Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
DeepfieldEventsWhat 450 Playtesters actually told me
Community

What 450 Playtesters actually told me

Deepfield · published 8 Sep 2026, 05:51 UTC

All eventsPlayers around this dateRead on Steam

A month ago I opened Deepfield up for playtesting.

More than 450 people signed up.

Three left feedback.

The whole point of rebuilding Deepfield was to avoid the mistake I made the first time: spending years building something before finding out whether anyone actually wanted it.

This time I got to playable quickly, put it in front of people, and waited for an answer.

The answer was... unclear.

In this devlog I talk about validation, discoverability, why games are getting harder to package, and the three options I’m weighing for Deepfield: kill it, keep it alive as a side project, or finish the MVP and ship it.

I’ve decided to ship it.

Not because I expect it to become a commercial hit, but because there’s a big difference between “I worked on a game” and “I made and released one.”

More from Deepfield

Other announcements

All events
Community25 Aug 2026Playtest requests are coming in!Which is useful, but I’m currently trying to get first-run data from actual sessions. If you’ve requested access, even a 15-minute run is valuable. I’m specifically looking for whether you can work out the first loop: mine → move → manufacture → fight → resupply. Use F8 in-game or the feedback button, even if the feedback is just ‘I got stuck here and quit.’ That’s exactly the kind of thing I n…DeepfieldGame update19 Aug 2026Playtest UpdateThis update makes Deepfield’s logistics systems more reliable, more consistent, and much easier to follow. The big change is a full rebuild of utility shuttles: cargo, personnel, and builders now share a single persistent work system with proper docking queues, cross-sector jobs, and far better recovery when things go wrong. I've also added a new Fleet Work panel, improved display support (incl…Community10 Aug 2026Deepfield is alive again.The game has been rebuilt around a very different direction: a space RTS about exploration, physical logistics, industrial fleets and expensive warfare. The Steam Playtest is reopening soon. Join the Discord server for more info.