Chris Zukowski, the industry analyst behind How To Market A Game, recently published an optimistic take: indie development is in a “Great Conjunction.”
He argues that a perfect storm is brewing: genres that are “easier to make” are also the genres that Steam players are desperately hungry for. This creates a low-risk, high-upside scenario for small teams to release rapid, viral hits like Friend-slop co-op games or Horror-Casino hybrids.
But simply chasing the “Friend-slop” or “Idle Game” trend is the lazy route. A true designer knows that success is not just about the genre, but the transferability of insight, meaning the system behind the mechanics.
If you are going to take advantage of this “Great Conjunction,” you need to know why these genres are working. You need to identify the core human instincts they are satisfying.
The Designer’s Roadmap: Mapping the Great Conjunction
In my experience, the foundation of every successful game is not the graphic style or the business model, but its ability to satisfy a primal human need.
Here is a practical framework, using Instinct Mapping (the concept of identifying the core Survival and Social instincts a game satisfies) to deconstruct the “Great Conjunction” genres. I am writing a book on this topic, so stay tuned:
| Great Conjunction Genre (Zukowski) | My Instinct Mapping Proxy | Primary Instincts (The “Why”) | The Design Hook (The “How”) |
| Idle / Incremental Games | Idle Game | Acquisition, Rest, Building | The player gets a continuous drip-feed of Acquisition (loot/progress) with minimal effort, justifying the Rest (downtime) and satisfying the need to passively Build a growing system. |
| Friend-slop Co-op (e.g., Lethal Company) | Party Game | Gregariousness, Play, Laughter | The core loop is dedicated entirely to Gregariousness (social connection) and unconstrained Play, with the physics or design chaos used to trigger Laughter. Human interaction is the feature, not the polish. |
| Horror Meta-Genre | Horror | Escape, Curiosity, Rest | The challenge (Horror) is driven by the thrill of Escape and the pull of Curiosity (what’s around the next corner?). The ‘Rest’ is the temporary moment of safety (e.g., hiding, a brief safe zone). The Horror-Casino genre simply layers this instinct over Acquisition. |
| Autobattler / Strategy | Autobattler | Assertiveness, Combat, Play | The player’s success relies on Assertiveness (making the strategic decision) and Combat (the resulting conflict), packaged as a simple, repeatable loop of Play that allows for quick experimentation. |
The Formula: Market + Instinct
The success of these rapidly developed indie games proves that players will overlook polish and graphics if the core design loop is tight, fun, and deep.
Your task as a designer is two-fold:
- Analyze the Market (The ‘What’): Identify the “hot quadrant” in the Game Business Matrix (Session Time $\times$ Player Interaction) where there’s a confluence of hunger and low cost (like those mentioned by Zukowski).
- Design the Instinct (The ‘Why’): Deconstruct what primal need that market is tapping into, and use the instincts (like Acquisition or Gregariousness) to structure your Opening (hook), Core loop, and Closing (satisfaction).
Don’t be a martyr for a years-long art project when the market is begging for focused, fun systems built quickly. Use the Great Conjunction, but design with a framework. That’s how you turn a trend into a sustainable victory.
