game-market-research

Conducts market research for game concepts covering competitors, sizing, audiences, and positioning.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill game-market-research-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-market-research
Source: https://github.com/zerox-core/AI_Game/tree/main/.continue/skills/game-market-research
Command: npx skills add https://github.com/zerox-core/AI_Game --skill game-market-research-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game developers often build titles without knowing whether a viable audience exists, how crowded the genre is, or how to position against competitors. This Skill turns a game concept into a structured market research brief with quantitative grounding. ## Core Features & Use Cases - Six-Phase Research Workflow: Covers genre analysis, competitive landscape (direct, indirect, aspirational tiers), TAM/SAM/SOM market sizing, audience profiling, trend detection, and positioning strategy. - Quantitative Estimation Methods: Uses review multipliers, wishlist conversion rates, and comparable-title analysis to estimate sales and revenue at indie scale. - Structured Output: Produces a Market Research Brief with an executive summary, risk assessment table, pricing recommendation, launch window guidance, and a go/no-go recommendation. - Use Case: A solo developer considering a roguelike deckbuilder runs the workflow to compare against Slay the Spire, Balatro, and Inscryption, estimates a realistic year-one revenue range, and receives a positioning statement plus an honest saturation-risk verdict. ## Quick Start Ask the assistant to run market research on your game concept, for example: "Do market research on my cozy farming sim concept and tell me if it is viable."

Frequently Asked Questions about game-market-research

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I validate whether my game concept is commercially viable?

Run the six-phase workflow: analyze the genre lifecycle, map direct and indirect competitors, estimate TAM/SAM/SOM with review multipliers or comparable titles, profile the audience, check trends, and produce a positioning statement with a go/no-go recommendation.

How to estimate market size for an indie game?

Use three methods: multiply Steam review counts by 30-80 for unit sales, apply 10-20% wishlist conversion rates, or average estimated sales of 3-5 comparable titles discounted by 50% for survivorship bias. Size estimates are calibrated to indie scale, not AAA.

What competitors should I analyze for a new game concept?

Analyze 3-5 direct competitors in the same genre and price range, 2-3 indirect competitors serving the same player need through different mechanics, and 1-2 aspirational titles that set the quality benchmark you aim for.

When should I not use this market research workflow?

Do not use it for brainstorming new game ideas (use game-brainstorm) or for designing in-game economy and monetization systems (use game-economy-designer). It validates and positions existing concepts rather than generating them.

Does the market research brief work for solo developers?

Yes. Market sizing is explicitly calibrated to indie scale, with SOM estimates of 0.1-1% of SAM in year one and break-even analysis at solo-dev revenue targets such as $20K-50K, rather than AAA budget assumptions.