Issue 02 · The Update Ledger

Patch, post or go quiet: what really moves a game’s audience on Steam

The reviews Steam puts in front of buyers are twice as harsh as the game’s score. A hotfix brings nobody back. A year of silence costs 40% of your reviews and leaves the rating exactly where it was. We tracked 354 games, read 651,642 reviews, and re-tested every main finding on games we had never looked at.

  1. 1Quiet spell
  2. 2Hotfix
  3. 3Studio post
  4. 4Major release

The storefront

×2.2

times as negative: the reviews Steam shows first, against all of a game’s reviews

A major release

+33%

more reviews in the month of a big update or expansion. Small fix patches add none

A year of silence

−40%

fewer reviews after a year without an update. The share of bad ones stays the same

  • 354Steam games
  • 651,642reviews read and coded
  • 21.3 millionmore reviews counted
  • 210new games for re-testing
How we know

Part 01 of 05 · The findings

Eight things updates really do

Ranked by how much they should change the way a studio works. Each one opens into a chapter with the evidence.

01

×2.2

how negative Steam’s top reviews are, against the score

Steam’s top reviews are twice as harsh as the game’s score.

The reviews with 10+ helpful votes, the ones buyers see first, are about 2.2 times as negative as the overall rating (80 of 82 games; ×1.96 on new games). They are written largely by experienced players, and their complaints are mostly about how the studio treats its players.

StrongRe-testedCh. 06
02

−40%

reviews after a year without a release

Silence doesn’t anger players. It just loses them.

A year without a release costs 40% of a game’s reviews, yet the share of negative reviews doesn’t budge. The slide starts early: −7% after only one or two quiet months.

StrongRe-testedCh. 03
03

+33%

reviews in a major-release month; a hotfix adds 0

Big releases bring players back. Hotfixes don’t.

A major release or DLC brings a third more reviews in its month and a fifth more the month after. Hotfixes and balance patches bring no lift at all: they simply ship where players already are.

StrongRe-testedCh. 01
04

0.0 pts

effect of how an update is packaged

How you package an update makes no difference.

Announcing it weeks ahead, a trailer, “based on your feedback”, a weekend launch: across about 40 features and 135 games, none changed how players reacted. Negative reviews spike for a week after any release, then settle.

No effectCh. 02
05

39%

chance of losing a fifth of your reviews after a negative spike

Negative reviews warn you three months before players leave.

After the share of negative reviews jumps by 5+ points in a month, there is a 39% chance review volume falls by more than a fifth within three months, against 24% otherwise. It held up on new games (41% against 25%).

StrongRe-testedCh. 05
06

+5.5%

reviews the month after a studio post

One post a month is worth 5.5% more reviews, and most studios skip it.

A month with at least one studio post is followed by 5.5% more reviews, and roadmaps do best at about 6%. Yet two in three months without a release have no post at all. Posts don’t touch the rating.

StrongRe-testedCh. 04
07

121 of 135

games where November reviews are kinder than usual

November is the kindest month on Steam.

In 121 of 135 games November reviews are more positive than the game’s own average (112 of 124 on new games), and it is the busiest month too, with 36% more reviews. September and October are the trough.

StrongRe-testedCh. 08
08

68% vs 44%

reviews that still recommend the game

Players forgive grind. They don’t forgive bugs.

A review that mentions grind still recommends the game 68% of the time; one that mentions bugs, 44%; performance, 42%. Technical complaints come mostly from newcomers. This one rests on the first 136 games only.

SuggestiveCh. 07

Myths and reality

Studio folklore, checked against the data.

  • Myth

    “Going quiet builds anticipation for the next release.”

    A release after a long pause brings reviews back to normal, never above it (126 games).

    Evidence
  • Myth

    “Updates tank your rating.”

    Negative reviews spike for about a week. Over one to three months, content updates and hotfixes stay within normal drift.

    Evidence
  • Myth

    “A hotfix in launch week is a sign of failure.”

    +0.7 points of negative reviews: indistinguishable from zero (125 games).

    Evidence
  • Myth

    “Release in a Steam sale, or in Q4, for a bigger lift.”

    No extra lift beyond the season itself (136 and 110 games).

    Evidence
  • Myth

    “Discounts bring in outsiders who trash the score.”

    More newcomers arrive; the rating stays the same.

    Evidence
  • Myth

    “React fast to a review storm and it passes sooner.”

    A release or a roadmap right after a negative spike doesn’t speed recovery: about two months either way.

    Evidence
  • Unclear

    “Paid content in an update triggers a backlash.”

    Zero in our first 136 games, about +3 points on new games, and unstable between sets. Not settled.

    Evidence
  • Partly true

    “Big DLC costs you rating.”

    On average about +1 point of negative reviews in the first month, but the rise shows up in only 53% of games. A hint, not a rule.

    Evidence

What to do with this

Seven working rules for studios, each tied to the number behind it.

  1. 1

    Ship big, not just often.

    A major release lifts reviews by a third; a hotfix by nothing. A year with two major releases is 27% busier, with one 13% busier. Chapter

  2. 2

    Judge a launch after 30–90 days, not in week one.

    The first-week spike of negative reviews (+1.65 points) fades on its own. Chapter

  3. 3

    Don’t go dark between releases.

    Silence costs 7% of reviews within two months. A post a month adds 5.5%; a roadmap about 6%. Chapter

  4. 4

    Set a negative-review alarm.

