The storefront
×2.2
times as negative: the reviews Steam shows first, against all of a game’s reviews
Issue 02 · The Update Ledger
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.
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
Part 01 of 05 · The findings
Ranked by how much they should change the way a studio works. Each one opens into a chapter with the evidence.
×2.2
how negative Steam’s top reviews are, against the 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.
−40%
reviews after a year without a release
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.
+33%
reviews in a major-release month; a hotfix adds 0
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.
0.0 pts
effect of how an update is packaged
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.
39%
chance of losing a fifth of your reviews after a negative spike
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%).
+5.5%
reviews the month after a studio post
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.
121 of 135
games where November reviews are kinder than usual
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.
68% vs 44%
reviews that still recommend the game
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.
Studio folklore, checked against the data.
“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“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“A hotfix in launch week is a sign of failure.”
+0.7 points of negative reviews: indistinguishable from zero (125 games).
Evidence“Release in a Steam sale, or in Q4, for a bigger lift.”
No extra lift beyond the season itself (136 and 110 games).
Evidence“Discounts bring in outsiders who trash the score.”
More newcomers arrive; the rating stays the same.
Evidence“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“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“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.
EvidenceSeven working rules for studios, each tied to the number behind it.
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
The first-week spike of negative reviews (+1.65 points) fades on its own. Chapter
Silence costs 7% of reviews within two months. A post a month adds 5.5%; a roadmap about 6%. Chapter
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
They write the reviews buyers see first, and their complaints are about the relationship with the studio. Chapter
Bugs and performance are the least forgiven topics, and newcomers raise them most (suggestive). Chapter
November is the kindest and busiest month; September and October are the trough. Chapter
Each line is exact and carries the context it needs. The chapters hold the evidence, and we are glad to share more.
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
What a release does to a game’s reviews and rating, and how fast a quiet spell costs you your audience.
Chapter 01
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
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.
Counted from Steam’s own counters; 266 games, the weeks around major releases.CritField · Issue 02
RELEASE MONTH
+33%
Compared with an ordinary month of the same game. A game that usually gets 100 reviews a month gets about 133.
SIZE OF THE UPDATE
+27%
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.
THE YEAR
+13% / +27%
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.
HOTFIXES AND BALANCE
×1.00
Compared with ordinary dates, there is no lift. Months with a hotfix only look busier because hotfixes ship where lots of players already are.
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.
Month one: ×1.72 (above ordinary dates in 38 of 45 games). Month three: ×1.14, just short of our statistical bar (21 of 44 games). 51 games.
Month one: ×1.50 (66 of 88 games above ordinary dates). Month three: ×1.16, but only 50 of 87 games (57%) beat their ordinary dates, below our 60% bar. 97 games.
×1.34 in the release month and ×1.22 the month after. 102 games.
×1.29. 82 games, 1,734 releases.
×1.30, and the same direction in 74 of 90 games. 143 games.
×1.06, just short of our statistical bar. 95 games. Our first search had suggested +17–22%.
×1.06 clears the bar (164 games), but only 70 of 125 games (56%) point the same way.
×1.08 (×1.16 in our first search). 89 games.
×1.03. The range (0.90–1.19) is wider than our ±10% margin. 112 games.
×1.02, range 0.90–1.16, wider than our margin. 190 games.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Chapter 02
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
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.
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.CritField · Issue 02
FIRST WEEK
+1.65 pts
It passes on its own: the rebound almost equals the dip, and hotfixes, apologies or a roadmap do not speed it up.
NORMAL DRIFT
±1.5 pts
Over one to three months the share of negative reviews stays within normal drift, in all three monthly checks.
MAJOR RELEASES
+1.1 pts
Negative reviews rise in only 53% of games, so this is a hint, not a rule.
PACKAGING
0.0 pts
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”.
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.
3 of 12 ranges fell outside the margin. Major releases or DLC (44 games) and balance patches (36) had under 50 games.
6 of 12 ranges sit inside the margin (release types with 50+ games): major release or DLC 86 games, content update 160, balance patch 59, hotfix 136.
Every range was wider than ±1 point (about ±2). Paid content had only 47 games. 119 games.
None of 7 features fits inside ±1 point. Paid content: +3.1 points (range 0.0 to +6.1), 95 games.
−1.99 points on 84 games. Only 5 of 11 games moved up.
−1.22 points, the other way. 56 games with both kinds.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Chapter 03
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
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.
Counted from Steam’s own counters; 124 to 252 games per point.CritField · Issue 02
A MONTH OR TWO
−7%
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.
