市場には余地があり、類似タイトルも生き残っています。リスクは通常の実行リスク、あなたがすでに背負い方を知っている類のものです。
例 協力サルベージSim · 24 · 確信度 高
AI 搭載の意思決定エンジン
ゲーム開発で最も高くつく失敗は、間違ったアイデアに惚れ込むことです。KillScore は本物の Steam 市場データと AI を組み合わせ、あなたが 1 スプリントも費やす前に、すべてのコンセプトへ最終判定を下します。
127,412 本の Steam タイトルを収録 · スコアは市場データから算出、勘では決めない
Cozy farming roguelike with pixel art, base building and a light romance system. Solo dev, 18 months, $19.99, Steam only.
The score is computed from live market data — the model wrote this explanation, it did not choose the verdict. A saturated farming-sim shelf and a soft, under-sold hook put this concept at the crowded end of a category that only rewards the excellent. Owner ceiling and market saturation are the two dimensions doing the damage; fix those and the number moves, but as pitched this is eighteen months spent against long odds.
Lower is better · 0–100
A saturated shelf and a soft hook — this competes on the crowded end of a category that punishes anything but excellent.
Drop the romance system
It adds an estimated four months of scope and none of your close comparables monetise it. The measured playtime lift sits inside the noise band — you are paying for a feature the market does not reward.
Reclaims a quarter of the timeline for the roguelite loop that actually differentiates you.
Re-price to $14.99
$19.99 sits a full tier above the category mode; 71% of owners on this shelf bought at or below $14.99. The higher price invites launch-week discounting anyway.
Removes the biggest conversion drag and pre-empts the discount spiral.
Lead marketing on the roguelite loop
Your pitch buries the one mechanic that separates you from 1,143 farming sims. Comparables that led with their twist cleared the visibility threshold two to three times more often.
Improves the odds of breaking the 1,000-review visibility ceiling.
The farming-sim shelf is deep and unforgiving: 1,143 titles in 24 months, and the top decile takes 71% of owners. Median comparable clears ~8,400 owners.
The roguelite loop is the only real wedge, but it is under-sold in the pitch and overshadowed by a romance system that adds months with no measured lift.
14 titles matched · 9 with enough reviews to measure
Tag-cluster similarity over the Steam catalogue
| Title | Reviews | Positive | Owners | Rev. |
|---|---|---|---|---|
| Roots of Pardalis | 3,412 | 94% | 210k | $1.9M |
| Harvest Cadence | 1,088 | 88% | 62k | $610k |
| Moonfall Acres | 276 | 71% | 11k | $94k |
| Sprout & Sword | 142 | 58% | 6.2k | $41k |
| Tillage Deep | 61 | 76% | 2.8k | $18k |
iOwner counts are estimates — modelled from review counts, read as a band, not an exact number.
Break-even ≈ 3,050 units at $12.49 net
!Owner estimates modelled from review counts. Steam takes 30%; a 7.4% category refund rate is assumed.
Roguelike deckbuilder crossed with an auto-battler. Synergy-driven unit drafting, PvE ladder, pixel art. Two devs, 14 months, $16.99, Steam.
The score is computed from live market data — the model wrote this explanation, it did not choose the verdict. The core idea is sound and the deckbuilder-autobattler crossover has real room, but two dimensions drag a workable concept into the middle: scope creep from the PvE ladder, and a synergy system that reads as derivative of the category leader. The report names exactly what to change — address both and this moves toward BUILD.
Lower is better · 0–100
The idea holds; the scope does not. Two dimensions drag a workable concept into the middle.
Cut the PvE ladder
The format lives on daily seeded runs and draft-driven PvP. The PvE ladder adds months of content the audience is not asking for and dilutes the loop your comparables actually retain players with.
Refocuses scope on the replayable core and shortens the road to launch.
Differentiate the synergy archetypes
Three of your archetypes read as near-copies of Draft & Doom, and reviewers of the category leader punish "me-too" synergy systems hard. This is the single change that moves the verdict.
Gives the game a defensible identity instead of a middle-of-the-pack score.
Hold price at $16.99
$16.99 lands exactly on the deckbuilder mode. The band supports it and there is no structural pressure to discount at launch.
Protects margin without costing you conversion.
312 deckbuilders shipped in 24 months, but the autobattler crossover is thinner ground. Median comparable clears ~24k owners — a healthy mid-tier.
The synergy system is the wedge, yet three archetypes read as near-copies of Draft & Doom. Sharpen them and the verdict moves.
19 titles matched · 12 with enough reviews to measure
Tag-cluster + mechanic similarity
| Title | Reviews | Positive | Owners | Rev. |
|---|---|---|---|---|
| Draft & Doom | 2,140 | 89% | 95k | $1.1M |
| Synergy Spire | 770 | 85% | 28k | $300k |
| Auto Coliseum | 512 | 79% | 16k | $150k |
| Deck of Fates | 198 | 73% | 7k | $60k |
| Tactics Tavern | 88 | 64% | 3.1k | $22k |
iOwner counts are estimates — modelled from review counts, read as a band, not an exact number.
