Some games lose the battle in the first two hours, while the refund button is still
warm. Others lose trust in month two, right when the studio is celebrating a solid
launch. We walked the whole route — from first launch to a thousand hours —
and mapped the places where trust breaks.
202,000 reviews3,111 games15 genre groups4 lifecycle stages50,500 per stage
Limit
An honest warning before you read. We
compare reviews from different games at different ages — not the same players
over time. The numbers describe how players write, not what caused it.Limits
And this is a sample built for fair comparison between groups of games, not a
portrait of all of Steam.
Field 01 · Refund windowPlate 01 · Field observationCritField · Steam Reviews 202K
The verdict arrives before the refund window closes
Plotted across a game's playtime, negativity draws a U — and its
highest point sits inside the two hours where Steam still allows a refund. Reviews
written there are negative twice as often as reviews written after.
37.6%of reviews written inside the refund window are negativeN = 36,803 refund-window reviews×2the measure18.3%reference — the average once the two-hour boundary is passed
37.6%of reviews written inside the refund window are negativeN = 36,803 refund-window reviews
Plate 01
Negativity draws a U: the newest and the oldest players are the unhappiest
% of reviews that are negative, by playtime band
02040%
0–2h37.6%×2
Boundary · refund window ends at 2h
Reference 18.3%
2–10h17%
10–50h16.7%
50–200h20.1%
200–1,000h29%
1,000h+29.6%
Six playtime bands · categorical intervals · domain 0–40%
From when a review is written to the language it is written in.
Field 02 · Review languagePlate 02 · Field calibrationCritField · Steam Reviews 202K
Fourteen review languages, sixteen points apart in tone
Ranked by the share of reviews that are negative, the fourteen
review-language segments in this corpus register from 31.9% down to 15.7% — a
sixteen-point band around the study's 22% reference. This is the language a review
was written in. The mix of games behind each segment differs, so the band
describes the reviews, not the people who wrote them.
Plate 02
Fourteen review languages, ranked against one reference
% of reviews that are negative, by the language the review is written in
16 ppbetween the highest and the lowest review-language segment31.9% · Traditional Chinese — 15.7% · Latin American Spanish
1422% ref34%
01Traditional Chinese31.9%
02German24.4%
03Japanese24.2%
04Simplified Chinese24.1%
05Korean23.2%
06Russian22.7%
07Turkish21.3%
08English21.1%
09French21%
10Polish18.9%
11Italian18.7%
12Spanish17.7%
13Brazilian Portuguese16.5%
14Latin American Spanish15.7%
High31.9% · Traditional Chinese · 1,915 reviewsReference22% study negativityLow15.7% · Latin American Spanish · 1,627 reviewsSpan16 ppField14 segments · 6 above the reference, 8 below
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specificCritField · Steam Reviews 202K
Six segments sit above the study reference and eight below
it, and the two ends of the field are sixteen points apart. The effect is real and
it is weak — enough to change which baseline you compare a number against, not
enough to carry a headline on its own.
What this is notThis is the language a review was
written in, not a nationality and not a “national temperament” — the game
mix differs between language segments, and 22,065 reviews with no language recorded
are excluded. Fourteen language segments are displayed here; the corpus itself
records 29 review languages in all.
Every game gets a honeymoon — and a month when the patience ends
Right after launch, players want to believe. The real
cross-examination starts in month two — and only quiets down over years.
Figure 1.1
Criticism peaks in month two, not at launch
% of reviews that are negative, by stage of a game's life
Negativity keeps climbing for months after the launch-week
calm, then eases only gradually.
"Strict recount" runs the same numbers on a more conservative
slice of the sample — the picture holds: 17.7% → 28.2%.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
Figure 1.2
At launch, one review in three comes from the first two hours
% of reviews written inside the first two hours of play
The audience changes along with the mood — that's the key
to reading any comparison between stages.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
What the numbers say
In the first 28 days, 17.7% of reviews are negative: players give the game a chance,
forgive rough edges, enjoy the novelty. In the window from one to six months,
criticism jumps to 26.9% — the peak of the whole life cycle. After that the tension
slowly eases: 25.0% in the mature phase and 18.2% for legacy games. The worst time
to go quiet is the second month after launch: launch week, with its 17.7% negativity,
looks like a win, the monitoring budget gets wound down — and the criticism curve is
just starting to climb.
