Research a market
What shipped into the genre, at what price, how each one landed, and where demand is still moving. Named games with dates, not a market-size figure.
Marketing agents for game teams
Publishers, studios and independent developers use it to research markets, plan marketing and launches, benchmark performance, and decide what to build, fund, publish or promote.
The point is not speed for its own sake. It is not spending another hundred thousand dollars on a campaign, a launch window or a product built on an assumption nobody checked.
The agents are in private beta. Scouting the market is free: release calendar, niches, launch windows →

Question
“What did this launch do that the games standing next to it on the same shelf did not?”
What came back
The shelf did not decide it. What separates this launch is a year of demo campaign, a $9.99 price with a launch discount, and tag pages that moved before the charts did.
Evidence, as returned
A market question rarely has an owner. It has three half-owners, and the answer gets assembled by hand every single time, from scratch, by whoever has the least on that week.
None of that is a tooling gap. The data exists and the dashboards exist. What is missing is anything that will go and do the work.
Five jobs, and what each one hands back. They run on one record, so the peer set from a concept check is the same peer set the launch plan is measured against.
What shipped into the genre, at what price, how each one landed, and where demand is still moving. Named games with dates, not a market-size figure.
A peer set with a stated reason for every game kept and every game dropped. Disagree with one, take it out, and the case rebuilds without it.
A dated plan: beats, windows, price, the shelves and festivals worth chasing, each drawn from games that already ran that play.
An hour-by-hour timeline of what happened and what moved with it, with the obvious explanation tested against the others that also fit.
One action, the evidence behind it, the competing reading still attached, and the finding that would change our mind.
The work is the same work. What changes is who does it, how much of it runs at once, and whether it stays open afterwards. Nobody sits and steers the run.
“Are we too late to a co-op extraction game” is a perfectly good place to start. No query builder, no metric to pick first.
They choose the comparable games, rebuild the timelines out of the record, and take a run at the obvious explanation to see whether it survives contact.
The hypothesis that failed is reported, not quietly dropped. You see what was ruled out, which is most of what makes the rest trustworthy.
A recommendation carrying its peer set, its timeline, its sources and its dates. Minutes after the question, and it stays open for the next one.
The shape of the work. The output itself is the case card above.
Any tool can produce a recommendation. The question is what happens when the person holding the budget asks why. Here is the same call, made twice.
“Launch at $9.99 and lean on a Next Fest demo.”
No peer set. No timeline. No source and no date. There is nothing in it to check and nothing to argue with, so it gets believed or ignored on feel, and either way the budget moves.
“What the record supports: a $9.99 price with a small launch discount, and the demo as the spine of the campaign rather than a Next Fest checkbox. It does not prove either one caused the result.”
Observed, estimated and inference are labelled separately, and they never get printed as each other. A price on a day in a region is observed. Why a game climbed is an argument, and it arrives with the competing readings still attached.
Recommendations are only as current as the record behind them, so the record is the part we run every day.
Price history can be pieced together after the fact. Most of the rest cannot: what the page said, which shelf it sat on that morning, where it ranked in Brazil. Storefronts keep almost none of that, so it exists only because it was recorded on the day, which is also why the position compounds.
Three kinds of team, different jobs, one record underneath. Not three products.
One record pointed at a slate instead of a single title. Scouting, screening and monitoring are the same workflow at different widths.
What they use it for
A question it answers
“Of the games in this genre that shipped a demo this quarter, which three are worth a call, and what would take them off the list?”
What comes back
A shortlist with a reason for every game on it, the cohort it was ranked against, and the fact that would change the ranking.
The agents are in private beta for now, and we plan to open it up soon. If you want to take part before that, write to us at early@playrecon.com.
Bring a real question, not a demo request: the launch window you cannot settle, the genre you suspect is already crowded, the campaign that underperformed and nobody can say why, the publisher list you have been assembling by hand for a month.
Send it with whatever comparison set you already have in your head. You get back what the record can show, what it cannot, and the first real piece of the answer.
Not ready to send one? Scout the market yourself first, no invite needed: start here →