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Behold, "the whole story of Steam's economy in one picture": the top 1% of games earn 84.5% of estimated revenue, and most games barely make anything

⁨186⁩ ⁨likes⁩

Submitted ⁨⁨8⁩ ⁨hours⁩ ago⁩ by ⁨brachiosaurus@mander.xyz⁩ to ⁨games@lemmy.world⁩

https://www.gamesradar.com/games/behold-the-whole-history-of-steams-economy-in-one-picture-the-top-1-percent-of-games-earn-84-5-percent-of-estimated-revenue-and-most-games-barely-make-anything/

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Comments

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  • W3dd1e@lemmy.zip ⁨13⁩ ⁨minutes⁩ ago

    Arguably more striking is the rate of Steam’s growth. “Steam’s catalogue grew faster than its revenue,” the report says, and this has seen those earning extremes widen. A massive 19,714 games were released on Steam in 2024, and 2025 passed even that at 23,107.

    Go back just five years and Steam looks very different with 7,427 games released in 2018 – more than even 2019, and the highest on record at the time. 2026 has already doubled that at 15,814 games released, and the year still has several busy months ahead of it.

    How many of this are AI garbage? It seems like no coincidence that the number of games corresponds to the increased AI push.

    I would love to know how this breaks down with you cut out all the slop products.

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  • oyzmo@piefed.social ⁨17⁩ ⁨minutes⁩ ago

    Would think that could apply to most markets. Almost the weird 80-20 “rule” that goes for most things.

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  • Lexam@lemmy.world ⁨8⁩ ⁨hours⁩ ago

    That’s basically the story of the whole economy.

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    • raze2012@lemmy.world ⁨28⁩ ⁨minutes⁩ ago

      Would Pareto be ecstatic or rolling in his grave at this disparity?

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    • DrBob@lemmy.ca ⁨7⁩ ⁨hours⁩ ago

      Podcasts, music, film, paintings, novels…Linux distributions, ice cream flavor sales…literally everything.

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      • raze2012@lemmy.world ⁨26⁩ ⁨minutes⁩ ago

        ice cream flavor sales

        Strawberry’s fallen on hard times. We need to seize the means of chocolate production and distribute the wealth among all our fellow flavors.

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      • p03locke@lemmy.dbzer0.com ⁨1⁩ ⁨hour⁩ ago

        Twitch streamers, YouTube channels, book best seller lists, radio play lists…

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      • wh90b@sopuli.xyz ⁨1⁩ ⁨hour⁩ ago

        Hell, the website I get knitting patterns from has the same situation. The top 1% of designers make all the dough. But it’s great to have a platform that anybody can submit patterns to. The top designers pay the bills and they keep people coming back.

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      • FarceOfWill@infosec.pub ⁨6⁩ ⁨hours⁩ ago

        Upvotes on lemmy posts…

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  • RedFrank24@piefed.social ⁨2⁩ ⁨hours⁩ ago

    As you can see from about 2020 onwards, there was an absolute DELUGE of trash games. Of course the majority of games aren’t going to make anything, Steam makes zero effort to curate anything. A thousand games can get released per day and the vast vast majority of them you never even notice.

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  • PhobosAnomaly@feddit.uk ⁨7⁩ ⁨hours⁩ ago

    Jesus, the gamesradar site is absolute ass

    The data: weloveit.io/developers/steam-revenue-report/

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    • nothingcorporate@lemmy.today ⁨3⁩ ⁨hours⁩ ago

      The top 10% of games make 98.80% of all revenue. Woof.

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  • SkunkWorkz@lemmy.world ⁨6⁩ ⁨hours⁩ ago

    So what? The vast majority of games released on Steam are either hobby or student projects or just first time devs’ shitty pixel platformer. Many are low effort products, Steam will not even give those games “shelve space”. The algorithm will based on pre launch and launch metrics decide if it should push the game in front of customers in the recommendation sections of the store. If a game can’t even move the needle a bit after launch Steam will blackhole the game and basically make it invisible in the store unless a customer searches for it. Because even though it’s a virtual store, “shelve space” aka the recommendation section is still scarce.

