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Valve, "Steam continues to grow because we put customers at the forefront of every decision" (Steam Year in Review 2024)

ArtHands

Thinks buying more servers can fix a bad patch

2024 was a remarkable year for the Steam platform. We brought Steam Deck to a new continent. We shipped an ambitious Game Recorder. We added tons of new shopping and discoverability improvements to the store. And during the final weeks of 2024, the platform broke records for most players online and most players in-game.

At the end of every year, our team looks back at the features we shipped and the problems we solved. We summarize that work for the developers and publishers of PC games, and share data about how our platform has grown and changed.

We will cover three categories in this Year In Review:

    • Features for Customers
    • Tools for Game Developers
    • Platform Growth & Data

FEATURES FOR CUSTOMERS​

At the heart of Steam is the user experience of finding, buying, and playing games. First we'll talk about some of the shopping and discoverability features we added, then we'll shift gears to discuss improvements to playing and sharing games on Steam.

Discovery and Shopping
Steam continues to grow because we put customers at the forefront of every decision. We want Steam to be the best place to buy and play PC games, and browsing the catalog of thousands of games is an essential component of that experience. Ten years ago, we kicked off a new wave of game discoverability features, and we’ve been iterating and adding to that core browsing experience ever since.


Playing and Sharing
Ultimately, the shopping and discoverability process is just the first step. Once a player acquires the game, there’s still lots of ways we can enhance their experience.

The Steam Library is deeply intertwined with the other Store and Community features of the platform, and it provides many discoverability benefits for DLC and major updates. But it is also the central hub for users to play and manage their games. In 2024, we added several features for playing games and sharing experiences, with the goal of making the Steam version of a game more valuable to players.

➔ For major upcoming releases, the Preload feature is useful, especially for customers who are balancing data caps or slower network connections. Last year, we built a new display to more prominently showcase an upcoming game when it enters preload mode.

TOOLS FOR GAME DEVELOPERS​

Aside from all the work we do to make shopping and playing great for our users, 2024 was a huge year for under-the-hood developer features. We worked hard on quality of life improvements and brand new tools in the Steamworks backend for release managers, data analysts, solo devs and everyone in between. For our 2024 developer-facing efforts we'll start with Pre-Release tools and improvements, then shift to catalog management, and close with Virtual Reality and Steam Deck.


Pre-Release Tools and Improvements
Developers spend an enormous amount of time planning for launch, so we undertook efforts in 2024 to provide additional control and flexibility in prepping for release day.


Catalog Management
Once a product is released, there’s still lots of ongoing work for release managers and marketers to maintain their catalog of content on Steam-- whether that means one game, or one hundred games. Feedback and requests from devs helped us make some major improvements in 2024.


Virtual Reality and Steam Deck
A bunch of the tools and features discussed above directly benefit users who are playing PC games in virtual reality, or on a handheld. But of course, those unique modes of play offer up their own unique constraints and opportunities.

Virtual Reality experiences on the Meta Quest via our Steam Link VR app got a big boost this year when we added Quest hand tracking, after many months of customer beta. This came in addition to Steam Link and OpenXR support for Quest Pro’s eye tracking, and a raft of improvements to OpenXR to benefit all VR game developers. Follow our regular cadence of SteamVR and OpenXR updates in the SteamVR News Hub here.

And it was a busy year for the teams at Valve working on Steam Deck and SteamOS. Australian gamers rejoiced when Steam Deck shipped to their country, and the team ran another experiment with a limited edition colorway, launching Steam Deck OLED Limited Edition White in November. Meanwhile SteamOS and Proton saw constant patches, tweaks, improvements, and feature additions, meaning that the Steam Deck keeps getting more valuable to a customer, even if their original purchase was months or years ago.

Our team also hit the road to connect face-to-face with customers, devs, and press, hosting events at G Star in Busan and PAX in Melbourne. We learn a bunch by watching players interact with Steam Deck on different continents and contexts, and it never gets old hearing a dev exclaim “Damn, I can’t believe my game runs so well on the Deck.”

Linux is a big part of the Steam Deck story as well. Thanks to our Proton compatibility layer, users on Linux can enjoy thousands of additional games and experiences, even if the game’s developer never made a Linux version. Best of all, customers can take advantage of Proton whether they own a game on Steam or install the game directly from other stores, platforms, and launchers. And as we shared in the first few days of 2025, we spent a bunch of time during 2024 enabling the use of our SteamOS on hardware from other manufacturers, adding even more value for developers who launch games on PC.

