Monday, July 14, 2025
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Is this how to decide the game you’ll make next?

[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

Rounding off the week, as the summer holidays roll on (in the U.S.) and approach (in Europe, we think?), time to have a look around the world of PC and console game discovery once again. Again? Look, we enjoy it, don’t make us stop…

Before we start: “GameStop is auctioning off the stapler and staple that damaged a customer’s Nintendo Switch 2 for charity.” Wha? At launch, “an employee at the Staten Island branch… stapled the pre-order receipt to the front of a customer’s… box”, and it pierced the Switch 2 screen. The auction is at $242k – and we hope the winner pays.

OK, as the week peters out, let’s try to muster a little energy to examine the following game discovery goodness:

Back in April, we covered the (relative!) success of ‘Lovecraftian doctor sim’ Do Not Harm, a game from an Azerbaijan-based team (Darts) which grossed ~$500k in its first month. One of the things we noted at the time was that the team had “good understanding of hook and antecedents” – i.e. they understood successful Steam genres.

We’ve said this before, but truly understanding today’s market and identifying & playing games in the leading subgenres seems vital to success on PC & console. Why? Because the kind of game you make – its concept, hook, and product-market fit – is more important than anything else. (You need to execute too, of course…)

Anyhow, Darts’ Novruz Javadov just posted on Reddit about the process of picking their next game. And we think it’s a really interesting, metrics-led approach to game concept sifting. So let’s talk through it:

  • Step 1: understanding what type of games are ‘possible’ to make: Novruz links a notebook page and explains: “I prepared a set of risk levels for the team based on our skill level and budget. For us, Risk Level 0 was making a game similar to Do No Harm.” Risk level 2? Farming or horror games. Risk level 4? Co-op and Open World.

  • Step 2: present ideas – but based on specific criteria: internally, everyone could pitch, but based around two things: 1. “A hit game as a foundation that we’ll use for inspiration and as proof of commercial success.” 2. [describing the key initial] 10–15 seconds that will help players understand the genre and the hook.”

  • Step 3: evaluate the ideas on three specific dimensions: these were: “Popularity within the team (desire to make that game); Feasibility – scope and technical complexity (can we make that game?); Market potential (demand for such games and virality as we see it).”

The team at Darts – which has 19 full-time and 2-part time employees, by the way – ended up submitting eleven ideas, which are named here (and in the above header image) with the scoring. Great concepts here, including a Backrooms-y take on Blue Prince & a This Is The Police-like with new setting and Sultan’s Game elements.

Eight leads then met – production, creative, game design, art, marketing, narrative, QA, and development, fleshing out the three-dimension scoring. And three titles got to ‘5 votes out of 8’, leading to quite a lot of back and forth, detailed in the post.

Darts’ debut title, Do Not Harm.

In the end, the Darts team decided that “we’ll be working on a mix of 3D Potion Craft and Inscryption, set in the world of Do No Harm (possibly featuring our Witch.) That way, it also fits the best to the concept of Risk Levels we designed earlier.” So the highest rated game didn’t win – it was the #3 title. But there was a clear way to discuss & resolve that.

Look, we’re renowned process/data nerds at GameDiscoverCo. So of course we’re going to be excited about a data-led approach to deciding which game you should work on. But there’s three things that stand out with Darts’ approach:

  • Anchoring against another hit game stops ‘unclassifiable discovery’ misses: the #1 cause of failed discovery is ‘the average player can’t work out where this game fits into their world view’. This prevents that by using clear ‘anchor’ games up-front.

  • Blending internal popularity with feasibility & market potential is smart: the first is a ‘real’ number, while the other two are estimates. But they are all super-important to success. So having a robust real-world discussion on them is key.

  • A democratic-ish process should reinforce enthusiasm: I asked Novruz if he felt like everyone thought this a ‘fair’ process. And he said that it wasn’t perfect, but he hopes “our overall culture… makes it so that these conflicts are resolved quickly.”

We’re not saying all studios should do things this way. But for smaller, more agile devs, being a) grounded, b) market-aware and c) logical is an edge over the average ‘I have a single idea I’m in love with’ creator. They’re not looking at near-infinite game options. (They don’t have to! But more process, early sounds like a wonderful idea.)

While Valve’s taken its time in rolling out videos of talks originally premiered at GDC 2025, we can’t recommend them enough for practical advice. The latest one (above) is the Steam Early Access talk given by Alden Kroll, and the blurb explains:

“Learn how Early Access is meant to be a tool for developing your game while receiving player feedback. We’ll share how to best set expectations (for you and for your audience), and how to manage feedback.”

We featured 3 of the graphs from it back in March, but you can now watch it yourself – and you should do that. Some highlights we wanted to point out:

  • Valve agrees that how you approach Early Access has changed: Alden says up front: “It is still clearly relevant as a model for game developers and players, and it is also different now than it has been in the past”, concurring with all of us that “player expectations are higher as to the quality and polish of the game” for EA launch.

  • Being hyped to communicate with your players is key: talking to devs in Early Access, Alden noted that “making sure that their team was excited to engage with players, and organizing their team and their process” around that was vital. You need a clear plan of updates, community feedback, and the ability to be flexible.

  • Making ‘a splash’ with 1.0 was important to exiting Early Access: Alden noted that aligning other platform launches (like console) to 1.0 releases is great, but also stressed making “an update that was not just another update… but a bigger, maybe a capstone update”, so the 1.0 felt like something special.

It’s also good that Valve got several devs who were in Early Access to provide video soundbites for the YouTube talk, including Anton from Perfect Random (Sulfur), who we featured in the GDCo newsletter late last year.

So the overall keys to success, per the devs that Valve talked to? “Listening to feedback, communicating regularly, testing with [a] core group of fans [ahead of/during Early Access], and updating regularly.” There’s also some other good points on how to shape player feedback and planning for 1.0 price changes – all helpful stuff…

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