What to do
Plan content, fixes, and communication for the one-to-six-month window as seriously
as for launch itself. Don't switch off review-tone monitoring two weeks after release.
For strategy and other slow-burn genres, keep a support plan for year two:
their wave of criticism arrives last.
What we can't claim: we compared reviews written in
different windows of different games' lives — not the same people over time. So "players
grow disillusioned by month two" does not follow from this data; what follows is only
that reviews published in that window are markedly more negative.
Deep notesHow the sample was built · who is writing at each stage
We took 50,500 reviews each from games at four stages of life — from the first
weeks after release to old games past their second birthday — and compared the tone.
Legacy games keep a remaining audience that mostly knows exactly what it came for.
In full-length reviews the arc is even steeper: from 19.1% up to 30.4%.
The crowd also changes underneath you: right after release, almost one review in
three is written inside the first two hours of play; for legacy games it's one in
nine. It's not just the mood that shifts — it's who is writing.
Supporting evidenceWhere the arc is sharpest · median hours behind a review
Where it shows up most
The arc is sharpest in service-driven genres. In MMOs and live-service games,
negativity climbs from 26.4% in the first month to 42.4% in months two through six;
in battle royales, from 29.9% to 39.8% by the mature phase. Narrative indies spike
too: 10.0% → 24.9%. Strategy games explode late — their peak lands in the mature
phase (29.6%), when the community has played everything and is waiting for the big
updates. Survival and horror are the exception: tone barely moves with game age
(15–17% at every stage). Action RPGs and simulations only mellow with age,
down to 13.9% and 10.6% in their legacy years.
Figure 1.3
Critics have played less, at every stage
median hours played when the review was written
At every stage of a game's life, the authors of negative
reviews had played noticeably less than the authors of positive ones.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
Chapter archiveWhat else changes as a game ages
The writing ages with the game: median review length drops from 171 characters
(first month) to 68 (legacy games), and the share of full-length reviews from 76%
to 47%. A late review is more often a gesture — "a classic!", "don't bother" —
than an argument.
"Helpful" votes age too: in the first months a negative review collects 5.6–5.8
votes on average; for legacy games, 1.9. The review page is most flammable
in the first half-year.
The first two hours are judged hardest at games aged one month to two years:
around 48% of those reviews are negative, versus 26% at brand-new releases.
Newcomers forgive a fresh game more.
The criticism arc survived every check: a recount without the five biggest games,
a recount on full-length reviews only, and the strict recount — the peak stays
in months two through six in all of them.
02First hours
The first two hours are a trial. Two hundred hours in, it's a tribunal
A game is at risk twice: while the player can still get
their money back — and after they've given it a piece of their life.
The Refund window field above mapped
this pattern across every kind of game at once. Here the same question splits by type
of game.
Figure 2.1
In live-service games, every second first-session review is a complaint
% of refund-window reviews that are negative, by type of game
For MMOs and MOBAs the first two hours are the toughest
filter there is; narrative and casual games pass it far more gently.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
What the numbers say
Line up all 202,000 reviews by hours played and the negativity curve draws
a letter U. The first two hours — the window where Steam usually allows a refund —
produce 37.6% negativity: double everything that comes after. The 10–50 hour middle
hits the minimum, 16.7%. But past 200 hours, discontent rises again, to 29.0%.
On the left are people the game pushed away immediately. On the right are people
who can't leave, but keep demanding more.
What to do
Test the first session as a product of its own: install, first boot, settings,
tutorial, the first 30 minutes of play — with ticket priority above normal.
In service genres, read the 200+ hour reviews as a separate feed: their complaints
are about different things than newcomers' — and they arrive before the retention
metrics move.
What we can't claim: the curve describes who writes
a review and in what mood — not "stages every player goes through." And it names no
causes: the data shows the language of players, not the mechanism of their discontent.
Deep notesWhy both edges of the U are expensive
Then the game earns trust: players with 2–10 hours sit at 17.0%, and past
1,000 hours negativity reaches 29.6%.
