STRIKE TWO

Steam update visibility rounds: what they are worth, and who spends them

The short answer

Every Steam product starts with five update visibility rounds, each running up to 30 days or 1 million homepage impressions and needing a recent community announcement. Across 1,312 paid indie games released 2020 to 2022, a month carrying a Major Update post drew a median 1.38 times the three quiet months before it, and 1.27 times on games four years and older. Half have never posted one.

Of 1,312 paid indie games that launched well on Steam from 2020 to 2022, 665 have never posted a Major Update since release. Valve gives every game five update visibility rounds to put that kind of post on the Steam homepage, and half of these games have never written one.

If your game is out and you are weighing another update, here is what the mechanic is, what a Major Update month is worth in review activity, and whether it still works on an old game.

Five rounds, and Early Access spends from the same pile

An update visibility round is a slot on the Steam store front page. Valve says those slots “appear to customers that have your game in their library or on their wishlist,” and that an opted-in product is “randomly selected to appear each time a customer views the home page.”

The rules are short, and worth knowing before you plan an update.

  • You get five. “Each product will start with five rounds.” More “may be granted to products that are selling well,” which is not a promise.
  • Early Access shares them. They are “shared between Early Access and full release, so if you use them all during Early Access, you won’t have any available for major updates after your product has fully launched.” If your game is still in Early Access and carrying Steam’s stale-update notice, that is worth reading twice.
  • A round runs up to 30 days, or until it hits 1 million homepage impressions, whichever comes first.
  • You need a post first. Starting a round asks you to link “a recent community announcement,” and it “needs to have been posted within the last 30 days.”
  • Launch visibility comes first. You can start a round “once your initial launch visibility has concluded.”
  • Seasonal sales burn the clock. During the Spring, Summer, Autumn and Winter sales your round will not show, “but those days are still counted toward the 30-day span of the round.”

Valve names three update event types: Patch Notes, Regular Update and Major Update. A Major Update qualifies for the “What’s New” strip at the top of the Steam Library, and Valve says a round can put one “on the homepage to players and wishlisters of your game.”

Patch Notes are built to stay out of the way, and explicitly “won’t appear at the top of the Library homepage.”

Half of these games have never posted a Major Update

We read every developer post on the store event feeds of 1,312 paid indie games released from 2020 to 2022 that drew at least 100 reviews in their first year. Counted by calendar month, because a round runs up to 30 days:

Months carrying a Major Update post, 1,312 indie games released on Steam 2020 to 2022
  1. None665
  2. One281
  3. Two132
  4. Three or four131
  5. Five or more103

Counted from each game's release month to August 2026. Store event feeds read September 18, 2026.

Seven in ten, 946 games, have posted at most one. Only 103 of the 1,312 have posted Major Updates in five or more separate months, which is the number of separate moments it would take to spend the five rounds.

It gets starker after the launch year. Only 375 games, 29%, have posted a Major Update from month twelve onward. Of the games that ever posted one, the last came a median 44 months ago.

These games are not dead. 1,074 of them, 82%, still drew at least a review a month over the year to August 2026. Of those, 919 have posted no Major Update in two years, and 606 have posted nothing at all in twelve months.

A round needs an announcement from the last 30 days, so most of them could not start one today without writing something first. That is not carelessness. A game that keeps an audience is usually a game whose team has moved on, or spent the money that paid for the first one.

A Major Update month runs 1.38 times a quiet one

For every month after a game’s first year, we compared its reviews to the average of the three months before it, keeping only months whose prior three were quiet: at least two reviews a month, and no Regular or Major Update post.

Months carrying a Major Update post drew a median 1.38 times that baseline, across 520 months from 375 games. Months with no post at all drew 0.86 times, across 42,503 months. Thirty percent of Major Update months at least doubled; 7% of quiet ones did.

The label matters more than it looks. Regular Update months came in at 1.07, and months with only Patch Notes at 0.98, which is to say indistinguishable from nothing. The same work announced in the box that reaches the Library front page behaves differently from the same work announced in the box that does not.

Seasonality does not explain it. In each of the 16 calendar months with enough of both kinds, the Major Update median beat the no-post median, by a median 1.78 times.

