Method

How GamingMetric calculates game value

The score is intentionally simple: current price, estimated length, and player review signals are turned into practical buying context.

The basic value calculation

GamingMetric starts with the best available current price. If a current deal is found, that deal price is used. If no multi-store deal is available, the page falls back to the current Steam price when available.

The main value metric is cost per hour: current price divided by estimated playtime. When Steam review data is available, GamingMetric also shows a quality-adjusted cost per hour by dividing cost per hour by the positive review ratio. Lower is generally better.

What the verdict means

Verdicts such as Excellent value, Great value, Fair value, or Wait for sale are not moral judgments about the game. They are value calls based on the data available at the time the page is generated.

  • A long, highly rated game at a deep discount will usually look strong.
  • A short game at full price can still be worthwhile, but its cost-per-hour may be high.
  • Games with missing length or review data may show incomplete value metrics.
  • Multiplayer, sandbox, roguelike, and live-service games can be harder to summarize with a single completion time.

Playtime estimates

Playtime estimates can include main story, main plus extras, and completionist ranges when available. These are estimates, not promises. Your actual time will vary based on difficulty, playstyle, side content, multiplayer, mods, and whether you replay the game.

Deal and price limitations

Store prices, regional pricing, discounts, bundles, tax, availability, and coupon rules can change quickly. Always confirm the final price and region on the store page before buying.

Why some pages are incomplete

GamingMetric builds its game database over time. Some pages may have Steam metadata and price data before they have reliable length data. Those pages can still be useful for deals and game facts, but the cost-per-hour fields may remain pending until the background enrichment system finds usable playtime data.