Research

What a discount actually does to an indie game on Steam

By Juan Pablo Russo

Measured 2026-08-07 · n = 2678

Discount advice on Steam is mostly folklore, because the effect of a sale is not something a developer can see from outside their own game. This study measures it on the monthly review curve of a curated pool of comparables, comparing each game against itself rather than against other games, which turns out to be the difference between a real effect and an artefact.

Key findings

01A deep discount does not multiply anything. It holds a month at 1.00 against its own recent baseline, where a month without one runs at 0.87.
02It works for most games: 83 percent of 3,181 games do better in their own discount months than in their own quiet ones.
03Nothing is borrowed from the future. Two months later a discounted game sits at 0.94, against 0.92 for a game that did nothing.
04Cutting deeper sells more copies and less money: revenue lands at 0.43 of the shallower cut, and breaking even would take 146.2 percent more copies.

Population

A curated pool of Steam comparables, not a random sample of Steam. It is built from titles with enough commercial visibility to have comparables at all, so it skews toward games that sold. Reviews stand in for sales throughout.

Method

Every game month is scored against its own local baseline, the median of the three months before it. A month with no reviews is a month with zero reviews, so the gaps the history leaves are filled before anything is measured, and the baseline is three calendar months rather than three surviving rows. Discount months come from the price event history. Where a claim compares two conditions, the comparison is made inside each game and then pooled, so no difference between games can produce the result. Where a claim follows a game across several months, all of those months are scored against the same baseline, the one from before the discount, because a baseline that moves with the effect hides it.

The belief that does not survive contact with the data

Discounting into the summer sale is widely held to be either the best or the worst thing a small game can do. Compared across games the evidence looks decisive, and it points the unhappy way: in June and July a discounted month runs at 1.04 while a quiet one runs at 1.20, so discounting appears to do actual harm. Outside those months the order is the ordinary one, 1.00 against 0.82.

That comparison is wrong, and it is wrong in a way worth naming, because it is the same mistake most discount advice rests on. The games that discount in summer are not the same games that discount in November. Comparing each game against itself, across 2,678 that did both, the difference disappears: the median gap is 0.00 and 50 percent do worse in summer, which is a coin flip.

When is not the question. What and how deep are.

Discounting in summer performs no differently

Median lift against the local baseline

June and July: 1.02June and July1.02Rest of the year: 1.01Rest of the year1.01

MarketYourIndie curated pool · Games that ran a discount of 60 percent or deeper both inside and outside June and July, each compared against itself. · n = 2678 · measured 2026-08-07

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough visibility to have comparables at all.

Compared across different games the contrast appears to invert: in summer a discounted month runs at 1.04 against 1.20 for a quiet one, while outside summer it is 1.00 against 0.82. That inversion is selection, not season.

Show the numbers
Discounting in summer performs no differently · n = 2678
When the discount ranMedian lift against the local baseline
June and July1.02
Rest of the year1.01

What a discount month actually looks like

Measured over 350,907 game months from 5,618 games, a month with no discount runs at 0.87 of its own recent baseline. That is not a failure, it is the ordinary decay of a catalogue title.

A discount averaging 37.7 percent off brings that to 0.95, and one averaging 74.7 percent off brings it to 1.00. The honest way to read those numbers is that a discount does not launch a game upward. It arrests the fall.

The effect is not confined to a lucky few. Comparing each game against itself, 83 percent of 3,181 games do better in their own discount months, at 1.00 against 0.84.

What a discount month looks like

Median lift against the local baseline

No discount: 0.87No discount0.87Mid discount: 0.95Mid discount0.95Deep discount: 1Deep discount1

MarketYourIndie curated pool · Game months with a baseline of at least 5 reviews, grouped by the deepest discount seen in the month. · n = 346913 · measured 2026-08-07

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough visibility to have comparables at all.

A month with no discount runs below its own recent baseline. That is the decay a discount is working against.

Show the numbers
What a discount month looks like · n = 346913
Discount depthMedian lift against the local baseline
No discount0.87
Mid discount0.95
Deep discount1

It runs for two months, and takes nothing back

Following 479 discounts that arrived after a quiet run-up, and scoring the whole window against the baseline from before the discount, the discount month lands at 1.33 and the month after at 1.46. The second number being the larger of the two is a property of the measure rather than of the sale: a review is written some time after the purchase that produced it.

The question that matters more is what happens next, and it cannot be answered without something to compare against, because a three month window drifts down whether or not anything happened in it. Across 144,730 windows of the same shape with no discount at all, the three months run 0.94, 0.93 and 0.92.

Two months out the discounted game sits at 0.94, against 0.92 for the game that did nothing. It returns to the ordinary level instead of dropping below it. There is no payback period, and whatever a discount brings in, it does not come out of next quarter.

The lift runs for two months and takes nothing back

Reviews against the pre-discount baseline

Discounted: 0.94No discount: 0.92Discount monthMonth afterTwo months afterDiscountedNo discount

MarketYourIndie curated pool · Deep discount months with a clean three month run-up and the two following months free of any discount, against 144,730 windows of the same shape with no discount at all. All three months are scored against the same baseline, the one from before the discount. · n = 479 · measured 2026-08-07

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough visibility to have comparables at all.

Two months out the discounted game sits at 0.94, against 0.92 for a game that did nothing. It returns to the ordinary level rather than falling below it, so the lift was not borrowed from the months that follow.

