The model starts with baselines
ReviewBomb is built around a simple premise: games behave differently. A globally popular title can generate routine review volume that would look extreme on a smaller game. That means a one-size-fits-all threshold is not enough.
Instead, ReviewBomb compares current review movement against the expected baseline for the same game. The site is looking for abnormal movement, not just large movement.
Why velocity matters
Velocity is the fastest way to see that something public is changing. A large hourly directional delta tells you that the conversation is no longer moving at a normal storefront pace. That does not tell you why the change happened, but it does tell you that the event deserves investigation.
Velocity is especially useful because Steam trust shifts quickly. By the time a weekly summary appears, the market may already have moved on. Live monitoring helps capture the exact window where the event forms.
What the alert tiers mean
The warning, critical, and nuclear tiers are severity labels. They describe how intense the incident became relative to the monitored baseline and score movement.
Those tiers are not moral labels. A severe incident can come from a broken launch, a controversial update, a surprise turnaround, or a positive recovery wave after fixes land.
Why score change still matters
Velocity alone is not enough. A burst of reviews can be dramatic without changing the visible storefront meaning very much. Score change helps answer a different question: did the event alter how the game now appears to a potential buyer?
That is why ReviewBomb keeps both signals in view. One captures speed. The other captures consequence.
Why context is always required
Public review data is powerful, but it is not self-explanatory. ReviewBomb pairs live alerts with incident pages, related-game context, reports, and topic clusters because the raw signal still needs interpretation.
The best way to use the site is to treat an alert as the beginning of the analysis, not the end of it.
