Steam Review Score Tiers Explained: The Exact Thresholds and What Each Tier Costs You
"Mixed" vs. "Mostly Positive" on Steam isn't a label difference. It's a conversion cliff. It decides what a shopper thinks before they read a word of your store page, and whether press, streamers and curators put you on a shortlist at all.
What it does not decide, above 40%, is whether Steam's algorithm shows your game to anybody. Valve is explicit about that, and this article previously told you otherwise. The correction is further down, and it makes the case for a good score stronger rather than weaker.
Most developers can't tell you the exact thresholds either. Here's the full breakdown: all nine tiers, the exact boundaries, and what each one actually costs you.
The 9 Steam review tiers
Steam slaps one of nine labels on your game based on the ratio of positive to total reviews. Valve has never published the thresholds — anyone citing "official Steam documentation" for the full table is wrong. What follows was derived from the labels Steam's own review API returned across 747 games in July 2026, with every boundary confirmed by observed cases on both sides:
| Tier | Positive % | Min Reviews | Label Color | Player Perception |
|---|---|---|---|---|
| Overwhelmingly Positive | 95%+ | 500+ | Blue | "Must buy" |
| Very Positive | 80%+ | 50+ | Blue | "Safe bet" |
| Positive | 80%+ | 10-49 | Blue | "Probably good" |
| Mostly Positive | 70-79.99% | 10+ | Blue | "Worth considering" |
| Mixed | 40-69.99% | 10+ | Yellow | "Risky, proceed with caution" |
| Mostly Negative | 20-39.99% | 10+ | Red | "Probably bad" |
| Negative | under 20% | 10-49 | Red | "Avoid" |
| Very Negative | under 20% | 50-499 | Red | "Actively avoid" |
| Overwhelmingly Negative | under 20% | 500+ | Red | "Do not touch" |
The calculation is simple: (positive reviews / total reviews) x 100. No weighting, no hidden algorithm. Just division.
The boundaries are hard, not fuzzy. The highest "Mostly Positive" we observed was 79.984%; the lowest "Very Positive" was exactly 80.000%. A single review crosses that line.
Steam actually shows two scores: a "Recent" score (last 30 days of reviews) and an "All Time" score. Both use the same tier labels. Because Recent uses a rolling 30-day window, it moves dramatically faster than lifetime — which makes it the realistic short-term lever, even when your All Time score has barely budged.
Two things to know about who counts. Your game needs at least 10 reviews before any tier label shows up; below that the store page just says "No user reviews." And only accounts that bought the game on Steam count toward the score. Key activations, press copies, free weekends and Family Sharing produce reviews that display but don't count, which is why the denominator in your head is usually wrong.
One more, and it is recent enough that most guides have missed it: since August 2025, the headline score a shopper sees is their own language's score by default, for any game with more than 2,000 visible reviews and at least 200 written reviews in a language. Your "all languages" number may not be the number your buyers are looking at.
The cliff tiers: where small changes matter most
Not all tier boundaries hit the same. These three thresholds have the biggest effect on your actual sales numbers.
The 70% Cliff: Mixed to Mostly Positive
This is THE threshold on Steam for most games. Full stop.
Below 70%, your game gets a yellow "Mixed" label. Yellow is a warning color. Players see it and their brain says "risky." Many scroll right past without clicking. The ones who do click will read reviews like a skeptic looking for reasons to bail. Your conversion rate drops.
Above 70%, the label flips to blue "Mostly Positive." Blue says "safe." Players click. They read reviews expecting to be convinced, not warned. That shift in purchasing psychology is real and measurable.
Here's what the data says. A GameDiscoverCo player survey in July 2026 found 40.5% of players always check reviews before buying, and 30.8% said a Mixed-or-below score would negatively influence their purchase. Gamalytic's analysis, via GameDiscoverCo, found significant conversion dropoffs below 70%. Chris Zukowski, arguing against the visibility myth elsewhere, still reports that "developers who have a game that oscillates between 'mixed' and 'positive' say that they can see their sales dip when it hits 'mixed.'"
Nobody has published a clean before-and-after on a 69-to-70 crossing, so treat "double your conversion" claims — including the one this article used to make — with suspicion. What is well supported is the direction and the mechanism: same traffic, better label, more of them click and buy.
The 80% Cliff: Mostly Positive to Very Positive
If 70% is about survival, 80% is about thriving.
Very Positive tells buyers "this game is good and most people agree." It makes you more likely to land in curated lists, sale events and festival line-ups, and it gives journalists and streamers the confidence to cover you. All of that runs through people making decisions, not through Steam's ranking code.