Break-even ≈ 2,100 units at $14.19 net
!Owner estimates modelled from review counts. Steam takes 30%; a 7.4% category refund rate is assumed.
Four-player co-op deep-space salvage sim. Physics-based hauling, procedural derelicts, voice-driven chaos. Small team, 20 months, $24.99, Steam.
The score is computed from live market data — the model wrote this explanation, it did not choose the verdict. Only 38 four-player salvage sims shipped in the last two years and the owner ceiling is a long way from crowded, so measured risk is low across every dimension. What is left is execution risk — netcode quality and cross-play — not market risk, which is exactly the kind of risk a team already knows how to carry.
Lower is better · 0–100
Room on the shelf and a proven format. Low measured risk across every dimension.
Ship the physics chaos as a feature
The jank moments are your clip-shareable surface. Comparables that leaned into the chaos — rather than sanding it down — drove the bulk of their wishlist growth organically, for free.
Turns your biggest QA worry into your cheapest marketing channel.
Commit to cross-play at launch
Four-player co-op audiences expect it, and its absence caps the reachable player pool. Retrofitting cross-play after launch is materially harder and riskier than building it in from the start.
Protects the top end of the owner estimate, where the real upside sits.
Hold price at $24.99
The co-op band tolerates $24.99 and buyers expect it. Underpricing here leaves revenue on the table without buying any meaningful extra reach.
Captures the full value of a format the market already pays for.
Only 38 four-player salvage sims in 24 months and the ceiling is far from crowded — median comparable clears ~120k owners, with outliers past a million.
Physics-driven chaos and voice-led moments are exactly the clip-shareable surface this niche rewards. The format sells itself.
9 titles matched · 9 with enough reviews to measure
Tag-cluster similarity, recent releases
| Title | Reviews | Positive | Owners | Rev. |
|---|---|---|---|---|
| Salvage Crew | 9,800 | 95% | 1.2M | $14M |
| Derelict Divers | 3,200 | 91% | 340k | $4.1M |
| Void Haulers | 1,450 | 88% | 120k | $1.4M |
| Scrap Run Co | 640 | 82% | 38k | $360k |
| Orbital Wreckers | 210 | 77% | 12k | $110k |
iOwner counts are estimates — modelled from review counts, read as a band, not an exact number.
Break-even ≈ 2,000 units at $17.49 net
!Owner estimates modelled from review counts. Steam takes 30%; a 7.4% category refund rate is assumed.
意思決定エンジン
結果はたった一つの指標で決まります。スコアは主観的な意見ではなく、純粋な算術です。低いほど良い——スコアは市場の飽和度、つまりあなたの狙う領域を何社の競合がすでに占めているかを測るからです。
市場には余地があり、類似タイトルも生き残っています。リスクは通常の実行リスク、あなたがすでに背負い方を知っている類のものです。
例 協力サルベージSim · 24 · 確信度 高
本来なら成立するコンセプトを、一つか二つの次元が殺しています。レポートがそれを名指しするので、着手前に何を変えるべきかが正確に分かります。
例 デッキ構築オートバトラー · 53 · 確信度 中
カテゴリは飽和し、天井は低い、あるいはその両方です。これを出荷すれば、取り戻せない十八か月を失います。今日知っておくほうが賢明です。
例 ほのぼの農場ローグライク · 72 · 確信度 高
数値を裏づけるには類似タイトルが少なすぎるとき、KillScore ははったりをかけず、正直にそう告げます。確信度の低い 44 は、決定ではなく調査すべき課題です。
「過去 4 年でこのコンセプトに十分近いのはわずか 3 本。スコアは方向性の目安として扱ってください。」
仕組み
一段落で十分です。ジャンル、フック、価格、規模、プラットフォーム。Vision AI モジュールはスクリーンショットやキーアートも解析します。
エンジンはジャンル、タグ群、価格帯、発売時期から本物の類似タイトルを見つけ出し、それらに対して五つの次元を測定します。
スコア、五要素の内訳、レビューと所有者データ付きの類似タイトル、収益予測、そして具体的な提言。
リスクモデル
各次元は、あなたと実際に競合するタイトルのライブ Steam データから導かれます。重み付けし、合算する——それがスコアです。ほかの何ものもそれに触れません。
なぜ信頼できるのか
言語モデルは説得力がある一方で一貫性がない——ゴー/ノーゴーの判断には最悪の組み合わせです。だから KillScore は仕事を二つに分けます。重要な半分は算術で、明日もう一度回せば同じ答えが返ってきます。
「ここでは飽和度と所有者の上限が支配的です。ローグライトのループがあなた唯一の真の差別化点であり——そしてそれこそ、あなたのピッチが埋もれさせているものです。」
料金
$14.99/mo
次に何を作るか決めようとしている個人開発者と二人組。
$149.99/mo
ラインナップを持ち、年に複数本を出すチーム。
$499one-off
他社ラインナップのデューデリジェンス、または書面を求める取締役会。