Where it ranks
Your reach and save rate, plotted against every comparable game we've profiled. The percentile, not just a number.
A one-page read on where a game like yours sits with streamers: how far it reaches, how strongly they want it, and which audience to target. $299, usually within 24 hours.
Aggregate only. No creator lists.
We read your game's design, then map it to what real streamers save and skip in our app before they go live. You get demand, not viewer counts: where a game like yours ranks, who it reaches, and what to lead with.
Your reach and save rate, plotted against every comparable game we've profiled. The percentile, not just a number.
The streamer segment whose declared filters fit a game like yours, and how large it is.
Which design qualities pull demand above baseline and which to downplay. Significance-tested, with confidence ranges.
First-party pre-stream intent, most useful for small and emerging games. Twitch shows who watched. Steam shows who bought. Neither shows who looked and said no.
No individual streamer is ever identified or sold. The read shows how streamers respond to a design like yours, in aggregate, before launch.
Every read is one page. This is the actual layout, with sample values, so you know exactly what lands in your inbox.
A game with this profile reaches a narrower slice of streamers (ahead of 38% of comparable games), and the streamers who can see it are above-baseline likely to save it. A focused, enthusiastic audience: concentrate your creator outreach on the segments that fit rather than seeding broadly.
Why this isn’t on Twitch or Steam: they only show what already streamed or sold. This read is built from real streamers telling StreamGist, before they go live, which games they intend to play next and which they deliberately pass on.
Profile-based: a game with your design profile, benchmarked against every comparable game in our panel. Not a reaction to your specific build, and not a viewership forecast.
How your game stacks up vs comparable games
Addressable reach
45% is below typical (catalog median 52%), ahead of 38% of comparable games we have profiled.
Save rate vs comparable games
Streamers save a game like this 22% of the times they decide on one (catalog median 18%), ahead of 64% of comparable games.
What to do with this
Where demand sits, by design quality
above baselineabout typicalbelow baseline· bar = save rate, whisker = 95% range
Sample, illustrative design-quality values versus a 20% baseline: Horror 25 percent, above baseline (avoid-attribute); Chat-interactive 25 percent, above baseline; High energy / pace 24 percent, above baseline; Grind-heavy 17 percent, below baseline; Aggressive monetization 16 percent, below baseline.
Five of up to 13 scored qualities shown. A game can be strong overall while individual qualities sit above or below the ~20% average; the verdict is the net position. An asterisk (*) marks avoid-attributes (e.g. horror, pvp): their save rate is measured only among streamers who do not rule them out.
What gives streamers pause: the deliberate “no”
Across comparable games, streamers who deliberately weigh a game pass on some quality clusters more often than others (a panel-wide pattern, not specific to your title). Where your game leans on the higher-rejection qualities, the full read names them so you can reframe or soft-pedal them in your store copy and trailer rather than leading with them. Directional.
Reach detail: who your design filters you into
Styles wanted: horror (38% want it); story-rich (29% want it). Avoid-triggers: pvp (24% rule it out); competitive (18% rule it out). Each avoid-tag a streamer set hard-excludes a game like yours before any opinion forms, so they compound.
How to read this. Demand position compares how often streamers save comparable-attribute games to a baseline over 365 days, weighting each pass by how decisively the streamer rejected it (a reflex skip counts fully against, a slow deliberate pass barely);
only differences that survive a multiple-comparisons correction are called above or below, the rest are about typical. Whiskers show the 95% range. Counts below 30 are suppressed to protect privacy. Built only from StreamGist’s first-party panel of 8,000+ save/skip decisions over the trailing 365 days; no third-party platform data is resold. Figures are a point-in-time snapshot.
Illustrative example with sample values, not a real game’s data. A real read uses your game’s profile and the live panel.
What’s inside your one-page read
$299. Usually within 24 hours. You're only charged for a game we can match.
Built on StreamGist's demand research, not Twitch's public numbers.
Studio Insight
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Studio Insight
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Studio Insight
Social games can still work on stream, but creator commitment depends on whether the room is predictable enough to become repeatable programming.
Self-serve, start to finish.
Search the catalog. Unreleased or not listed? Request a manual read instead.
One flat fee, self-serve checkout. No subscription.
A one-page PDF, usually within 24 hours.
What game teams ask before buying.
It's the game you pick, read through the design qualities we score, not your specific build. That holds whether or not your game is in our catalog: it benchmarks a game like yours, not a tally of your own saves.
The panel behind every read: every save/skip decision over the trailing 365 days. Calls are made against the catalog baseline and only flagged when they survive a multiple-comparison correction; everything else reads as typical. Reach and save rate are benchmarked against the full distribution of comparable games, with 95% confidence ranges. Ask us for the method and provenance anytime.
Most catalog reads arrive within 24 hours. Manual or unreleased reads can take a few business days.
You won't dead-end. If we can't confidently match it, or it's unreleased, we'll run it manually from a profile you send, and the search routes you there automatically.
How often streamers who can see a game like yours save it for later instead of passing, weighted by how deliberately they decide. That is real pre-stream demand among the streamers your design reaches, the signal creator outreach and launch targeting turn on. It is a demand read, not a promise of outcomes.
No. It reads streamer intent, what they save and skip before going live, aggregate and directional. It doesn't predict viewers, streams, or sales.
Yes. You get a license to use it for your internal business. You can't resell it or present it as your own analytics service.
$299. Usually within 24 hours. You're only charged for a game we can match.
The self-serve read covers games in our catalog. For anything else, tell us here: an unreleased or uncataloged game we can read from a manual profile, or a paid demand test that places your game in the recommendation feed, clearly labeled and shown only where it fits. We'll follow up to scope it.