About PlayRecon
Our Story
We play games, and we make them. Building games in our own studio, we ran into the marketing side of the work head-on: when to launch, what to charge, whether the genre was already crowded, why a campaign went nowhere. The answers came from memory, a spreadsheet from March and whoever had time that week.
So PlayRecon started as a tool for ourselves. We began recording the market every day and pointed agents at it to answer the questions our own studio was stuck on. It quickly became the thing we trusted most for those calls, and every day of recording made it better. At some point it stopped making sense to keep it to ourselves, so we are opening it up to the community of people who make games.
Team
- CEO & CTO · FounderArtem Slizhik5x founder with 1 exit. Founded a mobile game studio with 7 titles and 10M downloads.LinkedIn →
- Head of AI · Co-founderEgor Lyskov12 years in games, formerly Head of Game Design.LinkedIn →
What we hold ourselves to
- Labels on every lineObserved, estimated and inference are kept apart, so you always know which kind of claim you are reading.
- Sales only as estimatesSteam does not publish sales. Where we show copies or revenue, it is our estimate from reviews with its range, and the case says where the estimate does not fit.
- Dead ends stay inThe explanation that failed is reported, not dropped. What was ruled out is part of the answer.
Where we are
- Tools
- LiveGame and company pages, charts, Steam fests, release planning, niche analysis and publisher search. Most work without an account.
- AI assistants
- LiveChatGPT, Claude, Codex, Cursor and other MCP clients.
- Research agent
- Private betaOpen to a few teams at a time.
- Coverage
- Steam and 7 more storesSteam with every tool. PlayStation Store, Xbox, Nintendo eShop, Epic Games Store, GOG, App Store and Google Play: charts, prices and ratings are recorded.
Contact
For anything about PlayRecon, write to hello@playrecon.com. To try the research agent, request access. Follow along on LinkedIn.
