We should start by saying thanks for taking time out of a busy GDC to come and talk with us. Um, really appreciate you guys showing up. My name is Tom Jardino and I started working at Valve in 2012. I'm on the Steam business team. So that means almost my whole job revolves around talking to developers and publishers like all of you and then talking to the engineers and developers and designers at Valve who are making and shipping Steam features and tools. And this is my colleague Casey.
What's up? Um, [sighs] wow. I made it two seconds. My name is Casey.
We have a strict no dance rule for Casey. And
when I told my colleagues I wanted to do this talk, they were like, "Can you not dance?" I was like, "Yeah, I cannot dance." and I just made it not even a minute. So, my name is Casey, as I mentioned. Um, I work in communications on the Steam business team and then across Valve on a bunch of other teams from Steam hardware to the gaming teams, anything that deals with communicating with developers, with players, and
everywhere in between. And I know that we're going to be talking a lot about documentation and mentioning different resources. And we kind of wanted to reassure you, you don't have to write all of it down. Um we have a QR code at the end so that you can uh click on that and get all the information that you need from there.
Yeah, we'll start with kind of a brief outline just a little bit of what we're going to be going over today. We have a little bit of data and updates about Steam in 2026 and then we want to spend a little bit of time talking about our approach to solving problems and what that means for devs and players. to pause on that for a second. I think a lot of our talks and presentations we've been very like here's what we shipped, here's when it happened, here's the next thing. And uh we got some feedback and suggestions that we should pause a little bit and really break into some of the trade-offs we're making, how we thought about something um or the process we went through. So, we'll spend a little extra time on that. Um we have a little bit of advice and guidance throughout the talk, but I think the final quarter is really just specific like things you can do for your game or your publisher or your developer studio.
um in the short term to make the most of the opportunity on Steam.
And even though the title of this talk and everything about it is Steam and how Steam is doing, um the real measure of how Steam is doing is how developers are doing, how you are all doing, as well as how players, your customers on Steam are doing. As developers, you're the ones who have the hard job, right? You're the ones that have to manage the success of your game. You have a lot of different work to do to make that happen. And for everybody in the room, that's going to look different. Everybody's making a different game for different people. So, the measure of that success is going to vary among everyone. But it's our job as members of the Steam team to help connect your games with players, which means every decision that we make is all about balancing what you care about as developers with what players, the ones you want buying your games, care about.
Yeah. And that's gotten, I think, a lot more important as the years go by because there are just so many more um games coming out on Steam. It's it's
more important than ever that we do that. Um, this is sometimes kind of the elephant in the room. I hear this all the time from devs as a cause of consternation or stress or anxiety. Hey, there's so many games coming out every day on Steam. Like, how do I break through? We want to talk about some of that stuff, but the number of games rising also corresponds with a really healthy increase in the number of players on Steam as well. There are way more people on Steam buying and playing games now than ever before. Here's what that looks like in raw numbers. Um, just a few weeks ago, we passed the 42 million mark for peak concurrent users. That's just the count of people who like have the Steam client running. Um, if you're like me, sometimes the Steam client is running on your PC, even if you're not shopping for a game or buying a game. So, we also track the um, in-game concurrence that just hit a new record recently of 13.9 million users. Um, and just to put those numbers into context, if you go back about five years to like the 2020 phase, this is about double the number of peak concurrence and in-game users from five years ago.
Uh, that growth is good news, right? It's our job to try to make the opportunity bigger on Steam and make the opportunity for your next game bigger. And this is kind of where we want to pause a little bit. There's something really important to frame about that growth and those numbers and how our team at Valve thinks about the platform. A lot of companies are structured in a way where the numbers and the growth and number go up is kind of the driving force, right? To be really direct, uh decisions that are made around a quarterly earnings call or a stock price or whatever is trending on Wall Street at the moment, line go up. Um that structure of problem solving creates a lot of short-term thinking and a lot of short-term incentives. Sometimes incentivizes decisions that aren't necessarily great for players or for long-term sustainability of a platform. Valve is pretty different. We're a relatively small company in terms of headcount. We are private. We don't have investors. We don't have a stock price. And we don't have impossible expectations around infinite growth. But we do answer to people you might know.
That was the worst transition ever.
