LiveGameloom for Unity is live on the Unity Asset Store. Validate a concept inside the Editor, free.See what it does

    Five pillars decide whether a game is worth making, and each one breaks down into the specific questions a publisher would ask. The quality of the evidence behind each answer determines how well you score. Change evidence below from Not provided to Strong and watch the score move.

    Market Opportunity: 15 of 59 pointsCore Concept: 25 of 59 pointsEconomy: 7 of 59 pointsExecution: 12 of 59 pointsScalability: 0 of 59 points
    59/100Score
    Explore Improvements
    Evidence completeness 70%

    Set how much evidence each pillar carries

    Market OpportunityDo people want it?60/100
    PresentPillar weight 25%
    Core ConceptIs it a cool idea?100/100
    StrongPillar weight 25%
    EconomyWill it make money?35/100
    ThinPillar weight 20%
    ExecutionCan you build it?60/100
    PresentPillar weight 20%
    ScalabilityWill it last?0/100
    Not providedPillar weight 10%

    The whole method, explained

    Inside a Pillar

    Every Pillar Breaks Down Into the Things Worth Checking.

    Underneath each one sit the questions a publisher works through in a greenlight meeting. Most of them you answer yourself. A few, like what became of the games built the way yours is, the market answers for you. Pick a pillar to see what is under it.

    • Similar GamesWho is your competition?Weighs25%
    • Market DemandIs there demand, and how crowded is your genre?Weighs15%
    • Target AudienceWho is your game for, and where will you sell it?Weighs20%
    • Market ValidationWhat proof do you have that players want this?Weighs20%
    • Past OutcomesMarket evidenceWhat happened to games like yours?Weighs20%
    Evidence

    We Score Evidence, Not Vibes.

    Every answer lands in one of four states. It is not what you claim that moves the number, it is what you can show.

    A blank does not just score low. It becomes a checklist item telling you exactly what to go and get.

    1. Not provided0Max score
    2. Thin35Max score
    3. Present60Max score
    4. Strong100Max score
    The Market

    The Real Market Gets a Vote.

    Somebody has already made a game a lot like yours. We break every shipped game down into a GameDNA: what it is, how it plays, who it is for, how it earns. Your concept gets the same treatment, which is how we find its real neighbours and read what happened to each one: the games that sold well and kept selling, the games that sold hard and then stopped, and the games almost nobody bought. That last group usually teaches you the most.

    Harbour LanternCosy sim · Premium · PCmade it
    Reviews
    94% of 12.4k
    Owners
    260k
    Peak
    8.1k

    LovedThe island genuinely changes as you restore it.

    HatedSlow first hour before anything opens up.

    Owned one small niche completely instead of chasing everyone.

    Hollow TideCosy sim · Premium · PCdied
    Reviews
    88% of 310
    Owners
    9k
    Peak
    170

    LovedBeautiful art, and the fishing loop is genuinely good.

    HatedNobody had heard of it. No demo, no festival, no press.

    A solid game that launched quiet. Quality was never the problem.

    Salt and EmberSurvival craft · Early access · PCdied
    Reviews
    61% of 4.2k
    Owners
    88k
    Peak
    3.4k

    LovedThe opening few hours are close to perfect.

    HatedRan out of things to do by the second week.

    Loved in week one, gone by week two. The loop ran out.

    Questions

    What People Ask About the Score.

    The method itself is above. These are the questions that come up once someone has actually run one. Anything else, the full FAQ is here.

    Do all of the questions apply to every game?
    No. A question that cannot sensibly be asked of your concept is marked not applicable and drops out, and the pillar re-weights around what is left rather than scoring you zero for it. That is different from leaving something blank, which does score zero, because a blank is a gap you can close and an inapplicable question is not.
    Can I change how the pillars are weighted?
    Yes. Every project has a goal picker. Aiming at revenue moves Economy up, aiming at design excellence moves Core Concept up, and your answers never change: only what each one is worth. Every first score, and the console on this page, uses the balanced default so that two concepts scored on day one are comparable.
    What do I do if I disagree with a score?
    Open the pillar and look at the inputs under it. Each one carries its own evidence state and the reason it landed there, so a disagreement is usually about one specific input rather than the whole number. Fix that input and re-score. The old score does not disappear: every version keeps its own history, so you can see exactly what the change was worth.
    Does the score predict whether my game will succeed?
    No, and we would not claim it does. It is a read on two things: how much evidence sits behind your own concept, and how games with a similar GameDNA actually turned out. Both are checkable. Neither is a forecast of your game, because the thing that decides a launch most often is execution, and a document cannot show us that.
    Do I need a finished design document to get scored?
    No. A paragraph is enough to start, though a thin brief will say so rather than pretending to a verdict: under 40% answered you get a checklist instead of a band. The score is meant to be run early and re-run often, not saved up for a document that is already finished.
    Get started

    A paragraph is enough to start. Score it free, see what the market did to games like it, then strengthen it in Gameloom and carry the evidence through to launch.