What's my game?
The first part to doing market research is of course to know what to look for. You want to find out about your competition, past (mainly) and future. But to figure out who your competition is, you need to understand your game, your audience and your target platform.
In our case, we intend to create a game that's a mashup of different genres: deck builder, city builder and roguelike. The game is a solo, turn-based, strategy card game. We don't really understand our audience just yet, but we know that it's players who like to think strategically, take their time to play optimally, and enjoy card games. We're leaning more on the "deck builder" side than the "city builder" side.
As for our market, we're specifically targeting Steam. And this whole post is going to be only about researching the Steam market. I have no experience with looking for other PC platforms (like GOG or the Epic Game Store) nor any consoles. And as far as I understand, mobile is a entirely different beast. So, let's just focus on Steam.
Summary
- Figure out the genre of your game.
- Figure out the Steam tags of your game.
Who's my competition?
Once you know your game, you can start looking for its competition. Start making a list of games that are similar to your game in some aspect. You probably have a few games in mind when thinking about this, and that's a great start. But you probably won't know your entire competition, so you'll need to do some actual research to make sure you have a full understanding of the market. This is where I get to share the first tools I used.
In our case, our games of reference where:
- Slay the Spire — the most successful roguelike deck builder as of writing;
- Dorfromantik — a chill game where you build your map one hexagonal tile at a time;
- Humankind — a 4X, but we're looking specifically at the city construction part.
These are great as inspiration, but not so much as comparison points for the game we're building. All of them were huge successes that we do not hope to reproduce, and they are not quite the same as the game we're building. So we started looking for games closer to the one we intend to build.
There are several tools that came in handy to help us. The first one was Steam itself. There are two useful features on steam: tags, and "More like this game". Both are great for discovering games. Using tags is simple: figure out the tags that match your game, and browse them on Steam. For example, we knew our game was going to be a deck builder with roguelike elements, just like Slay the Spire, so we looked at the Roguelike Deckbuilder tag page on Steam. Lots of great data points there, with top sellers, top rated, but also upcoming games in the genre.
The "More like this" feature is also a great way to find new games. We started with Slay the Spire, and looked at what Steam recommends as similar games. Again, this is super useful for finding games that sold well, but also games that are not out yet, as those have a dedicated section. We basically browsed that page, going from game to game, adding to our list the games that were relevant.
However, in our case, we were not looking for just one tag or one genre, but for games that were at the intersection of several. When looking a tag or games similar to an established game, we found plenty of games, but few that overlapped with the other genres or tags we cared about. This is a problem specific to building games that are a mashup of genres: the games of one genre might not be representative of what you're building. We looked at "More like this" games in other genres, starting from city builders I played, trying to go down the list. But ultimately, we needed a better tool to look for games that were in between those two main genres of our game.
Enter Game Data Crunch. This is one of several websites that crawl public Steam data and show it in ways that's helpful for market research. One very sweet feature is the possibility to search for several tags at a time. In our case, we started with the list of games with the Deckbuilding tag. Then we added, via the User tags list to the right, the City Builder tag. And boom! We had a list of 15 games that have both tags. We've used that tool with several other combinations of tags, and that was really helpful in figuring out exactly what our competition was.
Here's the list of 14 relevant games we ended up with, based on research using the above methods:
- Slay the Spire
- Dorfromantik
- Ratropolis
- Kingdoms Reborn
- Spellcaster University
- ISLANDERS
- As Far As The Eye
- Before We Leave
- Dream Engines: Nomad Cities
- Kainga: Seeds of Civilization
- Concrete Jungle
- Fantasy Town Regional Manager
- Feudalia
- Sky Tale
Summary
- Look at the tag page for relevant tags on Steam.
- Look at the "More like this" page for your games of reference on Steam.
- Use a tool like Game Data Crunch to do some more fine-tuned exploration of genres and tags.
How much can I make?
Now the really important question we're trying to answer with a market research is: how much are we going to earn with our game? And it's also the hardest information to find out, as there is very little publicly available data to help. The video game industry is known for being very secretive. But things are getting better thanks to folks that are willing to share, to studies that help us make estimations, and some publicly available data, notably on Steam. There are tools out there that use all of that data to derive revenues of many many games. I'll tell you about the one I used.
But first, a bit of theory. The main data point that is publicly available on Steam is the number of reviews. There's historical data about that, and thanks to folks who have run studies, we can use it to estimate revenue. There is one number that is known as the Boxleiter number (apparently coined from Mike Boxleiter who had the original idea, and later updated as the "New Boxleiter" number by Simon Carless). This number tells us that for each review, there were approximately 40 units that were sold. (Note that this number varies year to year, in 2020 the estimate was between 38 and 41 units per review. Read Simon Carless's article linked above if you want to know more.)
