Then Covic noticed something deeply wrong. Players were finishing the game, enjoying it, leaving positive reviews, and then immediately requesting a full refund . Multiple reports cite user reviews that read, in effect, "This game is great! (Played 1 hour 40 minutes — refunded)" . Covic's studio said it received "dozens" of similar refund notes where players openly boasted about completing the game before refunding . The developer called this situation "unacceptable" in a post on X (formerly Twitter) .
Zoroarts originally estimated the game's full playtime at roughly 4 hours — a 40-minute demo plus about 3.5 hours of full content . But in reality, most players completed the entire game in approximately 1.5 hours . The developer acknowledged this was a miscalculation: actual player completion times were far lower than anticipated .
The 1.5-hour completion time placed the game squarely within Steam's refund window, which allows any purchase to be refunded for any reason if requested within 14 days and the game has been played for less than 2 hours . This policy, designed as a consumer safeguard, unintentionally created an exploit for short games: players could consume the entire product for free and still leave a positive review.
The scale of the damage was significant for a solo developer. Covic disclosed that the game received over 55,000 refund requests, representing 21% of all purchasers . To put that in context, the median indie game on Steam loses 10–15% of gross unit sales to refunds — a 21% refund rate is well above that benchmark .
In his public post, Covic wrote that this situation "should not be allowed" and called on Valve to revise the refund policy so that games which have been fully completed (beaten) are no longer eligible for a refund . His core argument: the policy, intended to protect consumers from buying games they dislike, is instead punishing developers who create short, high-quality experiences by effectively letting players consume the entire product for free .
Covic is not the first indie developer to raise this concern. Similar issues have been flagged by other small studios over the years, though Valve has not yet made substantive changes to the policy . Covic noted that Steam has recently shown "a more active and prudent attitude" in platform governance, and he hopes Valve will identify and patch this exploited loophole before more small teams suffer similar losses .
The Paddle Paddle Paddle case highlights a structural problem in Steam's refund system for short-form games. The 2-hour playtime threshold, while generous for AAA titles, can be a liability for indie games that are designed to be concise, replayable, or experience-focused. The paradox is that highly rated, well-designed short games are particularly vulnerable — players enjoy them enough to leave positive reviews but can still legitimately claim a refund.
For developers considering a short-form game on Steam, the implication is clear: playtime design has become a financial risk factor. Games that can be completed in under 2 hours may see refund rates significantly above the platform average, regardless of quality or player satisfaction. Some developers have responded by adding additional content, extending playtimes, or restructuring their games to push completion beyond the 2-hour mark — even though that may conflict with their creative vision.
| Metric | Figure |
|---|---|
| Game release date | July 25, 2025 |
| Base price | $4.99 / 499 JPY |
| Total refunds | ~55,000 |
| Refund rate | ~21% |
| Steam review rating | ~89–90% positive |
| Actual playtime to beat | ~1.5 hours |
| Developer's estimated intended playtime | ~4 hours |
| Estimated lost gross revenue | |
| Developer's proposal | Exclude completed games from refund eligibility |
As of this reporting, Valve has not publicly responded to Covic's call for reform . But the debate — already reignited in indie development circles — is unlikely to fade. For short-game creators, the message is stark: your game's quality alone may not protect your revenue if players can consume it inside the refund window. And for Valve, the question is whether a policy designed to protect consumers needs updating to also protect the small teams that make Steam's ecosystem so diverse.