Is Steam a Monopoly? Game Developers Weigh In on PC Game Distribution (2025)

Picture this: A single powerhouse controlling the vast majority of PC game sales, leaving developers scrambling for scraps elsewhere. That's the stark reality gripping the gaming industry, where Steam's dominance has sparked heated debates among creators. But here's where it gets controversial – is this truly a monopoly, or just a natural evolution of market preference? Dive in as we unpack a fresh whitepaper from Rokky, revealing insights that could reshape how we view PC game distribution.

A recent report from Rokky (available at https://rokky.com/pc-game-distribution-report-2025), an innovative platform dedicated to PC game distribution, sheds light on a survey conducted by Atomik Research. This study polled 306 executives from game studios, with 67% hailing from the United States and the other 33% from the United Kingdom. The findings? A whopping 72% of these industry insiders firmly believe that Steam holds a monopoly over PC game distribution.

Now, you might be wondering, does this belief translate to reality? Mat Piscatella, a senior executive at Circana (check out his thoughts at https://bsky.app/profile/matpiscatella.bsky.social/post/3m4srery6fc2l), and Rokky's own paper titled 'The State of PC Game Distribution' weigh in, suggesting it's not quite that straightforward. It's not a textbook monopoly, they argue, but there's definitely a compelling case to be made for Steam's overwhelming influence.

To put it simply for beginners, a monopoly means one entity has exclusive control, often squashing competition. In gaming, Steam's market share – think of it as the lion's share of players and sales – makes alternatives feel like distant underdogs. Platforms like GOG, itch.io, and the Epic Games Store do exist as viable options, offering different vibes: GOG focuses on DRM-free classics, itch.io champions indie creativity, and Epic lures with big-name exclusives and free games. But Rokky's report bluntly states that despite these choices, Steam operates as an 'effective monopoly' due to its sheer scale and user base.

And this is the part most people miss – the survey's data on actual developer usage paints a telling picture. While 48% of respondents have released games on both the Epic Games Store and Xbox PC store, only 10% ventured onto GOG, and a mere 8% explored itch.io. These numbers highlight how many creators stick to Steam, perhaps out of habit, necessity, or fear of the unknown. It's like preferring a familiar highway over uncharted backroads, even if the journey might be smoother elsewhere.

Beyond these direct competitors, there are additional avenues for getting games to players, such as e-stores and marketplaces like Humble Bundle and Fanatical. These platforms act as intermediaries, bundling deals or offering discounts to attract buyers – imagine Humble's charity-driven bundles or Fanatical's flash sales as gateways to broader audiences. However, not everyone in the survey sees them as allies. Roughly a quarter of those polled view these e-stores and marketplaces as shadowy 'gray market' entities, believing they erode developer control and siphon away potential profits through unauthorized reselling or pricing games below recommended levels.

But Rokky challenges this notion head-on, arguing that dismissing these options could be a costly mistake. The report explains that 'gray market' often refers to unofficial channels where games are sold without permission, leading to lost revenue or inconsistent pricing across regions – think of someone buying a cheap key in one country and flipping it elsewhere for a markup. Yet, Rokky emphasizes that legitimate e-stores like Humble and Fanatical aren't inherently part of this problem; they can actually counteract Steam's dominance by providing more flexible distribution routes. For instance, developers could use them to reach niche communities or offer timed promotions, potentially boosting visibility without the full reliance on one giant platform. 'Lack of clarity around what constitutes the gray market – and the mistakes that can unleash its forces – could signal a missed opportunity for many PC game developers,' the report warns. 'If developers avoid e-stores and marketplaces because of a belief that they themselves constitute the gray market, then revenue opportunities are missed.'

Rokky goes further, addressing common fears: 'Many fear that in using e-stores and marketplaces, they will inevitably see some keys fall into the hands of gray market sellers, in turn exposing them to the aforementioned risks of regional pricing manipulation – but this is not true.' By choosing reputable partners and implementing safeguards like unique keys or direct sales, developers can mitigate these risks. It's a bit like securing your home – with the right locks, you can enjoy the outdoors without worry.

So, is shifting toward non-Steam platforms, and leveraging e-stores and marketplaces more strategically, the answer? For some developers, absolutely – it could mean tapping into fresh markets and diversifying income. But the report acknowledges it's not all smooth sailing. Challenges abound, such as discoverability (how do players find your game amid a sea of titles?), the oversaturation of free-to-play games that devalue paid experiences, and the rise of subscription services like Xbox Game Pass that bundle games for a flat fee. These factors complicate efforts to stand out and monetize effectively.

Yet, Rokky offers encouragement: 'Any developer or publisher that enters the alternative distribution space will want to maintain control over distribution, pricing, and game value, always avoiding the pitfalls of the gray market. The path to opportunity isn't without its challenges, but with a firm, effective strategy in place, you may find new audiences and increased revenues.' In essence, it's about balancing innovation with caution – perhaps starting small, like testing a game on itch.io to gauge indie appeal, before scaling up.

This debate isn't just academic; it touches on broader industry tensions, like whether Steam's practices stifle creativity or if its ecosystem benefits everyone. Is Steam a benevolent giant fostering growth, or a behemoth hoarding power? And what about the gray market stigma – are we unfairly demonizing tools that could democratize gaming? These are questions worth pondering, especially as the landscape evolves with new platforms and tech.

What do you think? Do you agree that Steam acts as a monopoly, or is this just developers venting frustrations? Should more creators embrace alternatives like GOG or e-stores to break free, or are the risks too high? Share your opinions in the comments – let's spark a conversation!

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Is Steam a Monopoly? Game Developers Weigh In on PC Game Distribution (2025)

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