This is a sample Action Report
A full worked example for Dungeon Forge, an illustrative game we made up so we can show the whole report without publishing another studio’s reviews. Your report is generated from your game’s actual Steam reviews. Same structure, same depth, your data. The quotes and review links here are illustrative and do not point at a real game.
Dungeon Forge
Action Report · illustrative sample
Dungeon Forge is a genuinely well-liked roguelite carried by one loop players adore, held back by two reliability problems rather than anything about its design. The forge-and-descend core and the combat feel are doing the heavy lifting behind your 74% positive rating, but a bug that wipes forged gear when the game crashes mid-run is now the loudest complaint, and it pushes your most-invested players to refund the moment it costs them a long run.
The encouraging part is that this is a recoverable position, not a structural one. Almost nothing players dislike is about the game you set out to make; it is about reliability at the edges (a crash-time inventory wipe, a GPU-specific hard crash) plus one endgame pacing complaint. Close the inventory-loss bug and you protect the exact crafters who would otherwise be your loudest advocates, with a realistic path back toward 81% positive.
If you only do three things
- 1
Ship the forge-inventory-loss fix as a hotfix, not a content patch
It is your highest-impact issue (impact 0.91), it is rising, and it hits your most-invested players. Every week it stays live it converts a finished run into a refund.
Could contribute to the projected recovery toward 81% positive by protecting the ~145 recoverable reviews already tied to it.
- 2
Scope and fix the GPU-family crash on dungeon generation
It is small in raw volume but heavily concentrated in Simplified Chinese players (about 60% of the affected reviews), so it is quietly capping your rating in one of your largest regions.
May recover a region you are underserving today and unlock word of mouth that the crash currently suppresses.
- 3
Re-frame the store page around the forge-and-descend loop
Your happiest reviewers describe a crafting-first game, while the store leads with combat, and the mismatch generates avoidable early refunds.
Could reduce expectation-driven negatives at the top of the funnel, where they are cheapest to prevent.
Patterns across issues
- The forge-inventory loss and the refund-mention spike are the same story from two angles: the players losing crafted gear are the ones threatening to refund. Fix the former and the latter fades.
- The GPU crash looks niche by raw count, but it lands almost entirely on Simplified Chinese players, so treating it as a small technical footnote understates where it is costing you rating.
- The tier 4 gear grind is a real endgame complaint but a lower-leverage one: it belongs in a balance-tuning content patch, not in the same hotfix as the two reliability wounds.
What NOT to spend the next sprint on
- Difficulty complaints from sub-1-hour, pre-first-forge reviews. The permadeath, forge-to-progress design is the thesis; these reviewers refunded before the forge opened up, and softening the early wall would risk the depth your 20h+ crafters praise.
- Forge UI stutter reports from before Patch 1.3. Almost all of them predate the forge UI performance pass and mentions have gone quiet since; reply to the old reviews rather than reopening that work.
Compiled from the per-issue analyses below.
Report period: All time. All synced review languages are included.
partial coverage based on 5,240 stored reviews of ~6,800 on Steam (english, schinese, german, russian).
The AI read 1,730 negative and 420 positive reviews in full, of 5,240 stored (Steam lists ~6,800 total).
Patch matching evaluated 1,320 of 1,780 stored negative reviews in this report period (74%).
This report covers 5,240 stored reviews of ~6,800 on Steam (english, schinese, german, russian).
Realistic assumes 35% of addressable negatives flip after a fix (players rarely edit reviews). Ceiling assumes all addressable negatives flip.
Forged gear and run progress lost when the game crashes mid-run
Stability & progressionhigh severity · heard in 320 reviews · getting louder · last mentioned Jul 15, 2026 · 145 recoverable
What’s going wrong(high confidence)
The wipes cluster on crashes and alt-tabs that happen mid-run, before the player returns to the hub. That points at the forge inventory being held in memory and only flushed to disk on a clean exit to the hub, so a process that dies mid-run takes the run's forged gear with it.
How to fix it
- Flush the forge inventory to disk at the start of each run, not only on a clean return to the hub. Every wiped-inventory report describes a crash or alt-tab before reaching the hub.
- Keep a rolling backup of the last three hub states players can restore from. Several reviewers describe losing dozens of hours of forged gear with no way back.
