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— CH. 1 · INTRODUCTION —

Steam (service)

15 min listen · Ch. 1 of 8
8 sections
  • Steam, Valve's digital distribution platform for PC games, launched in September 2003 as something far more modest than what it would become: a software client designed to push game updates automatically. The problem it set out to solve was unglamorous. When Valve needed to patch its multiplayer games, most players simply disconnected for several days while waiting to install the update. That was the friction Steam was built to eliminate.

    In the two decades since, Steam grew into the largest PC game distribution platform on Earth, holding an estimated 75% of the market share as of 2013. By 2021, it hosted over 34,000 games and served more than 132 million monthly active users. But the path from patch-delivery tool to dominant digital marketplace was neither smooth nor inevitable. It ran through courtroom disputes, security breaches, policy reversals, and a perpetual tension between openness and control that Valve has never fully resolved.

    How did a studio best known for Half-Life end up reshaping how an entire industry sells its products? And what does it mean to own a game when ownership lives inside a private company's servers?

  • Before there was Steam, there was a contract dispute. Valve held a publishing agreement with Sierra Studios, and the 2001 version of that contract granted Valve rights to distribute its own games digitally. When Valve began building a platform to do exactly that, Sierra and its parent company Vivendi Games took the position that Valve was undermining the arrangement by competing with them directly. Valve sued first in 2002, alleging breach of contract. Sierra counter-sued.

    In the middle of that legal fight, Valve announced the Steam platform at the Game Developers Conference on the 22nd of March 2002, and released it for beta testing the same day. The working names during development had been "Grid" and "Gazelle". Before building anything, Valve had approached Microsoft, Yahoo!, and RealNetworks to create the client, but each of them declined.

    The platform left beta on the 12th of September 2003. Its first major test arrived in November 2004, when Half-Life 2 became the first high-profile game to require Steam installation even for players buying a physical retail copy. The rollout was troubled. Server overloads plagued early users, a problem that had already appeared during the Counter-Strike rollout. Vivendi, still in litigation with Valve, claimed that physical copies it had published could not be activated because, in its view, the game had not been properly released. Players caught in the middle faced an uncomfortable preview of what digital ownership could look like when things went wrong.

    Third-party games began arriving on Steam in 2005, with titles such as Rag Doll Kung Fu and Darwinia among the first contracted for distribution.

  • Steamworks, the application programming interface that developers use to integrate Steam's functions into their games, arrived in May 2008. Before that release, Valve itself had to serve as publisher for any game on the platform because it alone had access to Steam's database and engine. Steamworks changed that entirely, allowing any developer to connect to Steam without Valve's direct involvement. Several game publishers began distributing on Steam that year.

    The same year, Valve added Steam Cloud in September 2008, automatically storing saved games and related files on Valve's servers so users could access their data from any machine. In March 2009, Valve introduced "Custom Executable Generation" through a Steamworks SDK update. The system creates a unique encrypted copy of a game's executable for each individual user, allowing installation on multiple devices while still requiring authentication through Steam to play.

    Steam's reach extended beyond Windows with the macOS client announced in March 2010 and launched on May 12 of that year. A Linux client followed, based on the Ubuntu distribution, and officially released in mid-February 2013. A mobile version for iOS and Android arrived in 2012. The Linux effort carried particular weight for Valve. Gabe Newell called the closed nature of Microsoft Windows 8 "a catastrophe for everyone in the PC space" and framed Linux as a way to preserve openness in the PC platform.

    By 2014, total annual game sales on Steam were estimated at $1.5 billion. By 2018, the service had over 90 million monthly active users, and its network delivered 15 billion gigabytes of data that year, up from less than 4 billion in 2014.

  • Until 2012, Valve handpicked every game allowed on Steam, limiting access to titles from major developers or smaller studios with proven track records. The shift away from that model did not happen cleanly. Valve replaced manual curation with Steam Greenlight, announced in July 2012, which let the user base vote on which games should be added to the service.

    Greenlight drew immediate criticism. Its first week was overwhelmed by inappropriate or false submissions, prompting Valve to charge a listing fee, with proceeds going to the charity Child's Play. Smaller developers worried the fee excluded them. In January 2013, Newell acknowledged that Valve's role in Greenlight was perceived as a bottleneck, and on the platform's first anniversary, Valve approved 100 games simultaneously to signal a change in direction.

    Greenlight gave way to Steam Direct, launched on the 13th of June 2017. Under Direct, developers complete identification and tax forms, pay a recoupable fee of $100 per game, then wait thirty days while Valve confirms the game is configured correctly and matches its store page description. Valve refunds the fee once a game exceeds $1,000 in sales. In the transition from Greenlight to Direct, Valve mass-approved most of the roughly 3,400 games still in the Greenlight queue, though the company noted that not all were in fit state to publish.