A YEAR
−40%
×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.
THE RATING
−0.07 pts
The share of negative reviews is the same after a pause of 45 days or more.
RHYTHM
×1.05
An irregular rhythm looked costly (×1.12) until we accounted for release types. Then it shrank to ×1.05.
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.
After 12+ months without a release: ×0.53. 63 games.
×1.11. The range (0.98–1.27) reaches outside the margin. 100 games.
×1.11, range 1.00–1.24. 178 games.
−0.12 points. The range (−1.76 to +1.52) is a hair wider than the margin. 63 games.
−0.60 points, range −1.89 to +0.68. 108 games.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Part 03 of 05
What a studio can do in the quiet months, and which warning sign shows that an audience is leaving.
Chapter 04
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
Extra reviews the next month for each studio post, by kind of post. Bars: all months. Diamond: months with no release.
Counted from Steam’s own counters; per studio post, on top of the game’s current activity.CritField · Issue 02
ANY POST
+5.5%
On top of the game’s current activity, and it holds in months without releases (+5.9%).
WHICH POST
+6.4%
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.
THE RATING
0 pts
In quiet spells, a month with a post has the same share of negative reviews as one without.
THE UNUSED LEVER
34%
At least one post appears in only 34% of months without releases, although a post is worth about +6% the next month.
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.
| Kind of post | Reviews the next month, per post | In months with no release | Games | How strong |
|---|---|---|---|---|
| Any post (not a release) | +5.5% | +5.9% | 130 | strong |
| Roadmap or announcement | +6.4% | +7.5% | 126 | strong |
| Community or marketing | +2.9% | +2.5% | 123 | suggestive |
| Stream, trailer or showcase | +6.0% | +8.3% | 90 | suggestive |
| Developer diary | +5.6% | +7.8% | 53 | suggestive |
| Event | +2.5% | +2.9% | 93 | weak or none |
| Sale | +0.9% | −1.0% | 85 | weak or none (only in its own month: +14%) |
+5.5% per post. 126 games.
+6.0% per post. 124 games.
−0.16 points (range −0.66 to +0.34). 164 games.
Same month +0.2 points (−1.2 to +1.5); next month −0.7 (−1.7 to +0.3); reviews ×1.10. 82 games.
Same month −0.4 points (−2.4 to +1.5); next month −0.6 (−2.6 to +1.5); reviews ×1.02. 64 games.
Same month +1.0 points (+0.1 to +1.9); next month +0.9 (+0.1 to +1.6); reviews ×1.03. 107 games.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Chapter 05
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
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.
Counted from Steam’s own counters; 115 games with a spike. The 48% for large games comes from the details tab.CritField · Issue 02
THE EARLY SIGNAL
−10%
Even at the same current volume: negative reviews run about a quarter ahead of the audience.
AFTER A SPIKE
39% vs 24%
Chance that reviews fall by more than 20% within three months, after a negative spike and without one.
HOW COMMON
1 in 13–15
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.
RECOVERY
2 months
A release or a roadmap in the next month does not speed recovery.
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.
| Change in the share of negative reviews, against the norm | Chance of reviews falling by 20%+ within 3 months | Times the normal chance |
|---|---|---|
| within ±2 points | 21% | ×0.88 |
| a rise of 2–5 points | 30% | ×1.26 |
| a rise of 5+ points | 37% (48% for large games) | ×1.55 (×1.9) |
−0.95% for each percentage point; the same direction in 70 of 113 games.
41% against 25% (1.69 times as likely). 50 games.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Part 04 of 05
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
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
Share of negative reviews among all reviews, and among reviews with 10 or more helpful votes (the ones the storefront ranks first).
Reviews read: 10,328 helpful reviews in the first 136 games and 5,974 in the new games.CritField · Issue 02
THE STOREFRONT
×2.2
In the median game. The most prolific 10% of reviewers write 22% of the helpful reviews.
WHAT GETS UP THERE
×2.6 / ×2
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.
WHO WRITES
16% → 39%
Among negative reviews, the share about distrust and the relationship with the developer rises from newcomers (under 2 hours played) to veterans (200+ hours).
EXPERIENCED AUTHORS
+5 pts
An author with 20 reviews is 5 points more negative than an author with one, all else equal.
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.
+3.6 points for each step up in playtime; higher for veterans in 100 of 128 games.
In 102 of 118 games; typically ×1.96.
+1.7 points for each step up in reviews written; 126 of 130 games.