It's you. You guys,
we really only answer to developers and players and that's it. So that means we're much more interested in investing in our relationships with you and your relationships with Steam in the long term. And on Steam, that means we're freed up to make decisions based on exactly what your happiness is looking like. If you tell us you're not happy, we're gonna we we're incentivized to try to fix that and work on it. And we don't have to balance any of that at all with the agenda of advertisers. We don't have advertisers. We don't have paid placements of any kind. And we do that on purpose. So, we think that we can actually provide a much better experience for customers on Steam if we're showing them games that we think they're likeliest to be interested in. Which means, I mean, let's just say it seems kind of weird if you're trying to compare us to a traditional business model. Um, because it's not. Uh, we literally only exist if we can continue to be a place that both developers and players want to be.
Yeah. Exactly. And and I think at this
point, Steam has gotten so broad and so global that it's really hard to balance kind of the needs and interests of all those people at once. This is a satellite map of our users. So, every green dot on this map represents somebody connecting to Steam servers to buy and play games, upload builds, uh, and so on and so forth. We shared maps just like this over the years. And this is a public map you can see in our Steam hardware survey if you're ever curious. Um, you'll watch it, you know, change season by season. And if you go back five or even 10 years, there's a lot of green on this map that didn't used to be there, right? I don't think a lot of PC devs typically think of territories like India or Japan or Indonesia or Brazil or Peru as big opportunities for PC games a decade ago, but a ton of growth on Steam has happened there. Meanwhile, I think North America, Western Europe, sort of traditionally incumbent, stronger markets have continued to grow, which is really interesting. So when you're talking to 42 million people at the same time, there's a huge variety of tastes
and preferences and expectations and a huge range of games that are actually finding success, which is really exciting,
which is fine for us to say, but we thought it would be helpful if we showed you what we mean by this with an example. So what you're looking at here on the screen, this is the top new releases on Steam in January. So, in one single month, you're seeing everything from zombies and base building cults to funny RPG escapes, stylized indie adventures, casual walking sims and everything in between. And by the way, this is all transparent, easily available. We want you as developers to have access to this information because we feel like the more you can be informed, the better you're able to be successful in making a great game and chatting with your customers on what they want.
Yeah. And that I think kind of creates an an opportunity for us to just like directly address the thing that stresses a lot of devs out. They're looking at the increase of games on Steam and naturally wondering like does this mean a smaller piece of the pie? Am I fighting for, you know, what are all
those 42 million people buying and playing? By bringing more people into the ecosystem and doing a good job promoting the right games to the right people at the right time, we've been able to make the pie substantially bigger. And here's kind of what that looks like in terms of raw numbers. So, this chart shows the number of products on Steam able to achieve $100,000 or more in revenue per calendar year. And if you go back to uh 2020, that number is about 3,000 games. Uh in 2025, 5 years later, it's close to double with 5,800 games. And $100,000 could be wildly successful for one dev in this room and a total disaster for another dev. We realize that. So, we also look at these numbers for other thresholds like $500,000 a year, a million dollars a year, and the trend lines stay really consistent there. There's dramatically more games finding success every single year. And the other nice thing is thinking back to some of those user numbers we shared, the number of games finding success on Steam is generally keeping pace with user growth. Both the number of concurrent users and in-game
users and the numbers of games finding success is about double over the last 5 years, which we're really proud of. Okay, so let's take it for granted uh that there's more games on Steam, there's more players, more games are finding success. That's great. We wanted to dig in next a little bit on like how do we make that happen? What does our process look like? Partially to be transparent for you folks and also so that you know the next idea you have or the next piece of feedback you want to give us, you have a little uh template to keep in mind. We think Steam is going to keep getting better when we keep solving problems for devs and players. Some, you know, of those solutions are really dev focused, others are more player focused. But typically, if we're doing our jobs well, making Steam means both of those groups of people are better off. Um, the result of a model like this where we ship a solution, we get a bunch of feedback and data, we iterate, we improve, and the cycle repeats is that players have a lot more trust in our platform, and they get more out of their PC games. Steam Labs is like a really visible version of this.
This is a public website that you can visit anytime. When we introduce small features or updates or new tools, often we'll put them into Steam Labs. Customers can start trying them out. Developers can poke at them, sometimes they grow and get better and become a full-fledged Steam feature. Other times they're not as successful as we hoped and we set them aside and and that's okay.
So, we've been talking a lot about problems and when we are talking about problems that Steam is attempting to solve, we understand that there are some problems super easy to tackle and we love those. Who doesn't? Um, but we really prefer to tackle some of the more interesting problems that seem simple at first and then as you kind of start peeling back the layers, you realize, oh, this is a lot more complex than we thought. These are problems that we feel like we're in a unique position to solve. Um, mostly because of how we're built and how we're structured, but also because our goal again is on the long-term growth of the platform and the long-term happiness of developers and players. So, we thought we could show you some examples of how this model has helped us decide what to work on most recently when it comes to Steam.
