENRE ANALYSIS
---------------------------------------------------------------
Primary genre: [genre]
Secondary genre(s): [genre, genre]
Lifecycle stage: [emerging | growing | mature | oversaturated]
Key genre expectations: [what players assume the game will have]
Recent notable releases: [game (year), game (year), game (year)]
Genre health signals: [viewer interest, press coverage, release volume]
---------------------------------------------------------------Phase 2: Competitive Landscape
Map the competitive field using three tiers of competitors.
Direct competitors -- Games in the same genre targeting the same audience with similar mechanics and price points. These are the games your potential players are already playing or considering. A direct competitor to a cozy farming sim is another cozy farming sim.
Indirect competitors -- Games that satisfy the same player need through different mechanics or genres. An indirect competitor to a cozy farming sim might be a cozy life sim or a relaxing crafting game. These compete for the same emotional niche.
Aspirational competitors -- Games that achieved the quality bar or market position you are aiming for, even if they are not in the same genre. These set the benchmark for execution quality and help calibrate expectations.
For each competitor, analyze:
COMPETITOR ANALYSIS
---------------------------------------------------------------
Game: [name]
Type: [direct | indirect | aspirational]
Platform: [Steam, console, mobile, etc.]
Price: [$]
Release date: [date]
Review score: [Steam %, Metacritic, etc.]
Review volume: [total reviews — proxy for sales]
Estimated revenue: [use SteamDB estimates or review-to-sales multipliers]
Differentiator: [what makes this game stand out in the market]
Weakness: [what players commonly criticize]
Relevance: [why this game matters for your positioning]
---------------------------------------------------------------Analyze at least:
Reference @templates/competitive-analysis.md for the full competitive analysis template.
Phase 3: Market Sizing
Estimate the addressable market for the game concept.
Total Addressable Market (TAM): All players who play games in this genre on any platform. Use Steam tag player estimates, mobile download data, and console install bases.
Serviceable Addressable Market (SAM): Players who play this genre on the platforms you are targeting, at your price point, in your supported languages. This is TAM minus the players you cannot reach.
Serviceable Obtainable Market (SOM): The realistic subset of SAM you can capture given your marketing budget, launch visibility, and competitive positioning. For most indie games, this is 0.1-1% of SAM in the first year.
Estimation methods:
approximate unit sales. Apply this to similar games to estimate genre demand.
are 10-20% within the first week of launch.
estimated sales. Discount by 50% for a conservative estimate (survivorship bias).
Output:
MARKET SIZING
---------------------------------------------------------------
TAM: [estimate] players across all platforms
SAM: [estimate] players on target platforms at target price
SOM: [estimate] realistic year-1 capture
Revenue estimate (conservative): SOM x price x 0.7 (platform cut)
Revenue estimate (moderate): SOM x 1.5 x price x 0.7
Break-even requirement: [units at price point after platform cut]
Comparable titles' performance:
- [game]: [estimated units] at [$price]
- [game]: [estimated units] at [$price]
- [game]: [estimated units] at [$price]
---------------------------------------------------------------Phase 4: Audience Profiling
Define who the target player is with enough specificity to guide design and marketing decisions.
Demographics: Age range, platform preference, spending habits, session length expectations. Use Steam hardware survey data, platform demographics reports, and genre community analysis.
Psychographics (using Bartle's taxonomy and motivational frameworks):
competition, creativity, relaxation)
@docs/game-design-theory.md for Bartle taxonomy and SDT frameworkBehavioral patterns:
Discord, word-of-mouth, streamers)
coverage, friend recommendations)
Community signals:
Output:
AUDIENCE PROFILE
---------------------------------------------------------------
Primary audience: [description in 1-2 sentences]
Age range: [range]
Platform preference: [platforms in order]
Session length: [typical session]
Motivations: [Bartle type(s) + emotional needs]
Discovery channels: [where they find new games]
Purchase drivers: [what convinces them to buy]
Community hubs: [where they gather online]
Unmet needs: [what they want but current games don't provide]
---------------------------------------------------------------Phase 5: Trend Detection
Identify market trends that will affect the game during its development and launch window.
Genre trends:
Platform trends:
Technology trends:
Cultural trends:
Timing analysis:
Phase 6: Positioning Strategy
Synthesize all previous phases into a clear market positioning statement and strategy.
Positioning statement format:
For [target audience] who want [core need/desire],
[game name] is a [genre] that [unique value proposition].
Unlike [primary competitor], it [key differentiator].Positioning validation checklist:
easily add?
Pricing strategy:
Launch window recommendation:
The workflow produces a Market Research Brief structured as follows:
# Market Research Brief: [Game Concept]
**Date:** [date]
**Concept:** [1-2 sentence description]
**Primary genre:** [genre]
**Target platforms:** [platforms]
## Executive Summary
[3-5 sentences: Is this concept viable? What is the opportunity? What are the risks?]
## Genre Analysis
[Phase 1 output]
## Competitive Landscape
### Direct Competitors
[Competitor analyses]
### Indirect Competitors
[Competitor analyses]
### Aspirational Competitors
[Competitor analyses]
## Market Sizing
[Phase 3 output with TAM/SAM/SOM]
## Audience Profile
[Phase 4 output]
## Trend Analysis
[Phase 5 output]
## Positioning Strategy
**Positioning statement:** [formatted statement]
**Key differentiator:** [what makes this game different]
**Pricing recommendation:** [$X based on analysis]
**Launch window recommendation:** [timing]
## Risk Assessment
| Risk | Probability | Impact | Mitigation |
|------|-------------|--------|------------|
| [market risk] | H/M/L | H/M/L | [plan] |
## Recommendation
[Go / Go with modifications / Pivot / No-go — with supporting rationale]A successful market research brief meets all of these:
Full 6-phase analysis focused on saturation risk. Direct competitor analysis includes Slay the Spire, Balatro, Inscryption, Monster Train. Market sizing reveals a large but increasingly crowded SAM. Positioning must be sharp.
Run the workflow twice (abbreviated) for each concept. Compare market sizes, competition levels, and development costs. Present a side-by-side comparison with a recommendation.
Emphasis on Phase 2 (competitive landscape) and Phase 6 (positioning). Check competitor release schedules for the launch window. Produce a positioning statement and pricing recommendation.
Market sizing calibrated to solo dev break-even ($20K-50K revenue). Audience profiling focused on niche community detection. SOM estimation at indie scale.
Abbreviated workflow focused on Phase 1 (genre analysis) and Phase 5 (trend detection). Survey multiple genres rather than deep-diving one. Produce a trend report rather than a full market brief.
@docs/game-design-theory.md for player motivation frameworks@templates/competitive-analysis.md for competitive analysis templatedesign/market-research/game-start, pass the positioning statement as contextgame-brainstorm, use trend data to inform ideation directionsPart of the AlterLab GameForge -- Indie Game Development Skills suite.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.