+4.7 points on a 4.1% base; 109 of 130 games.
−1.50 points. 64 games, with a fall in 38 of 64.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Chapter 07
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
Share of reviews that still recommend the game, among the reviews that mention the topic. The thin line marks half.
Reviews read: 38,208 coded reviews in the first 136 games. Suggestive.CritField · Issue 02
FORGIVEN, NOT FORGIVEN
68% vs 44%
Share of reviews that still recommend the game, among those that mention the topic.
WHO COMPLAINS
−0.6 / −1.0 pts
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.
THE COSTLIEST COMPLAINT
+28.5 pts
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).
HOW CONSISTENT
93%
A comparison inside each game that mentions both.
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.
| Topic | Share of reviews | Still recommend if mentioned | Raises the negative share by | Games | Result |
|---|---|---|---|---|---|
| Bugs | 9.3% | 44% | +17.9 points | 107 | passes |
| Performance | 6.4% | 42% | +16.4 points | 79 | passes |
| Grind | 6.6% | 68% | +3.0 points | 75 | did not repeat in both halves |
| Gameplay (positive) | 58.9% | 93% | −32.9 points | 136 | passes |
| Story and world | 9.7% | 94% | −11.1 points | 54 | passes |
| Visuals and audio | 10.7% | 90% | −11.3 points | 107 | passes |
| Complaints about updates | 4.2% | 32% | +28.7 points | 41 | too few games (under 50) |
| Matchmaking | 3.3% | 45% | +16.2 points | 33 | too few games (under 50) |
After adding the coded reviews:
| Topic | Games before | Games after | Shift in negative share (points) | Same direction in | Result |
|---|---|---|---|---|---|
| Bugs | 107 | 109 | +18.3 | 99% of games | passes |
| Performance | 79 | 86 | +15.7 | 100% of games | passes |
| Grind | 75 | 80 | +2.7 | 65% of games | did not repeat in both halves |
| Complaints about updates | 41 | 62 | +28.5 | 97% of games | passes |
| Matchmaking | 33 | 39 | +16.8 | 97% of games | too few games (under 50) |
| Gameplay (positive) | 136 | 136 | −33.6 | 100% of games | passes |
| Story and world | 54 | 57 | −11.3 | 96% of games | passes |
| Visuals and audio | 107 | 113 | −10.8 | 94% of games | passes |
We did not write down a test for this chapter in advance. These findings come from the first 136 games only, so treat them as suggestive.
Chapter 08
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
By calendar month, across all games: review volume (top) and the shift in the share of negative reviews (bottom).
Counted from Steam’s own counters; 136 games for review volume, 266 games for the share of negative reviews.CritField · Issue 02
THE BUSIEST MONTH
×1.36
November has 36% more reviews than an average month of the same game, December 21% more. September is the lowest at ×0.82.
THE KINDEST MONTH
121 of 135
November has a lower share of negative reviews than the game’s own average (−3.2 points across all games).
THE QUIET MONTHS
−30 … −35%
Review volume in September and October runs 30–35% below January.
THE HARSHEST MONTHS
+1.1–1.4 pts
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.
kinderharsher than the game’s average
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.
Kinder than the game’s own average in 112 of 124 games (90%).
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Chapter 09
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
The same two effects in premium and subscription games and in free-to-play games.
Major-release month
Post → next month, %
Monthly estimates across all games. The fact cards below also include the extra free-to-play games.CritField · Issue 02
MAJOR RELEASE
×1.43 vs ×1.13
The lift in the month of a major release: premium ×1.43, free-to-play ×1.13.
STUDIO POSTS
+7.2% vs +1.4%
Reviews the next month: +7.2% in premium games, +1.4% in free-to-play, which can’t be told apart from zero.
SILENCE
×0.58 / ×0.64
Reviews after a year or more without a release: premium ×0.58, free-to-play ×0.64 (15 games).
NOT PROVEN YET
32 of 50
The new games point the same way (×0.84), but our rule needs 50 free-to-play games, so the label stays “suggestive”.
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).
| Effect (monthly) | Premium and subscription | Free-to-play |
|---|---|---|
| Month of a major release | ×1.47 (163 games) | ×1.16 (49) |
| Studio post → next month | +7.2% (200) | +1.4%, not distinguishable from zero (56) |
| +10 points of negative reviews → reviews three months later | −10.3% (206) | −8.4% (60) |
| A year without releases | ×0.58 | ×0.64 (15 games) |
28 free-to-play games, below the 50 we need to call it.
33 free-to-play games, below the 50 we need to call it.