    A jump of 5+ points over the three-month norm raises the risk of losing a fifth of your reviews from 24% to 39%. Chapter

  5. 5

    Talk to your veterans before you change things.

    They write the reviews buyers see first, and their complaints are about the relationship with the studio. Chapter

  6. 6

    Make the first hours stable.

    Bugs and performance are the least forgiven topics, and newcomers raise them most (suggestive). Chapter

  7. 7

    Plan around the calendar.

    November is the kindest and busiest month; September and October are the trough. Chapter

For journalists: quote-ready figures

Each line is exact and carries the context it needs. The chapters hold the evidence, and we are glad to share more.

  1. On Steam, reviews with 10 or more helpful votes are about 2.2 times as negative as a game’s overall rating (median of 82 games; ×1.96 across 118 games tested separately).
  2. A year without a release goes with 40% fewer reviews, while the share of negative reviews stays the same (124 games; ×0.53 on 63 new games).
  3. A major release or DLC brings about a third more reviews in its month; hotfixes and balance patches bring no lift (266 games).
  4. After the share of negative reviews jumps by 5 points or more in a month, the chance that reviews fall by a fifth within three months rises from 24% to 39% (115 games).
  5. In 121 of 135 games, November reviews are kinder than the game’s own yearly average.

These are associations within games, measured on Steam’s English-language reviews. They say nothing about sales or revenue. Press page · [email protected]

Part 02 of 05

After an update

What a release does to a game’s reviews and rating, and how fast a quiet spell costs you your audience.

Chapter 01

What brings the audience back

The size of an update brings an audience back, not the fact that something shipped. A major release or DLC lifts the number of reviews a game gets (our stand-in for how active its audience is) by about a third in the month it ships. Hotfixes and balance patches do not.

Strong evidenceHeld up on new games

Figure 1

A major release lifts reviews by a third, and the lift is gone within a quarter

Reviews written in the month, as a multiple of an ordinary month of the same game. The capsule on each column shows the range we are 95% sure the true value sits in.

  • release month
  • the months after
  • hotfix or balance patch
  • ordinary month = ×1.00
×0.9×1.1×1.2×1.3×1.4×1.5×1.00×1.33+33%release month×1.21+21%+1 month×1.10+10%+2 months×1.06+6%+3–5 months×1.000%Hotfix or balance patchMAJOR RELEASE OR DLC · AND THE MONTHS AFTERHOTFIX OR BALANCE PATCHthe lift is gone within about a quarter
×0.9×1.1×1.2×1.3×1.4×1.5×1.00×1.33+33%release×1.21+21%+1 mo×1.10+10%+2 mo×1.06+6%+3–5 mo×1.000%hotfix

Counted from Steam’s own counters; 266 games, the weeks around major releases.

RELEASE MONTH

+33%

A major release or DLC brings a third more reviews that month

Compared with an ordinary month of the same game. A game that usually gets 100 reviews a month gets about 133.

  • ordinary month100
  • release month133
  • 266 games
  • ✓ ×1.34 on 102 new games

SIZE OF THE UPDATE

+27%

The bigger the update looks in its patch notes, the bigger the lift

Updates the notes call “large” add this on top of what their release type brings. A new game mechanic is a weaker signal: about +6%, and not consistent from game to game.

  • other updatesbaseline
  • “large” update+27%
  • 119 games
  • ✓ ×1.29 on 82 new games

THE YEAR

+13% / +27%

Two major releases in a year beat one

A year with one major release is 13% busier than a year with none. With two, it is 27% busier. Four to twelve content updates a year did not lift the yearly total.

  • one major release+13%
  • two major releases+27%
  • 192 games
  • ✓ held up on new games

HOTFIXES AND BALANCE

×1.00

A hotfix does not bring players back

Compared with ordinary dates, there is no lift. Months with a hotfix only look busier because hotfixes ship where lots of players already are.

  • months with a hotfix, raw+10%
  • against ordinary dates0
  • 62 hotfix games
  • 33 balance games

A game that usually gets 100 reviews a month gets about 133 in the month of a major release, about 121 the next month and about 110 the month after. Across our games, major releases brought roughly 553 thousand extra reviews, about 370 per release month on average.

How much data. 2.22 million reviews were written in the 1,486 months (283 games) that had a major release, counted from Steam’s own counters. Another 2.42 million fall in the weeks around 584 stand-alone major releases. The whole data set covers 21.31 million reviews and 27,740 game-months. On the new games, the same conclusion rests on 620 thousand reviews from release months and 552 thousand from the weeks around them.

What to do

Treat major releases and DLC as your main tool for bringing the audience back. Don’t expect hotfixes and balance patches to do the same job.

Chapter 02

Do updates damage the rating?

In a typical game, no. Apart from a short first week, neither content updates nor hotfixes move the share of negative reviews by more than normal drift over the following one to three months. Major releases carry a small caveat: about 1.1 percentage points more negative reviews in the first month, though that is an average pulled up by some games, not a broad effect.

Strong evidenceSome checks not confirmed

Figure 2

Content updates and hotfixes stay within normal drift; balance patches and major releases may not

Change in the share of negative reviews in the first month after a release, compared with dates in the same game that had no release.

