Steam's dominance on PC
Steam is the default distribution platform for PC games by a wide margin. Valve does not publish market share data, but third-party estimates (Newzoo, GSD, Steam Spy era data) consistently put Steam at 75โ85%+ of digital PC game sales by revenue. The next largest dedicated PC storefronts โ Epic Games Store, GOG, itch.io โ divide the remainder.
How did one company dominate so thoroughly? Valve built Steam in 2003 as a patching and DRM tool for Counter-Strike. It then used that install base to sell Half-Life 2 exclusively, forcing players onto the platform. From there, Valve opened Steam to third-party publishers (2005), ran Greenlight, then moved to open submissions. The library network effect compounded: players follow games, developers follow players. By the time competitors arrived, Steam had 50,000+ titles, 100M+ accounts, and review histories no rival could replicate quickly.
Steam's real moat today is not the store UI โ it is the social graph, community reviews, and wishlist infrastructure that govern discovery.
