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[–] 102 points 10 months ago (7 children)

"game" is a big stretch for a lot of the asset flip or AI trash that is currently on steam.

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  • [–] 19 points 10 months ago (3 children)

    Anyone doing a uBlock for Steam?

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  • [–] 12 points 10 months ago (1 child)

    AI has slop is a problem, and Shovelware has been a problem for decades, basically as long as videogames have existed.

    However, a LOT of these cheap and obscure games on steam have more innocuous explanations, with that explanation often being "the dev doesn't really care about making money". Perception, for example, is a student project that was released for free and I wouldn't pay much for anyways, but it was a fun way to spend a couple of hours.

    Or when I was in a band, one of the other members was a developer by trade who, as a hobby, connects with a couple of his other friends to develop game that he released on steam. I recorded and produced an EP for that band and we released it for free and we certainly spent more money buying drinks at the bars we played than we were ever paid for playing. I think his game was similar: they charged money for it to cover some of their costs, but he certainly never left his day job.

    Or Mind Over Magnet, which was the project of the YouTuber GamerMakersToolkit. The whole thing was a multi-year project where the guy made videos covering the game development process and culminated in the release of the game. The actual business model was based on the video content, while the game itself was just a side piece that was probably profitable, but I doubt made enough profit for him to survive on for years.

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  • [–] 7 points 10 months ago

    The developer of Mind Over Magnet did a post mortem video where he covered among other things how much of gross he kept after paying the artists he hired, paid for things like assets, and after taxes, and it was about 43%. A very lazy search yielded somewhere around $300k in total sales on Steam, meaning he took home $129k. So yeah, not a bad chunk of change, but it's not exactly changing social class or long term working conditions.

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    [–] 70 points 10 months ago (5 children)

    That's actually more than I thought. I thought about 80% fall into complete oblivion.

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  • [–] 16 points 10 months ago (3 children)

    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.

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  • [–] 11 points 10 months ago* (2 children)

    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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  • [–] 4 points 10 months ago (1 child)

    10 reviews means the developer has some combination of the following:

    • friends/family/classmates
    • developers on the actual game
    • multiple Steam accounts with the same owner

    10 is essentially 0 and cannot be extrapolated into sales.

    I agree that if game development is a hobby and not a career, this isn't a problem for those developers.

    I also submit that if you are attempting to make money from your efforts and don't yet have a following, and can't afford a marketing budget, and have actually made something unique, interesting, or otherwise worthwhile, it is more difficult to stand out in a market whose signal to noise ratio is continuously and exponentially growing noisier.

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    [–] 42 points 10 months ago (2 children)

    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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  • [–] 11 points 10 months ago (1 child)

    I don't think that's trivial to filter.

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  • [–] 7 points 10 months ago

    I don't disagree. It would require manual labelling by a group of people with enough patience and understanding of gaming to be able to reliably label ~60 new games every day. I'd have thought that the Steam community was large enough to achieve this though.

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  • [–] 28 points 10 months ago (7 children)

    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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  • [–] 16 points 10 months ago (2 children)

    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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  • [–] 6 points 10 months ago

    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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    [–] 26 points 10 months ago (9 children)

    There's no downside for consumers, sucks if you are making art for an oversaturated market.

    But that's why artists should get a UBI

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  • [–] 8 points 10 months ago (3 children)

    When I am supreme overlord, artists will get free food and housing. But like, it's gonna suck really bad because tortured artists make the best art.

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  • [–] 4 points 10 months ago (4 children)

    No not UBI, but universal necessities to live. ie food water electricity housing healthcare and for all people not just artists.

    UBI is a bandaid solution where money is taken from the government and given to corporations when governments should supply those necessities itself.

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  • [–] 23 points 10 months ago (2 children)

    Oh, no! Competition in the games industry causing the slop to fall to the bottom! We better ban steam immediately put everything behind a walled guardian and have "AAA" companies be the only ones allowed to publish! What if the plebs start making money? Then what?

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    [–] [S] 20 points 10 months ago (3 children)

    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.

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  • [–] 13 points 10 months ago (1 child)

    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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  • [–] 4 points 10 months ago

    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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  • [–] 19 points 10 months ago (12 children)

    big part of the ones with almost no reviews are such garbage its insulting to even call them games. But i bet there are some gems buried in there too.

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    [–] 12 points 10 months ago (2 children)

    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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  • [–] 16 points 10 months ago (1 child)

    @Assassassin @Agent_Karyo

    Our first game barely got past 10 reviews in a 2 years, despite real original assets etc. It just didn't click with people. While 'filtering out the slop' will improve the numbers, I'm sure there are many games in a similar boat as ours.

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  • [–] 9 points 10 months ago

    As someone that regularly goes through new releases, I really wish there was a way to filter out all of the slop so that I even see games like yours. I'm sure I miss games I'd enjoy all the time due to the deluge of garbage, it's a shame.

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  • [–] 12 points 10 months ago

    One of those things people waste energy getting concerned about. Better than highly stringent curation that has no chance in being representative of all different taste/demographics. It's a more level playing field. Happened to music and books. Then video/movies. Video games followed quickly after. Better than the days of payments for every patch you push through Xbox live/PSN. Better than needing to get 35mm prints and access to theaters

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  • [–] 6 points 10 months ago

    Shit's turning into amazon. Lol.

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  • [–] 4 points 10 months ago (4 children)

    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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  • [–] 4 points 10 months ago (1 child)

    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.

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