Every gorgeous blue blob that you see up here is something that we worked on because you as developers told us to work on it or players told us to work on it or in some cases both. And this is just a small sample of some of the things that we either launched or improved on Steam in just the last year.
Yeah. And we're not going to try to tackle every single one of these bubbles, but just last week we published the Steam year in review. This is kind of our annual report. There's a bunch of interesting data and backstory there, but we also try to go kind of literally one by one. Here's a feature we shipped. Here's the details behind it. Here's how it might benefit your company or or your studio. But today, we wanted to pick a couple to do a deep dive. I mentioned at the start of the talk, kind of talking through our process, talking through the trade-offs we made. So, we'll talk about user reviews by language, which was a big change in 2025, and a bunch of improvements we've made to daily deals. So, starting with user reviews, this is something we shipped last year that responded to a problem that we didn't really identify. Honestly, developers came to us and brought it to our
attention. Uh, a handful of dev studios told us they were noticing this inconsistent user review score and feedback where a small subset of users would significantly alter their, you know, percent positive user review score on Steam with feedback that was perfectly valid but maybe not relevant to 90% of their audience. So, one small set of players was having a bad experience, dragging down a user review score that everybody sees, even though the issue didn't really impact most of those users. So our first job was investigation, right? We know players have a huge amount of trust in the Steam user review system and developers can get a bunch of data just by reading the feedback or using our API to download the raw data of their user reviews. But most important, players are using user review scores not just as a percentage gauge of game quality because what does that even mean? But they're looking at the text from other people to have predictive value. Will I enjoy this game? Is it worth spending my time and money on? And if we can make those decisions better for players, we're
going to make PC gaming in better uh uh in general a better place. So that creates this really interesting challenge. We want to improve user reviews for players. We want to address this problem devs has brought us about, you know, localized issues dragging down the score. So we dug into the hard data across a bunch of different games. We found this kind of common theme emerging where user reviews were kind of region specific. customers would be struggling with an issue that might only impact a small set of the market. You can probably imagine what those things might be, right? Bad server connection in one country that doesn't affect another or a localization issue that's really important to me if I play the game in that language, but that no other customers are noticing. Even cultural references that could be problematic. All of that is really valuable feedback for you as developers, right? You want to know that that's a potential problem for you to invest in or address. It's also super useful info for the players in that region. We don't, you know, there's a lot of ways you could approach a problem like that. And I'll hand the mic back to Casey to talk about kind of what we chose not to do.
Yeah, this is kind of what we mean when
we say interesting, complex problems that are much more difficult to solve than we initially thought. There were lots of different ways we could tackle this problem, right? We could consider hiding reviews. Um, we could let developers delete reviews or we could simply make reviews a thumbs up, thumbs down kind of a situation. And these could be these could be valuable options in certain contexts, in certain situations, but they don't quite get us where we're trying to go. Both as a platform with the goals we've talked about, which are super long-term, long-term happiness of players and developers, and also we want the user to reviews to provide as much accurate information to players as possible, as well as accurate information to you as developers. So instead instead of taking information away from either group, we started categorizing user reviews by language. Doing this gave us a way to communicate the context of those reviews, not just to fellow players who were having those issues in those regions, but to players outside of those regions as a way to let them know this
might not be something that you need to worry about based on where you're playing.
And this is kind of how that's communicated to a player on a store page. May many of you have probably seen this. Um, if a game has a large total number of user reviews and and hits a certain threshold of user feedback, then we'll show this language by language breakdown. Users default to seeing the user review score for their own language, but then they can kind of dig in and see the variance in feedback and explore user reviews in other languages if they want. Look, in a lot of cases, this made no difference, right? Frankly, there's a ton of games on Steam where they're 90% in one language and 91 in another, and it really didn't make a big difference. But for those games that brought the problem to us originally, it made a really meaningful difference and it also made them give a useful framework to kind of understand the problem and dig in easily. So with a layout like this, we can kind of preserve the transparency and trust that we need for customers to be able to make good decisions. We can also address this stressful thing that developers were worried about around their user review scores being dragged down by a narrow
specific thing.