The first two hours are the only stretch where discontent converts into a refund
immediately: the angry review and the refund often arrive together. And the right
edge of the curve is discontent from the most expensive audience there is: someone
with 200+ hours is clearly not a drive-by hater, and the community reads their words
as expert testimony. This is not a handful of people, either — the sample holds
more than ten thousand such reviews.
Supporting evidenceHow hard the first trial is, genre by genre
Where it shows up most
The left edge of the U is universal: newcomers are angrier than mid-hour players
in all 15 genre groups, no exceptions. But the severity of that first trial varies
wildly: in MMOs and live-service games, every second refund-window review is negative
(57.8%); in MOBAs it's 45.8%, battle royales 43.6%, VR 43.3%. Narrative indies (20.1%)
and puzzle games (21.4%) pass the same filter almost unscathed. The right edge is
a property of the genre, not a law of nature: veteran negativity rises in 11 of the
14 groups with enough data, but in simulations, action RPGs, and Early Access games
the veterans are actually kinder than the mid-hour crowd.
Chapter archiveHow the letter U was checked
The left edge (newcomers angrier than mid-hour players) repeats in all 15
genre groups. The right edge (veterans angrier) repeats in 11 of the 14 groups
with sufficient data.
Both edges survive removing the five biggest games in the sample, and hold in
full-length reviews, where veterans run 36.6% negative against 20.5% for
the mid-hour group.
The reversed right edge in simulations (10.0% among veterans), action RPGs
(14.6%), and Early Access (14.8%) is not a single-game artifact: the biggest game
accounts for only 19.5% of the simulation group.
220 reviews with no playtime data are excluded from this cut.
03Community response
An angry review carries 3.6 times further — and almost nobody answers it
A game's storefront is shaped not by the average player
but by the loudest one. And the loudest players are the unhappy ones.
×3.6how much more often a negative review collects 5+ "helpful" votes
4.5 : 1.2average "helpful" votes: criticism versus praise
2%of reviews receive an official developer response
×4.3how much more often that response goes to a negative review
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
What the numbers say
Steam surfaces the reviews the community found helpful — and that machinery
favors criticism. Five or more "helpful" votes go to 19.6% of negative reviews and
only 5.4% of positive ones. The first page of reviews is the shop window, and
community votes pin negativity to it for a long time — sometimes longer than the
problem itself lives: the bug is long fixed, and the essay about it still sits on
top. Meanwhile the response field is nearly empty: only 2% of reviews get an official
developer reply, and it goes to criticism 4.3 times more often than to praise.
What to do
Answer substantive criticism publicly, calmly, and once — especially in the first
half-year, while every reply is read by thousands. Arguing with emotion is pointless.
When a problem ships fixed, report back under the most visible review about it:
that top negative review will be read either way, so let the resolution sit next
to it. At today's 2% response rate, a systematic reply practice is a competitive
advantage all by itself.
What we can't claim: how many votes a review collects
also depends on Steam's visibility algorithms — we see the combined outcome of "text
plus storefront," not the pure effect of the text. And this data doesn't measure whether
a developer's reply changes anyone's mind: it only shows who gets the attention.
Deep notesVote averages, review length, and who replies
On average, criticism collects 4.5 votes to praise's 1.2. Negativity is also more
thorough: the median angry review runs 183 characters against 106 for a kind one.
The result is a front page of reviews with a heavy tilt toward the most dissatisfied
and most articulate voices.
The official reply rate splits by genre too: developer responses reach 4.9% of
negative reviews against 1.2% of positive ones. Free-to-play studios answer most
often (5.1% of reviews), then VR teams (3.9%); puzzle developers answer least (0.7%).
Supporting evidenceWhen an angry review is worth the most
Where it shows up most
The loud-negativity effect peaks in a game's first half-year: in that window an
angry review gathers 5.6–5.8 votes on average, and one negative text in four collects
5 or more. On older games the storefront cools down: the average negative review there
draws just 1.9 votes. In other words, the reputational price of a single angry essay
is highest exactly when the game has the most eyes on it.
04Veteran reviews
Veteran negativity is not ordinary negativity — and some genres barely have it
The same life cycle looks like different lives in different
kinds of games: in some, the veterans are the game's advocates; in others,
its loudest prosecutors.
Past 200 hours, some genres produce advocates and others prosecutors
% of 200+ hour reviews that are negative, by type of game
The average across all veterans is 29.1% negative, but that
hides a four-fold gulf between genres.
