What each price buys
The question a developer asks before setting a price is whether the game is worth it, and the only honest way to answer is against what comparable games deliver for the same money. Median hours rise with every price band, from 3.3 in Under $5 to 26 in $40 and up. That much is unsurprising, and on its own it is not useful: knowing that expensive games are longer does not tell you what your own price is promising.
The useful version is the ratio. Across the whole pool the median game records 8.2 hours at a median price that works out to 1.73 dollars an hour. Those hours are what a reviewer had played when they wrote their review, so they run high against what an average buyer would put in, and they are comparable between games because that bias applies to every game equally.
How many hours each price buys
Median hours played at review time
MarketYourIndie curated pool · Paid games with at least 50 reviews, grouped by base price. Hours are the median playtime recorded on the game's recent reviews, and the price is the regular price, never a sale price. · n = 6954 · measured 2026-08-15
A curated pool of Steam comparables, not a random sample of Steam. Hours come from the playtime recorded on recent reviews, so they describe players who reviewed the game rather than everyone who bought it.
Hours rise with price across every band, from 3.3 to 26.
Show the numbers
| Base price | Median hours played at review time |
|---|---|
| Under $5 (n=1,012) | 3.3 h |
| $5 to $9.99 (n=1,423) | 5.7 h |
| $10 to $14.99 (n=1,230) | 7.2 h |
| $15 to $19.99 (n=1,508) | 10.3 h |
| $20 to $29.99 (n=1,054) | 13.2 h |
| $30 to $39.99 (n=393) | 19.6 h |
| $40 and up (n=334) | 26 h |
The rate barely moves
Below 10.00 dollars, cheap games are genuinely cheap per hour: 1.12 in Under $5. Above it the rate stops responding to price. Across the 5 bands from 10.00 dollars up, the median cost per hour stays between 1.90 and 2.06, a spread of 0.16 while the price itself quadruples.
The middle half of each band moves just as little, which is what makes this a norm rather than a coincidence of medians. Whatever a developer thinks they are deciding when they set a price, in aggregate they are deciding how many hours to owe. Games in $40 and up record 26 median hours against 7.2 for games in $10 to $14.99, and the two bands charge almost the same for each of those hours.
This is the number to compare yourself against, and it is not an argument for pricing high. It says that a price and a length are the same decision made twice, so choosing them independently is how a game ends up outside the norm without anyone having meant to.
What an hour costs, by price band
Dollars per hour
MarketYourIndie curated pool · The same games as the previous figure, showing the median cost per hour and the middle half of each band. Cost per hour is the base price divided by the median hours played at review time. · n = 6954 · measured 2026-08-15
A curated pool of Steam comparables, not a random sample of Steam. Hours come from the playtime recorded on recent reviews, so they describe players who reviewed the game rather than everyone who bought it.
Above 10.00 dollars the median flattens: across those 5 bands it stays between 1.90 and 2.06 dollars an hour, a spread of 0.16. Charging four times as much comes with roughly four times the hours.
Show the numbers
| Series | Base price | Dollars per hour |
|---|---|---|
| Cheapest quarter | Under $5 | 0.61 |
| Cheapest quarter | $5 to $9.99 | 0.91 |
| Cheapest quarter | $10 to $14.99 | 1.15 |
| Cheapest quarter | $15 to $19.99 | 1.21 |
| Cheapest quarter | $20 to $29.99 | 1.15 |
| Cheapest quarter | $30 to $39.99 | 1.14 |
| Cheapest quarter | $40 and up | 1.29 |
| Median | Under $5 | 1.12 |
| Median | $5 to $9.99 | 1.52 |
| Median | $10 to $14.99 | 1.96 |
| Median | $15 to $19.99 | 1.9 |
| Median | $20 to $29.99 | 2.03 |
| Median | $30 to $39.99 | 1.94 |
| Median | $40 and up | 2.06 |
| Most expensive quarter | Under $5 | 1.97 |
| Most expensive quarter | $5 to $9.99 | 2.39 |
| Most expensive quarter | $10 to $14.99 | 3.13 |
| Most expensive quarter | $15 to $19.99 | 3.16 |
| Most expensive quarter | $20 to $29.99 | 3.45 |
| Most expensive quarter | $30 to $39.99 | 3.27 |
| Most expensive quarter | $40 and up | 3.93 |
Scores follow the rate
Sorting games by what an hour costs instead of by what they charge produces a clean gradient in review scores. The median positive share falls from 89.5 in Under $0.50 to 67.1 in $10.00 and up, without a single reversal along the way.