Show the numbers
The lift runs for two months and takes nothing back · n = 479
SeriesMonth relative to the discountReviews against the pre-discount baseline
DiscountedDiscount month1.33
DiscountedMonth after1.46
DiscountedTwo months after0.94
No discountDiscount month0.94
No discountMonth after0.93
No discountTwo months after0.92

How far to cut, and how much that answer can be trusted

Cutting deeper does lift more. How much more depends on how strictly the question is asked, and rather than pick the definition that flatters the result, all three are reported here.

Asked strictly, on games with a clean run-up, the gain from going deep is 0.33 across 80 games. Relaxing the run-up condition and widening the bands brings the sample to 2,128 games and the gain to 0.12. The direction holds in all three variants and the magnitude falls by roughly two thirds as the sample grows, which is the ordinary fate of an effect measured on few cases.

A study that shows how its number moves when the filters are relaxed is harder to argue with than one that reports the cell that suited it. The conclusion that follows does not depend on which variant is chosen, and that is the reason to show them.

How the depth effect holds as the sample grows

Median gain in lift from discounting deeper

Strict (n=80): 0.33Strict (n=80)0.33Medium (n=1492): 0.14Medium (n=1492)0.14Open (n=2128): 0.12Open (n=2128)0.12

MarketYourIndie curated pool · Strict: clean three month run-up, 25 to 49 against 70 or deeper. Medium: at most one discounted month in the run-up, 20 to 54 against 60 or deeper. Open: no run-up condition, 20 to 54 against 60 or deeper · n = 3700 · measured 2026-08-07

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough visibility to have comparables at all.

The direction holds in all three. The size does not, and that is the point of showing them together.

Show the numbers
How the depth effect holds as the sample grows · n = 3700
VariantMedian gain in lift from discounting deeper
Strict (n=80)0.33
Medium (n=1492)0.14
Open (n=2128)0.12

Deeper sells more copies and less money

Going from an average of 37.7 percent off to an average of 74.7 percent off multiplies copies by 1.05 and multiplies the price of each copy by 0.41. Revenue therefore lands at 0.43 of where the shallower cut left it.

To come out even, the deeper cut would have to move 146.2 percent more copies. Nothing measured here comes close, and the margin is wide enough that it survives being wrong: even if the lift were several times what any of the three variants found, the deeper cut would still take home less.

This is the finding a developer can act on tomorrow. The deepest discount is a tool for reach, for wishlist conversion and for a spot on a sale page. It is not a tool for revenue.

Deeper sells more copies and less money

Ratio against the mid band

Copies sold: 1.05Copies sold1.05Price per copy: 0.41Price per copy0.41Revenue: 0.43Revenue0.43

MarketYourIndie curated pool · Comparing the mid band, averaging 37.7 percent off, against the deep band, averaging 74.7 percent off. · n = 110363 · measured 2026-08-07

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough visibility to have comparables at all.

Breaking even on the deeper cut would take 146.2 percent more copies.

Show the numbers
Deeper sells more copies and less money · n = 110363
What changes when you discount deeperRatio against the mid band
Copies sold1.05
Price per copy0.41
Revenue0.43

Spacing them out helps, up to a point

Almost every deep discount in this pool is a repeat: 95 percent of them follow another within 1 to 3 months, and those land at 1.00, level with the months around them. Wait 4 to 6 months and the same depth of cut lands at 1.26. Wait 7 to 11 months and it lands at 1.44, after which the gradient flattens.

Part of that gradient is scarcity and part of it is the measure: a game that discounts constantly is being scored against its own discounted months, so a baseline that is already high leaves less room to rise. The two cannot be separated here, which is a reason to read the size of the gradient with suspicion and its direction without.

The odd result sits at the other end. The first discount of a game's life lands at 1.00, no better than a repeat, on 1,192 cases. A first discount tends to arrive while the game still has momentum of its own, and momentum is exactly what the baseline is measuring.

Spacing discounts out helps, up to a point

Median lift against the local baseline

1 to 3 months (n=58777): 11 to 3 months (n=58777)14 to 6 months (n=1663): 1.264 to 6 months (n=1663)1.267 to 11 months (n=89): 1.447 to 11 months (n=89)1.4412 months or more (n=32): 1.4312 months or more (n=32)1.43First discount ever (n=1192): 1First discount ever (n=1192)1

MarketYourIndie curated pool · Every month with a discount of 60 percent or deeper, grouped by the months since the previous discount of any depth. No run-up condition: a gap of four months or more already implies a baseline with no discounts in it. · n = 61753 · measured 2026-08-07

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough visibility to have comparables at all.

The gradient rises and then flattens after roughly half a year, on the thinnest samples of the study at the long end. Read it with the measure in mind: lift is relative to the months just before, so a game that discounts constantly is being compared against its own discounted months.

Show the numbers
Spacing discounts out helps, up to a point · n = 61753
Months since the previous discountMedian lift against the local baseline
1 to 3 months (n=58777)1
4 to 6 months (n=1663)1.26
7 to 11 months (n=89)1.44
12 months or more (n=32)1.43
First discount ever (n=1192)1

Limitations

How to cite

MarketYourIndie (2026). What a discount actually does to an indie game on Steam.

Figures and data are published under CC BY 4.0. Reuse them anywhere, including commercially, as long as you credit MarketYourIndie and link back to this page.

Editions

Juan Pablo Russo

Juan Pablo Russo

Creator of MarketYourIndie

I'm Juan Pablo Russo, and I built MarketYourIndie because I love games and I love data, and the indie side of Steam is where the two meet. I have a bachelor's degree in marketing, and I spend my days researching to bring valuable knowledge to all indie game devs.

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