Ember

Business tools for game studios / New Game - Commercial Plan
A Kritiq
product

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.

Currency
1

Your game

Just the game itself. What it is, and who it is for. Nothing about stores or pricing yet.

Single-player
Multiplayer
0 words
2

Total addressable market

Name a few titles like yours. We size the market from their real Steam audiences. Think of it as a lookalike.

Searching ... Steam titles. Pick the games your audience already plays.
Add two or three comparable titles to size the market.
3

How you'd rank

Where your comparables land on units, and what it takes to sit near the top of the pack.

Add comparable titles in Section 2 first.
4

Price & what you keep

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.

$
Default from your comps. Edit to use your own.
6% of sales refunded
—
Blended store cut: 30%. One price across channels for now; per-store pricing can come later.
What you keep
—
5

Launch shape & cashflow

When the money actually lands. Pick the base curve, then drop sales and updates onto the slope.

Lock your unit number in Section 3 to shape the launch.
6

DLC & expansions

Revenue layered on top of your base game. Each release sells to a share of owners as they arrive, and stacks with the last.

Lock your unit number in Section 3 to add DLC.
7

Costs: Pre-FCL

What it takes to build the game to launch, tagged by development phase. This is your sunk capital.

Build costs itemise the spend to reach launch, tag each to a phase sunk capital
Team & time · sets cost defaults for your size
$
Cost by phase
8

Costs: Post-FCL

What it takes to run the game once it is live: recurring costs, phase changes, and one-off or period spend.

Regular costs recurring every month ongoing
Phase changes
A phase change permanently resets a monthly cost from a chosen month, up or down. Ease into Maturity, ramp up for a Relaunch, or wind down to Sunset. 100% = unchanged, above 100% spends more.
One-off & period costs (a single month, or spread over several)
Each cost runs for the months you set. 1 month is a one-off (a console port, an audit); several months is a campaign (a marketing push). "Suggest from my plan" adds a launch push and pushes around DLC and big sales.
Marketing return · what a wishlist is actually worth to you
Cost flow (build by phase before launch, then running costs)
Total cost
—
9

Plan

Everything together: revenue and costs over time, your breakeven, and how the top line becomes profit.

Lock your unit number in Section 3 to see the plan.
10

Recommendation

An automatic read on the whole case: where the risk sits and what to pressure-test before you commit.

Lock your unit number in Section 3 for a recommendation.
11

Scenarios

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.

Ember A Kritiq product
Steam audience data via SteamSpy (as of September 2026); reviews→units multiplier and launch-shape presets calibrated on GameDiscoverCo data (2026, recent premium titles). Figures are directional.

Scenario planner

Flex levers over your base, generate a range, and compare saved setups.
Lock your unit number in Section 3 to plan scenarios.