Simulated audiences · validated numbers

Meet your marketbefore it meets you.

360,000+ player voices7,100+ launches studied29 markets

Software that lets you sit in the room with a market you have never entered.

Humans are unreliable at explaining their own behavior. We read what your customers actually did and use that to reach the unreachable insights.

The people who never answer surveys are already talking where they feel at home. We listen at scale: hundreds of thousands of real player voices across 29 markets, weighted by how much each concern actually changes whether players recommend the game.

Every read carries its evidence tier. Validated means tested against reality with the measurement published. Data-grounded means computed from real voices. Qualitative means a simulation, and it says so on the surface.

Which market says yes, which says no, and exactly what they'll complain about.

The room

Panelists with names, standpoints, and memory, derived from the concerns their market actually raises. They speak first, disagree in public, and remember what you showed them last week.

01
If the market talks about it, the room knows it. Every concern traces to a real voice.
02
Ask the whole room, or pull one panelist aside. They answer in character, and they keep their receipts.
Sentiment

Would Seoul's ranked players forgive a battle pass at launch?

Accountable to reality

Vantage is built on frontier research from Stanford, with the scientific method at its center. We hide a game from the system, predict how each market will rank it, then check against how real players actually ranked it.

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Sharper market ordering
More accurate than a market-aware AI at ranking a game's markets, checked against how real players ranked 3,517 launches.
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Weak markets caught
For a game already live and entering a new market, checked across 83,232 real market cases. Almost never a false alarm.
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Reactions called before launch
In our pre-release case, 84% of what the room raised about a major franchise release showed up in real player reactions after launch. Convene a market's focus group before release and the real positive and negative reaction clusters reach you before they happen.
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Of theoretical maximum
There's a limit to how well anything can predict this, because real players don't fully agree with each other. We're the only ones who've measured where that limit sits, and we are 70% of the way.

Everything here comes from the same finding: what people did predicts better than what a model thinks. Stanford University proved this in their latest AI research and we built the product around it.

One engine, every audience

Built to work in any industry. Proven in the hardest room first.

Live

Gaming

Publishers entering new markets test reception, creative, and monetization against player audiences grounded in real community voices, before the budget commits.

  • Market ordering and launch sequencing
  • Trailer and key art testing
  • Monetization tolerance
  • Localization return
  • Concern mapping by market
In development

Entertainment

Trailers, titles, and positioning tested against the audiences who decide an opening weekend, market by market.

  • Trailer resonance by territory
  • Title and positioning tests
  • Release sequencing
In development

Consumer

Products and campaigns read by the markets they launch into, with the same evidence discipline underneath.

  • Campaign pre-tests
  • Price and claim sensitivity
  • Market prioritization
Reads in the open

We publish some of these. Each one takes a game launching soon and reads how real players in each market received the games like it, and what they raise. Built from the public store page alone, with nothing from the studio.

See all reads

The market has already made up its mind about products like yours. Hear it early.