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Social co-op games for friends are the main indie trend of the year. How much do they earn and how crowded is the niche?

By the end of 2025, quirky indie games with a focus on co-op and interaction with friends have firmly established themselves as one of the fastest-growing niches on Steam. In this new piece, we present our report on the state of this category, which many have already dubbed “friendslop,” as well as data on game revenue and other metrics.
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The state of the European gaming market in numbers: revenue, platforms, number of developers, top countries, and other metrics

You voted — we delivered. Introducing a comprehensive report on the state of the European gaming market, complete with numerous graphs and data both for the region as a whole and for individual countries. We conducted an in-depth study of consumer spending along with other statistical metrics such as the number of gamers, developers, and gaming companies.
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The methodology is good, but the sample is incorrect — Alexander Barabanov from Sad Cat Studios on the perelesoq study

Last week, the studio Perelesoq published a study suggesting that Steam wishlists are becoming outdated, and strategies focused on collecting them are ineffective. Some members of the community criticized this work. Alexander Barabanov, lead designer at Sad Cat Studios, explained to the editors why one should approach Perelesoq’s conclusions with caution.
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Do wishlists on Steam go stale? — perelesoq examines the situation in detail and with examples

Not long ago, an article appeared on the HowToMarketAGame portal, which claimed that wishlists supposedly “do not get old,” meaning their value and likelihood of turning into sales do not decrease over time. The perelesoq team decided to investigate this assertion by analyzing real data from five different games: Torn Away, CyberCorp, Elixir, Selfloss, and Tavern Manager Simulator (they also included data from Furnish Master).
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Why It’s Time to Change Game Prices, But Not How AAA Publishers Are Doing It

After the presentation of the Nintendo Switch 2, the debate about rising game prices flared up again. Many latched onto the $80 price tag of Mario Kart World, forgetting to take a broader look at the situation. Major publishers are increasingly resorting to manipulations, disregarding the changing realities of the market. Possible solutions to the problem are explored in our material.