about
Who makes this, and why
Gamorium is one person's attempt to answer a question that nagged for years: what did all those hours actually train?
The one behind it
I'm Robert. I've put thousands of hours into a handful of games, and at some point I wanted my taste to make sense to me - why two games that look nothing alike scratch the same itch, and why I once bounced off something the whole internet loved and couldn't explain it. Genre labels never answered that. So I built the tool I wanted: one that reads a game by the skill it tests, not the shelf it sits on.
The idea: the cheat-test
Every game is scored on four axes - Execution, Reads, Variance, Optimization - by asking one question: what single cheat would most trivialise it? An aimbot breaks a shooter's Execution; knowing your opponent's next move breaks a fighting game's Reads; seeing the hidden cards breaks a card game's Variance; a perfect solver breaks a builder's Optimization. The cheat that hurts most tells you what the game was really testing. The full method - and the “convergence law” that explains why solo games rarely sustain a reads layer - is in the field guide.
An argument, not a measurement
Every score here is a judgment, not a data point. It's a language model applying a heuristic I defined - an opinionated lens, not validated psychometrics. Read it as a take you're free to disagree with. Where a score feels wrong to you, that usually means the game splits opinion - and I'd rather hear it than pretend otherwise.
That's also why each game gets one confident score instead of a hedge. A take you can disagree with is more useful than “maybe this, maybe that” - you can't argue with a shrug. So the scores stay decisive, and the honest caveats about their limits live out in the open, on pages like this one - never buried in the fine print of every score.
What we keep - and don't
No account is required. Public data only. The library and portrait you build are computed and stored in your browser, not on our servers - so there is nothing to sell, because there is nothing kept. That's deliberate: it's the opposite of a data-harvesting personality quiz.
We do the minimum a live site needs - short-lived, IP-based rate limiting - and nothing is profiled or sold. Exactly what our servers ever see is spelled out in the privacy policy.
Where the data comes from
Game metadata and cover art come from IGDB; your library and playtime, when you choose to connect, come from Steam via Valve. The scores, the four-axis framework, and the writing are ours.
Missing a game? Look it up - we score it on the spot and it joins the catalog. Disagree with a score? Every game page has a one-tap agree/disagree and a “suggest a take” box - the sharpest place to push back is right there on the game itself. For anything else, hello@gamorium.com.