    Discovery became the next challenge. The September 2014 "Discovery Update" allowed Steam users to act as curators for game recommendations. Valve reported an 18% increase in sales by revenue in March 2015, following that update. A second Discovery update in November 2016 increased the number of games shown on Steam's front page by 42%, with more conversions into sales from that viewership. Valve introduced Steam Charts in September 2022 to publicly track best-selling and most-played games by week and month, incorporating data that had previously lived only on third-party sites.

  • Steam Guard launched in March 2011, Valve's response to phishing-based account hijacking, which the company described as one of its largest security problems at the time. The system was designed to work with Intel's second-generation Core processors to lock accounts to specific machines, requiring approval from the registered device before another computer could access the account. It later expanded to include two-factor authentication via a one-time verification code sent to a registered email address, and eventually through the Steam mobile application as Steam Guard Mobile Authenticator.

    The security picture grew more complicated in November 2011, when Valve temporarily closed its community forums after detecting a hacking threat. Days later, Valve confirmed that a customer database had been compromised, with encrypted passwords and credit card details potentially accessed. Valve said at the time it could not confirm whether the intruders had actually read the data or broken the encryption.

    By December 2015, Valve reported that around 77,000 accounts per month were being hijacked, primarily so attackers could empty users' item inventories through Steam's trading features. New restrictions announced that month placed 15-day holds on traded items unless users authenticated with the Steam Guard Mobile Authenticator.

    In December 2015, a different kind of exposure occurred when Steam's content delivery network was misconfigured in response to a distributed denial-of-service attack, briefly showing cached store pages containing personal information from 34,000 users. Valve established a HackerOne bug bounty program in May 2018 to formalize external security testing. An August 2019 vulnerability in the Windows client allowed any user to run arbitrary code with LocalSystem privileges using just a few commands. Valve initially rejected the report as out-of-scope; after a second vulnerability came from the same researcher, Valve apologized, patched both, and expanded the program's rules. In August 2025, an update pushed to a game called BlockBlasters contained malware that stole thousands of dollars from users before Valve caught it in September.

  • The Steam Workshop began as a distribution channel for new in-game items in Team Fortress 2 and was redesigned in early 2012 to support any game on Steam, including modifications for The Elder Scrolls V: Skyrim. A May 2012 patch for Portal 2 introduced the ability to share user-created levels through the Workshop, enabled by a new map-making tool. Dota 2 joined as Valve's third title with Workshop support in June 2012.

    Newell described the Workshop as being inspired by gold farming in World of Warcraft, citing it as a model for finding ways to compensate both players and content creators. By January 2015, Valve had paid over $57 million to creators whose Workshop content had been incorporated into Valve's own games, including Team Fortress 2 and Dota 2.

    In April 2015, Valve enabled developers to sell Workshop mods directly, starting with Skyrim. The feature was pulled within days after users responded with intense criticism over pricing and copyright concerns. Six months later, Valve said it still wanted to offer that kind of functionality eventually.

    The community economy extends beyond Workshop content. Steam Trading Cards, introduced in May 2013, let players earn virtual cards from games they own, trade them on the Steam Community Marketplace, and use them to craft Badges that grant discount coupons and profile customization. Steam Market, introduced in beta in December 2012, lets users sell virtual items through Steam Wallet funds, with Valve levying a 15% transaction fee on such sales.

    For access to most community features, users must first make a one-time payment of at least five dollars to Valve, a measure introduced to prevent abuse of the community systems.

  • Valve's approach to policing the content of games on Steam has shifted repeatedly, often in response to outside pressure. In June 2018, Valve moved toward a more hands-off position, enhancing its filtering system to let developers indicate and justify the presence of violence, nudity, or sexual content in their games. Users could then block such content from appearing in the store, or be shown a description before accessing a store page.

    Negligee: Love Stories, developed by Dharker Studios, was among the first sexually explicit games offered under the new tools in September 2018. Dharker noted that its publishing contract made it liable for any content-related fines governments might impose on Valve, and took steps to restrict sale of the game in over 20 regions.

    In March 2019, Valve declined to offer a game called Rape Day, described as a dark comedy in which the player controls a serial rapist. Valve wrote that while it respects developers' desire to express themselves, the game's content and presentation made it "very difficult for us to help them find an audience".