    The hidden gem games on Steam are rare. Every time I watch a dev’s postmortem who talks about how little they sold on Youtube I’m rarely surprised when I see the game.

    Also Steam generates around $10+ Billion in revenue in a year. So the other games generate around $2 Billion. If that is generated by 2000 games that still averages to a million a game.

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  • molten@lemmy.world ⁨4⁩ ⁨hours⁩ ago

    Misleading. There is so much slop made from free assets just thrown together or AI programmed messes and such on steam that it should read “little more than 1% of games on steam are worth your time” indie devs get a decent amount of love, especially at launch. But steam has such a backlog of games available that it gets pretty wild. If we’re counting DLCs, OSTs, and games, I’m really not surprised.

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    • raze2012@lemmy.world ⁨30⁩ ⁨minutes⁩ ago

      It seems that’s partially taken into account:

      New analysis of 99,206 Steam games illustrates just how extreme the economics can be on Valve’s PC gaming emporium

      Over 8,000 paid games analyzed never received a single Steam review

      This report also only looks at premium games, meaning free-to-play giants like Valve’s Counter-Strike are left out, as are “non-game software, adult-only titles and unreleased entries.” The list of 99,206 was selected from a base of 136,281.

      The only caveat is that revenue is estimated, so there can be big swings in the data.

      The standard multiplier here is 35, so this research assumes one Steam review is worth 35 sales at a game’s current listed price, though you can also use a more “conservative” 20 or “generous” 50 in the report’s impressive graphs.

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    • SupraMario@lemmy.world ⁨2⁩ ⁨hours⁩ ago

      Yea the amount of shovelware and AI shit that’s put on the platform is massive. Steam just does a really good job keeping that shit from taking over your front store page… unlike the playstore…dunno how it is on iOS…

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  • geekwithsoul@piefed.social ⁨7⁩ ⁨hours⁩ ago

    That’s basically how art and media have always worked. This isn’t a function of Steam, or even the modern economy.

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  • halfapage@lemmy.world ⁨8⁩ ⁨hours⁩ ago

    not that I like it, but isn’t it how the current economy works across most fields?

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    • mfed1122@discuss.tchncs.de ⁨6⁩ ⁨hours⁩ ago

      A lot more than just the economy, it’s like a law of nature. Even language itself obeys it

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      • LemmyPlaceDN@europe.pub ⁨5⁩ ⁨hours⁩ ago

        Ecactly, I think you’re referring to the Pareto distribution and/or Zipf’s law

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  • newthrowaway20@lemmy.world ⁨5⁩ ⁨hours⁩ ago

    This isn’t the shocking statement they think it is.

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  • brucethemoose@lemmy.world ⁨7⁩ ⁨hours⁩ ago

    OP, can you link the original research? It’s an excellent site:

    weloveit.io/developers/steam-revenue-report/

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  • MolochAlter@lemmy.world ⁨8⁩ ⁨hours⁩ ago

    Pareto principle writ large.

    That or Sturgeon’s law.

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  • dudeface@lemmy.world ⁨7⁩ ⁨hours⁩ ago

    It is not news to me that a handful of games have the most players, also considering people put low effort garbage on all stores constantly I don’t think the bottom 90% deserve anything

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  • Aeder@lemmy.world ⁨8⁩ ⁨hours⁩ ago

    Did they include AI slop, dogshit mobile game ports, low effort games, and the like in the dataset? If so, I’m not surprised.

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  • justdaveisfine@piefed.social ⁨7⁩ ⁨hours⁩ ago

    I think its unfortunate because there’s a lot of games that fall into that next ~15-25% that are decently good games (though sometimes flawed) but won’t make enough to let the developers survive a second game.

    That being said I don’t think there is a particularly easy solution, and to Valve’s credit, they have tried unique approaches to combat this, but it’s still a problem.

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    • Kronusdark@lemmy.world ⁨6⁩ ⁨hours⁩ ago

      I agree. It’s not a platform issue it’s a market saturation issue. You see this in many fields where the product is frequently a passion project. (Mostly art, music etc.) Some people will keep creating regardless of the earnings and throw the stats. Not that the stats really matter. Not much you can do… aside from UBI.

