Market (PC & Console)·Updated Mar 3, 2026 by Rokky
Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
Alternative distribution channels are gaining significant traction, as 38% of developers now sell through e-stores like Humble or Fanatical, and 30% utilize marketplaces like G2A or Kinguin.
Financial projections for alternative channels are optimistic, with 75% of developers anticipating at least a 10% revenue uplift and 80% expecting these platforms to become increasingly vital.
Physical media remains a relevant distribution niche, as 32% of developers continue to issue boxed copies to satisfy a consumer base where 72% express an appetite for physical releases.
Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
Alternative distribution channels are gaining significant traction, as 38% of developers now sell through e-stores like Humble or Fanatical, and 30% utilize marketplaces like G2A or Kinguin.
Financial projections for alternative channels are optimistic, with 75% of developers anticipating at least a 10% revenue uplift and 80% expecting these platforms to become increasingly vital.
Physical media remains a relevant distribution niche, as 32% of developers continue to issue boxed copies to satisfy a consumer base where 72% express an appetite for physical releases.