2019 · Management · Medical Sim · Incremental
How long isWeedcraft Inc?
by Vile Monarch
11 hours
for the typical playerhalf of them between 3.5 hours and 29 hours
A slow burner: 73% recommend it at 2–5 hours, 92% at 20–50 hours.
45% recommend it at 0 to 2 hours
73% recommend it at 2 to 5 hours
83% recommend it at 5 to 10 hours
88% recommend it at 10 to 20 hours
92% recommend it at 20 to 50 hours
Does Weedcraft Inc hold up?
Grows on people
Do the first two hours of Weedcraft Inc tell you?
In the first two hours45%recommend it
After that86%recommend it
12 of every 20 thumbs-down came after the window had closed, 8 while a refund was still possible.
How this is counted
Half of its Steam reviewers had played 11 hours or less when they gave their verdict. The middle half sat between 3.5 hours and 29 hours.
One token is 1% of its Steam reviews, standing at the hours its author had played. Counted from about 1,700 Steam reviews, by the hours each author had played when they wrote theirs. It is not a time to beat.
It grows on people: 73% recommend it at 2–5 hours, and 92% at 20–50 hours.
15% of its reviews were written inside Steam's two-hour refund window, and 45% of those recommend it. After the window, 86% do. Of the players who gave it a thumbs-down, 58% were already past the window; the typical thumbs-down came 3 hours in.
When would you get there?
11days
At an hour a night, you’d pass the typical player’s 11 hours on Saturday, October 31.
Half of its reviewers had played between 3.5 and 29 hours: Oct 24 to Nov 18 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.
Where do players get filtered in Weedcraft Inc?

The filter
The Underdog
18 of every 100 players got to this one and no further.
They hold Making Dad Proud and never earned it.
How this is counted
38% of the players who launched Weedcraft Inc hold Making Dad Proud, its first story achievement on Steam, and 12% hold Pharmakon, its last. The steepest drop comes between Making Dad Proud (38%) and The Underdog (20%).
Steam's global achievement stats count everyone who ever launched the game, people still playing included. They are not a finish rate. The filter is the steepest drop between two story achievements; the players who never reached the first one barely started, and are never the filter.
Is Weedcraft Inc worth it?
Video Game Backlog
One hour, at list price
Weedcraft Inc
- Steam list price, US
- $19.99
- Typical player
- ÷ 11 h
- simulation game rate
- $2.00/h
- 11 h at that rate
- $22
About the going rate
List price. Not a sale price,
not what anyone paid.
Is Weedcraft Inc worth it? Yes.
Fair price
About what a typical simulation game charges: $1.82 an hour
Liked
86% recommend it after the refund windowmost simulation games: 90%
How this is counted
At Steam's US list price of $19.99, the typical player's 11 hours come to $1.82 an hour. Past the two-hour refund window, 86% of its Steam reviewers recommend it. An hour of Weedcraft Inc costs about what the typical one of 960 simulation games here charges $2.00.
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 (simulation games) is named by its strongest Steam tags, a narrow kind before a wide one, 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 Weedcraft Inc?
Give the ball your Steam profile link or name. It reads the games you own most like Weedcraft Inc, how long each held you against the typical player, and how long Weedcraft Inc 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.
Games like Weedcraft Inc
- Two Point Hospital16hours
Two Point Hospital
- Cookie Clicker57hours
Cookie Clicker
- Startup Company12hours
Startup Company
- Big Pharma12hours
Big Pharma
- Shelldiver4hours
Shelldiver
- Drug Dealer Simulator14hours
Drug Dealer Simulator
- Project Hospital26hours
Project Hospital
- Let's School16hours
Let's School
- Tower Wizard8hours
Tower Wizard
- Game Dev Tycoon11hours
Game Dev Tycoon
- (the) Gnorp Apologue16hours
(the) Gnorp Apologue
- Schedule I19hours
Schedule I
How this is counted
The same series first, then the games sharing the most of its strongest Steam tags, genres and themes, the ones of a similar typical length ahead. Each case wears the hours its own page leads with.

