JOURNAL
Evergreen or Evergrave: 10 Genres That Keep Paying, and 10 That Will Eat You Alive
Read This First, or Don't — Seriously, I Mean It
I'm gonna be straight with you, because I've been where you are. This one's only for a very specific kind of dev: the one who wants their games to actually pay them back. Rent money, grocery money, "holy crap I can quit my job" money. If you're picking a genre just because you love it — if the dream matters more to you than the invoice — then honestly? Stop here, and I've got zero snark when I say that. Picking what you love and serving it with patience is genuinely admirable, and some of the biggest games ever started exactly that way. Go build the thing you love. I hope it sells a million. (´・ᴗ・`)
But if you're here 'cause you've stared at your savings and done that scary math, then lean in, 'cause this is the most important thing I'll tell you in this whole piece:
The genre is the biggest marketing decision you'll ever make. I'm telling you, it's bigger than your trailer. Bigger than your Steam page. Bigger than every post you'll ever write. Pick the wrong genre and you're building a gorgeous product nobody asked for, and your budget'll die before your game does. I've watched it happen. A game you make in the right genre on a tiny budget will beat a game you make in the wrong genre on a big budget, every single time, 'cause the genre decides who even sees your work.
I've got three rules, and I don't bend on these:
- Pick the genre like it's a business decision, because I'm telling you, it is one.
- Control the budget like it's the enemy, because trust me, it is.
- Control development time: one to two years, hard stop. Anything longer and the market moves on without you — or worse, you lose your own motivation halfway through.
If you can't commit to those three, no list I give you will save you. The best genre in the world won't fix a two-year schedule that turned into five, and no budget survives a scope that doubled in month three. I've lived that one too.
TL;DR: Pick a genre where the systems generate the content (deckbuilders, bullet-heaven, idle, 2D sandbox, horror, sim-lite, automation-lite, survival craft, auto-battlers, physics sandboxes) and avoid genres that need a team, a crowd, or a license (FPS, open worlds, VR, Souls-likes, RTS, social deduction, MMOs, licensed IP). Time-box development to one or two years and treat the budget like an enemy — I've got the receipts for all of it below.
The genre doesn't decide whether you'll get rich. It decides whether you'll still be alive when the money shows up.
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