The New Game - Commercial Plan models the commercial life of a premium game before you build it: units against real comparables, revenue after price and platform cuts, costs, and the month you break even. Work top to bottom, each section builds on the last. Nothing you enter leaves your browser.
Just the game itself. What it is, and who it is for. Nothing about stores or pricing yet.
Name a few titles like yours. We size the market from their real Steam audiences. Think of it as a lookalike.
Where your comparables land on units, and what it takes to sit near the top of the pack.
Turn units into revenue: your price, where people buy, and what's left after the store's cut. This is the size of the prize.
When the money actually lands. Pick the base curve, then drop sales and updates onto the slope.
Revenue layered on top of your base game. Each release sells to a share of owners as they arrive, and stacks with the last.
What it takes to build the game to launch, tagged by development phase. This is your sunk capital.
What it takes to run the game once it is live: recurring costs, phase changes, and one-off or period spend.
Everything together: revenue and costs over time, your breakeven, and how the top line becomes profit.
An automatic read on the whole case: where the risk sits and what to pressure-test before you commit.
Not happy with the rating? Open the planner to flex levers, generate a Low / Base / High range, and line saved setups up side by side.