  • ±1.5 points: normal drift
  • range stays inside
  • range reaches outside
normal drift: ±1.5 points
  • Content update198 games+0.1−0.3+0.4within normal drift
  • Hotfix169 games+0.3−0.8+1.4within normal drift
  • Balance change76 games+0.7−0.1+1.5may exceed normal drift
  • Major release / DLC109 games+1.1+0.1+2.1may exceed normal drift
-3-2-10+1+2+3

change in the share of negative reviews in the first month, in percentage points; bar = the range we are 90% sure the true value sits in

Counted from Steam’s own counters; the weeks around single releases, compared with ordinary dates in the same game.

FIRST WEEK

+1.65 pts

Every release brings a short spike of negative reviews

It passes on its own: the rebound almost equals the dip, and hotfixes, apologies or a roadmap do not speed it up.

  • first week after a release+1.65 pts
  • 127 games, higher in 79
  • 95 games for the rebound

NORMAL DRIFT

±1.5 pts

Content updates and hotfixes do not move the rating

Over one to three months the share of negative reviews stays within normal drift, in all three monthly checks.

  • content update+0.1
  • hotfix+0.3
−3−20+2+3
  • 198 and 169 games

MAJOR RELEASES

+1.1 pts

A major release may cost about a point of rating in its first month, but not in every game

Negative reviews rise in only 53% of games, so this is a hint, not a rule.

rises in 53% of games
  • 109 games
  • 90% range +0.2 to +2.1
  • suggestive

PACKAGING

0.0 pts

How you package an update does not change the reaction

None of these moved the share of negative reviews in both halves of the games. Paid content is the exception we can’t call: see “Gaps”.

  • announced ahead−0.2
  • event−0.1
  • “based on feedback”−0.2
  • video+0.2
  • weekend release+0.3
−20+2
  • 135 games
  • about 40 features

How much data. 18.29 million reviews, counted from Steam’s own counters, in the weeks around 5,284 stand-alone releases. On the new games, the verdict on the rating rests on 4.06 million reviews around releases and 259 thousand around releases with patch-note details. We read and coded 651,642 review texts, 103,387 of them negative.

What to do

Judge a release over 30–90 days, not by its first week. Don’t spend effort “packaging” an update to manage the reaction: the announcement, the tone, a video or the day of the week do not change the rating.

Chapter 03

What a quiet spell costs

A pause costs reviews, not rating. The longer a game goes without a release, the fewer reviews it gets, while the share of negative reviews does not rise. A regular rhythm adds nothing on its own beyond the size of the releases.

Strong evidenceSome checks not confirmed

Figure 3

Silence costs audience gradually: −7% after a month or two, −40% after a year

Reviews per month by time since the last release, as a multiple of the month right after a release. The shaded band is the range we are 95% sure the true value sits in.

  • month right after a release = ×1.00
  • reviews lost
  • 95% range
×0.5×0.6×0.7×0.8×0.9×1.00the month right after a release×0.93−7%1–2 months×0.90−10%2–3 months×0.87−13%3–6 months×0.78−22%6–12 months×0.60−40%12+ monthsreviews lost compared with the month right after a release−7% already after one or two months−40% after a year
×0.5×0.6×0.7×0.8×0.9×1.00×0.93−7%1–2 mo×0.90−10%2–3 mo×0.87−13%3–6 mo×0.78−22%6–12 mo×0.60−40%12+ mo

Counted from Steam’s own counters; 124 to 252 games per point.

A MONTH OR TWO

−7%

Silence starts costing within two months

After a pause of one to two months, a game gets ×0.93 of the reviews it got right after a release, and the curve keeps falling.

  • right after a release100
  • after 1–2 months93
  • 252 games

A YEAR

−40%

After a year without a release, reviews run 40% lower

×0.60 compared with the months right after a release. A pause does not store up demand: the next release brings reviews back to normal, not above it.

  • right after a release100
  • after a year or more60
  • 124 games
  • ✓ ×0.53 on 63 new games

THE RATING

−0.07 pts

A quiet spell does not hurt the rating

The share of negative reviews is the same after a pause of 45 days or more.

  • all games together−0.07
−1.50+1.5
  • 127 games
  • range inside ±1.5 pts

RHYTHM

×1.05

An even rhythm is not the secret; release size is

An irregular rhythm looked costly (×1.12) until we accounted for release types. Then it shrank to ×1.05.

  • once release size is counted×1.05
×0.9×1.0×1.1
  • 227 games
  • a ±10% effect can’t be ruled out

How much data. 1.39 million reviews, counted from Steam’s own counters, in months that came after a year or more without a release (3,930 months, 169 games; on the new games, 742 thousand reviews). By our estimate (×0.60 against months with a fresh release), those months lost about 915 thousand reviews. To judge negativity in quiet spells we read 40,762 reviews from 127 games (354 samples of 200 reviews).

What to do

Don’t hold back a long pause to “build anticipation”: a pause does not store up demand, and review volume slides gradually (−7% already after one or two months). Choose the rhythm your production can sustain.

Part 03 of 05

Between updates

What a studio can do in the quiet months, and which warning sign shows that an audience is leaving.

Chapter 04

Between releases: what studio posts do

A month with at least one studio post (not a release) lifts the next month’s reviews by about 5.5%, and a roadmap post by a little more. That comes on top of the game’s current activity and holds in months without releases. Posts do not affect the rating.

Strong evidenceHeld up on new games

Figure 4

Roadmaps and announcements work best; sales only inside their own month

Extra reviews the next month for each studio post, by kind of post. Bars: all months. Diamond: months with no release.

