Research

How indie games discount on Steam

Measured 2026-08-06 · n = 6295

Steam price history is usually quoted as a single number, the deepest discount a game has ever taken, which grows mechanically with age and says nothing about how a game behaves in its first years. This study separates three questions that are usually conflated: what the market does in a fixed twelve month window, what a new release does over its first two years, and what the all time low actually measures.

Key findings

01Half of the pool takes a cut of 65 percent or deeper in a single year, and 39.5 percent go to three quarters off or more.
02The median game runs 8 separate discounts a year, while 8.3 percent run none at all.
03A new release waits a median of 55 days for its first discount after launch week, and 325 days to reach half price.
04The all time low adds almost nothing to that picture: its median is also 65 percent, the same figure a single year already reaches.

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. Free titles, DLC and non game apps are excluded.

Method

Every price change recorded by IsThereAnyDeal for the Steam store is stored as an event. Each layer takes the events inside its own window and reduces them per game, so a game that never discounted counts as zero rather than dropping out of the sample.

What a fixed twelve month window shows

Measured over 6295 games that had been on sale for at least a year, the deepest discount taken inside a twelve month window has a median of 65 percent, with a quartile range from 45 to 80.

Every game here is observed over the same months, from 2025-08-06 to 2026-08-06, so this figure carries no age bias. That is what separates it from the all time low that price trackers usually quote, and it is why the numbers in this section are the ones worth citing.

Two tails are worth naming. 8.3 percent of the pool did not discount at all in those twelve months, and 39.5 percent went to three quarters off or deeper.

Deepest discount taken in a twelve month window

Share of games

Never discounted: 8.3%Never discounted1 to 24: 3%1 to 2425 to 39: 8.9%25 to 3940 to 49: 5.8%40 to 4950 to 64: 22.6%50 to 6465 to 74: 12%65 to 7475 to 84: 23%75 to 8485 or more: 16.5%85 or more

MarketYourIndie curated pool · Games on sale for at least twelve months, measured from 2025-08-06 to 2026-08-06 · n = 6295 · measured 2026-08-06

A curated pool of Steam comparables, not a random sample of Steam. It skews toward commercially visible titles.

Every game is observed over the same twelve months, so age does not bias this figure. A game that never discounted counts as zero rather than dropping out.

Show the numbers
Deepest discount taken in a twelve month window · n = 6295
Deepest discountShare of games
Never discounted8.3%
1 to 243%
25 to 398.9%
40 to 495.8%
50 to 6422.6%
65 to 7412%
75 to 8423%
85 or more16.5%

Subgenre moves the number more than price does

Across the 95 subgenres that clear the sample floor, the median deepest cut runs from 37.5 percent in Extraction Shooter to 80 percent in Cinematic Platformer. That is a wider spread than anything price alone produces.

The pattern behind it is not subtle. The shallow end is where competitive and live service games sit, the kind that sell on an active player base rather than on a catalogue price. The deep end is short, narrative, finishable games, which lose nothing by being cheap a year later because a buyer only ever needs one copy.

Median deepest discount by subgenre

Median deepest discount

Extraction Shooter: 37.5%Extraction Shooter37.5%Idle / Incremental: 45%Idle / Incremental45%Auto-battler: 50%Auto-battler50%Cozy / Wholesome: 50%Cozy / Wholesome50%Farming Sim: 50%Farming Sim50%Fishing Sim: 50%Fishing Sim50%Job / Work Sim: 50%Job / Work Sim50%Life Sim: 50%Life Sim50%Programming / Automation: 50%Programming / Automation50%PS1-style / Retro Horror: 50%PS1-style / Retro Horror50%Puzzle Platformer: 75%Puzzle Platformer75%Racing: 75%Racing75%Slasher / Action Horror: 75%Slasher / Action Horror75%Survival Action: 75%Survival Action75%Survival Adventure: 75%Survival Adventure75%Turn-Based Tactics: 75%Turn-Based Tactics75%Twin-Stick Shooter: 75%Twin-Stick Shooter75%Walking Sim: 75%Walking Sim75%Walking Simulator / Narrative: 75%Walking Simulator / Narrative75%Cinematic Platformer: 80%Cinematic Platformer80%

MarketYourIndie curated pool · Subgenres with at least 30 games in the pool, measured from 2025-08-06 to 2026-08-06 · n = 2133 · measured 2026-08-06

A curated pool of Steam comparables, not a random sample of Steam. It skews toward commercially visible titles.

Shows the 10 shallowest and the 10 deepest of the 95 subgenres that clear the sample floor. A game in two subgenres counts once in each.

Show the numbers
Median deepest discount by subgenre · n = 2133
SubgenreMedian deepest discount
Extraction Shooter37.5%
Idle / Incremental45%
Auto-battler50%
Cozy / Wholesome50%
Farming Sim50%
Fishing Sim50%
Job / Work Sim50%
Life Sim50%
Programming / Automation50%
PS1-style / Retro Horror50%
Puzzle Platformer75%
Racing75%
Slasher / Action Horror75%
Survival Action75%
Survival Adventure75%
Turn-Based Tactics75%
Twin-Stick Shooter75%
Walking Sim75%
Walking Simulator / Narrative75%
Cinematic Platformer80%

Price band changes who reaches half price, not how deep or how fast

Over the first 24 months of life, measured on 2006 releases that have completed that window, the price bands are hard to tell apart on depth and on speed. Three of the four share the same median deepest cut, and the time to half price moves by less than two months across the whole range.