What players said
“alt-tabbed to check a build guide, came back and my entire forge inventory was gone”
“Nach einem Absturz war meine komplette geschmiedete Ausrüstung weg”Translated from German: After a crash my entire forged gear was gone
Where it’s coming frommostly English (55%)
Hard crash on dungeon generation on certain GPUs
Technical & performancehigh severity · heard in 230 reviews · getting louder · last mentioned Jul 14, 2026 · 60 recoverable
What’s going wrong(medium confidence)
The crashes cluster on one GPU family and driver range and fire while a new floor is generating, when the shader cache is cold. That reads as a shader-compilation stall on those drivers rather than general instability, which is also why most of the base never sees it.
How to fix it
- Pre-compile the dungeon-generation shaders on first launch on the affected GPU family. Crashes cluster on one driver range during generation, which points at a cold-cache compile stall.
- Ship a scoped driver-version warning plus a safe-mode renderer toggle. Affected players have no workaround today and mostly refund instead.
What players said
“每次生成地下城就黑屏崩溃,换了驱动也没用”Translated from Simplified Chinese: It black-screen crashes every time a dungeon generates, and swapping drivers did not help
“hard crash to desktop the moment a new floor loads, only on my card apparently”
Where it’s coming frommostly Simplified Chinese (60%)
Late-game gear grind stalls after the tier 4 forge unlock
Design & balancemoderate severity · heard in 260 reviews · steady · last mentioned Jul 10, 2026 · 40 recoverable
What’s going wrong(medium confidence)
The material cost curve spikes sharply at the tier 4 forge tier while high-tier drop rates stay flat, so late-game progress slows to a grind right as runs get longer. It reads as an economy-tuning gap, not a missing-content gap.
How to fix it
- Smooth the tier 4 material cost curve or raise high-tier drop rates. Reviewers consistently name the tier 4 forge unlock as where the grind stops feeling rewarding.
- Add a late-game material sink with direction, such as a targeted crafting bounty, rather than pure repetition. Players want the grind to have a goal, not just more volume.
What players said
Where it’s coming frommostly English (63%)
What players consistently praise. Keep these intact while you fix the issues above.
The single most-praised system. Any change that makes forging feel automatic or less tactile risks the exact loop reviewers replay for.
Players single out how distinct each weapon class feels in the hand. Keep the per-weapon feel bespoke rather than normalizing it for balance.
Features players asked for that are not in the game yet, ordered by how often they came up. Roadmap input, not bugs to fix.
Players running multiple builds want to move forged materials between them, which would reward the crafting depth they already love instead of forcing re-grinds.
Long-run players want a reason to keep forging after the final boss, which may extend retention among your most invested crafters.
A recurring request from players who switch between a desktop and a Steam Deck, and a cheap way to remove a friction point several reviewers name directly.
Already fixed by a patch (2)
A later released update may address these reviews' complaint. Reply to let them know and ask them to revisit.
“The forge screen used to stutter every time I opened it, dropped my rating over it.”
Potentially addressed by: Patch 1.3: forge UI performance pass
“Das Schmiede-Menü hat früher stark geruckelt, nach dem Update kaum noch.”
Translated from German: The forge menu used to stutter badly, barely at all after the update.
Potentially addressed by: Patch 1.3: forge UI performance pass
Would flip if you fix a top issue (1)
These are from the selected report period and map to its highest-impact open issues. Fixing them puts these reviews in play.
“Lost a full run of forged gear to a crash. Happy to change my review the day this is fixed.”
Tags & expectations
Positive reviewers describe a crafting-first roguelite where the forge is the star, but the store page leads with the combat and buries the gear-crafting loop.
Suggested: Lead with the forge-and-descend loop and name the permadeath run structure up top, so buyers who want a pure action roguelike self-select correctly.
Before/after windows are 30 days each; overlapping releases can blur attribution.
Get this for your own game
The Action Report reads hundreds of your reviews and hands you a prioritized, evidence-backed plan for what to fix first. Included on every paid plan, every month (Indie 1, Studio 2, Publisher 3). A free trial includes one. Need more in a month? Extra reports are €9 each on a paid plan. VAT included.