    Pressure from outside organizations has repeatedly shaped Valve's decisions. The National Center on Sexual Exploitation credited itself with pushing Valve to target anime-stylized games containing nudity in May 2018, though Valve later reversed that position. In July 2025, Valve updated its storefront policies to disallow games with content that could violate rules set by payment processors and banks, leading to around 400 games being pulled from the service. Valve stated that the change came due to pressure from banks and payment processors, an action that appeared linked to an open letter sent to those processors by Collective Shout, an Australian non-profit group. Its leader, Melinda Tankard Reist, said the organization had identified over 500 games with content themes including rape, incest, and child abuse.

    In August 2025, Steam began requiring age verification for UK users viewing adult content pages, in compliance with the United Kingdom's Online Safety Act. As of September 2025, the only accepted verification method was adding a valid credit card to an account, drawing criticism from adult users who lack access to credit cards.

  • Steam's success as a software platform pushed Valve toward physical hardware. Gabe Newell said publicly that Big Picture mode, launched worldwide in December 2012 as a 10-foot user interface designed for high-definition televisions, was a step toward a dedicated Steam entertainment hardware unit.

    Steam Machines, gaming PCs running Valve's own SteamOS Linux distribution, followed in 2015, alongside the Steam Controller. Steam Link devices for local game streaming arrived as part of the same wave. The In-Home Streaming feature, introduced in May 2014, allowed users to stream games from one machine to another on the same home network; Valve renamed it Remote Play in June 2019 and extended it to allow streaming across devices outside the home network.

    The Steam Deck, a handheld device tailored for running Steam games, launched in 2022. Dynamic Cloud Sync, added in January 2022 ahead of the Deck's release, allows games to store saved states to Steam Cloud while still running rather than waiting until the player quits, enabling users to save progress on the Deck and immediately put the device into a suspended state.

    The Steamworks API has been updated to include support for the Nintendo Switch Pro Controller in 2018, the Xbox Wireless Controller for the Xbox Series X and Series S consoles, the PlayStation 5's DualSense, and compatible third-party controllers in 2020. In November 2020, Valve reported that controller usage on Steam had more than doubled over the prior two years.

    SteamVR, Valve's virtual reality platform, was first introduced for the Oculus Rift headset in 2014. SteamVR 2.0 arrived in October 2023, unifying its overlay interface with the updated SteamOS and Big Picture mode. Valve dropped macOS support for SteamVR in May 2020, and with Apple discontinuing support for Intel-based Macs after the release of macOS Tahoe in late 2025, Valve updated the Steam client beta to add native support for Apple silicon.

Common questions

When was Steam launched and what was it originally designed for?

Steam was launched out of beta on the 12th of September 2003. It was originally designed as a software client to push game updates automatically for Valve's own games, solving the problem of multiplayer players disconnecting for several days while waiting to install patches.

What percentage of the PC game distribution market does Steam hold?

Steam held an estimated 75% of the PC game distribution market as of 2013. By 2017, game purchases through Steam totaled about 4.3 billion, representing at least 18% of global PC game sales according to Steam Spy.

What is Steamworks and when was it released?

Steamworks is a free application programming interface released in May 2008 that allows game developers to integrate Steam's features, including digital rights management, matchmaking, cloud saving, and anti-cheat tools, into their games without Valve's direct involvement.

How did Steam replace Steam Greenlight with Steam Direct?

Valve launched Steam Direct on the 13th of June 2017, the week after shutting down Greenlight. Under Steam Direct, developers pay a recoupable $100 fee per game, complete identification and tax forms, and wait thirty days for Valve to review the submission. Valve refunds the fee once a game exceeds $1,000 in sales.

How many monthly active users does Steam have?

By 2021, Steam had over 132 million monthly active users. By 2018, the service had over 90 million monthly active users.

What platforms is Steam available on beyond Windows?

Steam was ported to macOS, with the client announced in March 2010 and launched on the 12th of May 2010. A Linux client was officially released in mid-February 2013. A mobile version for iOS and Android was released in 2012.