  • strong evidence
  • suggestive
  • weak or none
  • months with no release
  • Any post130 games+5.5%strong
  • Roadmap, announcement126 games+6.4%strong
  • Community, marketing123 games+2.9%suggestive
  • Stream, trailer90 games+6.0%suggestive
  • Developer diary53 games+5.6%suggestive
  • Event93 games+2.5%weak or none
  • Sale85 games+0.9%weak or none
0+2%+4%+6%+8%+10%

Counted from Steam’s own counters; per studio post, on top of the game’s current activity.

ANY POST

+5.5%

A studio post lifts the next month’s reviews by 5.5%

On top of the game’s current activity, and it holds in months without releases (+5.9%).

  • all months+5.5%
  • months without releases+5.9%
  • 256 games
  • ✓ +5.5% on 126 new games

WHICH POST

+6.4%

Roadmaps and announcements work best; a sale post works only in its own month

A roadmap or announcement adds 6.4% the next month. A sale post adds almost nothing the next month (+0.9%), but +14% in the month of the sale.

  • roadmap, announcement+6.4%
  • sale+0.9%
  • 126 games
  • ✓ +6.0% on 124 new games

THE RATING

0 pts

Posts don’t touch the rating

In quiet spells, a month with a post has the same share of negative reviews as one without.

  • same month−0.16
  • next month+0.02
−10+1
  • 164 games
  • ✓ inside ±1 pt

THE UNUSED LEVER

34%

Most studios stay silent between releases

At least one post appears in only 34% of months without releases, although a post is worth about +6% the next month.

34% of quiet months have a post
  • 316 games
  • 50,106 posts

How much data. 11.54 million reviews, counted from Steam’s own counters, were written in the months after a month with a studio post (10,385 months, 336 games, 51,650 posts). On the new games the verdict rests on 2.40 million reviews.

What to do

In the gaps between releases, post regularly, especially roadmaps and announcements. Most studios don’t: at least one post appears in only 34% of months without a release.

Chapter 05

The early warning sign

A rising share of negative reviews runs about a quarter ahead of falling review volume. Each +10 percentage points of negative reviews in a month goes with about 10% fewer reviews three months later, even at the same current volume. After a jump of 5+ points, a big drop in reviews is about 1.5 to 1.7 times as likely as usual.

Strong evidenceHeld up on new games

Figure 5

After a jump of 5+ points in negative reviews, a drop in review volume is about 1.5 times as likely

Chance that reviews fall by more than 20% within three months, by the change in the share of negative reviews. The ×-figures show how many times the normal chance that is.

  • average over all months
  • large games
10%20%30%40%50%24%21%×0.88within ±2 points30%×1.26rise of 2–5 points37%×1.55rise of 5+ points48% in large games
10%20%30%40%50%24%21%×0.88within ±2 points30%×1.26rise of 2–5 points37%×1.55rise of 5+ points

Counted from Steam’s own counters; 115 games with a spike. The 48% for large games comes from the details tab.

THE EARLY SIGNAL

−10%

Each 10-point jump in negative reviews now means 10% fewer reviews three months later

Even at the same current volume: negative reviews run about a quarter ahead of the audience.

  • +10 points of negative reviews−10%
  • 266 games
  • ✓ −9% on 113 new games

AFTER A SPIKE

39% vs 24%

After a jump of 5+ points, a collapse in reviews is much likelier

Chance that reviews fall by more than 20% within three months, after a negative spike and without one.

  • after a jump of 5+ points39%
  • without a spike24%
  • 115 games
  • ✓ 41% vs 25% on 50 games

HOW COMMON

1 in 13–15

Negative spikes are common: 215 of 256 games had at least one

6.7% of months in the first games and 7.8% in the new games are negative spikes, so a warning rule has something to catch in most games.

215 of 256 games
  • first games: 117 of 136
  • ✓ new games: 98 of 120

RECOVERY

2 months

Most games recover from a spike in about two months; one in five has not after half a year

A release or a roadmap in the next month does not speed recovery.

19% do not recover in six months
  • median 2 months
  • ✓ 1 month and 16% on new games

How much data. 1,388 months with a negative spike (1.18 million reviews, counted from Steam’s own counters) in 284 games. We estimated the signal on the whole data set (21.31 million reviews). On the new games it rests on 5.51 million reviews.

What to do

Set up an early-warning rule: a rise of 5+ points in the monthly share of negative reviews over the three-month norm means a 1.5 to 1.9 times higher risk of a drop in reviews next quarter.

Part 04 of 05

Players and context

Who writes the reviews buyers see first, what players forgive, which time of year is kindest, and how free-to-play games differ.

Chapter 06

Who writes, and what the buyer sees

Buyers see complaints before they see the score. The “helpful” reviews that Steam shows first are more than twice as negative as the overall rating, and they are written by experienced players, mostly about how the studio treats its players.

Strong evidenceHeld up on new games

Figure 6

The reviews Steam shows first are far more negative than the rating

Share of negative reviews among all reviews, and among reviews with 10 or more helpful votes (the ones the storefront ranks first).

  • all reviews
  • 10+ helpful votes
  • First 136 gameswhere we searched15%all reviews45%10+ helpful votes+30 pointson the storefront
  • New games130 games, our check17%all reviews44%10+ helpful votes+27 pointson the storefront
0%10%20%30%40%50%60%

Reviews read: 10,328 helpful reviews in the first 136 games and 5,974 in the new games.

THE STOREFRONT

×2.2

The reviews Steam shows first are twice as negative as the rating

In the median game. The most prolific 10% of reviewers write 22% of the helpful reviews.

