Ember

Business tools for game studios
A Kritiq
product

Clearer numbers.
Brighter games.

Ember is a set of free business tools for game studios. Use them to work out whether a game stands up commercially before you build it, and to keep an honest read on it once it is live.

Each tool is built to show when the answer is no, so the numbers can be checked against their inputs.

Free  ·  No sign-up  ·  Your numbers stay on your machine
The tools

New Game - Commercial Plan

Premium titles

Model a game's commercial life before you commit to building it.

  • Size your market from the real Steam audiences of comparable titles
  • Benchmark against those titles to land on a unit number you can defend, and test it against your actual wishlists
  • Work through price, launch shape, DLC, costs and cash, with the funding clock starting on day one of development
  • Finish with a plan score, a scenario planner and a saved plan
Open New Game - Commercial Plan
Start with the game you would most be compared to.

Live Game Re-forecast

NewLive games

Check a live game against its plan, and explain the gap.

  • Four numbers a month, measured against a plan you saved earlier
  • A variance bridge that decomposes the gap by driver and closes exactly, so it survives someone else reading it
  • What each lever would have to do to close that gap, and what each one would cost you
  • Version history, so you always know which number is on record and which is still a draft
Open the Re-forecast
Needs a plan saved from New Game - Commercial Plan.

Free-to-play Plan builder

Coming soon

The same discipline, for games that earn after the download.

Both tools above model premium titles, where the money arrives at the point of sale. Free-to-play does not fit that shape: it runs on installs and cohorts, retention curves, conversion to payer and ARPDAU across a far longer tail. That is a different model rather than a different setting, so it is being built as its own tool rather than bolted on as a toggle.

Why these exist

Planning the commercial life of a game properly tends to take three people in a room: someone who knows the product, someone who can read the numbers, and someone who owns the P&L. Re-forecasting is never done once. You do it again every time reality moves.

ProductWhat is happening in the game, and why
AnalysisWhat the numbers actually say
FinanceWhat it means for cash and for reporting

Most studios do not have all three. So these tools include the missing parts themselves: benchmarks from real titles stand in for an analyst's context, and the model runs standard financial checks. One person can run the full analysis, and the results can be taken to a founder or a publisher.

Nothing is uploaded. Everything runs in your browser and your numbers never leave your machine, which matters when the numbers concern a game you have not announced yet.