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
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
| When the discount ran | Median lift against the local baseline |
|---|---|
| June and July | 1.02 |
| Rest of the year | 1.01 |
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
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
| Discount depth | Median lift against the local baseline |
|---|---|
| No discount | 0.87 |
| Mid discount | 0.95 |
| Deep discount | 1 |
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
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
| Series | Month relative to the discount | Reviews against the pre-discount baseline |
|---|---|---|
| Discounted | Discount month | 1.33 |
| Discounted | Month after | 1.46 |
| Discounted | Two months after | 0.94 |
| No discount | Discount month | 0.94 |
| No discount | Month after | 0.93 |
| No discount | Two months after | 0.92 |
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
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
| Variant | Median 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
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
| What changes when you discount deeper | Ratio against the mid band |
|---|---|
| Copies sold | 1.05 |
| Price per copy | 0.41 |
| Revenue | 0.43 |
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
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
| Months since the previous discount | Median 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 |
