Steam Web API - Unit Of Time Unspecified? - time

I'm starting to dive into the Steam web API a bit. I'm pulling my stats for a game I play and just tinkering around, I see in the array the following
{
"name": "total_time_played",
"value": 3067447
}
I know that in this game I have exactly 1451 Hours played. I tried seconds to hours, so on so forth. My main question being. What unit of time is this recorded in? I have scoured the steam developer forums to see if anyone has an answer but no avail.

Steam began tracking total playtime in early 2009. If your account is older than that, the API results will be inaccurate.
This is from their documentation (Ctrl+F "total playtime")
The documentation says it is in minutes, but previous experience says that it is in seconds.
This comes up to 852 hours, which is entirely reasonable if you have had this account since before 2009 and were fairly active in the game you are checking playtime.

Related

New content blocked on Discovery

The numbers on the news site I manage have dropped a lot in the last week, our webstories suddenly stopped appearing in Google discovery, without us having made any changes.
All of our content as of last Wednesday no longer appears on Discovery. The curious thing is that the webstories produced until Tuesday continue to be viewed, and were made following the same standards as those that seem to be blocked.
We adopt all the SEO practices and policies adopted by Google, and we have an average of 3-4 million monthly views on webstories, here is our weekly numbers for January and February in Analytics, there is a big drop in the last week, from more than 90% in views.
Could you help me to know if there was any change in the algorithm, guidelines or if it is an internal problem on the site? We are available to pass on all the information and data necessary to return the situation to normal. Has anyone else felt this change?
We deleted and reinstalled all plugins and ads (Wordpress) to try and improve performance, but that wasn't the issue as the content continued to be naturally indexed. All of our content is not showing on Discovery as of last Wednesday, even with changes.

About Google Play review

It's been three weeks since I applied for the release of the app from the Google Play Console.
It is still under review.
This time it's just a minor display improvement, but why is it taking so long?
I've heard that the coronavirus is having an impact, but this time it's too late, and I can't release the iOS app, which has already been reviewed, at the same time.
Is there something wrong with Google right now?
Am I the only one taking this long? How is everyone else doing?
By default, your app will use standard publishing. Certain apps may be subject to extended reviews, which may result in review times of up to 7 days or longer in exceptional cases.
I suggest to talk with chat support to speed up the review process, since you already exceeded the 7 day review period, they will review it manually and publish it

Looking for a way to schedule the running of an application on heroku

Heroku has a 550-hour free dyno plan which is great but doesn't cover a full month. They offer a way to get 1000 hours, but it requires linking a credit card.
The problem:
I want to have my application be 'down/sleeping' eg. not using the hours between certain hours of the day? I can't seem to find a way of doing this? There seems to be some addon's that could potentially do this but they require a credit card to be linked anyways.
Does anyone in the community know a way of scheduling dynos free without having a card linked?

Google Play doesn't update my app's download stats

About 5 days ago my app passed 570 downloads but my badge still shows 100 downloads on google play, Isn't 5 days too long to update these stats?
They are supposed to update every 24 hours., stats which is displayed in developer console is not reliable, they often stop updating for few days.
I'd suggest you to integrate Google Analytics for Mobile, localitics or any other framework if you want good statistics.
I had the same problem recently so I contacted Google Play developers support and they clarified the issue.
As it turned out, the number shown in Developer's console statistics "New users acquired" and on the "Installs" badge in Google Play are computed using different algorithms. The first one shows raw installs while the second one shows the somehow corrected data. In particular, install metrics may be discounted or even removed entirely if Google detects fraudulent installs.

Download's amount in google play

Today I saw that amount of downloads in my app on google play decreased to 100. But yesterday was few thousands. In developer console everything is fine and I see correct total installs. But in Google Play as a user: 100 downloads. Can anybody explain?
Had the same problem yesterday. Today is all fine.
It was probably some bug of google play's side.
Other suggestion is that they are experimenting new formulas for showing the installs (because too many apps have a millions of total downloads, but only few thosand active)
Refresh google play and clear cache. Should be fine for you too

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