Steam Refund Requests Hit More Than 300,000 a Day After Summer Sale Launch
That number has dropped to around 205,000, but those are still a lot of return requests.
The Steam refund system raised some eyebrows in early May when the official support page showed it was processing more than 49,000 refund requests a day. Apparently that was nothing. Late last week, with the launch of the Steam Summer Sale, the refund requests per day spiked at a more than 300,000.
Previously, refund requests have fallen into a relatively normal run of peaks and valleys over the past 90 days, but as the sale kicked into high gear, the number jumped dramatically to more than six times the previous high. Currently, Steam has received about 205,000 refund requests in the last 24 hours. Apparently Valve was expecting the deluge, as the support page says responses to those requests are averaging between 48.72 minutes to 1.47 hours, which is actually down substantially from the 1.35 hours to 1.53 days when the requests were around 49,000.
The sale has not changed Steam's refund policy: It will issue a refund for any reason, but a purchaser must play less than two hours of the game and submit a request within 14 days to be eligible for a refund.
Steam has not revealed exactly how many of those requests turned into actual refunds, but Rust developer Garry Newman posted on Twitter that 329,970 refunds had been issued for the game, totally almost $4.4 million. He did not mention how many of those came after the Steam Sale started. Luckily, the game has sold more than five million copies since Facepunch Studios launched it in 2013, and Steam did not start its refund policy until just before its Summer sale in June 2015. Newman said that the reasons for return were led by "not fun" followed by "bad performance," which he said was "pretty fair."
A few developers commented that a 6% return rate is about normal for Steam, but it can spike to 10% during sales.
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John Keefer posted a new article, Steam Refund Requests Hit More Than 300,000 a Day After Summer Sale Launch
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I refunded my first game during the sale. Dungeon of the Endless looked pretty cool in videos and reviews but when I played it, I simply couldn't stand how it played. It's not a bad game but I can't imagine enjoying it. Steam refunds are pretty cool, but I have some concerns that people are taking advantage of it to demo games. On the other hand, it pretty much eliminates the need for game demos which is nice.
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YOU ARE FUCKING AWESOME
https://youtu.be/VgPwXlTRuHs
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But isn't it that some people say one of the reasons there's no more demos is because gamers would get their fix from the demo itself and move on to the next game without ever buying anything?
(not saying it's the only argument out there, I understand demos require extra work and sometimes there's no money for that).
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I can see how one would want to use this to demo a game before they bought it.
Years ago I bought a copy of "gone home" to play on my shitty inspiron laptop because I figured it would run well being all sprite based and such. Well, the thing ran at like 7fps and nothing I did changed it. If refunds had been an option at the time I would have used that.
Game demos need to be a thing. If the refund system serves that purpose then more power to it. Although I feel like the credit card processing company is making out like a bandit here. -
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Speaking of Steam sales, Prison Architect does not fuck around, lol.
http://chattypics.com/files/shackbrowseUpload_gnswf2fscu.jpg
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I only used a refund for F1 2015. I knew it was buggy and crashy for some people but some weren't having problems so I didn't hesitate to try it out for myself. I also didn't hesitate to get a refund when it crashed several times in the hour and also didn't work well with my Logitech G27 (one of the most common racing wheels). While it didn't pan out it could have and in that case the developers would have gotten more money because I was able to try the game for myself instead of "I heard it sucked/was broken so I didn't buy it"