Secrets of Engagement: The Steam Data

In order to uncover the hidden systems behind game engagement, we analysed a large Steam dataset containing a wide range of usage metrics.

What makes games engaging? Why do some titles retain players for hundreds or even thousands of hours, while others are quickly abandoned? In this article, we begin our series exploring the Secrets of Engagement. 

To examine engagement more closely, we turned to a large public dataset of games on Steam, compiled via Hugging Face. The dataset aggregates information on roughly 150,000 titles, including estimated ownership ranges, player counts, and average lifetime playtime.

While no dataset of this kind is perfect, it provides a useful large-scale view of how games are actually played in the wild.

Preparing the Data

Before analysing the dataset, we applied a small number of straightforward filters to ensure the results reflected typical player behaviour rather than technical artefacts or edge cases.

We excluded entries that were not conventional games, such as utilities, creative tools, and software packages, where recorded playtime may reflect background usage rather than active engagement. We also removed incomplete records and restricted the dataset to titles with valid ownership and playtime estimates.

To reduce the influence of extreme values, we capped playtime at the 99th percentile. This did not materially alter the overall structure of the dataset, but prevented a very small number of outliers from distorting the wider distribution. We also restricted the analysis to English-language titles only.

How to Measure Player Engagement?

At first glance, answering this question is fairly straightforward. However, establishing a reliable metric is more complicated than it first appears. Depending on the approach we choose, very different kinds of games rise to the top:

For these reasons, playtime per player is the most useful metric, and this will form the basis of our analysis.

Ownership and Player Engagement 

The Steam dataset used for our analysis includes a metric called ‘average lifetime playtime’, which refers to the average amount of time players spend in a game over the period they own it. Conceptually, this functions as an average playtime-per-player metric, allowing comparison across games of different scales.

Our first graph (Chart 1) plots average lifetime playtime across the different ownership tiers already present in the Steam dataset, based on estimated player ownership. Each point represents a game.

Several patterns are immediately apparent. Most importantly, engagement varies enormously within every ownership tier. Games with broadly similar player-base sizes can exhibit dramatically different levels of engagement.

Some smaller titles have extremely high levels of engagement, while certain larger releases attract comparatively modest attention. This suggests that player-base size alone cannot explain why some games retain players far longer than others.

Graph showing distribution of games across ownership categories based on Steam data
Chart 1. Distribution of engagement across games of different sizes. Each point represents a Steam game plotted by estimated ownership band and average lifetime playtime. Source: Analysis based on the FronkonGames Steam Games Dataset

Towards a Comparative Cohort Analysis

Although this playtime-per-player metric provides a useful indicator of engagement, ranking games purely by this measure would still produce a relatively narrow view of the market. The analysis would likely become weighted towards a small subset of games and audience behaviours.

Instead, we wanted an approach that could surface engaging games across different levels of popularity and commercial scale, providing a broader view of engagement across the market.

To do this, we used the ownership tiers as comparative cohorts. These tiers group games according to estimated player ownership, allowing us to compare titles operating at broadly similar levels of commercial reach.

A Median Baseline for Each Cohort

As shown in Chart 1, the Steam dataset segments games into several ownership tiers, ranging from titles with fewer than 100k owners to games with more than 10 million.

For each ownership tier, we calculated the median average lifetime playtime across all games within that cohort - in other words, the midpoint engagement level for games with similar levels of player ownership.

This established a baseline level of ‘typical’ engagement for each cohort, allowing us to identify titles that retain player attention significantly more effectively than their peers. Chart 2 plots these median engagement levels across the different ownership cohorts, providing a baseline against which individual games can be compared.

Graph showing median playtime of game ownership tiers based on Steam data
Chart 2. The graph plots the median average lifetime playtime for games within each ownership band. Larger games tend to have higher typical engagement levels. Source: Analysis based on the FronkonGames Steam Games Dataset

Deriving an Outperformance Ratio

Having established a baseline level of typical engagement for each ownership cohort, we wanted to identify games that significantly exceeded this benchmark, in other words, titles that ‘overperform’ relative to other games operating at a similar level of ownership.

To do this, we derived an outperformance ratio by dividing a game’s average lifetime playtime by the median average lifetime playtime of its ownership cohort:

Outperformance ratio = game average lifetime playtime ÷ cohort median average lifetime playtime

A value above 1 indicates that a game sustains higher-than-typical engagement relative to other titles within its ownership tier.

When these outliers are plotted against the wider dataset, a clear pattern emerges. Across every ownership tier, from smaller independent releases to large-scale commercial games, there are titles that have unusually high levels of engagement relative to their peers.

These are not simply the biggest games, nor the most commercially visible. They are the titles that, for whatever reason, succeed in holding player attention far beyond the norm for their cohort.

We plotted these relationships on a third graph (Chart 3), comparing individual games against the median engagement baseline for their ownership tier.

Graph showing distribution of games across ownership categories, median playtime, and a selection of outperforming games based on Steam data
Figure 3. The blue line represents the median lifetime playtime for each ownership tier, while the highlighted purple points indicate the five strongest overperforming titles per category. These games sustain unusually high engagement relative to what would normally be expected for their audience size. Source: Steam dataset analysis based on the FronkonGames Steam Games Dataset.