So that's how we tackled user reviews. Another problem that we tackled. Okay, daily deals not a problem. We love daily deals. They're great. But we needed to make some improvements. So, we wanted to kind of share this as an example of how we hopefully improved this for both developers and players. We've been receiving a lot of feedback from both groups about this needs to be better. It's not working for me the way that it was intended. Um, a lot of you might know this. Uh, Daily Deals have been a part of Steam's front page for ever, for years and years and years since before we were born. No, we're very young. who cares. Um, and we wondered as Steam continued to grow, was there going to be a way that Daily Deals could continue to increase in value, not just for the developers who were used to using them, but for developers who hadn't had a chance to use daily deals? And then also, is there a way that we can increase the value of these to players as well at the same time?
Yeah. And this is another one of those questions that like there are easier solutions, right? And there's a bunch of stores and websites in games and
otherwise that solve this in a bunch of different ways, right? So, there are plenty of stores or platforms where there's a pre-planned program. You negotiate with an account manager or a business person or a lawyer and you get a special spot in a calendar that's predetermined. A lot of stores and platforms just charge money for this stuff. So, if you've got the deepest pockets, you can secure a front page placement or whatever the case may be. There's also the curatorial aspect, right? Casey and myself and other people at Valve could be sitting and deciding what games we think are most likely to be successful, which games are our favorite. It would just be Slay the Spire every day if I was in charge of the store. Um, [clears throat] and all of those plans kind of fall short of our underlying goals, right? They take choice and power away from game developers. They take the focus off of end users and they end up reflecting kind of the preferences or the needs of the storefront instead of the needs of the game developers. it in introduces all kinds of trade-offs, all kinds of negative externalities that distract from the core solution, which is, hey, we just want to put the right game in
front of the right customer. Um, we don't want game discoverability on Steam to be based on who has deep pockets or the best deal makers or, you know, the best relationship with a sales guy. So, instead of those alternatives, we leaned really hard into personalization. We added a bunch more daily deals. We used to have just one a day, then two, then four, and in 2025, we bumped up to six daily deals uh together. And anybody who's doing some math in their head thinks, "Okay, that sounds like a smaller slice of the pie if you're if you're doing fewer and fewer of these." Um, but we paired that increase with a big increase in smarter personalization. So, a bunch of that is common sense stuff, right? Like, you already own a game, maybe we won't show it to you in the daily deal spot first. What games do your friends play? What language does the game support? and does that match up with the language you play games in? What are your friends playing right now? What developers do you follow on Steam? All that sort of thing. With that kind of personalization, we made the daily deal experience a lot better for customers and also just showed off way more games from a much wider array of
devs. And that paired with a big improvement for scheduling and planning for all of you developers so that you have a little bit more flexibility. Just this is like maybe weird, but out of curiosity, who who has gotten one of these emails? Okay. Yeah. So, if a game is eligible for a daily deal, we proactively invite it. You get a message like this that has a register now button. And if you press that register now button, you get taken here to our internal planning calendar. So, instead of emailing back and forth or being assigned a slot that works for us, you, the game dev, have direct access to the calendar and you can claim the open spot that works for you. And the things we hear from devs are things like, "Hey, you know, I'm announcing my sequel on March 29th. I'd love to promote my old game on that day or I'm launching a DLC. I'm supporting new languages in my game. Whatever the case may be. Now, a lot of people have not received an email like this. You may be wondering, how do I get in on this action? We built a dedicated flow right into Steamworks where devs can read all the nitty-gritty details and submit your game for a daily deal.
This flow is kind of simple enough. It's designed to be really quick. You could probably open up the Steamworks website on your phone right now and request a daily deal before we're done with our slides. Please don't do that because Casey has lots more good stuff to tell you first. Um, he does too.
And we will include on that QR code at the end. You can scan that and one of the links in that list is a direct thing to daily deal eligibility and submission. So, take advantage of it, please. Okay. So, we've added more games. We showed them off in a better way. Now, time to answer that with data and and what actually happened. The result of these changes is really exciting for us. So, first off, way more games featured in daily deals. In 2025, we featured 1,500 individual titles, and that does not include all the additional games that were featured as part of like a studio sale or a franchise sale. So, that 1500 is just individual games. 69% of those games had never been in a daily deal spot before. So, a bunch of people who had never been able to take advantage of this Steam feature were invited to join it. And this is kind of what we mean by making the pie bigger.
Thanks to those improvements, developer revenue from de daily deal spots increased 274% year-over-year that substantially outpaced our revenue growth and user growth and uh literally just a lot more devs making a lot more money from daily deals because we invested in this new system.