Before we looked at the new games, we wrote down each prediction and what would count as a pass. “130 games” marks that first test; “210 games” adds 80 more games. “Counted” means tallied from Steam’s own counters; “read” means review texts we read and coded.
Part 05 of 05
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
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
How we did it
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.
| Belief | What we found | Games |
|---|---|---|
| How you package an update (announcement, tone, video, “based on your feedback”, release day) changes how players react | No feature showed a repeatable effect (about 40 features against 10 measures of reaction) | 135 |
| Paid content in an update triggers a wave of negativity | 0.0 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 unsettled | 76 |
| Removing features triggers a wave of negativity | −0.9 points, not distinguishable from zero | 73 |
| 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 data | 125 |
| A major release in Q4 works better | The same lift as at other times of year | 110 |
| Late in a game’s life, major releases work less well | Game age makes no difference | 110 |
| Releasing in a Steam sale month gives an extra lift | ×0.96: no extra lift | 136 |
| Regular updates keep the audience | No effect on review volume or rating | 136 |
| A long pause builds anticipation | A release after a pause brings reviews back to normal, not above it | 126 |
| A quiet spell spoils the rating | −0.07 points: no | 127 |
| Discounts spoil the rating by bringing in “outsiders” | More newcomers, same rating | 59 (49 checked game by game) |
| Free keys spoil or inflate the rating | Within a game, reviews from keys are slightly more positive | 136 (47 checked game by game) |
| A content update 1–2 months after a major release amplifies it | Nothing beyond the sum of the two separate effects (+4%, not distinguishable from zero) | 87 |
| Posts only work at the start of a pause | Posts help just as much however long the pause | 130 |
| A studio’s reaction to a negative spike (a release, a roadmap) speeds up recovery | No | 69–82 |
| One kind of complaint is more dangerous for audience loss | Beyond the overall share of negative reviews, no topic predicts loss | 136 |
| Monetization announcements (store, paid DLC, prices) provoke a reaction | No change compared with other posts; the labels are noisy | — |
| Rhythm (slowing down, speeding up, growing irregular) changes the share of negative reviews | No change over 180 days | 34 and 16 |
| It looked like | Why it isn’t |
|---|---|
| A long pause leads to a burst of reviews after the release | The 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 negativity | It vanishes against ordinary dates: it is the game getting older. |
| A change in Steam’s rating label at a threshold is a release effect | It happens without releases too: it is the noise of a 30-day stretch. |
| The longer the pause between major releases, the stronger the next one | With release size taken into account there is no effect (61 games). |
| New characters mean less negativity | It held in only 36 of 72 games, and the second half of the data did not confirm it. |
| A holiday release brings more negativity | It is the season: November is the kindest month, so the “before” level is inflated. |
| A surprise major release is worse than an announced one | The “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 Access | After 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.
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.
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).
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”.
Games before36Games after59
Enough games now. +0.6 points (range −0.3 to +1.4): too fuzzy to say “no effect”.
Games before48Games after84
Enough games, but the effect did not repeat: only 5 of 11 games moved the same way.
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.
Games before47Games after164
Confirmed: a month with a post has the same share of negative reviews as a month without one (within 1 point).
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.
Games before7–39Games after64
Enough games, but too fuzzy to say “no effect”. No hint of any effect.
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).
Games before47Games after56
Enough games, and the estimate points the other way, so the idea that surprises hurt more did not hold.
Games we have41(34 found earlier, 7 added)
No eligible games are left among our 800 candidates. We need a new candidate list.
Games we have41
Under 50 games, and we never set up a test for it in advance.
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.
Games we have39
Under 50 games: only the first 136 games had their review texts coded.
Games we have23–29games per topic
Under 50 games per topic. We need reviews coded in a few dozen more games.
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).
+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”.
−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”.
+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”.
+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.
×1.11 (1.00 to 1.24)
The range of doubt is wider than the ±10% margin we set in advance.
−0.60 points (−1.89 to 0.68)
The range of doubt is wider than the ±1.5-point margin we set in advance.
×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.
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.
We have no data on revenue, concurrent players, wishlists or how long players stay. Nothing here should be read as an effect on money.
We chose the games for variety, not to represent all of Steam.
“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.
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.
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.
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.
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.
Sales, monetization posts and announcements are sorted by titles and labels, which is noisy: “store”, for example, mixes in-game shops with game editions.
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.
Pick a term to see what it means on this page.
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.
The share of a game’s reviews that are negative (“Not Recommended”).