The line represents the median level of engagement within each ownership tier, providing the baseline against which individual games can be compared. Games that sit close to this line perform broadly in line with the typical engagement level for their cohort, while those below it attract comparatively lower levels of sustained player attention.

The most interesting cases, however, are the titles that sit significantly above the line. These games, highlighted as purple dots, have unusually high levels of average lifetime playtime relative to other titles operating at a similar scale of ownership.

To make these patterns easier to interpret, the lowest ownership tier (<100k owners) has been excluded from this chart. Because the median engagement level within this category is extremely low, a very large number of titles appear to overperform relative to the cohort baseline, reducing the usefulness of the comparison. Even with this category removed, a clear pattern remains. Across every ownership tier, from smaller independent releases to large-scale commercial games, there are titles that consistently retain player attention far more effectively than their peers.

A Set of Outperforming Games

From the dataset, we compiled a table listing the strongest-performing titles within each ownership tier: games that sustain unusually high levels of player engagement relative to other releases operating at a similar scale.

The key figure is the right-hand column: the ‘outperformance ratio’, which expresses how much a game’s average lifetime playtime exceeds the median playtime for its ownership cohort.

Games with Unusually High Engagement By Category

Name Owner band Average playtime forever Band median playtime Out-performance ratio
100k–200k owners
A House of Many Doors 100k–200k 2648 206 12.85
Bleak Faith: Forsaken 100k–200k 2609 206 12.67
FAIRY TAIL 100k–200k 2559 206 12.42
Terminator: Dark Fate - Defiance 100k–200k 2531 206 12.29
Samawa Idle 100k–200k 2511 206 12.19
200k–500k owners
Esports Godfather 200k–500k 2651 280 9.47
Night of the Dead 200k–500k 2635 280 9.41
Chillquarium 200k–500k 2580 280 9.21
Weed Shop 3 200k–500k 2565 280 9.16
MilMo 200k–500k 2559 280 9.14
500k–1M owners
Bellwright 500k–1M 2651 454 5.85
Stonehearth 500k–1M 2641 454 5.82
Idle Slayer 500k–1M 2593 454 5.72
Going Medieval 500k–1M 2589 454 5.71
Gold Mining Simulator 500k–1M 2535 452 5.60
1M–5M owners
Batman: Arkham City - Game of the Year Edition 1M–5M 2666 692 3.85
Barotrauma 1M–5M 2660 692 3.84
Warhammer: Vermintide 2 1M–5M 2637 692 3.81
Balatro 1M–5M 2623 692 3.79
Tabletop Simulator 1M–5M 2611 692 3.77
5M–10M owners
Life is Strange - Episode 1 5M–10M 2595 1178 2.20
PlanetSide 2 5M–10M 2461 1178 2.09
Resident Evil 4 5M–10M 2387 1178 2.03
Warhammer 40,000: Space Marine 2 5M–10M 2327 1178 1.98
Halo: The Master Chief Collection 5M–10M 2299 1178 1.95
10M+ owners
Brawlhalla 10M+ 2657 1464 1.81
Left 4 Dead 2 10M+ 2316 1464 1.58
Hogwarts Legacy 10M+ 2262 1464 1.55
Phasmophobia 10M+ 2252 1464 1.54
Dying Light 10M+ 2117 1464 1.45

As the table shows, the smallest games in our analysis (100k-200k owners) tend to exhibit the highest relative outperformance. This pattern continues across the wider dataset, with the ratio gradually declining as ownership tiers increase in size.

One possible explanation is structural. Steam contains a very large number of smaller titles, many of which attract little sustained engagement. This pushes the median playtime of lower ownership tiers downward, making exceptional performers within those categories appear more dramatically above baseline.

Clues to Player Engagement

These overperforming titles, games that significantly exceed the typical engagement level for their ownership cohort, offer useful clues as to the drivers of sustained player attention.

Rather than simply reflecting commercial scale or visibility, they point towards underlying design characteristics that repeatedly encourage players to return over time.

In our next article, we examine fourteen of these games in greater detail, adding a qualitative layer based on player comments and professional reviews to better understand what makes them so engaging. 

Series: Secrets of Engagement

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James Richards

Lead Writer, No Latency

James is a professional writer and editor with a background in journalism and publishing, specialising in clear, structured writing on complex technical and commercial subjects.

He has over fifteen years’ experience working across journalism, publishing and professional writing, producing content for both B2B and B2C audiences. His work spans technology, finance and professional services, combining narrative discipline with a deep respect for accuracy and tone.

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Peter Franks

Founder & Editor, No Latency

Peter writes long-form analysis on technology, gaming and artificial intelligence - focusing on the systems, incentives and strategic decisions shaping the modern software economy.

He has spent 20+ years working with software and games companies across Europe, advising founders, executives and investors on leadership and organisational design. He is also the founder of Neon River, a specialist executive search firm.