Groups shown have at least 100 veteran reviews.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
The negativity map: game age × type of game
The redder the cell, the higher the share of
negative reviews. A hatched cell means we honestly have no data for that group. Cells
with few reviews carry a dot — read them with care. And treat the fiery free-to-play cell
in the early months as one game's story, not a genre trend: a single troubled launch
accounts for more than 99% of the reviews in that cell.
What the numbers say
The sharpest contrast is among veterans past 200 hours. In MOBAs, 41.8% of their
reviews are negative; in MMOs and live-service, 38.0%. At the other pole sit
simulations (10.0%), narrative indies (12.7%), and action RPGs (14.6%) — there,
hundreds of hours turn a player into a defender, not a critic. The average across
all veterans is 29.1%, but that average hides a four-fold gulf between genres — and
veteran negativity is the most expensive kind, written by people whose opinion the
community reads as expertise.
What to do
Benchmark your game against your genre's norm, not against a Steam-wide average:
30% veteran negativity in a shooter is a Tuesday; 30% in a simulation is an alarm.
In service games, give 200+ hour reviews their own monitoring feed — that's where
complaints about grind, economy, and an empty endgame surface first.
What we can't claim: genre groups are groups of games
with different audiences and different business models; the data shows where each tone
is more common, not whether "the genre is to blame." A few cells of the map are empty
or thin — we don't hide that.
Deep notesHow the groups were cut · when to treat it as an alarm
We split the games into 15 genre groups — from shooters and strategy to MMOs, VR,
and free-to-play — and watched how player sentiment ages in each. Shooters sit at
36.3% among veterans.
In service genres veteran negativity is predictably massive. For MMOs, MOBAs, and
shooters it is background weather you learn to work with, not an emergency. And the
reverse holds: if a simulation's veterans suddenly start writing like MMO veterans,
that is an anomaly worth investigating immediately.
Supporting evidenceWhy the gap is not a single-game artifact
Where it shows up most
The gap is not a single-game artifact: the largest title makes up only 6% of the
MMO veteran group and 19.5% of the simulation group. Nor does it reduce to "angry
genres": strategy veterans are calmer than their mid-cycle players (24.5%), while
sports and racing veterans are angrier (32.8%). The likelier story is the relationship
model. Service games live in a "playing and demanding" mode — enormous playtime
coexists with grievances about the economy, the balance, the support. In "finished"
games — sims, RPGs, indies — hundreds of hours mean the game already delivered
what the player came for.
05Language & scale
Read every other number twice: once for the review's language, once for the game's review count
Neither signal is strong enough to lead a story. Both are
strong enough to change which baseline a number should be compared against.
The full language evidence is already on this page: the
Review language field above sets out all fourteen displayed
language segments and the sixteen-point band between them. This chapter carries that
dimension forward and meets it with a second, separate weak signal — how many
reviews the game has collected in its life.
Figure 5.1
Bigger games draw less criticism — mostly because they survived
% of reviews that are negative, by lifetime review volume
Giants draw less negativity (11.9% versus 25.4% for small
games) — largely because a game with a million reviews has already passed
natural selection.
Review-volume tier describes how many reviews a game has
accumulated — not its budget and not “AAA status.” 26,722 reviews from games of
unknown tier are excluded from this cut.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
What the numbers say
Both effects are real and both are weak — which is exactly why they sit here
rather than in a headline. Read either signal as context for the rest of the atlas,
never as a finding on its own.
What we can't claim: a language segment is not a country
and not an audience temperament — the mix of games differs between segments, so the
spread describes the reviews, not the people who wrote them. Review volume is a measure
of how much a game has been reviewed, not of its budget or its quality.
Supporting evidenceWhy the scale effect is mostly survivorship
What review volume is actually recording
The scale effect mostly records survivorship: a game with a million reviews has
already passed a filter that small games are still standing in. It is a statement
about which games are left to review, not about how those games were made.
06Review length
Praise is a thumbs-up. A complaint is an essay
A happy player clicks the thumb and goes back to the game.
An unhappy one sits down to write.
Figure 6.1
Two reviews in three are full-length texts
% of the sample, by length of review
63% of the sample is full-length text; only 9% is an
ultra-short "+", "gg," or an empty click.
