5
Guess my game is not for everyone. :) What are your return rates?
r/IndieDev
6/30/2025
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
Steam | https://store.steampowered.com | Game Distribution Platform | Sales tracking, refund analytics, community forums |
USER NEEDS
Pain Points:
- Lack of understanding of what constitutes a good refund rate for indie games
- Uncertainty about why players refund games
- Difficulty in gathering feedback from players who refund
- Challenges in reaching a wider audience
Problems to Solve:
- Determining acceptable refund rate benchmarks
- Identifying reasons for game refunds
- Improving game retention and reducing refunds
- Expanding market reach for niche games
Potential Solutions:
- Comparing refund rates with industry peers (e.g., under 10-15% is good)
- Analyzing Steam refund data reports for specific reasons
- Adding more content or adjusting price to increase perceived value
- Localizing games for different markets to reduce refunds in specific regions
GROWTH FACTORS
Effective Strategies:
- Monitoring and analyzing refund rates to understand user satisfaction
- Gathering player feedback through reviews and direct communication
Marketing & Acquisition:
- Pricing games affordably to reduce refund likelihood
- Clearly communicating game scope (e.g., short playtime) to set expectations
Monetization & Product:
- Setting appropriate price points based on game length and content (e.g., $3-$4 for short games)
- Continuously adding content post-launch to increase value
- Ensuring product-market fit by targeting niche audiences effectively
User Engagement:
- Engaging with players who leave reviews (both positive and negative)
- Using Steam community forums for feedback collection (where available)
- Directly communicating with refunding players to understand issues