Steam
Hard to leave Stage 2
Valve’s storefront and client remain useful: reviews, workshops, and sales are genuine user surplus. The business model is mostly a cut of sales, not attention hijacking. Stage 2 fits: meaningful lock-in via your library and friends list, without the feed-manipulation playbook of ad platforms.
- Since
- 2003
- Function
- Gaming
- VC-backed
- No
- Public
- No
News signals
Nov 20, 2025
EU digital rules continue to shape PC storefront competition
Self-preferencingRegulatory risk
Jan 1, 2024
Steam subscriber agreement and storefront terms (current)
Dark patternsARPU growth
Sep 30, 2021
Judge dismisses antitrust case against Valve’s Steam platform
Market consolidationTake rate
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itch.io
1 Plenty for usersIndie game marketplace where creators set their own price and revenue split—including 0% to the platform; bootstrapped, no ads, and structurally hostile to extraction by design.
-
Xbox (Microsoft)
2 Hard to leaveConsole ecosystem with Game Pass value—great until subscriptions, store rules, and account lock-in define what “ownership” means.