All of that effort is paying off in terms of games and playtime. Our Deck Compatibility program has about 17,000 "Playable" or "Verified” games (and remember- customers can still install and launch any of their Steam games, plus other game launchers and stores, as they see fit). Steam Deck generated an incredible 330 million hours of Steam playtime in 2024 alone—a 64% increase over 2023. And we shared 2024’s most-played games on Steam Deck—an all-star roster with newer hits like Balatro, Black Myth Wukong, and Palworld, plus classics like Grand Theft Auto V, Halo Master Chief Collection, and Stardew Valley.

The future of hardware at Valve is bright. Steam Deck, SteamOS and SteamVR are delivering tons of value to players and devs, built on top of a decade of investments into UI, linux compatibility, input support, custom silicon, motion tracking, displays, battery efficiency, and more. Every developer making PC games benefits from these investments, and players can now enjoy their PC games in so many new contexts. Hardware teams at Valve are delighted to see Steam in the living room, the airport, the backyard, and wherever else customers want to bring their library of PC games.

Platform Growth & Data​

2024 was a year of growth for the Steam platform. In December of 2024, we crossed 39 million peak concurrent users for the very first time (and while we were drafting this post, the platform crossed 40 million). Steam has nearly doubled in peak concurrent users since March of 2020, when online platforms saw big spikes in activity due to Covid-19 quarantine.

The network effects of friends playing games and sharing experiences with one another are inherently valuable to anybody releasing a game on Steam. But customers aren't just launching the Steam client to play their existing library-- they're discovering new games too.
For years we’ve seen an encouraging pattern. Hit new releases are excellent at generating new first-time purchasers, and we’ve tried to build many platform features to encourage those new users to stick around, find more great games, and play with friends. To gather data illustrating the effectiveness of that approach, we went all the way back to 2023 and identified the biggest 20 releases of that year. We looked at every new first-time purchaser generated by those products (that is, an account making a purchase, or redeeming a Steam key, for the first time) for a total of 1.7 million new users. Then we followed that cohort of new users. The stats below represent what those players did from January 2024 through early March 2025.

The 1.7 million customers who originated from a top 2023 release went on to enjoy more than 141 million hours of playtime in additional games, on top of any playtime from the game that brought them onboard. And they weren’t just playing games—they were buying new ones, too. That cohort of players has gone on to spend $20 million on in-game transactions across hundreds of other games—plus another $73 million on premium games and DLC across thousands more products.

That kind of follow-through is why we believe our platform efforts are so important. Steam isn’t just a storefront—it provides social community, game discoverability, interactive events, and a deep set of game-enhancing features to attract and retain players who will be checking out new games in the future.


On that note, we also wanted to use this Year In Review to talk about the opportunity for new products. 2024 was the Steam platform's best year ever in terms of customers buying newly released games.
Developers and publishers already have some insight into what games are being bought and played thanks to Steam Charts, our publicly visible resource to see top-selling and most-played games over time, but here's some additional data about new releases.

For the purposes of this discussion, we’re defining New Release revenue as gross revenue from the first 30 days following a product’s release, plus pre-purchase revenue (if any). For clarity, a game is only counted once. If a game launched into Early Access, we use that initial Early Access date rather than a future 1.0 date. Some major takeaways:

  • New Release revenue per year has increased almost exactly 10x since 2014.
  • In 2024, more than 500 new titles exceeded $250,000 in New Release revenue (up 27% from 2023).
  • In 2024, more than 200 new titles exceeded $1 million in New Release revenue (up 15% from 2023).

    2024 was a remarkable year for new releases, but that success is part of a trend stretching back many years, as we continue to create more opportunity for developers launching new titles.

    13724fa84a70fd3b81e2ea9eb88f95cc0f774602.jpg


    Another way to look at the opportunity on Steam is in terms of regional reach. Because Steam is a unified global platform, developers from one region can quickly and easily access customers in other regions. For many years we’ve worked to expand server infrastructure, payment methods, language support, and developer outreach to new territories. Those efforts allow developers to find users all over the world, and of course users in that region have a much better experience using the platform. So how does that look in practice?

    In 2024, one of the most successful launches from a first-time Steam dev was TCG Card Shop Simulator, released by Malaysian studio OPNeon. A solo dev from a territory that makes up only 0.5% of global traffic on Steam, OPNeon launched the game in September of 2024 and found well over a million customers in its first month. Best of all, the audience for the game reflects Steam’s worldwide reach. In alphabetical order, the game’s 10 biggest regions by units are Australia, Canada, China, France, Germany, Japan, Pakistan, Taiwan, the United Kingdom, and the United States.

