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The reason the 30% rate is sustained though IS the abuse of market power with the PMFN clause, which ensures that competitors cannot price lower.

Everything else is an attempt to stay the primary shopfront. Sure you can sell your game and give away steam keys - but you can't sell it for a lower price than on Steam, and we still want you to encourage your users to come to steam and buy things. We will give you free matchmaking - just not for players who have bought on another platform, so if players buy on another platform they can't play with their friends. This is just a way to stay default, not some sort of charity.

Yet somehow they have convinced lots of gamers that they should get c25% of all transactions for offering very little value and that that's a good deal (taking payments, serving games, having refunds(!) and adding a chat panel isn't big and complicated in 2026).

They are like everyone else, abusing network effects to achieve excess profits, unnecessarily taking £12 from a £40 game sale just so that Gabe can get another yacht (despite already having 4). I don't see why this is needed? If the market was efficient and this wasn't down to monopoly power and network effects, the fees would equalise, the £40 game can drop to £35 so people get cash back in their pockets, while the developers still get more money, and epic's store and steam would STILL be a gravy train. But they aren't the good guys - if they have a chance to cement their power or get an extra few bucks by being anti-consumer they will.

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> The reason the 30% rate is sustained though IS the abuse of market power with the PMFN clause, which ensures that competitors cannot price lower.

Steam's official price parity policy applies only to Steam Keys, which are free to generate and cost Valve nothing. The actual written rule, from the Steamworks documentation, says: "It is important that you don't give Steam customers a worse deal than Steam Key purchasers." It even allows discounts at different times on other stores, as long as Steam gets a comparable offer within a reasonable period. There is no written policy preventing a developer from selling a separate, non-Steam-key version of their game cheaper elsewhere. The claim that Valve informally enforces broader price parity beyond Steam Keys is the unproven allegation at the center of the lawsuit.

And the broader claim, that lower commissions would lead to cheaper games for consumers, has already been tested and disproven. Epic exclusives like Borderlands 3, Control, Metro Exodus, Phoenix Point, and The Division 2 launched with no Steam version at all, complete pricing freedom, and a 12% commission. They were all priced at full retail. The hypothetical £35 game you describe has been possible for almost a decade. Nobody has produced it because developers and publishers set prices, and they choose to maximize their own margin regardless of what the platform takes.

> We will give you free matchmaking - just not for players who have bought on another platform, so if players buy on another platform they can't play with their friends.

Steamworks matchmaking requires a Steam account and Steam does not force developers to use Steamworks. This is how every platform-specific networking layer works: Xbox Live requires an Xbox account, PlayStation Network requires a PSN account. They offer a free matchmaking service if you want other platforms use other platforms. But i guess it is because of:

> Everything else is an attempt to stay the primary shopfront.

Yeah this sounds a lot like:"How dare they deliver a better service in the pursuit of user retention."

> taking payments, serving games, having refunds(!) and adding a chat panel isn't big and complicated in 2026

This lists surface features and ignores the infrastructure: global CDN serving petabytes of downloads, payment processing across dozens of regional payment methods, fraud prevention, Workshop mod hosting, cloud saves, anti-cheat, regional pricing tooling, Proton development, Steam Deck compatibility, discovery algorithms. But the real test is simpler: developers are not forced to use Steam. If the value were as thin as claimed, the lower-priced competitors would be winning. They are not.

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30% was set when they were handpicking every title, a home internet line today was a $10,000+ a month DC connection, and they could legitimately replace a publisher taking 60%.

The fact they whittled away the value they provided time and time again until they became a market of slop and had the audacity to keep a 30% cut is insane.

It's funny that gamers villainize Sweeny for being the person that they think Newell is. It turns out trying to deliver value in a market has tough as gaming is not easy, and you will make tons of mistakes... at least compared to extracting nearly every dollar you can and leaving a skeleton crew to run the ship.

And I guess make $1,100 PS4s as a side hustle.

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Are you a bot? The value they provide has only increased over time. Do you even know what proton is? They rebooutionized Linux gaming and made it open source. Steam input is a godsend, both for developers and players, and I speak as someone who's both. The steam workshop and community market make it easier than ever to add mod support to your games (and to mod your games, from a player's perspective. Just compare modding The Binding of Isaac before vs after the Repentance DLC), and to have marketplace for in-game items, respectively. That's without mentioning the sheer reach that the steam store gives your games.

They've always been the most pro-consumer company in all of gaming. They're still the only company who still gives full, first-class modding and community server support for their multiplayer games. Not a SINGLE other company does that, and as a player, I highly appreciate that. It's the only thing that keeps me from getting too mad about the way Valve has been treating TF2 in the last decade. Other companies (including Epic!) just let their games become lost media.

They're the biggest for a reason. Players choose them, and developers choose them. I have tons of free games on Epic. I even bought some games on there. But I just never play them. Logging in is a hassle, the app is slow, and it's just not as smooth, especially on Linux. Epic never gave a fuck about me. Valve helped me at times I thought no company possibly would. I managed to refund a game weeks after the deadline, because a Valve employee noticed I hadn't actually played the game until nearly a month after purchase, and they let me get my money back. Would Epic do that? I doubt it.

The PlayStation comment is just so uneducated and ignorant it's not even funny. I won't even take the time to argue with that

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> 30% was set when they were handpicking every title ... they could legitimately replace a publisher taking 60%

The "handpicking" era was a walled garden developers spent years protesting. Greenlight was a direct response to developer demands for openness. The "slop" you complain about is what developers asked for. Valve then built discovery tools (reviews, curators, personalized queues, Next Fest) to handle the volume.

> they whittled away the value they provided time and time again

Since 2003 Steam added multiplayer matchmaking, cloud saves, Workshop, Proton, anti-cheat, Remote Play, game recording, Steam Families, regional pricing, refunds, the Steam Deck/SteamOS ecosystem, and ongoing VR investment. The effective commission dropped to ~24% for successful titles through tiered reductions. The rate went down while the platform expanded massively. That is the opposite of whittling away value.

> leaving a skeleton crew to run the ship

Valve grew from 78 employees in 2003 to ~550 today. Revenue per employee is high because the business is efficient. A company "extracting every dollar" does not fund Proton to make Windows games run on Linux at its own expense, develop VR hardware, or sell the Steam Deck near cost.

> gamers villainize Sweeny for being the person that they think Newell is

Sweeney himself explained the difference in 2019:

"It's nearly perfect for consumers already... There is no hope of displacing a dominant storefront solely by adding marginally more store features or a marginally better install experience. These battles will be won on the basis of game supply, consumer prices, and developer revenue sharing."

https://www.pcgamer.com/epic-ceo-the-only-way-to-displace-st...

He admitted Steam was already an excellent product. His conclusion was not to build something better. It was to buy exclusivity and remove games from Steam, forcing consumers onto a store that lacked basic features for years. Epic spent $444M on exclusivity deals in 2020 alone. It wasn't an affinity for some gabe cult that consumers rejected Epic but because Epic offered them fewer choices and a worse experience.

> make $1,100 PS4s as a side hustle

Valve sells hardware to establish new platform categories, not as high-margin "side hustles." Valve's hardware strategy has always been about expanding the Steam ecosystem, not milking unit margins and current hardware shortages fucked them.

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