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Rune Knights cover

2020 · Hack and Slash · Dungeon Crawler · Action RPG

How long isRune Knights?

by Aeromir

4.5 hours

for the typical playerhalf of them between 1.5 hours and 14 hours

On the short side for a hack and slash game: 4.5 hours for the typical player, shorter than 204 of 260 hack and slash games here.

Do the first two hours of Rune Knights tell you?

In the first two hours53%recommend it

After that87%recommend it

How this is counted

Half of its Steam reviewers had played 4.5 hours or less when they gave their verdict. The middle half sat between 1.5 hours and 14 hours.

One token is 1% of its Steam reviews, standing at the hours its author had played. Counted from about 296 Steam reviews, by the hours each author had played when they wrote theirs. It is not a time to beat.

32% of its reviews were written inside Steam's two-hour refund window, and 53% of those recommend it. After the window, 87% do.

When would you get there?

5days

At an hour a night, you’d pass the typical player’s 4.5 hours on Monday, October 26.

Half of its reviewers had played between 1.5 and 14 hours: Oct 23 to Nov 4 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 Rune Knights worth it?

Is Rune Knights worth it? It depends.

  • Pricey per hour

    A typical hack and slash game gives 1.7× the hours for the money

  • Liked

    87% recommend it after the refund windowmost hack and slash games: 87%

How this is counted

At Steam's US list price of $19.99, the typical player's 4.5 hours come to $4.44 an hour. Past the two-hour refund window, 87% of its Steam reviewers recommend it. At $4.44 an hour, Rune Knights costs more per hour than 210 of 260 hack and slash games here: the typical one of 260 hack and slash games here charges $2.67.

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 (hack and slash 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 Rune Knights?

Give the ball your Steam profile link or name. It reads the games you own most like Rune Knights, how long each held you against the typical player, and how long Rune Knights 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.