A new version shipped to all players, according to the developer’s news. We sort releases into major releases and DLC, content updates, balance changes and hotfixes.
A release with no other release within two weeks either side, so its before and after are not muddied.
Dates in the same game with no release. We hold a release up against them to separate its effect from drift and season.
How many times as many reviews as usual. ×1.00 means no change. ×0.60 means 40% fewer.
The distance between two percentages: going from 10% to 11% is one percentage point.
The span in which the true value very likely sits (we show 90% and 95% ranges). A narrow range means a precise estimate. If the range includes zero (or ×1.00), we can’t be sure there is an effect.
We compare a game with itself at other times, so differences between games do not distort the result.
We split the games at random into two groups. A pattern counts only if it shows up in the first group and then repeats in the second.
Our rule for calling something a finding: at least 50 games that show the feature, and the same direction in at least 60% of them.
Repeating the test on games that were not part of the search, after writing down in advance what would count as a pass.
To say “no effect”, we set a margin first (for example ±1.5 points) and require the whole range of doubt to fit inside it.
Confirmed. Not confirmed (we are uncertain; we are not saying the opposite is true). Too few games (we could not test it). Only on average (the average effect is real, but fewer than 60% of games point the same way, so it is not a rule).
The period when a game is sold before its official release.
Games that are free to start, with in-game purchases.
The reviews Steam shows first, picked by “helpful” votes.
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.
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.
| Stage | What was done | Games | Safeguards against false findings |
|---|---|---|---|
| 1. Discovery | Review corpus and monthly series; a hypothesis machine over about 800 tests | 136 | split-half by game, Benjamini–Hochberg correction, breadth rule |
| 2. Independent confirmation | 20 hypotheses; the plan was frozen before the data were fetched (SHA-256 of the plan in plan_freeze.json) | 130 new games (different developers, publishers, franchises) | pass criteria set in advance; deviations logged in DEVIATIONS.md |
| 3. Top-up to the breadth rule | Extra games where a line fell short of 50 games (plan F, frozen before labelling) | +80 games | a mechanical selection rule independent of outcomes |
Discovery sample: maximum variation over game age and update cadence (an age × cadence matrix) across three cohorts (live, winding down, control),
to avoid survivorship bias. Confirmation sample: 130 games drawn at random from 314 eligible ones (app_type = 0; at least 3,000 reviews; at least 60 news items;
released no later than 2024-06-01; no developer, publisher or franchise shared with the discovery games) and stratified by monetization model.
appreviews query with a date range, query_summary): the number of English reviews and of negative
reviews. Activity is the logarithm of the number of reviews in a month.| Family | Specification | Estimate |
|---|---|---|
| Monthly panel | y(game, month) ~ predictors + game FE + calendar-month FE + log(game age), SE by game; by developer as well in the check | activity multiplier (exponent of the coefficient on a log outcome) or pp of negative share |
| Windows around releases | ratio "after/before" relative to the same ratio on placebo dates of the same game; negative share as a difference in pp | ×-effect, 90% and 95% confidence intervals |
| Within release (reviews) | within-release DiD: shift of a review feature after the release against the "before" window, game and release effects absorbed | pp |
| Yearly panel | complete game-years, game and year FE | multiplier |
| Early warning | log(activity t+3) ~ negative share t + log(activity t); separately the probability of an activity drop larger than 20% | % per pp, probability ratio |
| Aspects | within-game linear probability model on 38,208 coded reviews | pp |
Activity effects were checked in two ways (as a ratio to the "before" period, and as a level relative to the game's norm), and seasonal effects relative to other games in the same calendar month. This removed plausible but false findings (see "What doesn't matter").
Reviews were coded with a closed codebook of 10 codes, fixed in advance. A reference coding covers 400 reviews; the test part (239 reviews) was coded blind. Agreement of the coding with the reference on the test part (Cohen's κ): hope/patience 0.85, disappointment 0.69, update talk 0.61, anger 0.46, developer blame 0.43, developer praise 0.32 (not interpreted). "Resignation" cannot be evaluated (2 positive examples). Conclusions about review texts (the chapters "Who writes, and what the buyer sees" and "What players forgive") therefore rely on codes that passed validation, and they are presented as exploratory until an independent sample confirms them.
