Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
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
NewsSteam's own announcements 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 festsUpcomingPatchesNewsRecordsTrendingSignals
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
Ore BastardsNewsDEV LOG — HOW MANY HOURS DOES A GAME OWE YOU?
Community

DEV LOG — HOW MANY HOURS DOES A GAME OWE YOU?

Ore Bastards · published 28 Aug 2026, 01:00 UTC

All newsPlayers around this dateRead on Steam

Something has changed in the way we measure the value of games.

And I’m not sure when it happened.

Back in the 1990s, paying full price for a game that lasted 10–20 hours was completely normal. Many action games were considerably shorter than that. RPGs were usually the big exception.

You bought a game.

You played it.

You finished it.

If it gave you a great weekend, you were happy.

Today, things are very different.

Spend a few minutes reading Steam reviews and sooner or later you’ll encounter something like this:

“There's nothing left to do.”

Playtime: 327 hours.

Or:

“The game gets repetitive.”

Playtime: 614 hours.

And occasionally my favorite variation:

“Not enough content.”

Playtime: 1,000+ hours.

Now, before anyone reaches for a pitchfork, I’m NOT saying that someone who has played for 500 hours has lost the right to criticize a game.

Quite the opposite.

Those players probably understand the game better than almost anyone else. They can see balancing problems, late-game repetition, broken progression systems and design flaws that somebody playing for ten hours may never encounter.

A game can also change dramatically after release. Updates can make it better or worse.

But there is another question worth asking:

When did “I eventually became bored” start meaning “the game didn't have enough content”?

Because those are two very different things.

If a game entertained you for 200 hours before you became bored, perhaps becoming bored wasn't evidence that the game failed.

Perhaps you simply… finished what it had to offer.

THE HOURS-PER-DOLLAR PROBLEM

Modern gaming has quietly created a strange measurement for entertainment:

Hours per dollar.

A $20 game lasting 100 hours is considered fantastic value.

A $40 game lasting eight hours can immediately be described as “too short.”

On paper, the logic makes sense.

More entertainment for the same money sounds better.

But apply the same calculation to other forms of entertainment and things become weird very quickly.

We don't leave a two-hour movie complaining that it should have lasted 17 hours because the ticket was expensive.

We don't finish a novel and demand another 600 pages for free.

Nobody reviews an album negatively because it only contains 45 minutes of music.

Games somehow became different.

Part of this probably comes from the games that changed our expectations.

MMOs, survival games, competitive multiplayer games, sandbox games and live-service titles demonstrated that a single game could entertain someone for hundreds or even thousands of hours.

Then achievement systems, daily challenges, battle passes, seasonal content and endless progression arrived.

Somewhere along the way, finishing a game stopped being the obvious destination.

Games became places we were expected to live in.

AND DEVELOPERS NOTICED

This expectation inevitably affects game design.

If players judge value partly by playtime, developers have an incentive to make games longer.

So maps become bigger.

There are more collectibles.

More crafting materials.

More upgrade tiers.

More side missions.

More progression systems.

More things to fill bars with.

Sometimes these systems genuinely make a game deeper.

Sometimes they are wonderful.

But sometimes a fantastic 25-hour game gets stretched into an 80-hour game because “80 hours of content” looks much better on a store page.

And that's where the hours-per-dollar calculation starts working against us.

I'd rather play a game that gives me 15 memorable hours than one that gives me 100 hours while making me repeat the same activity 200 times.

Length and value are related.

But they aren't the same thing.

THIS IS SOMETHING WE THINK ABOUT WITH ORE BASTARDS

Developing Ore Bastards has made this question especially interesting for us.

Mining games naturally encourage long playtimes.

You mine.

You earn money.

You improve your ship.

You travel farther.

You find better equipment.

You become stronger and start looking for the next objective.

And we're adding systems intended to expand that journey considerably: the Skill Tree, Artifacts, factions, mining camps, player stations, drones, mercenaries and more.

But there is a danger here too.

We don't want to add systems simply so we can say:

“LOOK! 300 HOURS OF CONTENT!”

If those 300 hours contain 70 hours of interesting decisions and 230 hours of repetition, we've achieved nothing.

Our goal is not to keep someone trapped inside Ore Bastards forever.

Our goal is to make the time they choose to spend there enjoyable.

Maybe that's 30 hours.

Maybe it's 100.

Maybe somebody falls in love with mining rocks in space and plays for 700 hours.

All three are fine.

Eventually that player may say:

“Okay. I've seen enough.”

And perhaps that's fine too.

A game ending — or a player simply being finished with it — isn't necessarily a failure.

SO WE'RE CURIOUS

We'd genuinely like to hear what you think.

How long does a game need to be before you consider it good value?

Would you rather have an excellent 15-hour game or a good 100-hour game?

Does price change your answer?

And here's the question we're especially interested in:

If you play a game for 300 hours and eventually become bored with it, can you still say the game didn't have enough content?

There probably isn't one correct answer.

But as developers trying to decide how large Ore Bastards should ultimately become, we're very interested in yours.

Because games may be the only entertainment medium where someone can play for 800 hours and then write:

“Got bored: 6/10.”

More from Ore Bastards

Other announcements

All news
Major update11 Sep 2026Major Update: Player Stations & Mining CampsHello Bastards, With this update, Mining Camps and Player Stations arrive in Ore Bastards, adding a new layer of ownership, expansion and long-term progression to the game. Until now, finding a rich part of space usually meant one thing: fill the cargo hold, sell the ore, and eventually move on. Now you can decide that some places are worth staying for. Mining Camps During your travels, you may…In-game event3 Sep 2026DRONES ARE HERE — New Drone System & Engine TurboHey Bastards, The new update is live, bringing two major additions to Ore Bastards: Drones and the new Engine Turbo system . DRONES Your ship can now equip and deploy several different types of drones, depending on its available Drone Hangar capacity. Mining Drones help break asteroids and bring loose ore back to your ship. Defense Drones engage hostile ships and can even intercept incoming mis…Community2 Sep 2026DEV LOG: Drones Are Coming! (Gameplay Video)Hello Bastards, With the next update, space miners are getting their hands on a whole lineup of highly capable—and seriously tough—drones.