How we test a game before it goes on the list
No lab, no press keys, no early access to studio roadmaps. Just our own PCs, our own Steam accounts, and a short list of things that get a game cut.
What we're actually playing on
Not everyone here runs a high-end machine, and that's on purpose — if a game only runs well on a $3,000 rig, we want to know that before recommending it.
| Crew member | Rig | Where they mostly play |
|---|---|---|
| Priya | Ryzen 5700X, RTX 3060, built 2022 | Path of Exile, EVE Online — desktop, dual monitor for spreadsheets |
| Colton | Core i5-9400F, GTX 1660, built 2018 | Albion Online at medium settings — proof it doesn't need a new GPU |
| Mireille | Mid-range laptop plus a Steam Deck | RuneScape at her desk, or on the couch on the Deck |
Before a game gets written up
First, we check the Steam store page ourselves — is_free has to say true, not "free weekend" or a discounted price. Then at least one of us plays it for real, not just the tutorial: usually a few sessions across a week, long enough to hit the first paywall or grind wall if one exists.
We read the in-game shop, not just the marketing page, because that's where the actual monetization lives. We also check recent player reviews and any patch notes for stamina systems, energy timers, or "surprise mechanic" style currencies that don't show up in a store description — those have burned other lists before, and we'd rather be slow than wrong.
Only after that does a game get a write-up, a screenshot, and a spot in the rotation. If something changes later — a lootbox gets added, a server goes quiet — we pull the game and say why.
What gets a game removed, no exceptions
Paid crates, cases, or gacha banners with random rewards — even if the game is otherwise excellent. Direct-price cosmetics are fine; randomized paid drops aren't.
If spending real money gives a direct combat or progression advantage that skill or time can't match, it's off the list.
Systems that gate play behind a regenerating "energy" bar you can pay to refill. These rarely show up in store descriptions, so we specifically check for them in reviews and patch notes.
If a persistent world stops being persistent — no content updates in a year, population collapsing — we pull it rather than send people into an empty game.
Simulated gambling mechanics or explicit adult content are automatic disqualifiers, regardless of how the rest of the game plays.
Demos, time-limited free weekends, or closed betas don't count as free-to-play here, even if Steam's promotional copy makes them sound permanent.