For titles released in the year 2026, the revenue stands at $1,728. This is more than ten times less than in 2016.

On the We Love It website, which serves as an alternative tool for searching games on Steam, a comprehensive study was published regarding the state of affairs in the store.

According to the published data:

  • half of all games ever released on Steam earned less than $3,558;
  • the Gini coefficient is 0.984% (a statistical measure of distribution often applied to society; the closer to 1%, the greater the level of inequality);
  • 1% of all games in the store account for 84.6% of the earnings;
  • 5% of games account for 96.91% of the revenue;
  • 10% account for 98.81% of the total revenue;
  • 60.7% of games earn less than $10,000;
  • only 14.4% of all game titles can expect revenue exceeding $100,000;
  • the Steam games catalog is growing faster than the store’s total revenue;
  • as of September 1, 17.2 thousand games were released on Steam in 2026, compared to 23 thousand for the entire previous year;
  • revenue decreases year by year: a game released in 2016 earned about $15,000 on average, whereas a game released in 2026 earns much less, around $1,728;
  • the highest hit rate (the share of projects whose revenue reaches the $100,000 mark) are in the genres of sandbox (27.3%), FPS (21.6%), and RPG (19.4%);
  • the lowest median earnings are in racing, puzzle, arcade, and platformer games (around $1,000 or less).

The research was conducted by:

  • Ichiro Lambe, CEO of Totally Human Media, previously worked at Valve where he was responsible for Steam Labs;
  • Matt Martindale, Marketing Director at Totally Human Media;
  • Timofey Ermilov, Technical Consultant, co-founder of startups Hyperflow and DataBorg.

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