It’s being reported that Valve might be on monitor to make $20 billion this yr from Steam. Claims by Alinea Analytics recommend that Steam made $1.7 billion in September 2026 alone, $5.5 billion in Q3, and $16.5 billion thus far this yr. And these figures look like simply from sport gross sales alone, not {hardware}. So what’s a non-public firm making the identical cash a yr as your complete nation of Madagascar to do with all that money? We have now just a few concepts.
Valve has, to its credit score, by no means gone public, which means the corporate has by no means had shareholders to reply to. That additionally implies that all that cash and the ensuing revenue (given they’re non-public, we don’t know what the corporate’s outgoings are) will get to remain inside or receives a commission out in dividends. There’s a purpose Valve founder Gabe Newell not solely owns luxurious yachts, however owns a company that makes luxury yachts. The purpose is, Valve is just not brief on cash, clearly spending nowhere near the quantity that’s coming in.
And let’s be very clear: the overwhelming majority of what’s coming in is cash taken from the builders and publishers making and promoting the video games. 30 % of each sale on Steam goes on to Valve, a determine that’s been heavily criticized for a few years, however one on which Valve seems immovable. And with 20,000 video games launching on Steam yearly, and one thing that might be described as a monopoly on the PC video games market, it’s exhausting to not see such astonishing income as coming on the expense of tiny impartial growth groups in methods which can be doubtlessly predatory. It’s not uncommon, it’s how shops work, however then capitalism is by its very nature predatory. It’s sort of the purpose. However on the identical time, Valve presents itself as one thing different, one thing totally different, and relishes in its moments of altruism or neighborhood championing. And, given it’s a non-public firm that depends upon the builders who’ve little alternative however to promote on its retailer, I’d prefer to see these income making actual change in a really damaged trade.
This isn’t about being naive. Clearly the large bosses that Valve lies about not having do exist and wish to keep wealthy, and clearly the corporate has some astonishing payments to pay. However twenty billion {dollars} in a yr. There’s a good quantity of wiggle room right here. So what might Valve do with that money that may make an actual distinction?
Scale back the 30-percent minimize
Many have tried to get Valve to scale back its 30-percent payment, and all have failed. Epic was the latest large identify to have a go, launching the Epic Video games Retailer with its 12-percent minimize that now solely kicks in after a sport has made its first million {dollars}. Which implies, for almost all of indie builders, the shop is basically free to make use of. The draw back is, you additionally don’t promote many copies as a result of few folks purchase something from the Epic Video games Retailer apart from Fortnite. For a few years, builders would go there not due to the higher gross sales deal, however as a result of Epic would (and the corporate has by no means acknowledged this, however I’ve been tipped off by loads of builders) typically pay your complete growth finances of your sport in case you gave them a yr’s exclusivity over Steam. It might be ludicrous to show down a deal like that, and the choice has prolonged the lives of many an indie studio to a second or third sport. However these good instances are over, as this yr Epic laid off 1,000 staff, and Epic itself says that income from the shop are “low.”
However there’s a center floor. And it’s one which Valve has not solely by no means explored, however actively rejected in probably the most disgraceful approach. In 2018 the company announced that every one video games can be charged 30 % till they made $10 million. After that, the minimize can be decreased to 25 %, after which down to twenty % at $50 million. So the best way the shop operates is that the smallest video games get charged the most important charges, whereas probably the most outstandingly profitable AAA video games hand over much less and fewer the more cash they make. What?
Clearly, provided that the majority of Valve’s income are definitely not coming from the 30 % it takes from the bed room developer who sells 5,000 copies of their $20 sport, why not free that particular person from such onerous charges? That $30,000 Valve takes from that dev might make a life-changing distinction, whereas for a bigger company, it’s merely the price of doing enterprise. Epic’s mannequin is clearly designed to trigger extra headlines than income, nevertheless it’s exhausting to think about Valve changing into in any respect impoverished by liberating indies from paying the tithe on their first $100,000 and even $200,000.
Create a developer panel
There are, at any time, a protracted listing of indie builders and indie publishers who’re identified for his or her ardour for serving to different indies succeed. There are those that create complete suites of instruments to help them, ship seminars on their very own greatest practices, personally mentor, and so forth. Ask any indie developer who they’re and also you’ll get an inventory of names. Valve wants that listing of names.
Invite these folks onto a committee, a panel, no matter you wish to name it. After which simply take heed to them. Hear what builders want, after which scoop from the infinite cash mines to attempt to put it into follow. Hearken to their suggestions, reply shortly when advised it’s not working, lean in additional when advised that it’s.