What does move, and moves in one direction, is how many games get there at all: 53.5 percent of the Under $10 band reaches half price inside two years against 73.8 percent of the Over $30 band. Expensive games are not discounted deeper or sooner. They are simply more likely to be discounted that far.

Depth against speed by price band

Median deepest discount in the first 24 months

Under $10 (n = 613): 50% at 303Under $10 (n = 613)$10 to $20 (n = 738): 50% at 353$10 to $20 (n = 738)$20 to $30 (n = 361): 50% at 331$20 to $30 (n = 361)Over $30 (n = 290): 60% at 295Over $30 (n = 290)

MarketYourIndie curated pool · Games released inside the price history window that have completed 24 months on sale · n = 2006 · measured 2026-08-06

A curated pool of Steam comparables, not a random sample of Steam. It skews toward commercially visible titles.

Both axes are medians over the games in each band, so a point summarises a band and not a game.

Show the numbers
Depth against speed by price band · n = 2006
Median days to the first 50 percent cutMedian deepest discount in the first 24 months
Under $10 (n = 613)50%
$10 to $20 (n = 738)50%
$20 to $30 (n = 361)50%
Over $30 (n = 290)60%

How often the pool discounts

The median game runs 8 separate discounts a year and the mean is 7.2. An episode here is one move from full price to any discount, so a sale that deepens midway counts once.

That cadence is close to the seasonal Steam sales plus a couple of the store events in between, which suggests most of the pool is following the calendar rather than running a plan of its own.

Number of separate discounts in a year

Share of games

None: 8.3%None1 to 2: 2.7%1 to 23 to 4: 8.9%3 to 45 to 6: 15.2%5 to 67 to 8: 23.9%7 to 89 to 11: 35.6%9 to 1112 or more: 5.4%12 or more

MarketYourIndie curated pool · Distinct discount episodes between 2025-08-06 and 2026-08-06 · n = 6295 · measured 2026-08-06

A curated pool of Steam comparables, not a random sample of Steam. It skews toward commercially visible titles.

One episode is a move from full price to any discount. A sale that deepens midway counts once, not twice.

Show the numbers
Number of separate discounts in a year · n = 6295
Discounts in the windowShare of games
None8.3%
1 to 22.7%
3 to 48.9%
5 to 615.2%
7 to 823.9%
9 to 1135.6%
12 or more5.4%

What a new release actually does

60.6 percent of releases open with a launch discount. That single fact ruins the obvious question: measured naively, the median time to a first discount is zero days, which is true and tells you nothing.

Asked properly, excluding the first 14 days, the first discount arrives at a median of 55 days and half price at 325 days. The gap between those two numbers is the interesting part: the first cut comes fast and shallow, and going to half takes most of the first year.

How long a new release waits before discounting

Median days from release

First discount after launch week: 55 daysFirst discount after launch week55 daysFirst 50 percent cut: 325 daysFirst 50 percent cut325 days

MarketYourIndie curated pool · Games released inside the price history window that have completed 24 months on sale · n = 1240 · measured 2026-08-06

A curated pool of Steam comparables, not a random sample of Steam. It skews toward commercially visible titles.

Launch discounts are excluded from the first milestone: 60.6 percent of releases open with one, which would put the median at zero and hide the question.

Show the numbers
How long a new release waits before discounting · n = 1240
MilestoneMedian days from release
First discount after launch week55 days
First 50 percent cut325 days

The pattern has not shifted between cohorts

Each release year is measured over its own first 24 months, so a game from the start of the window gets no more time to reach a deep cut than a recent one. On that footing the cohorts are flat: every one of them lands on the same median deepest cut.

This is a null result and it is reported as one. Whatever else has changed on Steam over these years, how far a new release discounts in its first two years is not it.

Deepest discount in the first 24 months, by release year

Median deepest discount

Median deepest discount: 50%2021202220232024

MarketYourIndie curated pool · Release cohorts with at least 30 games, each measured over its own first 24 months · n = 2006 · measured 2026-08-06

A curated pool of Steam comparables, not a random sample of Steam. It skews toward commercially visible titles.

Every cohort is measured over an identical 24 month window from its own release, so older games get no extra time to reach a deeper cut.

Show the numbers
Deepest discount in the first 24 months, by release year · n = 2006
Release yearMedian deepest discount
202150%
202250%
202350%
202450%

Why the all time low is the weaker number

Across 6863 games the median all time low is 65 percent and the median game takes 1112 days to reach it. That number climbs on its own with age: a game released a decade ago has had a decade of seasonal sales in which to touch its floor.

It is also, and this is the point, the same median that a single twelve month window already produces. Waiting years adds spread at the edges rather than depth in the middle, which is why every claim in this study rests on the fixed window instead.

Limitations

How to cite

MarketYourIndie (2026). How indie games discount on Steam.

Editions

See where your own price and discount plan sits against this pool.

Open the pricing dashboard

Keep reading

How to price an indie game on SteamHow to sell an indie game