시장에 여지가 있고 비교작들도 살아남습니다. 위험은 당신이 이미 감당할 줄 아는, 통상적인 실행 위험입니다.
예시 협동 인양 시뮬 · 24 · 신뢰도 높음
AI 기반 의사결정 엔진
게임 개발에서 가장 값비싼 실수는 잘못된 아이디어와 사랑에 빠지는 것입니다. KillScore는 실제 Steam 시장 데이터와 AI를 결합해, 당신이 단 한 번의 스프린트를 쏟기도 전에 모든 콘셉트에 최종 판정을 내립니다.
127,412 개의 Steam 타이틀 색인 완료 · 점수는 감이 아니라 시장 데이터로 산출
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.
의사결정 엔진
결과는 단 하나의 지표가 결정합니다. 점수는 주관적 의견이 아니라 순수한 산술입니다. 낮을수록 좋습니다. 점수가 시장 포화도, 즉 당신이 노리는 자리를 이미 얼마나 많은 경쟁작이 차지하고 있는지를 측정하기 때문입니다.
시장에 여지가 있고 비교작들도 살아남습니다. 위험은 당신이 이미 감당할 줄 아는, 통상적인 실행 위험입니다.
예시 협동 인양 시뮬 · 24 · 신뢰도 높음
그 밖에는 충분히 가능한 콘셉트를 한두 개의 차원이 죽이고 있습니다. 리포트가 그것을 짚어 주므로, 착수하기 전에 무엇을 바꿔야 할지 정확히 알 수 있습니다.
예시 덱빌딩 오토배틀러 · 53 · 신뢰도 보통
카테고리가 포화됐거나 천장이 낮거나, 혹은 둘 다입니다. 이걸 출시하면 되찾을 수 없는 열여덟 달을 잃습니다. 오늘 알아 두는 편이 낫습니다.
예시 아늑한 농장 로그라이크 · 72 · 신뢰도 높음
숫자를 뒷받침할 비교작이 너무 적을 때, KillScore는 허세를 부리는 대신 그 사실을 솔직히 말합니다. 신뢰도 낮은 44는 결정이 아니라 조사 과제입니다.
“지난 4년간 이 콘셉트와 충분히 가까운 타이틀은 단 3개뿐입니다. 점수는 방향성 참고로만 보세요.”
작동 방식
한 단락이면 충분합니다. 장르, 후크, 가격, 규모, 플랫폼. Vision AI 모듈은 스크린샷과 키 아트도 분석합니다.
엔진은 장르, 태그 군집, 가격대, 출시 시기로 실제 비교작을 찾아낸 뒤, 그에 대해 다섯 가지 차원을 측정합니다.
점수, 다섯 요소 분해, 리뷰·소유자 데이터가 포함된 비교작, 매출 추정, 그리고 구체적인 권고.
위험 모델
각 차원은 실제로 당신과 경쟁하는 타이틀의 실시간 Steam 데이터에서 나옵니다. 가중치를 매겨 합산하면, 그것이 점수입니다. 그 밖에 무엇도 점수에 손대지 않습니다.
왜 믿어도 되는가
언어 모델은 설득력 있지만 일관성이 없습니다. 진행/중단 결정에는 최악의 조합이죠. 그래서 KillScore는 작업을 둘로 나눕니다. 중요한 절반은 산술입니다. 내일 다시 돌려도 같은 답이 나옵니다.
“여기서는 포화도와 소유자 상한이 지배적입니다. 로그라이트 루프가 당신의 유일한 진짜 차별점인데—바로 그것을 당신의 피치가 파묻고 있습니다.”
가격
$14.99/mo
다음에 무엇을 만들지 결정하는 1인 개발자와 2인 팀.
$149.99/mo
라인업을 갖추고 한 해에 두 개 이상 출시하는 팀.
$499one-off
타인의 라인업에 대한 실사, 또는 문서를 원하는 이사회.