It does not stop working when the game gets old

We split every Major Update month by how old the game was when it landed.

Reviews in a month carrying a Major Update post, against the average of the three quiet months before it
  1. Year 1 to 21.42x
  2. Year 2 to 31.41x
  3. Year 3 to 41.36x
  4. Year 4 and older1.27x
  5. No post that month0.86x

Median across 520 qualifying months from 375 of the 1,312 games, months 12 onward. Review histories read September 16, 2026; event feeds September 18, 2026.

A Major Update on a game four years or older still drew 1.27 times its quiet baseline, and a quarter of those months at least doubled. The falloff from year one to year four is real but small, and every band is far above the 0.86 a silent month gets.

The mechanic does not expire. A round goes in front of people who own or wishlisted the game, and that pool does not shrink because you stopped shipping. Our earlier read of these games found the median one gets 47% of its Steam reviews after year one.

The spike also does not fall straight back. Looking at the three months after each update against the three before, and keeping only windows with no further Regular or Major Update in them, activity three months later sat at a median 1.07 times the pre-update baseline. Comparable months with no post drifted to 0.88.

When spending a round is the wrong move

The multiplier is a multiplier, and the base is small. These games drew a median 48 reviews in the year to August 2026, against 316 in year one. A 1.38 on a quiet month is a handful of reviews. Build the update that pays for itself at that pace.

A quarter of Major Update months came in at 0.91 or lower, which is worse than the quiet months before them. This is a median, not a guarantee, and a thin update announced loudly is still a thin update.

The lift is a match in timing, not a proof of cause. Valve’s own advice pairs a major update with a discount, and we cannot see discounts, so some of what we measured is price.

Games with five or more Major Update months do carry longer tails, a past year worth 22% of their first against 14% for the other 1,209. But their median first year was two and a half times bigger to start with, so that cannot say which way it runs.

And five is a hard budget in a way that matters most in Early Access. Spending all five before 1.0 leaves none for the moment the game leaves Early Access, which is the moment most likely to earn one.

Some games are also simply finished. A game that said what it had to say and still collects a review a month has done its job. Leaving it alone is a decision.

What to do with the rounds you have

  1. Check how many you have left. Steamworks, your product’s landing page, “Marketing and Visibility,” then “Product Update Visibility Rounds.”
  2. Post it as a Major Update. Not Patch Notes. The event type decides which surfaces carry it, and in our data it is the difference between 1.38 and 0.98.
  3. Do not start a round into a seasonal sale. It will not show, and the days still count against your 30.
  4. Do not spend the last one early. Keep one for a 1.0, a console release, or a paid expansion.
  5. Read your own curve first. The monthly review counts we used are public for any game, at store.steampowered.com/appreviewhistogram/ followed by its app ID.
  6. If the update is the problem, not the visibility, that is the common case. The rounds are still there. A Steam game’s reviews, wishlists and owners stay with it when it changes hands, and some partners fund what comes next. Strike Two is one, so weigh this knowing where it comes from.

How we measured it

The 1,312 games are paid Steam titles tagged Indie, released between January 2020 and December 2022, with at least 100 reviews in their first twelve calendar months and no more than five before the release month. That last rule drops games that sold through Early Access first.

The cohort and its monthly review histories come from our study of what happens after launch, read September 16, 2026. Developer posts came from the store’s public events feed on September 18, 2026, with no errors, and matched the public news feeds of ten games picked at random.

Valve does not document the numeric event type codes, so we use the mapping from our Early Access census and checked it again: type 12 reads as hotfixes, type 13 as version patches, type 14 as new content and new levels.

Two limits matter. Rounds are not observable, so this measures the announcement a round is built around, not the round. And the type is the developer’s choice, so a studio that ships a big update and files it as Patch Notes is counted here as never having posted one.

Sources

  1. Update Visibility Rounds, Steamworks Documentation
  2. Event Type: Major Update, Steamworks Documentation
  3. Event Type: Small Update / Patch Notes, Steamworks Documentation
  4. Updating Your Game - Best Practices, Steamworks Documentation
  5. Discounting, Steamworks Documentation

If you built a game people still care about and believe there is more left in it, .

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