steammaho.com
@steammaho.com
We read 85,000 Steam games the way designers do: mechanics instead of genres. Which mechanics carry a game, how they wire together, and what that means in money. Open catalog and research at steammaho.com
Steam demos at 95%+ positive before launch: 86 in 100 full games ended at 85%+. Demos under 70%: 26 in 100. The number of demo reviews said nothing about the full game's score. #gamedev #steamdemo #steam #indiedev
Put Your Toys Away Together! launched with 17,314 wishlists. After 7 days it had sold 7,348 copies on Steam, equal to 42 in 100 of its wishlists. Some buyers never wishlisted it, so this is a ratio, not a conversion rate. #wishlists #gamedev #steam #indiedev
Steam reviewers do not mind dying. Games where players say they could see why they failed: 7 points more positive reviews than games like them. Games where deaths come out of nowhere: about the same. Games where the dice get the blame: 1 point more. 1,374 games. #gamedev #gamedesign #steam
Free browser game. You work at an unnamed store's review department. Fifteen working days, each a real period from 2006 to last week, with the real number of games that came out then. steammaho.com/desk #games #gamedev #browsergames
Feels good when your revenue calculations are pretty close to reality #steam #polden #gamedev #analytics
Idle games doubled on Steam. Of games released January to September 2026 with 10+ reviews, 13 in 100 carry the Idler or Incremental tag. Same months of 2024: 6 in 100. The mechanics read from the games agree: idle progression in 4.9 in 100, up from 2.2. #idlegames #incremental #gamedev #steam
How many wishlists does one Steam follower stand for? Across 1,843 tracked launches, about 23 (middle half 17 to 31). Followers show on every store page, wishlists do not: 1,000 followers suggests roughly 17,000 to 31,000 wishlists. #wishlists #gamedev #steam #indiedev
Epic says a free week on its store lifts a game's Steam peak by 40%. Across 470 giveaways since 2018, the typical game gained 10% that month, and 4 in 10 had a lower Steam peak than usual. Games with 5,000+ Steam players: +1%. Epic's 40% is the average, pulled up by a few. #epicgames #steam
Next week's launches. Where 8 in 10 similar launches peaked: Loftia (Nov 3) 215 to 42,799 players. Cozy Game Restoration (Nov 4) 45 to 8,659, forecast Sep 14 before its date moved. County of Fortune (Nov 5) 106 to 20,253. Graded a week after launch, misses kept. steammaho.com/reports/scorecard
Horror launches on Steam almost double in October: about 310 a year, against about 170 in other months (2022 to 2025). October horror games reach 100 reviews a little less often: 22 in 100, against 24 in other months. This October so far: 291, up from 268 last year. #horror #halloween #gamedev
Three numbers the store page does not show: hours at review time, share who reached the ending, price per hour actually played. Now on a Steam curator for 196 games; follow it and the line shows on the store page: https://store.steampowered.com/curator/46658913/ #gamedev #steam #indiedev
Next week's launches, forecast Oct 24. Where 8 in 10 similar launches peaked in week one: Emberville (Oct 27) 742 to 71,073 players. Phantom Blade Zero (Oct 28) 5,437 to 248,530. ATMOSFAR (Oct 29) 148 to 37,590. Graded a week after launch, misses kept. steammaho.com/reports/scorecard #gamedev
A year after launch, the typical Steam game keeps 15 in 100 of its players (month 12 against its best month of the first three). One in three keeps fewer than 10. PvP games keep 28, free-to-play 26, co-op 21. RPGs 13, horror 12. Games played together hold on best.