Of 20 hypotheses, 13 were confirmed and 7 were not. The unconfirmed ones fall into two kinds: a shortfall of significance (C1 in the third month, p = 0.057; C9, p = 0.067) and five "no effect" claims (C2, C5, C6, C12, C19) whose intervals were wider than the bound. No hypothesis turned out to point the opposite way.
month 1 ×1.72 (p < 1e-9; above placebo in 38/45); month 3 ×1.14 (p = 0.057; 21/44); 51 games
3 of 12 intervals outside the bounds; DLC (44 games) and balance (36) below 50 games
×1.34 in the release month, ×1.22 the next; 102 games
12+ months without a release ×0.53; 63 games
×1.11, 90% CI [0.98, 1.27] outside the bounds; 100 games
−0.12 pp, 90% CI [−1.76, +1.52] slightly wider; 63 games
more positive than the game's mean in 112 of 124 games (90%)
×1.29 (p < 1e-4); 82 games, 1,734 releases
×1.06 (p = 0.067); 95 games; discovery +17–22%
+3.6 pp per log-hour; higher for veterans in 100 of 128 games
102 of 118 games; median ×1.96
every 90% CI wider than ±1 pp (about ±2); paid content 47 games; 119 games
+5.5% per post; 126 games
+6.0% per post; 124 games
−0.95% per pp; 70 of 113 games negative
+1.7 pp per log-review; 126 of 130 games
+4.7 pp on a 4.1% base; 109 of 130 games
×1.08 (discovery ×1.16); 89 games
×1.03, 90% CI [0.90, 1.19] wider; 112 games
41% vs 25%, lift 1.69; 50 games
"Counted" means reviews tallied by Steam's counters in the months and windows the estimate rests on; "read" means review texts that were read and coded.
month 1 ×1.50 (p < 1e-4; above placebo in 66 of 88); month 3 ×1.16 (p = 0.005; 50 of 87); 97 games
inside the bounds in 6 of 12 intervals (types with 50+ games); major release/DLC: 86 games; content update: 160 games; balance change: 59 games; hotfix: 136 games
×1.11, 90% CI [1.00, 1.24]; 178 games
−0.60 pp, 90% CI [−1.89, 0.68]; 108 games
×1.02, 90% CI [0.90, 1.16]; 190 games
×1.30 (p < 1e-4); 143 games; sign per game 74 of 90
×1.06 (p = 0.037); 164 games; sign per game 70 of 125
inside the bounds for 0 of 7 features; paid content +3.1 pp [0.0, +6.1] (95 games)
−1.99 pp; 84 games; sign 5 of 11
−1.50 pp; 64 games, a fall in 38 of 64
−1.22 pp; 56 games with both kinds
coefficient −0.195; 28 F2P games
coefficient −0.038; 33 F2P games
−0.16 pp [−0.66, 0.34]; 164 games
same month +0.2 pp [−1.2, +1.5]; next month −0.7 pp [−1.7, +0.3]; activity ×1.10; 82 games
same month −0.4 pp [−2.4, +1.5]; next month −0.6 pp [−2.6, +1.5]; activity ×1.02; 64 games
same month +1.0 pp [+0.1, +1.9]; next month +0.9 pp [+0.1, +1.6]; activity ×1.03; 107 games
The extended pool is the 130 confirmation games plus the 80 new games (60 + 20 in a second tranche), independent of discovery. The frozen verdicts on 130 games were not changed; they stand next to the new ones. "Counted" means reviews tallied by Steam's counters in the months and windows the estimate rests on (for review-level tests, the reviews in the ±30-day windows around releases).
The same headline estimates re-run on all sets together (discovery 136 + confirmation 130 + top-up 80 = 346 games; exploratory, like the earlier pooled estimates):
| Headline estimate | All sets together | Games |
|---|---|---|
| Major-release month: activity | ×1.34 (95% CI 1.26–1.42) | 346 |
| The month after | ×1.20 | 346 |
| A year or more without releases | ×0.60 (95% CI 0.54–0.68) | 169 |
| Any studio post → next month (per doubling of posts) | +5.0% | 336 |
| Roadmap post | +5.4% | 330 |
| +10 pp negative → activity three months later | −9.3% | 346 |
| A year with a major release (per doubling) | ×1.11 | 257 |
| A negative spike of 5+ pp: risk of an activity drop | 39% vs 24% | 148 |
| First month after a major release against control dates | ×1.55 (95% CI 1.39–1.72) | 164 |
The corpus is frozen (scripts/corpus_v2/freeze.py --verify), the verification plans are frozen by hash, every stage can be reproduced with the scripts in the
repository (scripts/, reports/), and deviations are logged. Code and versions are listed in the appendix.
Ask about a number, a test or a caveat. A researcher replies.