Over 19,000 games have released on Steam in 2025, with nearly half seeing fewer than 10 reviews
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How often do people leave reviews? I rarely see a profile with +100 reviews.
I only leave reviews after 100% completion or a lot of time (hundreds of hours) in case of fighting games where sometimes 100% is ridiculously difficult to attain (oh hi, Plus R)
I think the average time between my picking up a game and leaving a review is like 3~12 months. Definitely even more if I'm not vibing with the game.
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How often do people leave reviews? I rarely see a profile with +100 reviews.
I only leave reviews after 100% completion or a lot of time (hundreds of hours) in case of fighting games where sometimes 100% is ridiculously difficult to attain (oh hi, Plus R)
I think the average time between my picking up a game and leaving a review is like 3~12 months. Definitely even more if I'm not vibing with the game.
As I recall, its around 5%-20% of players leave a review, usually closer to 5% unless something about the game makes people want to talk about it, for both good and bad.
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I don't know if it's true or not, but I've heard a rough proxy for modest success "above breakeven" in the indie sphere is 1,000+ reviews.
The chart doesn't break out the 1,000+ review count band, but it looks like under 5% of the 19,000 games released in 2025 on Steam were even able to go above 500 review count.
The 1,000+ review count band as a measure of success does make sense in a back of the napkin kind of way.
Assuming 5% of buyers leave a review, that would be 20,000 in sales. At a net unit revenue of $10 (after Steam's cut and the payment processor), that would be $200 K net revenue.
An unfortunate 'secret' for most indie titles is that the vast majority of their sales are on discount, usually during launch or one of the big week long sales. Not a lot of people buy indie games at full sticker price unless its a pretty high quality title.
So your $200K net revenue would be at absolute max, but is realistically ~50-80% of that.
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This was my initial reaction too. I am making the assumption that less than ten still means not zero.
I rarely leave reviews so I’m surprised that 50% of all releases even see a single one.
10 reviews means like 500-1000 sales. The vast majority of people dont leave reviews. Not much, especially for low priced games, but also not nothing. As long as you enjoyed the game making process and didnt invest anything except for time its not really an issue.
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I don't know if it's true or not, but I've heard a rough proxy for modest success "above breakeven" in the indie sphere is 1,000+ reviews.
The chart doesn't break out the 1,000+ review count band, but it looks like under 5% of the 19,000 games released in 2025 on Steam were even able to go above 500 review count.
The 1,000+ review count band as a measure of success does make sense in a back of the napkin kind of way.
Assuming 5% of buyers leave a review, that would be 20,000 in sales. At a net unit revenue of $10 (after Steam's cut and the payment processor), that would be $200 K net revenue.
Assuming 5% of buyers leave a review, that would be 20,000 in sales. At a net unit revenue of $10 (after Steam's cut and the payment processor), that would be $200 K net revenue.
A unit revenue of $10 means your product is going for ~15 base price. I don't know about you, but I rarely buy stuff above $10 anymore. So like the other guy said, you're looking at like half of that based on people buying during sales.
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Haven't you heard. Indie games have to launch on steam or they fail miserably.
Seriously though. This is why I roll my eyes at people who claim steam makes it breaks these games. Humble bundle? Runs sales events where these games get showcased. Itch.io's whole schtick is selling indie games.
It's nice that Valve gives studios a platform to help market their games and all that, and yes, by dint of being one of the largest gaming sale platforms out there launching on steam helps their chances. But most of them weren't ever gonna reach the success of AAA titles regardless and we pretend that that's Valve's fault for reasons I have never understood.
It's the same problem with each of the online stores including the Nintendo E-Shop. Your game still has to be decent and be marketed to the people who want to play it.
Additionally they have to have time to play it. Which means you're fighting every other game in the category in order to claim each players time.
There's a whole lot to making and marketing a successful game at literally every level and not every studio can be a Team Cherry.
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I think this statistic would be more interesting if it filtered out all of the blatant cash-grab, asset-flip, AI generated shit that makes up a large portion of new releases.
Is it 19,000 releases with 10,000 actual sincere efforts at making a game, or 19,000 releases with 1,000 actual games.
And what's the average number of reviews for actual games versus garbage?
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"game" is a big stretch for a lot of the asset flip or AI trash that is currently on steam.
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"game" is a big stretch for a lot of the asset flip or AI trash that is currently on steam.
Anyone doing a uBlock for Steam?
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How often do people leave reviews? I rarely see a profile with +100 reviews.
I only leave reviews after 100% completion or a lot of time (hundreds of hours) in case of fighting games where sometimes 100% is ridiculously difficult to attain (oh hi, Plus R)
I think the average time between my picking up a game and leaving a review is like 3~12 months. Definitely even more if I'm not vibing with the game.