And as we mentioned at the beginning, we wanted to be able to add that value to you as developers, but we also wanted to make sure we were doing something for players also. It's kind of a practical impact when we're talking about the way that it affected players, more relevant placement on Steam. And that means the first daily deals that I see are going to be different than the first daily deals that Tom sees. And we present all of this in a carousel, so players are still able to kind of tab through and see all of the ones that are on the deals as well. And we have numbers to support this. 8.2 million customers bought at least one game from a daily deal in 2025. and users buying games from the daily deal spot increased about
125% as a result of this change. So, we take this feedback to mean the store is doing a better job at meeting a player's needs. We've been talking a lot about tools and features, so you might assume that we're not going to be touching on hardware today, but we are. Um, this is not a hardware announcement. We are not making any announcements, but we are mentioning hardware because Steam hardware to us is an extension of Steam. We view these as Steam features. Our goals are to help players get games as quickly as they can. We want them to get them reliably and to get your games in front of players in whatever form they want to play those games in. And that's where hardware comes in. Players have told us time and time again how much they value the option of playing their games in different ways and in different rooms. Our first big push into the living room was in 2013 with Big Picture Mode and the OG Steam Controller, the OG Steam Machine and Steam Link. And Steam
hardware has evolved since then with feedback over the years from developers, from players. And every product that we've made since is building off of what we've learned from the things that we made before it. So, Steam Deck and the soon to come Steam Controller, Steam Machine, and Steam Frame. Those are all additional ways for players to play your games. And again, each of these represents the culmination of what we've learned up until then. Bottom line, give customers multiple options for playing their Steam library. And again, no announcement here unless anyone has RAM.
Yeah, if you have line on like a a bunch of RAM, we are in the market. We would love to buy it from you. Yeah. This piece of advice that we're talking about with hardware does go way beyond just Steam hardware, which kind of gets into the last part that Tom was going to start with here.
Yeah, exactly. So, we we always have advice. Oh, man. I really, by the way, I just really like these little marching guys.
Uh we we always have advice. There's always things that we can share uh that you can be doing to make your game better. That advice often doesn't change very much over the years, right? We're
always talking about localize your game, listen to your players, etc. Um, but the first one is kind of hardware related because it's all about controllers. Millions of players use controllers on Steam every day. In 2025, there were nearly 5 billion, that's billion with a B, gameplay sessions on Steam using a game pad. So, this includes all kinds of game pads, right? It's the Steam Deck and the Steam Controller, sure, but it's the Xbox gamepad and the PlayStation Dual Shock and Nintendo Switch Pro and Flight Sticks and Wheels, you name it. Uh it's also a stat that we find developers kind of consistently underestimating where they feel like okay controller support that's something I'll add after early access or like ah I didn't have to get that into the demo. It is such a popular way for people to play games on PC and it's only going to get more popular. Um so so keep that in mind. We have a Steam input API. That's an easy way to make sure that your game supports all kinds of controller configurations, even touchscreens, and can kind of show the right glyphs so that somebody can tell the difference between, you know, triangle, square,
aby, whatever the case may be. Um, and this is also a great thing for non- Steam platforms, too, right? Everywhere else that you ship your game on PC, on console, usually investing in controller support is just going to create a better user experience everywhere that people enjoy your game. And when we're talking about player behavior, that relates to another piece of advice that we like to give often, which is that Steam users enjoy playing their games on multiple devices. In fact, over 50% of active Steam users in 2025 played on more than one machine. And so this makes SteamCloud a no-brainer. Turn it on so that your players can carry their progress and their save files with them from one machine to another. We even built something called AutoCloud, which means all you have to do is tell us what directory your save files are in. we'll make sure it's in the right place so that the players can find it and pick up back up with their progress. And I hate to put Tom on the spot, but he had something like this happen with his own playing experience recently.
Yeah, I I was complaining about this the other day in the office. So, I I I tried out a demo in Steam NextFest. I I loved
it. I played through the tutorial. Um maybe like an hour of play time. That night, I installed the same demo on my Steam Deck to keep playing and instead of picking up where I left off, I started right back at the tutorial again. It's not the end of the world. I hate to be nitpicky, but also it was a reason for me to bounce out of that demo. I kind of said, "Yeah, I don't think I'm going to play the tutorial again, but I would have loved to pick up where I left off." So again, even if you're at that stage of your development where you're just putting a demo in NextFest or you're just shipping in Steam early access, those little quality of life improvements can be a big difference in retaining users and keeping them happy with your product. Another thing we're always encouraging is localization. Twothirds of players on Steam are not playing and viewing the store in English. And so localize your game and your store page. In 2025, we shipped this big update to the way you can add localized text and images to your store page, but also to your Steam events and blog posts. So, we realize that can be timeconuming and we try to make our tools a little bit smoother to save you some time and effort when you
localize your messaging to players. Another thing that we just hear over and over from folks is that they really like looking at their wish list data and even their sales data to prioritize what languages to localize, right? So, if you've got a bunch of wishlisters in Brazil, then maybe Brazilian Portuguese makes sense to localize.
