2005 · RTS · Cold War
How long isCuban Missile Crisis?
by G5 Software
8 hours
for the typical playerhalf of them between 2 hours and 24 hours
A bargain: 62¢ an hour, cheaper than 196 of 220 real-time strategy games here.
Do the first two hours of Cuban Missile Crisis tell you?
In the first two hours53%recommend it
After that82%recommend it
How this is counted
Half of its Steam reviewers had played 8 hours or less when they gave their verdict. The middle half sat between 2 hours and 24 hours.
One token is 1% of its Steam reviews, standing at the hours its author had played. Counted from about 292 Steam reviews, by the hours each author had played when they wrote theirs. It is not a time to beat.
25% of its reviews were written inside Steam's two-hour refund window, and 53% of those recommend it. After the window, 82% do.
When would you get there?
8days
At an hour a night, you’d pass the typical player’s 8 hours on Thursday, October 29.
Half of its reviewers had played between 2 and 24 hours: Oct 23 to Nov 14 at this pace.
How this is counted
The typical player's hours are the hours Steam reviewers had played when they wrote their review, not a time to beat. The days count from today, playing the hours the pace says on each day.
Is Cuban Missile Crisis worth it?
Video Game Backlog
One hour, at list price
Cuban Missile Crisis
- Steam list price, US
- $4.99
- Typical player
- ÷ 8 h
- real-time strategy game rate
- $1.69/h
- 8 h at that rate
- $14
List price. Not a sale price,
not what anyone paid.
Is Cuban Missile Crisis worth it? Yes.
A steal
2.7× the hours of a typical real-time strategy game, for the same money
Liked
82% recommend it after the refund windowmost real-time strategy games: 87%
How this is counted
At Steam's US list price of $4.99, the typical player's 8 hours come to 62¢ an hour. Past the two-hour refund window, 82% of its Steam reviewers recommend it. At 62¢ an hour, Cuban Missile Crisis is cheaper per hour than 196 of 220 real-time strategy games here: the typical one of 220 real-time strategy games here charges $1.69, so the same $4.99 buys 2.7× the hours.
The price is Steam's US list price for the game by itself: not a sale price, a bundle or what anyone paid. The hours are the ones its reviewers had played, not a time to beat. Its kind (real-time strategy games) is what the game is first, as a model that knows games named it once from a list of Steam's kinds (for a game it did not know, its strongest Steam tags name it), among the kinds with at least 20 priced games here; failing that, by its Steam genre. The going rate is the middle hourly cost of those games, and the receipt prices its typical hours at it. The words beside it compare it with its kind: loved is 90% recommending it or more, liked 80%, mixed 65%; it gets played when a quarter fewer of the owners read here never launched it than of its kind's typical game. Whether it holds up is drawn on the hours road above, and counts toward the one-word answer.
Would you like Cuban Missile Crisis?
Give the ball your Steam profile link or name. It reads the games you own most like Cuban Missile Crisis, how long each held you against the typical player, and how long Cuban Missile Crisis would take you. Public profiles only. No account needed, and no library is saved.
How this is counted
It reads how long you tend to stay: across every game you've played whose typical hours it knows (free games left out), how often you went past the typical player and how often you left before half their hours. It glows when you often stay past them, dims when you often leave early, and needs five played games to read at all. Then it shows the games you own most like this one, by the same measure as the shelf of games like it, each with your hours against the typical player's.
Why not a forecast for this game: on 36,766 Steam libraries, how a player did on games like one told little beyond how long they stay in games at all, so those games are shown as evidence and never scored. Nothing of the library is kept.