  • the rating×1
  • helpful reviews×2.2
  • 80 of 82 games
  • ✓ ×1.96 in 102 of 118

WHAT GETS UP THERE

×2.6 / ×2

A negative review reaches the storefront more often than a positive one of the same length

At equal length, author experience and review age: 2.6 times as often in the first games, about twice as often (+4.7 points on a 4.1% base) in the new games.

  • first games×2.6
  • new games×2
  • 124 of 136 games
  • ✓ 109 of 130 games

WHO WRITES

16% → 39%

Newcomers write about bugs; veterans write about the studio

Among negative reviews, the share about distrust and the relationship with the developer rises from newcomers (under 2 hours played) to veterans (200+ hours).

  • newcomers, under 2 h16%
  • veterans, 200+ h39%
  • 64 of 72 games
  • ✓ 100 of 128 games

EXPERIENCED AUTHORS

+5 pts

Reviewers with a long record are harsher

An author with 20 reviews is 5 points more negative than an author with one, all else equal.

  • author with 1 reviewbaseline
  • author with 20 reviews+5 pts
  • 134 of 136 games
  • ✓ 126 of 130 games

How much data. We read reviews with 10+ “helpful” votes (20,123, of which 9,157 are negative), reviews by veterans with 200+ hours played (82,428), reviews by newcomers with under 2 hours (39,011) and reviews by authors with 20+ reviews (150,996). On the new games the findings rest on 146 thousand reviews: 25.4 thousand of them negative and 5,974 with 10+ votes.

What to do

Explain changes in advance when they affect heavily invested players. Their complaints are about their relationship with the developer, which is exactly the negativity Steam shows buyers first.

Chapter 07

What players forgive

Players forgive grind but not bugs or performance problems. A review that mentions grind still recommends the game 68% of the time. For bugs the figure is 44%, for performance 42%.

Suggestive

Figure 7

Players forgive grind far more readily than bugs or performance

Share of reviews that still recommend the game, among the reviews that mention the topic. The thin line marks half.

  • complaint topics
  • praise topics
  • half of mentions
  • Complaints
  • Grind68%
  • Bugs44%
  • Performance42%
  • Praise
  • Story and world94%
  • Gameplay93%
  • Visuals and audio90%
0%25%50%75%100%

Reviews read: 38,208 coded reviews in the first 136 games. Suggestive.

FORGIVEN, NOT FORGIVEN

68% vs 44%

Players forgive grind; they don’t forgive bugs or performance

Share of reviews that still recommend the game, among those that mention the topic.

  • grind68%
  • bugs44%
  • performance42%
  • 38,208 reviews
  • 136 games

WHO COMPLAINS

−0.6 / −1.0 pts

Technical complaints come mostly from newcomers

Mentions of bugs and performance fall steadily as hours played grow (by 0.6 and 1.0 points per step up on a logarithmic scale of playtime). Stability in the first hours matters more than late content.

  • bugs−0.6 pts
  • performance−1.0 pts
  • 107 and 79 games
  • strong evidence

THE COSTLIEST COMPLAINT

+28.5 pts

A complaint about updates is the most damaging of all

Reviews that complain about updates have a negative share 28.5 points higher than reviews that don’t (bugs +18.3, matchmaking +16.8, performance +15.7).

same direction in 97% of games
  • 62 games
  • strong evidence

HOW CONSISTENT

93%

In almost every game, grind is forgiven more readily than bugs

A comparison inside each game that mentions both.

93% of 74 games
  • 74 games
  • suggestive

How much data. We coded 38,208 reviews from the first 136 games: bugs come up in 3,548, performance in 2,440, grind in 2,539, and gameplay (in praise) in 22,499.

What to do

Technical complaints come mostly from newcomers, so stability in the first hours matters more than late content.

Chapter 08

The Steam calendar

November is the kindest month for reviews, and September and October are the trough in review volume. Releasing in a sale month adds nothing beyond the season.

Strong evidenceHeld up on new games

Figure 8

November is the kindest and busiest month; September and October are the trough

By calendar month, across all games: review volume (top) and the shift in the share of negative reviews (bottom).

  • average month = 1.00
  • more negative than the game's own average
  • kinder
0.81.21.41.000.821.36REVIEW VOLUME · reviews per month, 1.00 = the game's average monthNovember: 36% busier than an average monthSeptember: the trough
−4−2+20JJanFFebMMarAAprMMayJJunJJul+1.4AAugSSepOOct−3.2NNovDDecNEGATIVE REVIEWS · against the game's own yearly average, in percentage pointsNovember: 3 points kinder than the game's average
0.81.21.41.000.821.36REVIEW VOLUME · 1.00 = average
−4−2+20JJanFFebMMarAAprMMayJJunJJulAAugSSepOOctNNovDDecNEGATIVE REVIEWS · points vs average

Counted from Steam’s own counters; 136 games for review volume, 266 games for the share of negative reviews.

THE BUSIEST MONTH

×1.36

November is the busiest month of the year

November has 36% more reviews than an average month of the same game, December 21% more. September is the lowest at ×0.82.

  • November×1.36
  • December×1.21
  • September×0.82
  • 136 games

THE KINDEST MONTH

121 of 135

Almost every game gets kinder reviews in November

November has a lower share of negative reviews than the game’s own average (−3.2 points across all games).

