GameMorrow
Experimental · empirical

How much can your game earn?

Study the market before you build. Planning is most of the work — so you don’t spend years on the wrong game.

Before you write code, study what actually sells. On Steam, only about 3% of releases reach ~1,000 reviews — often the bar for “real” money and Daily Deals. The signal isn’t the single game that made the most: look at genres with the most hit entries. That usually means an audience that buys more than one game — not a winner-take-all trap like Battle Royale.

Top genres barely shuffle year to year: Narrative, Simulation, Horror, RPG, Idle, Roguelike keep showing up. Many hits never trend on social — they sell quietly by word of mouth. Marketing alone can push you to ~150 reviews; past that, players have to like the game enough for the algorithm to help.

Pick a genre with an active audience — and don’t drown in a project that drains you. The work should still feel good to do. And the hard part: nobody will pay for a game you yourself don’t want to play.

If you’ve already made a game, you can analyze its store page by pressing the button.

FAQ

Why study genres with the most hits, not the biggest earner?

One Fortnite-scale hit can be winner-take-all. Genres with many games clearing ~1,000 reviews usually mean a broader, repeat-buying audience — a more realistic indie bet.

Does a good store page guarantee revenue?

No. Market fit, genre, and a game you’d play yourself come first. The page audit shows whether visitors understand the promise before Play — and what to fix if they bounce.