Hundreds of demos go live on Steam every week, and around three in ten show no sign of a single player. Usually, it isn’t because the games are bad. It is simply because nobody is tasked with looking at the whole field, and a small team’s year of work can vanish in a single afternoon.
I have been playing PC games since the early 1980s and have spent most of my career working in the industry. I know what a distinctive game feels like in the first ten minutes, and I know what it costs a studio to build one. Watching good work go unseen bothers me.
So every day, I measure every single demo and playtest that hits Steam from hour zero. All of them: not a shortlist someone else picked, and not only the ones with a marketing budget behind them. By tracking live player counts, follower curves, and review velocity from the moment a build drops, I can spot the games gaining real traction before the crowd shows up. Twice a week, the findings go out for free: demos on Monday, followed by playtests, tech tests, and open betas on Friday.
Fieldcraft is one person, working from Amsterdam. Nobody pays to be featured, and nobody can. It stays free for developers and players alike, because the whole point is getting good games in front of the people who will actually play them.