So, using that "magic" number, the price of game, and various other available data points (like sales or regional pricing), some tools provide estimates of a game's revenue. One such tool is Games-Stats.com, and I used it to my market research for our current game. Games-Stats offers an estimation of the total revenue that each game available on Steam generated over their lifetime. And if you pay for the Pro version, you can also get access to more detailed data, like revenue over time. They have historical data going back to early 2020, when they launched the tool, if I'm not mistaken.
So, how did I use that tool? I was interested in revenue during the first year. For each game that I listed in the previous section, I looked at the data on Games-Stats.com. If it had historical data for the first year, I just took that number and put it in a spreadsheet. Otherwise, if the game was too recent or too old, I estimated the first year revenue. For old games, I just guesstimated. For recent games, I looked at the first week revenue and multiplied that by 3 (once again relying on work by Simon Carless).
Two important bits of info before I go on. First, these are estimates. They are not real numbers, and can be completely wrong. But chances are, over a big enough number of games, your average should be kind of correct? Some numbers is better than no numbers anyway. Second, this is raw revenue, meaning the amount that folks payed in total for buying the game. It's definitely not what the developers made: you have to remove Steam's platform cut, taxes, and probably other things. Either take those into account in your business plan, or, if you just want an idea of how much money you'll get, divide the number by 2.
So, here's the data that I gathered:
Game | 1st Year Revenue |
---|---|
Slay the Spire | $25 000 000 |
Dorfromantik | $1 600 000 |
Ratropolis | $1 300 000 |
Kingdoms Reborn | $1 200 000 |
Spellcaster University | $930 000 |
ISLANDERS | $730 000 |
As Far As The Eye | $630 000 |
Before We Leave | $260 000 |
Dream Engines: Nomad Cities | $150 000 |
Kainga: Seeds of Civilization | $100 000 |
Concrete Jungle | $30 000 |
Fantasy Town Regional Manager | $15 000 |
Feudalia | $1 000 |
Sky Tale | $1 000 |
The average revenue is ~$2,3M and the median is $445 000. There's an obvious outlyier in my list with Slay the Spire, and two games that really didn't bring any revenue, so I wanted to look at the results without those extremes. With just the middle 11 games, the average is $631 363 and the median is $730 000.
From there, I wanted to build scenarios to measure against my business plan. I decided on a "target" that I find credible based on this data: 500k€ of first year revenue. I have a "low" scenario, where we only make about 100k€ in the first year. And there's a "high" scenario where we go through the roof and make more than a million euros. But that one is here just to have a dream, I don't plan on it happening.
Anyway, I can now use that data for two things. First, to make sure that my budget is lower than the expected revenue, and that at the end of the project we'll at least break even. Second, to show potential financial partners how much we expect to make and how that makes our business plan credible.
Summary
- For each game you listed, look it up on Games-Stats.com and note its first year revenue.
- Compute the average and median revenue of those games.
- Make several scenarios of expected revenue for your game based on that data.
That's it folks!
This is how we made our market research for our next game! I have no idea if this the best way to do it, or even if it's just a good way, but heh, it's helped us! We actually had two prototypes we wanted to choose from, and using this method we were able to very quickly eliminate the other prototype, as a simple market research showed that it would not generate nearly enough revenue.
I hope this will be useful! And if you have ideas, tools or methods you want to share to improve the process, I'll be very glad if you could share them in the comments below.
Enjoyed this content? Follow me on Twitter for more!
Comments
Hey there thanks for this article! I'm curious though, you seem to base your business plan on the fact that other similar games worked in the past, but I suppose there are other ways to make such a thing, like seeing if there's no other game like yours? Or if there's a niche to fill? Also if there are similar games that are working well can't it mean that players might play them over your game? Also the revenues you estimated didn't take into account the marketing power / budget of the studios who made the game, I feel like it's very important but hard to estimate too I guess, I'm curious to hear your thoughts on this, 'cause maybe with the same marketing "multiplier" as the top-performing games the least performing ones would have made even more money?
Thanks for your comments Kaldrin, all very relevant!
My goal with this market research was first and foremost to estimate how much money we could make with our game idea. So I indeed looked mostly to the past, to get sales numbers and get a rough estimate of what they earned. I did look to the future as well, but did not mention it here because I wanted to focus on that first question.
I believe it is impossible to make a perfect market research, but the more time you spend on it, the more precise it would be. So yes, one can look at holes in the market, future games, marketing spending, or just gather data about a much higher number of games. But that takes time, and I feel like there's no stopping if you go down that road. I could spend countless hours on this research. I stopped where I felt was enough for us today: we're small, we have little experience, and we just want to make sure we're not obviously going into a wall.
Here's an example of a much deeper market research (funnily enough, on the deckbuilder market, that came in handy! ) done by Metagether and publicly released very recently: https://tavrox.medium.com/deckbuilding-market-analysis-for-lovecrafting-345a5f96dd26
Finally, regarding the impact of marketing, I deeply believe that yes, it is a key differentiator in game success. I have no idea how to estimate it though? All I know is that we plan on investing into marketing, because we don't just want to make games, we want to make a living out of it. :-)