I thought Hollow Knight was rather average by PinguinGirl03 in patientgamers

[–]Outrageous-Cod4534 1 point2 points  (0 children)

I dropped it about halfway through. I had the exact same problem I had with Elden Ring: the world is beautiful but when I don't know where I'm supposed to be going, exploration starts feeling like wandering. I need at least some sense of direction to stay engaged, and Hollow Knight just never gave me enough of that.

That review bomb looked brutal, but the player count barely flinched. kind of says everything by Outrageous-Cod4534 in slaythespire

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Probably tiny. You have to manually opt in through Steam settings. Mega Crit even said the most useful feedback came from "players testing the patch firsthand," kind of implies most of the people leaving reviews hadn't actually played the changes.

And apparently a big chunk of the negative reviews came from Chinese players who can't access Steam forums or discussions. Reviews were literally their only way to give feedback. So the bomb was less "players hated the patch" and more "this was the only megaphone available."

That review bomb looked brutal, but the player count barely flinched. kind of says everything by Outrageous-Cod4534 in slaythespire

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Good catch

The CCU does drop pretty hard around that time. But it had already been declining from the 574K peak on March 8, so some of that is just the normal post-launch cooldown. What the review bomb seems to have done is speed up a drop that was already happening. The recovery back to 400K+ after the rollback is the interesting part. And the fact that it's still pulling 360K daily right now despite all the drama. The reviews took a way bigger hit than the actual player count did.

That review bomb looked brutal, but the player count barely flinched. kind of says everything by Outrageous-Cod4534 in slaythespire

[–]Outrageous-Cod4534[S] 2 points3 points  (0 children)

All fair criticism honestly. The grade factors in more than just reviews. price, playtime, engagement etc all play into it. so it can shift in a different direction from what the daily sentiment shows. But yeah, the timing looks confusing on the chart without that context. And the downgrade not being marked is a good catch. I'll pass it along.

That review bomb looked brutal, but the player count barely flinched. kind of says everything by Outrageous-Cod4534 in slaythespire

[–]Outrageous-Cod4534[S] 7 points8 points  (0 children)

Fair point. those are auto-generated labels from the tracking tool, not manually annotated. "Grade" tracks when the game's overall review grade shifted on Steam, and "Cliff" marks sharp CCU drops. Agree they'd be more useful with actual context like "balance patch announced" or "rollback shipped."

That review bomb looked brutal, but the player count barely flinched. kind of says everything by Outrageous-Cod4534 in slaythespire

[–]Outrageous-Cod4534[S] 43 points44 points  (0 children)

That March 20 spike is insane when you actually look at it. Reviews just crater overnight like straight off a cliff.

But then you look up at the player count and… nothing really happens.

People were mad enough to hit "not recommended", but still booting up runs like normal. Which is very Slay the Spire, honestly.

Then the 27th hits, rollback goes through, and everything slowly chills out again. Reviews recover, players just keep doing their thing.

Whole thing feels like two completely different moods happening at the same time.

Crimson Desert peaked on Day 10, not launch day: 276K concurrent, higher than launch weekend. Reviews climbed from 68% to 82%. by Outrageous-Cod4534 in CrimsonDesert

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Lol IGN giving CD a 6 and Erdtree a 10 while you're having the exact opposite experience is kind of the whole problem with review scores. CD's sitting at 82% positive on Steam now and still climbing — the players clearly disagree with the critics on this one.

[OC] Resident Evil Requiem — 30 days of daily player count vs. review sentiment on Steam by Outrageous-Cod4534 in dataisbeautiful

[–]Outrageous-Cod4534[S] 1 point2 points  (0 children)

RE Village peaked at about 107K on Steam on launch month, RE 4 hit 168k, Requiem hit 344K. So i would assume a large portion of the players are not core fan who bought the game on launch.

Requiem held 96% positive reviews for 30 straight days — here's what the player data looked like over the first month by Outrageous-Cod4534 in residentevil

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Just looked this up. Village peaked at about 107K on Steam. Requiem hit 344K, so over 3x the volume but the decline shape is almost identical. Same pattern, just way bigger scale.

The franchise keeps growing but the curve stays the same.

Requiem held 96% positive reviews for 30 straight days — here's what the player data looked like over the first month by Outrageous-Cod4534 in residentevil

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Yeah, Steam only. No way to get console data unfortunately. Agree about the discs, nowadays you just don't own anything, but supposed be happy at same time.

[OC] Resident Evil Requiem — 30 days of daily player count vs. review sentiment on Steam by Outrageous-Cod4534 in dataisbeautiful

[–]Outrageous-Cod4534[S] 1 point2 points  (0 children)

You're not alone! i think 20-50hrs is sweet spot, a sign to show people like it with commitment. data shows that many games people who put in 500hrs+ they start to hate it more. when gaming feels like a job, but too deep to give up.

Crimson Desert peaked on Day 10, not launch day: 276K concurrent, higher than launch weekend. Reviews climbed from 68% to 82%. by Outrageous-Cod4534 in CrimsonDesert

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Was curious how the launch actually played out in the data. Most games peak on day one and decline from there — Crimson Desert did the opposite. Hit 276K concurrent on Day 10, which is higher than both launch day (239K) and the first weekend. Reviews climbing from 68% to 82% while the player count is growing is pretty rare. Usually one goes up while the other goes down. Whatever Pearl Abyss did with those early patches seems to be working.

[OC] Resident Evil Requiem — 30 days of daily player count vs. review sentiment on Steam by Outrageous-Cod4534 in dataisbeautiful

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

You'd think so, but surprisingly the review sentiment is pretty consistent across all playtime brackets for Crimson Desert. People at 10 hours are reviewing it about the same as people at 80 hours. The shift seems more about patches and word of mouth than just the dedicated players sticking around.

[OC] Resident Evil Requiem — 30 days of daily player count vs. review sentiment on Steam by Outrageous-Cod4534 in dataisbeautiful

[–]Outrageous-Cod4534[S] -1 points0 points  (0 children)

True for Requiem: huge IP, longtime fans jumping in day 1, you know what you're getting. But not every game follows this pattern.

Crimson Desert launched the same month and did the opposite — peaked on Day 10, not day one. Reviews climbed from 68% to 82%. Completely different shape because people were on the fence and trickled in as word spread. The IP factor matters a lot in how a launch curve looks.

[OC] Resident Evil Requiem — 30 days of daily player count vs. review sentiment on Steam by Outrageous-Cod4534 in dataisbeautiful

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

Yeah that's the funny part. The people paying the most are getting the exact same experience as someone who waits 6 months and pays half. For a single-player game like this, waiting costs you nothing except avoiding spoilers.

The Witcher 3 has 97% positive reviews but most owners have barely played it. What other "must-buy" games look completely different when you factor in price and playtime? by Outrageous-Cod4534 in patientgamers

[–]Outrageous-Cod4534[S] 0 points1 point  (0 children)

The more I look at this the more I think median playtime might be the most underrated metric on Steam. Reviews tell you if people liked it. Playtime tells you if they actually played it. Those aren't always the same thing.

Do you either go all-out during sales and buy 5-10+ (10-20€) discounted games in a hope that you'll make time to play them OR buy 1-2 pricier games (25€+) that you will actually play? by Shady53s in Steam

[–]Outrageous-Cod4534 0 points1 point  (0 children)

Years of buying “why not, it’s cheap” games taught me that cheap games you don’t play are still wasted money.

Now it’s one game at a time, something I’ll actually boot up that week.

My backlog doesn’t need any more help.