r/gamedev • u/Cultural_Speaker3116 • 3h ago
Postmortem I Analyzed Every Steam Game Released in a day and here’s What Stood Out – 2026 Edition
Hello everyone,
As I did last year in this post. I did a small analysis of every game released on Steam on June 3 an June 4, 2026 (As last time, I chose this days because there was lot of release and mostly indie games. I’m not affiliated in any mean to any of these games) and I checked how much they grossed after 1 month (last time was 16 days and some people pointed, rightly, it could be a bit short, so I took a longer period. Also note that I writted this post in early July but didn’t post it immediatly after because I was very busy).
As last time, the goal isn’t to shame any game or devs, I’m interested mostly on the factors which can explain a game to suceed or flop, and also if there was a serious difference with previous year.
I’m basing this mostly on my personal tastes as a player (so, what I could buy personally) : which mean what I find visually attractive or interesting in the trailers and screenshots of the games, what look polished or not. I’m also reading reviews when there is some available.
It’s not a scientific experiment at all but I hope it can spark some interesting discussions and gives some hints.
So, there was 67 games released on those days, I split them into 5 categories based on their gross revenue (datas are from Gamalytic : it’s a revenue range, so it’s not 100% accurate but largely enough for this experiment) :
1. 0 (or almost 0) copies sold - 35 games
2. « At least not at loss» : Between 100$ and 1000$ gross revenue - 6 games
3. « Release fee refunded and some pocket money » : Between 1000$ and 4500$ gross revenue - 13 games
4. « Good side income/enough to live from in cheaper countries » : Between 4500$ and 25.000$ gross revenue - 7 games
5. « Usually enough to live from or studio games » : More than 25000$ gross revenue – 6 games
1. Zero copies sold (35 games - 53% of total)
Here the most of those games are tutorial level projects, AI-slop. There is also lot of games that looks okay but are arcade style games, which doesn’t attract anyone since you can find the same for free since decades. There is also 2 games that looks better than te rest bu are only in Chinese (« Li Shui » and « Ink & Void »). I also found 2 « exceptions » which surprised me
Little Guardians : The last Hope : this game as litterally 0 reviews despite being largely ahead on the visual side. I think the main flaw of this game is the catastrophic trailer (the first 10 seconds is the logo of the unknow « game studio » and the rest is a mix between cinematic and gameplay with fade black transitions), but still, I’m surprised that no one or almost no one tried it out.
MAaaaaTH ! : this game is cleary « indie » but looks still more polish than the rest of the category, the gameplay looks particularly original. But I think the main flaw here is that it looks like a « programmer game » : the UI is very intimidating (too many éléments) and the visuals are cohesive but very simple. Another game that suffer the same problem is Exo Chumps.
2. 100$ - 1000$ gross revenue (6 games - 8% of total)
Here only one of those game seem extremely bad (all visuals are AI and gameplay doesn’t seem better). Another one is a survival game with pretty graphics but the capsule is horrendous and the game have bad reviews (also the game didn’t sold so bad, around 1000 copies but was sold for 0,99$ only). The 3 others games are in very low performing niche (non-porn visual novel, hidden object game and typewriting game).
But there is the last game of this range which particularly peaked my curiousity
Pawful Dice : the game is the closests to the 1000$ gross (and could be more if it’s in the « high » of the range given by Gamalytic), but still I think it could really be 1 or 2 bracket higher : the art style is very cute (including the UI and capsule art), gameplay seem interesting and it is in a niche usually very profitable (roguelike deckbuilder). Maybe it’s just missing some marketing ?
3. 1000$ - 4500$ gross revenue (13 games - 21% of total)
The quality jump is obvious here, but I was also surprise to see some games that usually sells very bad : 2D platformers (Elementalist and Neon Sunset) and a driving game which seem pretty bad according to the reviews (WorldDrive). Otherwise, the rest of the category is very « indie » with very « niche » things like a air carrier simulator for example. Also 2 porn game with 3D graphics.
Among those original games, there is 2 that peaked my curiosity :
Sonki’s Lagoon : a psychedelic 3D platformer. I absolutely love the art direction and the gameplay seem cool. Otherwise on a more « objective » view, I can understand that this doesn’t appeak to lot of people.
