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Calendar

Answers one question: who else ships in your window. Pick any week, month, quarter or year, past or future, and see every release in it, sized by demand.

Open Calendar →
Period header
The period header: the release count with a mini histogram of how they spread inside the period, steps to the neighbouring periods and the switch between weeks, months, quarters, years and TBA.
Calendar list view
List, the default view: one card per release with the full metric set.
  • Pick a period. Switch Weeks / Months / Quarters / Years at the top; arrows step to the previous or next period, Now returns to today. History goes back to 1997. TBA collects announced games without a date.
  • Choose what tile area means. Score (default) blends followers with staying power on the Popular Upcoming chart; PU and WL size tiles purely by chart rank; Followers by community size.
  • List, Mosaic or Publishers. The list, the default, shows 100 games per page with peak PU rank, wishlist rank, followers, reviews and demo CCU on each card; sort it by demand, date, followers or reviews. Mosaic shows the same games as tiles sized by demand. Publishers groups the window’s releases by the scale of their publisher.
  • Filter by tag to narrow the whole page to your genre; the filter carries across periods while you navigate.
The period at a glance
At a glance: the period in numbers against the same window a year earlier, and its most anticipated releases.
Calendar controls
List, Mosaic or Publishers, the sort order (in Mosaic, what tile area means) and the button that saves the period as an image.
Calendar mosaic of a month filtered to one tag
Mosaic of a month filtered to one tag: tile size reflects the scale of the release. Hover any tile for details, including the smallest ones.

how the mosaic sizes tiles

Tiles are laid out in justified rows: every row spans the full width, all tiles in one row share the same size, and row heights step down as demand falls. Every capsule keeps Steam’s exact 231:87 proportions, so nothing is cropped: a game’s area stays proportional to its demand weight, quantized to its row. The weight depends on the selected tile-area metric:

Score(followers + 15)^0.7 × (1 + 0.3 × occupancy)followers on a power law with a staying-power boost; games released before rank tracking substitute reviews × 3 for followers
PU / WL1 / rank^0.6peak chart position; PU is additionally multiplied by (1 + 0.66 × occupancy)
Followers√followers + 0.35community size alone

occupancy — the share of a game’s runway (first Popular Upcoming appearance → release) it actually held a chart spot. It rewards staying power without punishing games that announce a precise date late.