121 of 135 games
  • 135 games
  • ✓ 112 of 124 new games

THE QUIET MONTHS

−30 … −35%

September and October are the trough

Review volume in September and October runs 30–35% below January.

  • January100
  • September–October65–70
  • 136 games

THE HARSHEST MONTHS

+1.1–1.4 pts

May, August and September are the harshest months for the rating

The share of negative reviews runs 1.1–1.4 points above the game’s own average. A holiday release only looks worse because its “before” baseline is inflated.

  • J
  • F
  • M
  • A
  • M
  • J
  • J
  • A
  • S
  • O
  • N
  • D

kinderharsher than the game’s average

  • 266 games

How much data. 2.22 million reviews, counted from Steam’s own counters, were written in Novembers. On the new games it is 537 thousand reviews: the share of negative reviews is 9.5% (first games) and 7.0% (new games) in November, against 12.9% and 10.3% in the other months.

What to do

Take the seasons into account when you plan: November to January is the peak of activity and brings the kindest reviews of the year.

Chapter 09

Free-to-play versus premium

Updates and posts work less well in free-to-play games than in premium ones: in the month of a major release, the free-to-play lift is about 0.8 of the premium lift. Our 50-game rule is met only when the first 136 games are added, which is why the label is “suggestive”.

Suggestive

Figure 9

A major release lifts free-to-play games much less than premium ones

The same two effects in premium and subscription games and in free-to-play games.

  • premium and subscription
  • free-to-play (F2P)
  • no effect = ×1.00

Major-release month

×1.2×1.4×1.6×1.00×1.47+47%×1.16+16%premiumF2P

Post → next month, %

2%4%6%8%+7.2%+1.4%premiumF2P

Monthly estimates across all games. The fact cards below also include the extra free-to-play games.

MAJOR RELEASE

×1.43 vs ×1.13

A major release lifts free-to-play games much less than premium ones

The lift in the month of a major release: premium ×1.43, free-to-play ×1.13.

  • premium+43%
  • free-to-play+13%
  • 53 free-to-play games
  • suggestive

STUDIO POSTS

+7.2% vs +1.4%

A studio post barely moves free-to-play games

Reviews the next month: +7.2% in premium games, +1.4% in free-to-play, which can’t be told apart from zero.

  • premium (200 games)+7.2%
  • free-to-play (56 games)+1.4%
  • 56 free-to-play games
  • suggestive

SILENCE

×0.58 / ×0.64

A year without releases hurts both kinds of game

Reviews after a year or more without a release: premium ×0.58, free-to-play ×0.64 (15 games).

  • premium−42%
  • free-to-play−36%
  • 15 free-to-play games

NOT PROVEN YET

32 of 50

On new games, the free-to-play gap is still short of our bar

The new games point the same way (×0.84), but our rule needs 50 free-to-play games, so the label stays “suggestive”.

32 of the 50 games the rule needs
  • 50-game rule

How much data. 78 free-to-play games in the combined data, with 4.14 million reviews in their monthly counters. The 50-game rule is met only on the combined data (61 free-to-play games with a major-release month, 74 with posts).

Part 05 of 05

How we know

The method in plain words, then everything that did not hold up, where we still need data, the limits, a glossary and the full method for specialists.

What this is, and how we did it

What this is

Studios ship updates all the time, but few can say what an update actually does for their audience. We followed 354 Steam games to find out. After a patch lands, and during the quiet stretches between patches, do players come back? Does the rating suffer? What do people write about, and which reviews does a buyer see first? The raw material is public: the studios’ own news posts on one side, the players’ reviews on the other.

How to read the labels

  • Strong. Seen in at least 50 games, pointing the same way in at least 60% of them, and repeated in both halves of our data.
  • Suggestive. A broad pattern, but it shows up in one direction only or in one kind of measure.
  • No effect. We looked across many games and found nothing.
  • Held up again on new games we tested afterwards.
  • Not confirmed. The evidence is too thin or too fuzzy. That is uncertainty, not proof of the opposite.
  • 652 thousandreview texts read and coded; 103,387 of them negative
  • 354Steam games: 136 to look for patterns, 218 more to test them
  • 26.8 thousandreleases logged from developers’ news posts, hotfixes included; about 7% are major releases or DLC
  • 18.3 millionreviews counted in the months around 5,284 single releases
  • 13 of 20predictions that held up on 130 new games. We wrote them down before looking.

How we did it

  1. 1
    We logged the updates. We collected the news posts of 354 games that were still being updated and sorted them into a log of 26,774 releases, every build a studio shipped: what, when and how big. About 7% are major releases or DLC, half are content or balance updates, and a third are hotfixes and small patches. We checked the sorting blind against a sample.
  2. 2
    We matched them to the reviews. For every update, and every quiet stretch between updates, we looked at the reviews the same game received: how many, how many were negative, who wrote them and about what. We read and coded 651,642 review texts. Another 21.31 million reviews we did not read: we took their counts straight from Steam’s own monthly counters.
  3. 3
    We hunted for patterns, carefully. We searched the first 136 games with safeguards against fluke results. The games were split into two halves, and a pattern counted only if it showed up in both. It also had to appear in at least 50 games and point the same way in at least 60% of them.
  4. 4
    Then we tested the patterns on fresh games. We tried every pattern on 130 other games (different developers, publishers and franchises). Before touching that data we wrote down exactly what we would test and what would count as a pass. Where a question was still short of 50 games, we added 80 more.

