> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rolearn.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Genre Heatmap

> Find underserved Roblox genres with visual opportunity analysis — saturation mapping, growth trends, and revenue potential across every genre

The Genre Heatmap provides a visual breakdown of every Roblox genre's health — showing demand, crowding, and growth at a glance, plus a plain-English verdict on whether to build there.

## How It Works

RoLearn uses **Roblox's official genre taxonomy** (the new `genre_l1` / `genre_l2`
fields), not the deprecated legacy genre field, so names match what you see on
Roblox and games no longer collapse into a single "All" bucket. Every metric is
computed from live CCU data and refreshed every 6 hours.

Three independent pillars answer "should I build a game in this genre?":

* **Demand** — total concurrent players across the genre (the size of the audience).
* **Saturation (crowding)** — `R / (R + demand_per_game)`, where `demand_per_game`
  is the genre's CCU spread across its active games (CCU ≥ 10) and `R` is the
  platform-wide norm. **0.5 means the genre matches the platform average**; above
  0.5 is more crowded, below is roomier. This is a supply-vs-demand measure, not a
  raw game count.
* **Growth** — the change in genre CCU versus a fixed baseline 7 days ago.

Two supporting signals refine the picture:

* **Concentration** (`top3_share`) — what fraction of players the 3 biggest games hold.
* **Openness** (`newcomer_share`) — of the top-20 games' players, the share held by
  games launched in the last 12 months. Low openness means a frozen leaderboard
  owned by old incumbents (hard to break into).

## Reading the Heatmap

The heatmap plots **saturation on the x-axis** (divider at 0.6) against **growth on
the y-axis**, with bubble size = demand. As a quick scale for saturation:

| Saturation |         Meaning        |
| ---------- | :--------------------: |
| `< 0.45`   |  Open — room to enter  |
| `~0.50`    |      Platform norm     |
| `≥ 0.60`   | Concentrated / crowded |

Each genre also gets an **entry verdict** — the plain-English answer:

* **`strong`** — healthy demand, room to grow.
* **`enter_with_edge`** — viable, but you need a differentiator.
* **`avoid`** — a frozen top (incumbents own it) **or** crowded and declining.
* **`unproven`** — too little demand to judge yet.

An **opportunity score** (0–100) combines demand percentile (0.40), growth (0.35),
and openness (0.25), and is always shown alongside its sub-scores so the number
is auditable.

<Note>
  "Trend tags" like Brainrot, Skibidi, or Anime are **not** genres — they are
  cultural tags matched separately by keyword. Don't confuse a hot trend tag with
  an official genre's saturation.
</Note>

<Tip>
  Combine the Genre Heatmap with [Launch Timing](/features/launch-timing) to find the right genre AND the right time to release.
</Tip>

## Plan Limits

| Plan     |     Access Level    |
| -------- | :-----------------: |
| Explorer |     Heatmap only    |
| Builder  | Full genre insights |
| Studio   | Full genre insights |

## Frequently Asked Questions

<AccordionGroup>
  <Accordion title="What is genre saturation in Roblox?">
    Saturation measures supply versus demand: how thinly a genre's players are spread across its active games, relative to the platform norm. RoLearn scores it as `R / (R + demand_per_game)` — 0.5 is the platform average, and 0.6+ is crowded. It is not just a game count, so a genre with many tiny games can still read as open if the audience is large.
  </Accordion>

  <Accordion title="Which Roblox genre has the most opportunity?">
    It changes regularly as the market shifts. The Genre Heatmap updates automatically to reflect current conditions — check it before starting a new project to see where blue ocean opportunities exist right now.
  </Accordion>

  <Accordion title="How does RoLearn calculate genre opportunity scores?">
    The Genre Opportunity Engine weighs multiple market factors including player demand, growth momentum, and competition density to produce a composite score. Higher scores indicate stronger opportunities for new games.
  </Accordion>
</AccordionGroup>