Games sitting at 78-79% are agonizingly close. At 78% with 500 reviews, you need roughly 50 additional positive reviews (with no new negatives) to hit 80%. Flipping what you already have is far more efficient, because the total never grows: answering all 110 negatives yields about 24 reviewers who come back and edit, of whom roughly 13 switch to positive. That's 403 positive out of 500 — 80.6%. Very Positive, without a single new player. That is the best case and it assumes nobody edits the other way, but it shows why the flip is worth more than the equivalent new review.
The 95% Cliff: Very Positive to Overwhelmingly Positive
This is the prestige tier. Overwhelmingly Positive belongs to genuine community favorites -- Stardew Valley, Portal 2, Hades, Deep Rock Galactic.
Hitting 95%+ requires at least 500 reviews. You need both quality AND volume. You can't brute-force this with a small, passionate audience. The game genuinely has to resonate with a wide player base.
For most developers, Very Positive (80%+) is the realistic goal. Overwhelmingly Positive happens when you make something people genuinely love and won't shut up about.
What your tier does not buy you
This article used to tell you that Steam's search ranking, Interactive Recommender and "More Like This" panel all weigh your review score. Valve says otherwise, in writing, on its own visibility documentation:
"As long as your game's reviews are Mixed or above (40%+), review score is not a factor in algorithmic visibility. If your game dips below 40% into Mostly Negative, your game will be less likely to be featured."
The same page rules out several other things developers assume are levers: wishlists aren't a factor (outside Popular Upcoming), store page traffic doesn't matter, and conversion rate doesn't matter. What Valve says does matter is whether people are buying and playing your game, plus language support and tags.
So there is exactly one algorithmic cliff, and it is the 40% line. Very Positive falling to Mixed costs you nothing in placement. Mixed falling to Mostly Negative costs a great deal. That line sits far lower than most developers assume, and defending it is a different job from chasing 80%.
What it does buy you
Everything else your tier does, it does through humans — which is a stronger case than the algorithm one, not a weaker one, because human filters are harder to game and slower to forgive.
On your store page, the tier label and its color are one of the first things buyers see. It sits above the fold, right near the price. For a lot of casual browsers, that label alone decides whether they click "Add to Cart" or keep scrolling — and 40.5% of players say they always check reviews before buying.
During seasonal sales, Steam curators, event organizers and Valve's editorial team use review tiers to filter which games get featured. Mixed games are almost never picked. Very Positive games get priority. Festival juries and bundle curators work the same way.
Then there's press and content creator coverage. Journalists, YouTubers and streamers use review tiers as a quality filter when deciding what to cover. "Very Positive" gets you onto shortlists. "Mixed" keeps you off.
And on paid traffic, Gamesight's Q1 2026 performance marketing report found that moving from Mixed to Very Positive "can as much as triple" advertising conversion. Two caveats: free-to-play titles in the same data showed no measurable impact, and the report is gated and published by an ad-tech vendor selling ad technology.
Turning a tier into a number of copies
Developers reach for the copies-per-review rule of thumb here, so it is worth being straight about it: the widely quoted 40 to 60 copies per review, median 58 is out of date, and this article used to repeat it.
That figure comes from GameDiscoverCo's August 2020 measurement of 237 games, most of them released before 2020. It was already breaking inside the article that produced it — split by release year, the same dataset showed pre-2017 games averaging 81 and 2020 releases averaging 41. The cause isn't mysterious: in late October 2019 Steam started prompting players to review games from inside the client, and reviews per sale rose permanently.
The 2022 revision, across 200+ games released 2020-2022, is the current figure — and it is a range, not a constant:
| Lifetime units sold | Copies per review |
|---|---|
| Under 1,000 | ~20x |
| 1,000-9,999 | ~36x |
| 10,000-49,999 | ~49x |
| 50,000-99,999 | ~59x |
| 100,000+ | ~48x |
| All 2022 releases | ~29x median |
No credible primary update has been published since. If you see "the Boxleiter number averaged around 63 in 2025," you are looking at the 2020 figure with a fresh date stamped on it.
Multiply by the row that matches your own sales band and treat the output as an order of magnitude rather than a forecast. A small game reviewing at 20x and a mid-size game at 59x are not in the same business, and neither is at 58x.
The formula: how many reviews you need to move up
Here's the math for calculating exactly how many additional positive reviews you need to hit the next tier:
Additional positives needed = (Target% x Total reviews - Current positives) / (1 - Target%)
This assumes zero new negatives during the transition, which is unrealistic. But it gives you the minimum target to work toward.