What doesn’t matter, and what only looked like a finding

Beliefs we tested across many games and found no support for, and early results that fell apart when we checked them. One line each, with the number of games behind it.

Tested on many games, no effect found (18)
BeliefWhat we foundGames
How you package an update (announcement, tone, video, “based on your feedback”, release day) changes how players reactNo feature showed a repeatable effect (about 40 features against 10 measures of reaction)135
Paid content in an update triggers a wave of negativity0.0 points in our first search. On new games it is murkier: +3.1 points (95 games) and not stable from one set of games to the next, so we treat this one as unsettled76
Removing features triggers a wave of negativity−0.9 points, not distinguishable from zero73
A quick hotfix within a week of a major release is a sign of failure+0.7 points, not distinguishable from zero in both halves of the data125
A major release in Q4 works betterThe same lift as at other times of year110
Late in a game’s life, major releases work less wellGame age makes no difference110
Releasing in a Steam sale month gives an extra lift×0.96: no extra lift136
Regular updates keep the audienceNo effect on review volume or rating136
A long pause builds anticipationA release after a pause brings reviews back to normal, not above it126
A quiet spell spoils the rating−0.07 points: no127
Discounts spoil the rating by bringing in “outsiders”More newcomers, same rating59 (49 checked game by game)
Free keys spoil or inflate the ratingWithin a game, reviews from keys are slightly more positive136 (47 checked game by game)
A content update 1–2 months after a major release amplifies itNothing beyond the sum of the two separate effects (+4%, not distinguishable from zero)87
Posts only work at the start of a pausePosts help just as much however long the pause130
A studio’s reaction to a negative spike (a release, a roadmap) speeds up recoveryNo69–82
One kind of complaint is more dangerous for audience lossBeyond the overall share of negative reviews, no topic predicts loss136
Monetization announcements (store, paid DLC, prices) provoke a reactionNo change compared with other posts; the labels are noisy—
Rhythm (slowing down, speeding up, growing irregular) changes the share of negative reviewsNo change over 180 days34 and 16
Looked like a finding, but wasn’t (9)
It looked likeWhy it isn’t
A long pause leads to a burst of reviews after the releaseThe starting level was simply low. In absolute terms there is no extra effect.
A release during a Steam sale lifts activity by 29%Every game grows in sale months. Beyond the calendar, the release adds nothing.
Balance patches cause a lasting rise in negativityIt vanishes against ordinary dates: it is the game getting older.
A change in Steam’s rating label at a threshold is a release effectIt happens without releases too: it is the noise of a 30-day stretch.
The longer the pause between major releases, the stronger the next oneWith release size taken into account there is no effect (61 games).
New characters mean less negativityIt held in only 36 of 72 games, and the second half of the data did not confirm it.
A holiday release brings more negativityIt is the season: November is the kindest month, so the “before” level is inflated.
A surprise major release is worse than an announced oneThe “surprise” group is contaminated (platform launches, quieter games). On 56 games the estimate points the other way (−1.2 points).
Negativity is stronger in Early AccessAfter leaving Early Access the same games age in the same way.

“No effect” here means “no effect larger than the margin we state”. Where our check could not narrow the range enough, the chapters mark it as uncertainty, not as an opposite effect.

Not enough data yet

We only call something a finding if at least 50 games show it and at least 60% of them point the same way. After adding 80 games, some questions that were short of that bar have cleared it, and others have not. This is the honest ledger: what the top-up settled, what still has fewer than 50 games, and what has enough games but an answer too fuzzy to call “no effect”. Nothing in the last two groups is a finding. They are the shortlist for the next study, and none of our chapter labels rests on them.

What the top-up settled

  • Paid content in an update

    Reached 50
    50

    Games before47Games after95

    Now testable. The answer is not a clean “no effect”: it is a positive shift of about 3 points that is not stable from one set of games to the next (see below).

  • Rating after a major release or DLC

    Reached 50
    50

    Games before44Games after86

    Enough games now. Negative reviews rise about 1.3 points in the first month (range +0.8 to +1.8), so we cannot call it “no effect”.

  • Rating after a balance patch

    Reached 50
    50

    Games before36Games after59

    Enough games now. +0.6 points (range −0.3 to +1.4): too fuzzy to say “no effect”.

  • A release that only weakens things

    Reached 50
    50

    Games before48Games after84

    Enough games, but the effect did not repeat: only 5 of 11 games moved the same way.

  • Fewer newcomers after hotfixes

    Reached 50
    50

    Games before43Games after64

    Enough games, but only 59% moved the same way, just under our 60% bar, so no conclusion. With 190 games it was 61% and we had called it confirmed.

  • Studio posts and the rating in quiet spells

    Reached 50
    50

    Games before47Games after164

    Confirmed: a month with a post has the same share of negative reviews as a month without one (within 1 point).

  • Announcing a delay

    Reached 50
    50

    Games before15Games after82

    Enough games, but too fuzzy to say “no effect”. A hint of about 10% more reviews the next month (range ×1.02 to ×1.19), which we did not test as a prediction.

  • Posts about monetization changes

    Reached 50
    50

    Games before7–39Games after64

    Enough games, but too fuzzy to say “no effect”. No hint of any effect.

  • Apology or explanation posts

    Reached 50
    50

    Games before22Games after107

    Enough games, but too fuzzy to say “no effect”. A hint of about 1 point more negative reviews in the same and the next month (range +0.1 to +1.9).

