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A Steam Backlog of 200 Games and a System for Choosing

When I finally counted, my Steam library held 212 games, and I had played 71 of them for more than an hour.

A Steam library grid sorted into custom collections on a monitor

When I finally counted, my Steam library held 212 games, and I had played 71 of them for more than an hour. The rest arrived through summer sales, Humble bundles and a few years of claiming every free Epic giveaway, though those sit in a different launcher and I have stopped counting them. On a free Friday evening I could spend twenty minutes scrolling and then reopen a game I had already finished twice.

If that sounds familiar, the problem is not discipline. It is that a library sorted alphabetically or by "recently played" gives you no help deciding. The decision gets made by whatever cover art catches your eye, which mostly means you play the thing you played last week. What follows is the system I built over the past eighteen months, and the honest results.

Why big backlogs paralyse choice

Choosing a game is not like choosing a film. A film asks for two hours. Many of the games in a typical backlog ask for thirty, sixty or more, and starting one feels like a commitment you might regret. Faced with 140 unplayed options, each with an unknown time cost and an unknown chance of clicking, the low-risk move is to play nothing new.

Sales make it worse. A game bought at 80 percent off in 2021 was chosen by a version of you with different free time, different tastes and possibly a different PC. Some of those purchases no longer fit your life at all, and keeping them on the list adds noise to every decision.

The common advice I tried first and dropped

The usual suggestion is to stop buying games until the backlog is finished. I tried it for four months. It made the backlog feel like homework, and I ended up forcing myself through a 50-hour RPG I was not enjoying because quitting felt like failure. A backlog is not a debt. Most of what is in it will never be played, and that is fine.

What actually helped was the opposite mindset: accept that the list is a menu, not a to-do list, and build a way to see the menu properly.

The system, in three passes

Pass one: the cull

I went through the library once, in about ninety minutes over two evenings, and hid every game I was confident I would never play. In Steam you can right-click and choose Manage, then Hide this game. Hidden games are still owned and can be restored. Some were sequels to games I had not liked. Some were genres I had drifted away from. A few were plainly bad bundle filler. That pass hid 74 games, leaving 138 visible.

Pass two: tagging by appetite, not genre

Steam lets you create collections, including dynamic ones that fill automatically by tag or play time. I ignored genre almost completely. Instead I made five collections based on what kind of evening I have:

CollectionWhat goes inExample from my listCount
One sittingFinishable in under 4 hoursGris, Inside, A Short Hike19
Weeknight bitesRuns of 20 to 40 minutesDead Cells, Into the Breach14
Weekend project8 to 25 hours, story ledDisco Elysium, Hades23
Long haul40 hours and upThe Witcher 3, Pathfinder: Kingmaker11
Co-op onlyNeeds a friend onlineDeep Rock Galactic, It Takes Two9

To fill in the time estimates I used HowLongToBeat, which collects completion times from players. Its "main story" figure was usually within 20 percent of my own time, except in strategy games, where I ran much longer. The remaining 62 games did not fit any appetite cleanly, and I left them uncollected rather than forcing them in.

Pass three: one game per slot

The rule that made it work: only one active game per collection at a time. When I sit down on a Tuesday with forty minutes, I open "Weeknight bites" and play whatever is current there. When it is finished or abandoned, I pick the next from the same collection, and the choice takes under a minute because the list is short and already matched to the moment.

The question that helped most was not "what do I want to play" but "what kind of evening is this".

Abandoning games on purpose

Part of the system is a clear exit. If a game has not grabbed me after two sessions, or about three hours for longer ones, I move it to a collection called "Tried, not for me" and pick the next one. Over eighteen months I abandoned 17 games this way and finished 26. Before the system, in a comparable stretch, I finished perhaps eight and abandoned none, I just stopped launching them and felt vaguely guilty.

Review scores were a weak predictor of which games stuck. A couple of my favourite finishes, like Citizen Sleeper, had lukewarm buzz in my circles, while two critically loved games went straight to the abandoned list. Our earlier piece on why review scores miss what you need to know explains why that mismatch is common.

A note on storage and installs

A tidy library also helps with disk space. I keep only the current game from each collection installed, plus co-op titles, which typically means around six games on the SSD rather than twenty. If storage is tight, see how to free up storage without deleting games for ways to move or compress installs.

I have not found a good equivalent for Xbox Game Pass, where the library changes month to month and titles leave without much warning. The same appetite collections idea works there in principle, but you have to rebuild it more often.

Thirty minutes this weekend

Open your Steam library and sort by "Hours played", lowest first. Spend thirty minutes hiding every game you are sure you will never start. Then create just one collection, "One sitting", and add five short games to it using HowLongToBeat for the times. Next time you have a free evening, open that collection first. If the system appeals, build the rest over the following week, and browse our games section for ideas on what to put in each slot.

NR
Nina Ramadhani

Nina covers the design of game worlds, player communities, and the small choices that make a long session more enjoyable.

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