The tail moves much harder than the median, and the tail is what a developer actually experiences. The share of games sitting under 70 percent positive goes from 5 percent in the cheapest group to 55 percent in the most expensive, on 107 games. In that last group, $10.00 and up an hour, being poorly reviewed stops being the unlucky outcome and becomes the common one.
Read this as a symptom and not as a lever. A game that people put down after an hour records few hours and collects bad reviews, and both come from the same place. What the ratio offers is an early, measurable sign of that happening, available long before the review score has settled.
Review scores fall as an hour gets more expensive
Percent
MarketYourIndie curated pool · Paid games with at least 50 reviews, grouped by cost per hour. Both series are shares, so they share an axis: the median positive share of each group, and how much of that group sits below 70 percent positive. · n = 6954 · measured 2026-08-15
A curated pool of Steam comparables, not a random sample of Steam. Hours come from the playtime recorded on recent reviews, so they describe players who reviewed the game rather than everyone who bought it.
The direction almost certainly runs backwards. A game people bounce off produces few hours and a poor score for the same reason, so an expensive hour is a symptom of that, not a cause of it.
Show the numbers
| Series | Cost per hour | Percent |
|---|---|---|
| Median positive share | Under $0.50 | 89.5% |
| Median positive share | $0.50 to $0.99 | 88.9% |
| Median positive share | $1.00 to $1.99 | 87.4% |
| Median positive share | $2.00 to $2.99 | 86% |
| Median positive share | $3.00 to $4.99 | 84.7% |
| Median positive share | $5.00 to $9.99 | 82.1% |
| Median positive share | $10.00 and up | 67.1% |
| Share of games below 70 percent | Under $0.50 | 5% |
| Share of games below 70 percent | $0.50 to $0.99 | 7% |
| Share of games below 70 percent | $1.00 to $1.99 | 8% |
| Share of games below 70 percent | $2.00 to $2.99 | 11% |
| Share of games below 70 percent | $3.00 to $4.99 | 14% |
| Share of games below 70 percent | $5.00 to $9.99 | 21% |
| Share of games below 70 percent | $10.00 and up | 55% |
The aggregate points the wrong way
Compared band against band, expensive games are the worst reviewed: median positive share falls from 87.3 in Under $5 to 83 in $40 and up. Taken at face value that reads as an argument for pricing low, and it is wrong.
Inside every price band the relationship runs the other way. Splitting each band by hours, the longest quarter is better reviewed than the shortest in all of them: 86.1 against 89 in Under $10, and 78 against 86.8 in $30 and up. The aggregate reverses the direction because expensive bands hold more games that fall short of what they asked for, not because charging more is punished.
The width of that gap is the finding. It grows from 2.9 points to 8.8 across the bands, which is the same statement as the rate above, seen from the buyer's side. Short and cheap is forgiven. Short and expensive is not, and the tolerance narrows with every dollar.
The penalty for being short grows with the price
Median positive share
MarketYourIndie curated pool · Inside each price band, games are sorted by hours and split in four. The figure compares the median positive share of the shortest quarter against the longest, with 608 to 181 games in each drawn group depending on the band. · n = 3472 · measured 2026-08-15
A curated pool of Steam comparables, not a random sample of Steam. Hours come from the playtime recorded on recent reviews, so they describe players who reviewed the game rather than everyone who bought it.
The gap widens from 2.9 points in the cheapest band to 8.8 in the most expensive. Comparing whole price bands hides this, because expensive games score worse in aggregate while inside every band the longer games score better.
Show the numbers
| Series | Base price | Median positive share |
|---|---|---|
| Shortest quarter of the band | Under $10 | 86.1% |
| Shortest quarter of the band | $10 to $19.99 | 84% |
| Shortest quarter of the band | $20 to $29.99 | 82.2% |
| Shortest quarter of the band | $30 and up | 78% |
| Longest quarter of the band | Under $10 | 89% |
| Longest quarter of the band | $10 to $19.99 | 89.3% |
| Longest quarter of the band | $20 to $29.99 | 88.7% |
| Longest quarter of the band | $30 and up | 86.8% |
Each genre sets its own rate
The pool-wide rate is an average of habits that differ sharply. RPG delivers hours at 1.20 dollars each, Horror at 2.16, and the spread between them is wider than the entire plateau. A game at 2.16 dollars an hour is unremarkable in one genre and an outlier in the other.