    And remember those new users we mentioned above—the ones who made their first purchase on a top new release in 2023 and stuck around to buy more games? About 10,000 of them went on to buy TCG Card Shop Sim!

    And lots of other studios are finding a worldwide audience, too. For another example, we looked at Until Then, a narrative adventure from Filipino studio Polychroma Games and publisher Maximum Entertainment. Polychroma's first game on Steam, Until Then focused a unique lens on Filipino culture and experiences. But the game found success far beyond the Philippines, selling 92% of its units outside of its home country in 2024.

    Polychroma and OPNeon are just two examples of many that highlight Steam's global reach (and thanks to both studios for giving us permission to share these details!) In 2024, about a quarter of our monthly top new releases, announced publicly on Steam Charts, were from devs releasing their first game on Steam-- and those devs hailed from dozens of different countries.

    We’re especially excited by these kinds of success stories because we know they weren’t feasible for devs in many regions in the past. It took years of investments in self-publishing tools, local currency support, localized documentation, and regional outreach to create these opportunities for studios that may have been unlikely to release a game on PC at all, much less find customers on other continents. All of that opportunity is built on top of translating the store UI into dozens of languages, expanding our content delivery network, onboarding new payment methods, and giving developers direct access to all our APIs and tools without friction or gatekeeping.

    Best of all, we know that when a successful game from an emerging territory is able to generate revenue from a worldwide audience, that inspires more talented creators and supports future investment in the games industry.
 

DenchDeckard

Moderated wildly

Yet. There's people online and even on here that try to push the message that pc and steam is on a negative trend.

Double the active daily users since 2020 is seriously impressive.
 

DaciaJC

Gold Member
Please give me the option to rename Steam games in my library, Gaben, and I will suck on your beautiful toes for the rest of my days, praise be.
hail.gif
 

pudel

Member
I remember the outcry about steam when it launched. Those were the days.
Can remember. Wasnt a big fan of this "digital" stuff as well. But I cannot deny that simply downloading a game whenever I like is super convenient compared to buy it in a real life store. And as long as this "online" thing is fair for the consumer and not being abused by companies/corpos I am fine with it. But I still love GOG more than steam. Thats for me the best possible way to deliver a digital good currently.
 

mèx

Member
As a general purpose gaming platform is light-years ahead with respect to the competition. And they keep improving stuff (albeit slowly in some cases), which makes it hard for other platforms to catch up.

I remember the outcry about steam when it launched. Those were the days.
I was one of them. Honestly it was a pain in the ass back then. I was happy downloading and installing patches manually, I didn't need a client to do that... And here we are today. :messenger_grinning_sweat:
 
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DenchDeckard

Moderated wildly
As a general purpose gaming platform is light-years ahead with respect to the competition. And they keep improving stuff (albeit slowly in some cases), which makes it hard for other platforms to catch up.


I was one of them. Honestly it was a pain in the ass back then. I was happy downloading and installing patches manually, I didn't need a client to do that... And here we are today. :messenger_grinning_sweat:

I was in the uk and paid to have decent broadband. So, I was just like. Bring it on. I understood people's issues with it. It must have sucked to be in the US with data caps etc.
 

Hugare

Member
I remember the outcry about steam when it launched. Those were the days.
They were ahead of that time

People were downloading stuff at kb/ps back then (well, at least here in Brazil). 100mb took an hour.

And telling people they wouldnt "own" their game is a pill that took a while to swallow.
Now we trust Steam, but back then they had to prove themselves.
 
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Hudo

Gold Member
Yeah... well... Sometimes customers have to drag Valve kicking and screaming to be more consumer friendly. For example, when Australia rightfully kicked Valve's asses, resulting in the current refund policy that Valve now offer on Steam.

Valve is a business, they aren't saints. But they are less shitty than other stores, I guess.
 
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MarV0

Member
Sure is nice that GABE WILL NEVER DIE.

Steam really feels like one of the last bastions of the 'players first' mentality and I hope it never ever gets sold to anybody. Any big company buying the platform would ruin it in like .5 seconds.
How exactly is Steam players first and how would it be ruined?

Steam is like any other digital store that sells you licenses with all the bullshit that comes with it.
 