Some worked examples:
| Current State | Target Tier | Positives Needed |
|---|---|---|
| 68% with 500 reviews (340 pos) | 70% (Mostly Positive) | 34 more |
| 65% with 400 reviews (260 pos) | 70% (Mostly Positive) | 67 more |
| 78% with 1,000 reviews (780 pos) | 80% (Very Positive) | 100 more |
| 60% with 200 reviews (120 pos) | 70% (Mostly Positive) | 67 more |
Here's the catch: the more total reviews you have, the harder it is to move the needle. A game at 68% with 500 reviews needs 34 more positives. A game at 68% with 5,000 reviews needs 340. Start now while your total count is still manageable.
And remember: flipping an existing negative review counts double. It removes one from the negative column AND adds one to the positive column. If you've got 160 negative reviews and respond to all of them, roughly 35 reviewers come back and edit, and roughly 19 of those go positive. That's about 38 points of score movement in terms of the calculation, from reviews you already have.
Fastest ways to improve your tier
Strategy 1: Respond to Negative Reviews (Highest ROI)
This is the fastest way to improve your score without shipping a single line of code.
At 500 reviews with 160 negatives (68% positive): responding to all of them flips roughly 19, taking you to 359 of 500 — 71.8%, Mostly Positive. A full tier change with no new reviews. The detailed response framework is in our review response guide.
Strategy 2: Fix the Top 3 Complaints, Then Tell Reviewers
Read your last 50 negative reviews. Tally the themes. The top 3 complaints will account for 60-80% of all negativity.
Fix what you can. Ship the patch. Then go back to every negative review that cited the now-fixed issue and respond: "We shipped a fix for [their specific complaint] in patch [X]. Would love to hear if it works better for you now." Nobody has measured whether naming a shipped fix beats a generic acknowledgement, but it is the response with the most new information in it, which is the only version Valve's own guidance endorses.
Shipping the fix also triggers a free mechanic most developers don't know exists. Valve: "If a user leaves a negative review for a game and subsequently continues to log substantial playtime, Steam may prompt them to update their review." It only fires for people who keep playing, which is another reason fixing the game beats managing the storefront.
Strategy 3: Let More Satisfied Players Find Their Way to a Review
You can increase the flow of positive reviews, but the obvious tactic is banned. Steamworks is unambiguous: "Don't ask customers to review your product from within your application." An in-game "enjoying the game? leave a review!" prompt is standard practice on mobile and against the rules on Steam. An earlier version of this article recommended one. It was wrong.
Also prohibited: "Don't solicit reviews in exchange for any games, DLC, money, or other rewards" and "don't attempt to abuse or artificially manipulate the review system." Valve enforces this. Insel Games was removed from Steam in 2018 after its CEO pressured staff to buy and review the company's game.
What is left is legitimate and slower: ship updates that give lapsed players a reason to come back, post store announcements when you do, and make sure the players having a good time are the ones still playing at the 30-day mark. Steam's own re-prompt mechanic does the asking for you, within the rules.
What to do with all of this
Above 40%, your review tier doesn't control how many people see your game. It controls how many of the people who already see it decide to trust it — plus every human gatekeeper between you and a wider audience. The thresholds are exact. The math is straightforward. And the fastest path to the next tier is almost always the same: respond to your existing negative reviews and fix the top complaints.
Cost also scales with how many reviews you already have, so acting at 300 is worth roughly ten times acting at 3,000. If you're sitting just below a threshold right now, waiting makes the same climb more expensive.
See exactly where your game stands. Run a free review audit.
Sources
- 1.Steamworks — Visibility documentation ("review score is not a factor in algorithmic visibility")
- 2.Steamworks — User Reviews documentation (10-review minimum, purchase-only scoring, re-prompting, review solicitation rules)
- 3.Valve — Steam defaults to language-specific review scores (August 2025 announcement)
- 4.GameDiscoverCo — "How that game sold on Steam" (copies per review, 2020 measurement and 2022 revision)
- 5.GameDiscoverCo — "Will fewer people buy your Steam game?" (player survey, July 2026)
- 6.GameDiscoverCo — "How user reviews affect your game's sales" (Gamalytic conversion analysis, May 2024)
- 7.Chris Zukowski — "Killing the myths behind Steam's visibility" (September 2023)
- 8.Truthful Toast — "You Should Respond to Negative Steam Reviews" (analysis of ~100M Steam reviews, January 2025)