Game consulting from people who sit on the players’ side of the table

We help studios with game strategy, monetisation and how their titles actually perform. Alongside that we test indie games, build Discord servers and write about games.

We approach monetisation from the other side of the table. We talk to players in our own community every day, we read their complaints, and we know the moment a game stops being a game and turns into a toll booth. Finding that line is what we do for your game.

Studios and brands we have worked with on content, audience and community

“MagicStark is without doubt one of the more significant partners we have had the chance to work with. […] Daniel acts not only as a streamer, but also as an ambassador for our game in the Czech and Slovak scene.” (translated from Czech)
Beáta Tanaka · NetEase Games
“Magic proved to be an invaluable member of our team. His ability to understand the technical side of game testing in depth, and to find bugs that others missed, contributed significantly to the quality of our projects.” (translated from Czech)
Andrea Pilná · Criterion (Electronic Arts)
„Our collaboration with MagicStark has been ongoing for several years, and he has proven to be an invaluable partner in promoting our titles.”
Hans Dietrich · Deep Silver

These references were earned under the MagicStark brand, run byDaniel Haša– who is behind Gamers Together today.All references

What studios come to us with

Audit and research

“We don’t know whether anyone in that region wants our game at all.”

We audit the game and research the genre: how big the demand is, who serves it today, what sets you apart, and which gap nobody has taken yet. We look at the specific region – interest in the same title differs between markets by orders of magnitude, not by percentages. And if you are hitting the ceiling at home, we will name the regions worth expanding into and what that will take.

Development, UX and UI

“The game itself is finished, but players drop off and get lost in the menus.”

We stay with development the whole way, not as a one-off audit at the end. We look at UX and UI through the eyes of someone seeing the game for the first time: where they get lost, what they don’t understand, what turns them away before they reach the good part. The most expensive interface mistake is the one your team stopped seeing a year into development.

Monetisation

“We earn too little – or we earn well and players hold it against us.”

We set monetisation so the game earns without going for the player’s throat. What gets sold, at what price, when it is offered and what stays free. The goal is not to squeeze a player once, but to keep them around long enough that spending willingly feels worth it.

Community and Discord

“We have players, but nowhere for them to meet.”

We build the community Discord – local or global – including channel structure, roles, moderation and rules that still hold at three in the morning. We deploy proven bots where they are enough, and write our own where they are not. We run our own community every day, so we build from what we have already lived through, not from a slide deck.

Monetisation players don’t curse you for

The line between “the game earns” and “the game nags” is thin, and players find it before your dashboards do. Cross it and revenue climbs for a while – then comes a wave of reviews the game won’t dig itself out of for years.

We look for that line from both sides. We understand why a studio needs the game to earn. And we sit in a community where players say out loud what annoyed them – before they write it into a Steam review.

That is why our advice is never “add another bundle”. It is: here is the place where a player is willing to pay, because it makes sense to them.

We don’t just advise, we do it ourselves

Gamers Together is not only a consulting brand. We run our own community, we write about games for players, and we sell them the things we wear ourselves. That is why we don’t talk about audiences from desk research, but from daily operations.

Let’s talk about your game

The first call is free and takes about half an hour. You tell us where you are and what hurts; we tell you whether it is something we can help with – and if not, where to go instead.

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