Figure 6.2
The longer the review, the likelier it is negative
% of reviews that are negative, by length of text
Negativity climbs step by step with length — 11.1% among
ultra-short reviews, 25.8% among full-length ones.
Source · CritField, Steam Reviews 202K · N = 202,000 reviews, 3,111 games · correlational, corpus-specific
What the numbers say
63% of reviews in the sample are full-length texts; 9% are "+", "gg", or entirely
empty. And effort tracks tone directly: among ultra-short reviews only 11.1% are
negative — and among full-length texts, 25.8%. This is a trap for any review
analytics. Read only the "substantive" long texts and your picture is systematically
darker than reality (25.8% negativity against 22% overall); look only at the thumbs
and it's systematically rosier.
What to do
Use two lenses and never mix them: measure tone across all ratings, mine topics
from full-length texts — always remembering the second lens runs dark. Count
ultra-short reviews as votes for or against, but never as a source of topics.
What we can't claim: length doesn't make an opinion more
correct — it only shows who was motivated to write. The effort–negativity link is
correlational: we don't know whether people sit down to write because they're angry,
or get angrier as they write.
Deep notesThe full length ladder · who writes the short forms
The ladder runs the whole way: 11.1% negative among ultra-short reviews, 15.4%
among short ones, 18.0% medium, 25.8% full-length. Negativity isn't just more
frequent, it's heavier: 73.7% of angry reviews are written at full length, versus
59.9% of kind ones. The ultra-short form is practically a monopoly of praise: "+"
and "gg" come from the satisfied (9.8% of positive reviews) and almost never from
the dissatisfied (4.3%).
Any report built on "the 100 most helpful reviews" is biased toward angry essays
by construction.
Supporting evidenceHow the writing culture ages
Where it shows up most
The effort gap holds across the whole life cycle: at every one of the four game
ages, negative reviews run longer than positive ones. But the writing culture itself
ages: at fresh releases three reviews in four are full-length (76%); at legacy games,
fewer than half (47%). So for old games both lenses narrow — praise and criticism
alike shrink into gestures.
Chapter archiveHow reviews were sorted by length
The split is mechanical, by length and word count: empty → ultra-short (up to
3 words) → short (up to 40 characters) → medium (up to 80 characters) → full-length
(80+ characters and 12+ words).
For languages written without spaces between words (Chinese, Japanese, Korean,
Thai) the thresholds are adjusted — otherwise their reviews would unfairly land
in "short."
1,204 reviews with corrupted text encoding were repaired in a working copy;
the source data was never modified.
07Publisher action map
The publisher action map: what to actually do with all this
These are not universal laws of game development — they're
the sensible moves if your players resemble the players in this sample. Every point
leans on a specific chapter of the atlas.
QA
The first session is a product of its own
The first two hours produce double the negativity — and they
are the refund window. Turn the recurring first-hour complaints into test scenarios:
install and boot across configurations, first-run settings, the tutorial, the first
30 minutes of play. Every "won't start / confusing / miserable opening" complaint
becomes a ticket above normal priority. For MMOs and MOBAs this filter is twice
as harsh as for narrative games.
UX
First-hour signals are onboarding review triggers
A spike of negativity in the refund window is a reason to
re-examine onboarding and interface now, not after the next content patch. It's
especially alarming when the game is already a few months old: at games aged one
month to two years, nearly every second refund-window review is negative.
A newcomer arriving at a not-so-new game is the strictest judge of all.
LiveOps
Monitor tone for six months after launch, not two weeks
The peak of criticism is not launch week — it's the window
from month one to month six (26.9% against 17.7%). Plan content, fixes, and
communication for that window in advance. For strategy and other slow-burn genres,
keep the watch running longer: their wave of criticism arrives in the mature phase,
in year two.
Community
Systematic replies are rare — which makes them an edge
Angry reviews collect 3.6 times more "helpful" votes and stay
on the storefront longer than the problems they describe. Answer substantive
criticism publicly, calmly, and once; after the fix ships, report back under the
most visible review of the problem. Today only 2% of reviews get any reply:
simply doing this systematically sets a studio apart.