So, localization is probably one of the top pieces of advice we find ourselves sharing with developers all over the place, but this one is a close second and it's all about play testing. Launching your game is such an important moment in the development cycle of what you're making, which means it's very stressful. It's very risky, and you have a lot of things that you're trying to keep track of. So, play test your game well in advance so that you can find things that maybe you hadn't anticipated budgeting time for at launch and take care of them in those weeks and months leading up to that important moment. On Steam, that means you can take advantage of it in multiple ways, including the Steam play test feature. You can look for rounds of feedback in lots of different ways. But again, as with much of what we're saying, this advice applies to off of Steam 2. Play test
your game in as many different ways on as many different platforms as you're planning to have your game on. Um, now this was the place we were going to just gracefully transition on out of here, but right before we got on the plane to come to San Francisco, one of the features that the team had been working on for a while shipped and we thought, can we squeeze it in? May as well.
Yeah. So, uh, a few years ago, we introduced developer and publisher homepages on Steam. Players really get attached to a studio or a team. They find out that they love the kind of games that you make. You build an audience over time. And homepages make it really easy for you to build that audience and for customers to kind of follow you directly in Steam. If a customer follows you, they automatically get notified when a game you release uh, comes out. They also see your games more in places like, you know, they open up the Steam summer sale and we show games from developers and publishers you follow in a bunch of places. So, that feature has slowly been getting better. In 2025, we made a big fix, specifically from complaints devs gave to us at GDC. It used to be a little bit painful and annoying to link your games to uh your
creator homepage. I'm seeing some nodding heads. Uh we made that process a lot easier, so it's just less time consuming to maintain. And then like Casey said, right before we left for GDC, the team rolled out a big personalization and customization option for homepages. So you now have a lot more control to put your best foot forward. Make your publisher homepage on Steam or your developer homepage kind of your own space. If you already have one of these pages, keep it up to date. It's really worth even just the minimal effort of checking in every six months to make sure your new coming soon game is showing up on your your homepage. If you haven't made one yet, even if you only have one game on Steam, the best time to make one is yesterday. The next best time is today. Um, future you will be very appreciative that you started building followers so that when that second or third game comes out or when you announce that expansion, uh, a bunch of fans of yours can can follow it.
We could keep talking for hours. I promise you we won't because this is our third to last slide. But I think it's
important that we call out the fact that this is not meant to be a entirely contextualized talk where this is all that you need to know when it comes to steam. Um this is something that we work on constantly. We don't mean for it to be a we're perfect, you're welcome, Earth. Like we mean for it to be the kind of place where you tell us what you need from us, we work on it. You tell us again what you need from us. We work on it and so on. So, we're really invested, as we mentioned in the beginning, in the long-term success of everyone on Steam, and that includes both developers and players. Steam really only works if we do our job to keep everybody happy.
Yeah. And that includes improving on a bunch of stuff that we've talked about today, right? These features aren't done being developed. These tools aren't done being finished. Sometimes I feel like Steam is an early access game where we're constantly uh refining things and improving things. Um, there's a lot of work left to do. In some cases, devs aren't satisfied with solutions or trade-offs we've made or they want us to invest in something new that maybe is a
blind spot or that we haven't considered yet. That's why we're here at GDC. We spend a little bit of time talking and then the whole rest of the week is listening, right? Hearing what game devs and game publishers are worried about or concerned about and how we can help you make your business better or make your customers happier. Um, after the talk, uh, I'll hang around. Casey will to not in this room. We'll we'll try to go kind of out beyond. So, if you do want to ask follow-up questions or just chat or give feedback, um, come find us. And if you didn't already, scan that QR code.
Oh, sorry. [laughter]
No, no, I should have said I think everybody got it. But we also just should close by saying thank you. We know GDC is really busy. It means a lot that you folks spent a little bit of time talking with us. So, thanks for coming and have a great GDC.
Thank [applause] you.
Auto-generated captions from YouTube — names and numbers may be misheard.
Game Developers Conference · 2026
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