  • Surprise releases against announced ones

    Reached 50
    50

    Games before47Games after56

    Enough games, and the estimate points the other way, so the idea that surprises hurt more did not hold.

Still under 50 games

  • Early Access against finished games

    9 to go
    50

    Games we have41(34 found earlier, 7 added)

    No eligible games are left among our 800 candidates. We need a new candidate list.

  • Studios rolling back a change

    9 to go
    50

    Games we have41

    Under 50 games, and we never set up a test for it in advance.

  • Compensation for players; shutting a game down

    counted only
    50

    Games we have60; 60

    Enough games only when both groups are added together, and we did not set an outcome in advance. Counted, not concluded.

  • Matchmaking complaints in reviews

    11 to go
    50

    Games we have39

    Under 50 games: only the first 136 games had their review texts coded.

  • Review topics as an early warning

    27 to go
    50

    Games we have23–29games per topic

    Under 50 games per topic. We need reviews coded in a few dozen more games.

  • Free-to-play: the check on new games

    18 to go
    50

    Games we have32free-to-play games with a major release among the new games

    The 50-game rule is met only when the first 136 games are added (61 and 74 games).

Enough games, not enough precision

  • Announcing a delay

    82 games

    +0.2 points (−1.2 to +1.5)

    The range of doubt is wider than the ±1.5-point margin we set in advance, so we can’t call it “no effect”.

  • A post about monetization changes

    64 games

    −0.4 points (−2.4 to +1.5)

    The range of doubt is wider than the ±1.5-point margin we set in advance, so we can’t call it “no effect”.

  • An apology or explanation post

    107 games

    +1.0 points (+0.1 to +1.9)

    The range of doubt is wider than the ±1.5-point margin we set in advance, so we can’t call it “no effect”.

  • Paid content in an update

    95 games

    +3.1 points (0.0 to +6.1)

    The estimate sits above zero and is not stable between sets of games (+5.2 on the first 130 new games, +0.7 on the 80 added games). Only 25 of 34 games with both kinds of release point up, and that is under 50 games.

  • Release rhythm and review volume

    178 games

    ×1.11 (1.00 to 1.24)

    The range of doubt is wider than the ±10% margin we set in advance.

  • A pause and the share of negative reviews

    108 games

    −0.60 points (−1.89 to 0.68)

    The range of doubt is wider than the ±1.5-point margin we set in advance.

  • Number of content updates in a year

    190 games

    ×1.02 (0.90 to 1.16)

    The range of doubt is wider than the ±10% margin we set in advance.

“Not enough precision” means we measured against a margin set in advance and the range of doubt came out wider than that margin: we can neither confirm “no effect” nor claim an effect. Paid content is the one line where the larger data moved against an earlier “no effect”. Our first search gave 0.0 points; the new games give a positive shift that is not stable. We keep the first-search result in the list of null results, with this caveat, and treat the line as unsettled.

What this study cannot tell you

What the numbers measure

  • Reviews are not players

    We count how many reviews a game gets in a month and use that as a stand-in for how active its audience is. It is not a head-count of players.

  • No sales, no retention, no player counts

    We have no data on revenue, concurrent players, wishlists or how long players stay. Nothing here should be read as an effect on money.

  • Steam only, English reviews only

    We chose the games for variety, not to represent all of Steam.

  • The storefront

    “Helpful” votes are a single snapshot from the day we downloaded the data. We control for the age of a review but cannot see Steam’s ranking algorithm.

What the data cannot settle

  • Associations, not causes

    Comparing a game with itself removes differences between games. It cannot rule out that a studio ships an update when things are already going well.

  • Many tests

    In the exploratory parts we ran many comparisons without formally correcting for it. We picked findings by whether they repeated across games, not by p-values.

  • Steam’s counters

    Our counts are English-language reviews of all purchase types, including off-topic review activity. The score Steam shows leaves out key activations and counts all languages, so our numbers match Steam’s labels only roughly.

How the study was run

  • AI sorting of updates

    An AI model picked out the releases and the details of the patch notes. A blind second rating checked its release calls: of the posts it called releases, 88% were, and it caught 78% of the real ones. Reliable details were checked by hand, unreliable ones were replaced by keyword rules. AI models also tagged the review texts against a fixed codebook.

  • Labelling of marketing events

    Sales, monetization posts and announcements are sorted by titles and labels, which is noisy: “store”, for example, mixes in-game shops with game editions.

  • Developer replies

    We do not treat replies to reviews as a lever: Steam advises against stepping into the review space. That observation stays in the scientific report.

Terms in plain words

Pick a term to see what it means on this page.

Activity (review volume)

How many reviews a game gets in a month, counted by Steam. We use it as a stand-in for how active the audience is. It is not a head-count of players.

For specialists: the full method

This is the full method, written the way a methods paper would be: the question, the units of analysis, the measurements, the estimation, the controls against false findings and the status of every conclusion. The numbers are the same as in the main part.

Research question and status of the conclusions

Question. How are game updates, and the pauses between them, associated with audience behaviour on Steam: with the flow of reviews (a proxy for the active audience), with the share of negative reviews (the rating), with the mix of authors, and with what they write about?

Status. An observational study on public data. All estimates describe associations within games. We make no causal claims, draw no conclusions about sales, retention or revenue (we have no such data), and do not generalize to "all of Steam": the games were chosen for maximum variation, not as a representative sample.

Questions about the data or the method?

Ask about a number, a test or a caveat. A researcher replies.