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  • HubertManne@piefed.social ⁨8⁩ ⁨hours⁩ ago

    Is this presented as a bad thing?

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    • raze2012@lemmy.world ⁨16⁩ ⁨minutes⁩ ago

      It’s a thing. If you’re an inspiring indie dev, it’s hard numbers to let you know if you can work with these numbers. If you’re just a gamer, they probably don’t matter at all.

      The 1% numbers makes me question by there aren’t more AA initiates out there. we don’t get many 5-10m budget games these days, but the typical AA game is (conservatively) making 15m dollars. So if you can turnournd a game on the level of Claire Obscur (which IIRC had a 10m dollar budget) in 4 years, there should be openings for potential success.

      Guess it comes down to the lack of investors who care at that level (who wouldn’t just throw it at AI)

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    • FiniteBanjo@feddit.online ⁨7⁩ ⁨hours⁩ ago

      It’s certainly not a good thing for startup indie devs putting months of work into a project.

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      • HubertManne@piefed.social ⁨7⁩ ⁨hours⁩ ago

        its indicative of accessibility for startups. the way a company would change the metric is not gatekeep the smallfry.

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        • -> View More Comments
  • Tattorack@lemmy.world ⁨4⁩ ⁨hours⁩ ago

    I don’t get it. Why leave out Adult Only titles? Why don’t they count?

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    • raze2012@lemmy.world ⁨23⁩ ⁨minutes⁩ ago

      Given the way they estimate sales numbers, it’s probably too different a curve. I imagine there’s both a lot of bottom of the barrel adult games that still manage to get some sales off (as opposed to none for most non-adult games) and there’s a lower sales ceiling that still results in surprisingly strong revenue compared to a game with similar reviews.

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  • bashibazouk@lemmy.world ⁨6⁩ ⁨hours⁩ ago

    A lot of games on Steam hold zero interest to me. AI is just the newest form of slop. Beyond that what I see is a hell of a lot more games are being released in the last 4 years. That means more competition but also many have not been around long enough to build up over time revenue. To a certain extent you are comparing life time revenue to launch revenue. On AAA that probably doesn’t matter as much but on the lesser hyped indy games I think it would be an important distinction.

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  • jerkface@lemmy.ca ⁨7⁩ ⁨hours⁩ ago

    The lower the barrier to entry, the longer the tail.

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  • yeahiknow3@lemmy.dbzer0.com ⁨5⁩ ⁨hours⁩ ago

    I, for one, think Steam deserves a 30% cut of game revenue for doing literally nothing.

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    • warm@kbin.earth ⁨4⁩ ⁨hours⁩ ago

      Dont list your game on Steam then, sell it yourself.

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      • yeahiknow3@lemmy.dbzer0.com ⁨1⁩ ⁨hour⁩ ago

        Exactly. Fools should just make their own monopoly if they’re so jealous. I, for one, love Steam and Google. They know how to do business.

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  • Auth@lemmy.world ⁨5⁩ ⁨hours⁩ ago

    I bet if you removed the top 100 games from this it would look a lot more fair. Just looking at this chart there are a ton of games making 10k+

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  • auzy1@lemmy.world ⁨7⁩ ⁨hours⁩ ago

    Surely coconut simulator makes up 80% of all revenue. It’s amazing

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  • desmosthenes@lemmy.world ⁨4⁩ ⁨hours⁩ ago

    whales prop up the whole industry

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  • Krudler@lemmy.world ⁨7⁩ ⁨hours⁩ ago

    Deponia on the chart showing 470,000,000 licenses and 30 total sales

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    • Broadfern@lemmy.world ⁨5⁩ ⁨hours⁩ ago

      Deponia is like the AOL disks of games. They give it out for free constantly

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      • vulgarcynic@sh.itjust.works ⁨2⁩ ⁨hours⁩ ago

        Been a long day, thanks for giving an internet stranger a chance to let out a sharp exhale through my nose and a sensible chuckle.

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