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I don't like being a fan of mega-corporations, but Valve are pretty much the best you can hope for. They are not perfect but at least pretty cool.
Valve is wealthy but they are NOT a Megacorp. By 2021 numbers Valve had 336 employees. There are game studios that are several times the size of Valve.

Gabe runs a tight ship and likely know every single employee by name. Megacorps couldn't do this.
 

pudel

Member
it's technically possible, after stopping the auto-update you restart steam on offline mode and the game should run. Did this with Risk of Rain 2.
Yeah, I know...i use that trick currently with KCD2. But imho it would be a bit more convenient if you could do this without going completely offline. For me its fine like this, but I guess other people might want to use the steam "service" features while still not being forced to update.
 

pudel

Member
Steam is good but if they really were players first, they'd sell games and not licenses.
Not really sure what you understand under "selling games"? Do you want Steam to send out discs instead of just downloading the files? I dont care about the "license" thing as long as I can get the files on my harddrive and ideally being able to use the product standalone (without any attached "services") if I want to do so.
 

Sentenza

Member
Steam is good but if they really were players first, they'd sell games and not licenses.
Every game you buy is technically just a license. Even physical copies.
The main difference is that with a physical copy you can ignore some of the terms and no one will be able to tell you off.
But then again the same applies with a pirated copy of your digital purchase.

Yeah... well... Sometimes customers have to drag Valve kicking and screaming to be more consumer friendly. For example, when Australia rightfully kicked Valve's asses, resulting in the current refund policy that Valve now offer on Steam.
Which is nice to have, but as a quick reminder the refund policy had to come with the compromise of no more "extreme" discounts and flash sales, because price volatility would just encourage people to abuse the refund system.
 

Unknown?

Member
Not really sure what you understand under "selling games"? Do you want Steam to send out discs instead of just downloading the files? I dont care about the "license" thing as long as I can get the files on my harddrive and ideally being able to use the product standalone (without any attached "services") if I want to do so.
If you get banned, your license is revoked and you can't play. GOG is better in this aspect.
 

Spukc

always chasing the next thrill
I remember that even then it was way better of what it replaced.
Unless you were on a dial-up connection or constantly bitching that your pirate copy of CS didn't work online anymore.
I had dial up when HL2 was a thing.
Let me tell you i fucked hated steam back then.

Took me fucking 3 days to play a game i just bought at a store un fucking believable..
Now i own like 500 games for it.
But no steam was not good at launch far from it
 
I don't like being a fan of mega-corporations, but Valve are pretty much the best you can hope for. They are not perfect but at least pretty cool.
Valve not being a public company is why it's as player-friendly as it is. If it ever went public( and I imagine it won't for as along as Gabe is alive), it immediately becomes about the shareholders and we know how that will turn out.
 

StereoVsn

Gold Member
They were ahead of that time

People were downloading stuff at kb/ps back then (well, at least here in Brazil). 100mb took an hour.

And telling people they wouldnt "own" their game is a pill that took a while to swallow.
Now we trust Steam, but back then they had to prove themselves.
Oh yeah, I hated the Steam requirement when HL2 came out. It was buggy, slow, and annoying to deal with. What a difference 20 years make!
 

StereoVsn

Gold Member
If you get banned, your license is revoked and you can't play. GOG is better in this aspect.
Steam bans you from playing online generally. You don’t lose access to your library. You would have had to do something really special to get a full ban.

That said, yes, GoG is great and I always buy games there which I really like if available… just way post release since patch schedule can be erratic. And of course I buy a lot of “Good Old Games” there. Probably have like 500 games in the service, most 15-20 years or older.
 

Astray

Member
That's true, and I am not criticizing Steam for this, but their growth has little to do with "putting customers at the forefront of every decision." It's because China found Steam. BMW is the biggest Steam growth vector since Orange Box, maybe,
Valve's biggest achievement was convincing a worldwide public that their massive 2020s growth had nothing to do with China.

Almost all the games that hit it big on Steam (and even Steam concurrent users) have their CCU daily peaks coincidentally at peak Chinese times. This includes games like KCD2 for example, so it's not merely Chinese-made games that are experiencing this.

Simplified Chinese accounts for ~%51 of Steam users' language preferences.

I'm sure I can go on with more but the point has been made by now.
 

pudel

Member
If you get banned, your license is revoked and you can't play. GOG is better in this aspect.
Banned? You mean MP games? MP games are a different story. The moment your game is dependent on other infrastructure than yr own machine....it always gets hairy. Should be the same for GOG as well. 🤷‍♂️
 
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