Economy & design
Veteran reviews are the early warning system
In MMOs, MOBAs, and shooters, the most devoted players are
also the loudest critics (36–42% negativity past 200 hours). Give their reviews
a separate feed: complaints about grind, economy, DLC value, and an empty endgame
appear there before newcomers or metrics see them. And if the veterans of a "peaceful"
genre suddenly start sounding like MMO veterans — that's a design problem signal,
not "toxicity."
Marketing
Don't promise a first two hours that doesn't exist
Players charge the gap between the trailer and the first
session at the refund desk — with an angry review attached, on the most visible
page of the store, in the loudest period of the game's life. Check the campaign's
promises against what a player actually sees before hour two. And remember the
analytics lenses: long reviews run systematically darker, short ones kinder —
decisions made on "the most substantive texts" will be biased.
Archives
Every number in the atlas unfolds into a table
Pick a game age, a type of game, and an hours-played band —
the table is built from the same data as every chart above. Nothing here is eyeballed.
Rows with fewer than 100 reviews are flagged as low-confidence.
Method
How we separated signal from noise
What the data is
202,000 Steam reviews of 3,111 games, written between January 2025 and
May 2026, in 29 languages.
We deliberately took an equal number of reviews — 50,500 — from games at each
of four ages: the first month after release, one to six months, six months to two
years, and older than two years. Otherwise any comparison between stages would be
comparing apples to a mountain of oranges.
Within each stage the sample is balanced across types of games and their
scale, and no single game can occupy more than 850 reviews — so no loud release
can shout over the rest.
Every review is counted once: no duplicates, verified against each review's
unique identifier.
How we kept ourselves honest
We compared reviews across games of different ages and across players with
different hours behind them — from the first session to a thousand-plus — and
separately across different types of games.
When you test many ideas at once, some coincidences appear by pure chance.
We corrected for that statistically and kept weak effects out of the conclusions.
Every headline conclusion was recounted three ways: without the five biggest
games, on full-length reviews only, and within each genre group separately.
Anything that didn't survive the recounts was cut from the published findings —
not softened, cut.
We separately checked whether any effect was carried by a single game.
One tempting genre-wide "sensation" died exactly that way, and was never
published as a finding.
Beautiful stories with weak numbers didn't make it in — even the most
quotable ones.
What our words mean
Game age — days between a game's release and the review's publication.
Hours played — how many hours the author had in the game when they
wrote the review. "First 2 hours" is the window where Steam usually allows
a refund.
Type of game — one of 15 genre groups; three of them are business or
platform models rather than genres (Early Access, free-to-play, VR).
Game scale — how many reviews the game has accumulated over its life.
It measures visibility, not budget.
Full-length review — 80+ characters and 12+ words; anything shorter
counts as a vote, not as a source of topics.
What we refuse to do, on principle
No causal claims: reviews show how players describe their experience,
not what caused it.
No stories about "the same players a year later" — we don't have that data.
No projecting onto "all of Steam": the sample was built for fair comparison
between groups, not as a shrunken copy of the store.
No judging nationalities by review language, and no confusing a game's scale
with its budget.
No hiding the gaps: for open-world games in the mature phase we simply have
no data — that cell of the negativity map is honestly hatched.
Proportion comparisons use two-proportion z-tests with Wilson confidence
intervals; effect size is Cohen's h. Multi-group comparisons use chi-square with
Cramér's V; skewed quantities (length, votes) use Mann–Whitney tests.
Multiple-comparison correction is Benjamini–Hochberg (FDR) across the whole
family of main tests; only effects that stayed significant after correction and
meaningful in size made it into the conclusions.
Robustness checks: excluding the five largest games; recounting on full-length
texts only; repeating per genre group; checking for single-game concentration of
each effect; a strict recount of the criticism arc on a conservative slice
of the sample.
Known limitations: one genre cell is empty (open world × mature phase);
22,065 reviews carry no language; the "games owned by author" field is unreliable
due to private profiles and is not used in the analysis.
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Suggested citation
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For a specific number, add the chapter — for example: "CritField, Steam Reviews
202K study, chapter 01: Lifecycle."
Contact
Corrections and permission requests for larger reuse go to
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the data behind a figure go to
[email protected]. The
methodology chapter above answers most questions about how the
numbers were made, and the press room has a fact sheet and
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