Curate the shop in-house
That is all the time some of the controversial options, nevertheless it’s essential to recollect now that Valve, at one level, was extraordinarily lively in curating which video games might seem on Steam. Quickly after the service first launched in 2003 it was firms Valve hand-picked, starting with Rag Doll Kung Fu after which the likes of PopCap and Introversion, earlier than a gradual trickle of bigger-name publishers began slowly including their back-catalogs to the shop. Activision, Eidos, Ubisoft, and EA have been all very cautious of Steam, uncertain whether or not it might minimize into their launch gross sales in a approach they weren’t prepared for, solely trusting Valve with traditional video games that have been now not promoting in bins.
By 2012, the Greenlight system was added, a deeply flawed system by which indie builders might pitch their video games as worthy of being on Steam. These would then can be let by in batches of round 100 primarily based on voting curiosity from potential clients. In 2017, Valve switched to Steam Direct, the place completely anybody might submit a sport to Steam with a small payment and virtually every thing acquired by. And that’s just about the place we nonetheless are actually, a close to free-for-all the place hundreds of video games seem each month, with human involvement seemingly minimal and irrationally deployed, whereas the shop is flooded with questionable content.
If there have been a superb reply for learn how to stem the stream of absolute bilge onto Steam, Valve would doubtless have applied it by now. However there is a solution to higher enable the great things to floor, and that’s lively human curation. In the intervening time Steam primarily depends on its algorithms, and each different month we get a brand new story telling us how badly or how properly these algorithms are presently supporting smaller video games. However why not simply get extra folks concerned? Valve might make use of 50 folks at $100,000 a yr, for a value of $5 million. That’s some huge cash, till you calculate that that is 0.025 % of 2026’s potential earnings. And ensure these 50 folks have wildly totally different tastes, with people amongst their quantity who love the bizarre intercourse stuff too.
It’s straightforward to identify what’s an asset flip and what’s a vibe-coded knock-off, not to mention what’s a two-color “platform sport” that somebody inexplicably paid $100 to add to the shop. Ignore these, and take a look at what is perhaps fascinating. It takes lower than 5 minutes to know if one thing is utter bilge, and sufficient folks being paid to play sufficient video games every day might simply enable for a behind-the-scenes increase to visibility, earlier than you even start thinking about one thing as overt as “Valve Recommends.”

Do one thing about critiques
Valve’s assessment system is poor. You’ll be able to both say a sport is nice or that it’s unhealthy, a binary alternative that leaves no room for nuance. And whereas five-star score programs are additionally typically very flawed, with the overwhelming majority of individuals choosing 5 or one stars, there absolutely needs to be room for a center floor. A “high quality.” An choice for a sport that somebody doesn’t love, but in addition doesn’t hate. Steam’s present system averages scores out to report such a middling view anyway, regardless of that quantity being artificially constructed from a mad confusion of 100 percents and 0 percents.
The query the assessment field asks is an effective one. “Do you advocate this sport?” So provide smart replies to that. On the very least, Sure, Not sure, and No. There are such a lot of methods to forestall review-bombing from being the very first thing folks see once they look at a sport’s retailer web page. There’s room for a lot extra inventiveness in how Steam can enable critiques to be delivered. There’s a lot scope for A/B testing, for throwing concepts on the wall (whereas nonetheless sustaining the present system for continuity). Use the panels. Survey the individuals who efficiently use the shop. Spend a few of this huge fortune discovering out.

Put money into inventiveness
A lot of “learn how to repair Steam” has but to be considered. However think about having near-infinite assets, having extra knowledge on gaming gross sales than anybody else on the planet. Think about all of the potential that lies in that knowledge to level to nice new concepts!
Often, Valve does have successes on this space. Personal Calendar, rolled out this time final yr, reveals clients the lately launched and upcoming video games the algorithm thinks they is perhaps concerned about. Indies are saying it’s an efficient approach of getting their video games in entrance of the precise folks. It’s primarily a Steam Sale-style web page that’s only for video games you’re more likely to be concerned about, grouped by releases within the final month, the final seven days, and video games coming quickly so as to add to you wishlist. And it really works nice for me. The one actual drawback is that you just sort of must already comprehend it’s there to find it.
You’ll discover it in case you click on on the “Suggestions” tab close to the highest of the display screen, however that’s not an enormous vibrant button and hardly attracts your eyes. This might be featured a lot extra successfully on everybody’s Steam entrance web page, particularly through the incessant gross sales that shove completely every thing new about three billion scrolls down the display screen. And but, even on this kind, it’s reportedly serving to.
There’s a lot extra like this that may be carried out. What? Effectively, Valve pays me to assume these up. Or ideally a group of individuals. Attempt so many issues, and vitally, hear to the builders once they say it’s a catastrophe, or the way it might be higher. In truth…
Actively make the world a greater place
Hand a billion {dollars} over to Médecins Sans Frontières.
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