Where to Find Reference Games Worth Studying
Top charts show you what already won, which is the least useful information available. Here are better sources, and a way to study games that produces something reusable.

Top-grossing charts show games that succeeded years ago with budgets you do not have. More useful sources are what publishers released recently, what is being tested in ad networks, and what is rising rather than what is highest. Study games by isolating one mechanic rather than by playing them.
Why this matters
Most teams research by opening the store charts, playing the top titles, and coming away with a general impression that changes nothing.
That is not research, it is exposure. Useful research produces a specific, reusable note about how something works.
The difference is in where you look and what you do while looking.
Why top-grossing lists mislead
Three reasons the top of the chart is the least informative place to look.
- They are lagging indicators. A game at the top has been there for a long time and reflects decisions made years ago.
- Their economics do not transfer. These titles sustain their position with marketing budgets that are not available to you, so their design assumes a scale you will not have.
- They are heavily iterated. What you see is the result of years of live operation, not the game that launched. Copying the current version means copying the answer without the working.
Charts are still worth watching for one thing: what changes. A title rising quickly is far more interesting than one sitting at the top.
The question is not what is winning. It is what is being tried, because that is what you can still learn from.
Sources worth checking weekly
Four sources, each answering a different question.
Publisher release feeds. What the major casual publishers actually shipped in the last few months is the clearest available statement of what they are buying. It is more reliable than their marketing copy, and it directly informs the choices in How Publisher Submission Bars Differ.
Ad creative libraries. Platform ad transparency tools let you see what games are currently advertising and how. This shows what is being tested right now, which is months ahead of the charts.
Store chart movement, not position. Filter for rising titles in your genre and territory. Fast movers reveal current appetite.
Developer communities. Post-mortems, devlogs, and teardowns from people building in your space. This is where you find the reasoning behind decisions, which no amount of playing will give you.
Set aside a fixed slot for this, weekly, and keep it short. Thirty minutes on a schedule beats three hours occasionally.
Reading a game instead of playing it
Playing a game teaches you how it feels. Reading it teaches you how it works, and only one of those is transferable.
A structure that works, in about twenty minutes per game.
| Pass | Focus | Question |
|---|---|---|
| First 30 seconds | Onboarding | What is shown, in what order, and what is withheld |
| First session | Core loop | What is the act, earn, choose, change cycle |
| Failure | Feedback | What happens when the player loses, and how fast is retry |
| Progression | Return reason | What is unfinished when the session ends |
| Monetisation | First offer | What is sold, when, and against what friction |
Take a screenshot at each stage and write one sentence. The sentence is the deliverable.
Deliberately do not play for enjoyment during this. Set a timer, take the notes, and stop. Research sessions that become play sessions produce impressions rather than notes.
The onboarding pass in particular pairs with What Happens in the First 30 Seconds.
Building a mechanic library
The point of all this is accumulation. A studio's research is only valuable if it can be recalled a year later.
Keep one entry per mechanic, not per game. A mechanic library is more reusable than a game library, because you will want to combine mechanics rather than clone titles.
Each entry needs five fields.
- The mechanic in one sentence, stated so somebody could build it.
- What makes it satisfying, mechanically rather than descriptively.
- Where you saw it, with a screenshot or a short clip.
- What it needs to work, such as a specific control scheme or session length.
- What it pairs with, which is the field that makes the library generative.
That fifth field is what turns a reference collection into an ideation tool, and it feeds directly into Ideation Systems.
Note-taking you will actually reuse
Most research notes are never opened again, for predictable reasons.
- Too long. A page of notes will not be reread. One sentence and an image will.
- Organised by source. Nobody searches by which game they saw something in. Organise by mechanic.
- No visuals. A screenshot recalls the whole context instantly; text does not.
- Stored somewhere private. If the team cannot search it, the research benefits one person.
Keep it in a shared, searchable place with a consistent tag per mechanic type. The bar is that somebody who was not there can find it in a year.
What we would do
Book thirty minutes weekly and treat it as production time rather than something done when there is space. Research skipped during busy periods is skipped permanently.
Study three games properly per month rather than sampling twenty. Depth produces reusable notes; breadth produces vague familiarity.
Then run a monthly session where the team walks through what was added to the library. It surfaces combinations nobody would have found alone, and it is where most useful concepts start.
The short version
- Top-grossing charts lag, assume budgets you do not have, and show years of iteration.
- Watch publisher release feeds, ad creative libraries, chart movement, and developer communities.
- Read a game in five passes: onboarding, loop, failure, progression, monetisation.
- Write one sentence and take a screenshot per pass, then stop.
- Keep a library organised by mechanic rather than by game.
- Record what each mechanic pairs with, which is what makes the library generative.
Pick three games in your genre and read them properly this month. If you want an outside team studying the space alongside you, get in touch.
Related reading: Ideation Systems, The Core Loop Behind Five Games, and What Actually Works in Mobile Games Right Now.
Got a game idea? We build it.
You bring the concept. We design, build, test and launch it, and you own 100% of the finished game.
Share Your Game Idea →