I recall an estimation that about 1/20 players leave a review, but this probably depends a lot on genre and other factors.
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Other people have mentioned removing asset flips and AI slop. I'm wondering what this dataset looks like if you remove all of the shitty NSFW games that get shoveled out en masse.
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How often do people leave reviews? I rarely see a profile with +100 reviews.
I only leave reviews after 100% completion or a lot of time (hundreds of hours) in case of fighting games where sometimes 100% is ridiculously difficult to attain (oh hi, Plus R)
I think the average time between my picking up a game and leaving a review is like 3~12 months. Definitely even more if I'm not vibing with the game.
I leave reviews when the game does something exceptional (good or bad). Or sometimes when steam nags me to leave a review.
It's funny: if you leave a negative review and keep playing it asks you if you want to change your review.
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Haven't you heard. Indie games have to launch on steam or they fail miserably.
Seriously though. This is why I roll my eyes at people who claim steam makes it breaks these games. Humble bundle? Runs sales events where these games get showcased. Itch.io's whole schtick is selling indie games.
It's nice that Valve gives studios a platform to help market their games and all that, and yes, by dint of being one of the largest gaming sale platforms out there launching on steam helps their chances. But most of them weren't ever gonna reach the success of AAA titles regardless and we pretend that that's Valve's fault for reasons I have never understood.
It's the same problem with each of the online stores including the Nintendo E-Shop. Your game still has to be decent and be marketed to the people who want to play it.
Additionally they have to have time to play it. Which means you're fighting every other game in the category in order to claim each players time.
There's a whole lot to making and marketing a successful game at literally every level and not every studio can be a Team Cherry.
Additionally they have to have time to play it.
And money to buy it! Wages are down. I was unemployed for a while so I just didn't buy any games (or much else)
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Additionally they have to have time to play it.
And money to buy it! Wages are down. I was unemployed for a while so I just didn't buy any games (or much else)
Absolutely true.
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An unfortunate 'secret' for most indie titles is that the vast majority of their sales are on discount, usually during launch or one of the big week long sales. Not a lot of people buy indie games at full sticker price unless its a pretty high quality title.
So your $200K net revenue would be at absolute max, but is realistically ~50-80% of that.
That's fair. A blended net revenue per unit figure of $10 might actually be high.
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How often do people leave reviews? I rarely see a profile with +100 reviews.
I only leave reviews after 100% completion or a lot of time (hundreds of hours) in case of fighting games where sometimes 100% is ridiculously difficult to attain (oh hi, Plus R)
I think the average time between my picking up a game and leaving a review is like 3~12 months. Definitely even more if I'm not vibing with the game.
I'll click the thumbs up button then get intimidated by the text box that pops up. I'm not mentally prepared to give out a useful review.
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I'll click the thumbs up button then get intimidated by the text box that pops up. I'm not mentally prepared to give out a useful review.
Same. I'm often in the process of breaking down why I like/dislike the game, what works about it, and what doesn't as I'm playing. I can't give honest feedback with incomplete thoughts.
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I think this statistic would be more interesting if it filtered out all of the blatant cash-grab, asset-flip, AI generated shit that makes up a large portion of new releases.
Is it 19,000 releases with 10,000 actual sincere efforts at making a game, or 19,000 releases with 1,000 actual games.
And what's the average number of reviews for actual games versus garbage?
I don't think that's trivial to filter.
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Anyone doing a uBlock for Steam?
Steamdb lets you filter out games with less than x reviews which I’ve made liberal use of over the years.
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Haven't you heard. Indie games have to launch on steam or they fail miserably.
Seriously though. This is why I roll my eyes at people who claim steam makes it breaks these games. Humble bundle? Runs sales events where these games get showcased. Itch.io's whole schtick is selling indie games.
It's nice that Valve gives studios a platform to help market their games and all that, and yes, by dint of being one of the largest gaming sale platforms out there launching on steam helps their chances. But most of them weren't ever gonna reach the success of AAA titles regardless and we pretend that that's Valve's fault for reasons I have never understood.
It's the same problem with each of the online stores including the Nintendo E-Shop. Your game still has to be decent and be marketed to the people who want to play it.
Additionally they have to have time to play it. Which means you're fighting every other game in the category in order to claim each players time.
There's a whole lot to making and marketing a successful game at literally every level and not every studio can be a Team Cherry.
Indie games have to launch on steam or they fail miserably. Seriously though. This is why I roll my eyes at people who claim steam makes it breaks these games.
Those two things aren't opposed though. Launching on Steam doesn't guarantee success, but I believe what they're claiming is that not launching on Steam more or less guarantees its failure.