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Know whether streamers want your game

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.

What the read tells you

Demand for a game like yours, before you spend on outreach

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.

Where it ranks

Your reach and save rate, plotted against every comparable game we've profiled. The percentile, not just a number.

Who to target

The streamer segment whose declared filters fit a game like yours, and how large it is.

What to lead with

Which design qualities pull demand above baseline and which to downplay. Significance-tested, with confidence ranges.

Where Twitch is blind

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.

Read the validation study: A Save Predicts a Stream →

A real sample

What you get: a one-page read

Every read is one page. This is the actual layout, with sample values, so you know exactly what lands in your inbox.

Streamer Demand Read

A horror-leaning game

Aggregate, pre-stream streamer demand · sample values
Niche-intense

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.

Addressable reach45%of the streamers whose declared filters would even show a game like this. The rest are hard-excluded before they can form an opinion.
Demand positionSTRONGdefining qualities above baselinewhere your strongest-scoring qualities sit vs the ~20% catalog save average (the bars below show which).
Comparable-save audience320streamers have already saved a game like this. Reach is who could see it; this is who already wanted one.

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

  • Size your outreach to your reach. A narrower reach means broad key-seeding is inefficient, concentrate spend on the segments that fit.
  • Lead with the above-baseline qualities in your capsule, trailer, and tags, and soft-pedal the below-baseline ones.
  • Treat directional reads as guidance, not precision; saves are stated in-app intent, not a viewership forecast.

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

  • Position and verdict. Where a game like yours sits with streamers, in one plain-English line.
  • Reach and save rate, benchmarked. Both plotted against the catalog distribution: your percentile, the median, and the range.
  • Demand by design quality. Up to 13 qualities, each above or below baseline, with 95% confidence ranges.
  • The deliberate “no”. Which qualities make streamers pass when they stop to weigh a game.
  • Who your design filters you into. The styles streamers want and the avoid-triggers that exclude a game like yours.
  • What to do with it. Outreach sizing, what to lead with, and what to hold back.
  • Method and provenance. First-party only, aggregate, significance-tested, point-in-time. Ask us for the method anytime.

$299. Usually within 24 hours. You're only charged for a game we can match.

How to get yours

Three steps

Self-serve, start to finish.

01

Find your game

Search the catalog. Unreleased or not listed? Request a manual read instead.

02

Pay $299

One flat fee, self-serve checkout. No subscription.

03

Get your read

A one-page PDF, usually within 24 hours.

FAQ

Common questions

What game teams ask before buying.

Is this my specific game, or a profile?

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.

How rigorous is this?

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.

How fast do I get it?

Most catalog reads arrive within 24 hours. Manual or unreleased reads can take a few business days.

What if my game isn't in the catalog?

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.

What does the save rate tell me?

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.

Is this a viewership forecast?

No. It reads streamer intent, what they save and skip before going live, aggregate and directional. It doesn't predict viewers, streams, or sales.

Can I share it with my team?

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.

Manual & placement

Unreleased, unlisted, or want placement?

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.

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