That the expensive-per-hour genres are not the badly reviewed ones is the clearest evidence that the rate is a norm rather than a law. Adventure charges 1.86 dollars an hour, squarely in the middle of this table rather than at its cheap end, and is the best reviewed genre here at 91.1 percent positive. Its players are not buying hours, and pricing it against a genre whose players are would be the wrong comparison.
The practical version: the number worth measuring yourself against is your genre's, not the pool's, and the further your genre sits from the middle the more misleading the pool figure becomes.
Every genre has its own price per hour
Median dollars per hour
MarketYourIndie curated pool · Genres with at least 30 games in the pool, sorted by median cost per hour. Each game counts once, under a single genre. · n = 6954 · measured 2026-08-15
A curated pool of Steam comparables, not a random sample of Steam. Hours come from the playtime recorded on recent reviews, so they describe players who reviewed the game rather than everyone who bought it.
The spread runs from 1.20 to 2.16 dollars an hour. The cheapest hours are not the best reviewed ones: RPG sits at 83 percent positive while the best scored genre here reaches 91.1.
Show the numbers
| Genre | Median dollars per hour |
|---|---|
| RPG (n=701) | 1.2 |
| Strategy (n=588) | 1.38 |
| Simulation (n=959) | 1.57 |
| Puzzle (n=520) | 1.73 |
| Adventure (n=970) | 1.86 |
| Action (n=1,567) | 1.9 |
| Other (n=752) | 1.98 |
| Platformer (n=418) | 2.08 |
| Horror (n=479) | 2.16 |
Is the sample doing the work
The hours here are sampled from each game's most recent reviews, which means an older game is described by whoever bought it last, often during a sale. That could manufacture the entire gradient: late buyers of an old game pay less, so the cost per hour computed at full price would be wrong in a way that correlates with age.
Splitting the pool into three release cohorts and re-measuring inside each shows the gradient holding in all of them, over 6,954 games. The most recent cohort, where the gap between the sampled reviewers and the launch audience is smallest, shows the steepest fall of the three.
That does not eliminate the bias, and no cohort split can. It does mean the finding is not an artefact of measuring old games through their bargain buyers.
The same gradient in three release cohorts
Median positive share
MarketYourIndie curated pool · The cost per hour gradient measured separately for each release cohort, using wider cost bands so every cell clears 30 games. Cohorts are cut by release year. · n = 6954 · measured 2026-08-15
A curated pool of Steam comparables, not a random sample of Steam. Hours come from the playtime recorded on recent reviews, so they describe players who reviewed the game rather than everyone who bought it.
Hours are sampled from recent reviews, which in an old game means late buyers who often paid a sale price. If that were producing the gradient on its own, it would not hold this cleanly in all three cohorts.
Show the numbers
| Series | Cost per hour | Median positive share |
|---|---|---|
| Released before 2020 (n=2,555) | Under $1 | 88.5% |
| Released before 2020 (n=2,555) | $1 to $2.99 | 86.9% |
| Released before 2020 (n=2,555) | $3 to $4.99 | 83.7% |
| Released before 2020 (n=2,555) | $5 and up | 82.4% |
| Released 2020 to 2023 (n=2,322) | Under $1 | 89.8% |
| Released 2020 to 2023 (n=2,322) | $1 to $2.99 | 87.1% |
| Released 2020 to 2023 (n=2,322) | $3 to $4.99 | 84.7% |
| Released 2020 to 2023 (n=2,322) | $5 and up | 79.4% |
| Released 2024 or later (n=2,077) | Under $1 | 88.9% |
| Released 2024 or later (n=2,077) | $1 to $2.99 | 86.8% |
| Released 2024 or later (n=2,077) | $3 to $4.99 | 86.5% |
| Released 2024 or later (n=2,077) | $5 and up | 78.2% |
What this study cannot tell you
It cannot tell you that adding hours will improve your reviews. The correlation is real and the causal story behind it is almost certainly the reverse one, where a game that fails to hold people generates both the short sessions and the bad scores. Padding a game to move a ratio would produce exactly the experience the ratio is detecting.
It cannot tell you what any of this earned, either. There are no sales figures in this pool, and a game with a low score at a high price may still have sold well.
What it does support is narrower and worth having. There is a going rate for an hour, it is stable above 10.00 dollars, it differs by genre, and the tolerance for falling below it shrinks as your price rises. If you are pricing above what your length supports, that is measurable before launch, against comparables, rather than after launch, in your review score.
