PlayRecon

Marketing agents for game teams

PlayRecon is a marketing platform for the game industry, built around agents.

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.

  • It does the work that is split today between marketing and analytics, as agent workflows rather than another dashboard.
  • Questions that take weeks or months of someone’s calendar come back in minutes.
  • Every recommendation carries its peer set, its sources and the date each fact was recorded.

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 →

Demo runShift At Midnight · appid 37223302026-07-26

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

  • observed26 games shared the Popular Coming Soon shelf in the same window; 7 of them never reached the top sellers at allstorefront_visibility (cohort) · 2026-07-26
  • observedPriced at $9.99 with a 10% launch discount ($8.99), which also puts it on the Specials shelfprice_snapshots · 2026-07-24

Open the whole case, step by step →

Where this work goes today

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.

What the agents do

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.

01

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.

02

Compare against real peers

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.

03

Plan marketing and the launch

A dated plan: beats, windows, price, the shelves and festivals worth chasing, each drawn from games that already ran that play.

04

Reconstruct a release or campaign

An hour-by-hour timeline of what happened and what moved with it, with the obvious explanation tested against the others that also fit.

05

Recommend the next move

One action, the evidence behind it, the competing reading still attached, and the finding that would change our mind.

Minutes, not quarters

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.

01

You ask in plain language

“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.

02

Agents go and look

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.

03

Dead ends stay in the output

The hypothesis that failed is reported, not quietly dropped. You see what was ruled out, which is most of what makes the rest trustworthy.

04

You get something you can check

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.

A recommendation you can check

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.

Recommendation on its own

“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.

The same call, with the record behind it

“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.”

Peer set
26 games shared the same pre-release shelf in that window. 7 of them never reached the top sellers at all.storefront_visibility (cohort) · 2026-07-26
Timeline
Singleplayer demo Jun 2025, multiplayer demo Sep 2025, updated demo for Next Fest Feb 2026, release Jul 2026.news (Steam events) · 2026-02-23
Counter-evidence
Shelf position did not predict the outcome. Three games held that shelf at #1; one of them peaked at 1.8k concurrents. This one sat at #3 and peaked at 37.6k.storefront_visibility + metrics · 2026-07-26
What we will not say
How many copies it sold. The review multiplier everyone uses is not calibrated on this cohort, so the number would carry a two-fold spread and teach you nothing.stated in the case, not omitted from it

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.

What sits underneath

Recommendations are only as current as the record behind them, so the record is the part we run every day.

203kSteam games in the record, re-checked daily
10Mmarket observations a day
100M+recommendation-graph records
41regions priced and ranked
15 yearsof price and discount history

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.

Who it is for

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

  • Scouting: surface the games worth a call before an agent or a demo day gets to them.
  • Deal screening: place a pitch against the games that already ran that play, and say which ones it resembles.
  • Portfolio monitoring: what moved on the slate this week, and which peer set it moved against.

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.

Bring the question you are actually carrying

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 →