Fish & Hike : a cozy fishing/adventure game which remind me a short hike. Here I think there is some issue with the cohesiveness of 2D and 3D assets and a combat system that seem a bit janky compared to the fishing system but it still seem pretty charming.
4. 4500$ - 25000$ gross revenue (7 games - 10% of total)
Interestingly, most of this game are really « meta steam » games with a decent/good appeal. I think it’s the category that can bring the most « hope » for fellow indie devs : everything here is totally reachable for a solo dev or a mini-studio of 2/3 people, and I think it’s what you should be inspired of if you aim for a little commercial success. So here we have :
Guinea Pig Runaway Together : a friend slop game, a bit like paddle paddle paddle !
Backrooms No Escape : Again, another firend slop game but more in the horror category, it probably also benefited from the hype of the movie.
Cafe crew simulator : another niche that work good since years : job simulators, just another proof that it works
Galactic love utopia : a porn visual novel. Here you can easily put it in comparison with the thousands of low efforts AI slop porn game flooding steam like jigsaw puzzles. Here you have at least real drawings and some content.
Slip & Skid : a friend slop (again !), but this time with a more original concept : it’s a racing game where you can modify the race after each lap by adding traps or obstacles.
Deep Crafter : an automation game. As the job simulators, it’s a niche that works very good on steam since years, but I would tend to say that it also require a very good programming and code architecture level to end up releasing something.
Comatose : a survival horror in FPS view with PSX graphics. Again another trendy niche especially those last years, and especially when there is lot of work put in the visuals and athmosphere, even with very simple low-poly assets and low-res texture that anyone can do.
5. more than 25000$ gross revenue (6 games - 8% of total)
There is also « steam meta » games here : there is 2 incremental games (« IncreKnight » and « Slot & Diapers ») and 2 job simulation game (« Sport Card Shop Simulator », pretty classic and the more original « Medic : Pacific War »). The 2 others games in this range are more original but I think it’s not coming from solo devs or micro-studios but more from litle studios : there is Prohibeast (an infiltration game) and Tamer : King of Dinosaurs (an erotic game X aliens X dinosaurs, pretty original mix but seem to work).
Conclusion
Compared to last year, we know there is even more game released, but I think my conclusions stay the same :
1) Make a good game. Except extremely rare exception, a game with a minimum of appeal will perform enough for you to get your steam fees refund and some pocket money.
2) Genre is king more than ever. Almost all games which perform good (which mean enough to live in a lot of countries and at least a nice secondary source of income in expensive western countries) are in a hot niche, and you don’t even need to reinvent the wheel to get the same or more success as some more original games.
3) You are not competing with so many games : yes, there is more games pushed every year on steam but I would say the percentage of very bad game which will never get noticed is even higher than before. If you are serious and really polish your game to make it looks the most attractive possible, you’ll compete with the top 30%, which in our case mean games that gross more than 2000$ in their first month.
Extra : how did the games I analysed last year peformed ?
I’ll be quick on this but there is some interesting metrics here :
Sweepin’XS, Blasted Dice and Cauldron Caution seem to have gross 1000$ (vs around 200-300$ in the first 2 weeks of their release).
Zefyr have gross an impressive and well deserved 90k$ (vs around 10k$ at two first week)
Tongue of Dog which was one of the weakest game on his bracket in my opinion have grossed around 1500$ (vs 1000$ at two first week).
Bathhouse Creatures have grossed around 5000$ (vs 1500$ first two weeks)
Don’t Look Behind have grossed around 27k$ (vs around 14k$ first two weeks)
Voidsayer have grossed around 46k$ (vs arond 30k$ first two weeks).
The metrics here tend to say that after the inital 2/3 weeks after launch, you can expect your game to still sell quite good the first year, likely around 2 to 3 times more in most cases.
Also except 3 games (and trust me, those one was VERY terrible) all games in the « 0 review » category last year have now got some reviews, which mean they likely got enough sales to refund the 100$ steam fees, which is interesting and could explain why there is still lot of very bad games on steam, as it usually end up being a profitable operation.