All sources

473 references cited across the entry

  1. 5NewsThe 19-year evolution of SteamTyler Wilde et al. — September 12, 2022
  2. 6The Last of the Independents?James Lee — April 30, 2008
  3. 7Steam Is 10 Today. Remember When It Sucked?Luke Plunkett — Gawker Media — September 12, 2013
  4. 8Steam Registers 13 million Active AccountsRohan Pandy — May 24, 2007
  5. 10Beta Test SteamMarch 22, 2002
  6. 12NewsSteam just turned 20 years old, and Valve is celebratingSean Hollister — 12 September 2023
  7. 14NewsGamers get playing Half-Life 2November 17, 2004
  8. 19Free Steam Games For ATI Radeon OwnersMaarten Goldstein — May 30, 2007
  9. 20Valve offers Portal: First Slice to NVIDIA customersMark Androvich — January 8, 2008
  10. 24Why you can't buy Crysis 2 from SteamWesley Yin-Poole — July 11, 2011
  11. 27EA Access Coming To Steam, More EA Games Release On The StoreChris Pereria — GameSpot — June 4, 2020
  12. 28EA Adds More Games To Steam, Including Titanfall 2 And Dead Space 3Phil Hornshaw — GameSpot — June 18, 2020
  13. 32NewsSteam delivered 15 billion gigabytes of data in 2018Fenlon Wes — January 14, 2019
  14. 33Valve releases Steamworks SDKJoe Martin — May 2, 2008
  15. 35A closer look at Valve's CEGCharlie Demerjian — March 26, 2009
  16. 36MagazineSteam PC Gaming Client Gets Surprise FaceliftMatt Peckham — September 8, 2011
  17. 39Steam client update releasedValve — July 1, 2010
  18. 44Steam Now Supports Premium DLCTom Bramwell — March 17, 2009
  19. 45Steam Announces Family SharingValve — September 13, 2013
  20. 46Steam Family Options Now Out of BetaLucy O'Brien — IGN — January 9, 2014
  21. 49Thought: Do We Own Our Steam Games?John Walker — February 1, 2012
  22. 57Steam now lets you buy your games in bitcoinAllegra Frank — April 7, 2016
  23. 58Valve drops Bitcoin as a Steam payment optionAndy Chalk — December 6, 2017
  24. 62Valve brings achievements to SteamAndy Robinson — November 26, 2007
  25. 78Steam review system overhauled to prevent abuseShabana Arif — September 13, 2016
  26. 86MagazineValve Introduces Free-to-Play Games to SteamMark Brown — June 15, 2011
  27. 88Valve Ups Monetization Options With Steam CouponsTom Curtis — December 7, 2011
  28. 89GameStop to sell Steam Wallet cards in-storeCasey Johnston — May 14, 2012
  29. 90Valve launches Steam MarketEddie Makuch — December 12, 2012
  30. 91Steam introduces subscription plansJeffrey Matulef — April 25, 2013
  31. 93Steam opens non-game software storeOmri Petitte — October 2, 2012
  32. 98Valve now selling all four Mad Max movies on SteamChris Kerr — September 1, 2015
  33. 101Steam is getting rid of its video and movie sectionSharif Saed — February 20, 2019
  34. 112Steam's Summer Sale is hereAusten Goslin — June 25, 2020
  35. 116Steam games forum down amid hack fearsJohn Leyden — September 11, 2011
  36. 118Valve Unveils Steam Guard For Account SecurityEric Caoili — March 3, 2011
  37. 120New Steam Security Updates Coming Next WeekEddie Makuch — March 2, 2016
  38. 12177,000 Steam Accounts Hijacked Each Month For ItemsAlice O'Conner — December 10, 2015
  39. 123Steam browser security loophole spottedTom Senior — October 16, 2012
  40. 129Steam security issue exposes users' personal informationAdi Robertson — Vox Media — December 25, 2015
  41. 130Valve apologizes for Christmas breach, citing denial-of-service attackRussell Brandom — Vox Media — December 30, 2015
  42. 136MagazineThe ADL Calls Out Steam for Giving Extremists a PassCecilia D'Anastasio — April 30, 2020
  43. 139Betacritic: Valve Add Community-Powered Steam ReviewsNathan Grayson — November 26, 2013
  44. 141Valve's Steam Ditches Internet Explorer for WebKitMarcus Yam — February 24, 2010
  45. 142Steam Screenshot Feature Now in BetaTom Senior — February 1, 2011
  46. 143Steam Screenshot Feature Out of BetaSteve Watts — February 25, 2011
  47. 145MagazineValve Takes Steam's Big Picture Gaming Mode PublicStephanie Mlot — December 3, 2012
  48. 146Valve will put PC games on your TV this fallWinda Benedetti — August 17, 2012
  49. 159Steam Community officially launchedRoss Miller — September 13, 2007
  50. 160MagazineSteam Review & RatingWill Greenwald — December 14, 2012
  51. 161Steam Realizes Extraordinary Growth in 2009Valve — January 29, 2010
  52. 162Valve launches Steam Badges on the serviceStepheny Nunneley — July 12, 2012
  53. 163Steam Trading Cards now in betaStephany Nunneley — May 15, 2013
  54. 165Steam Web APIs((TF2 Team)) — July 1, 2010
  55. 169Steam to highlight the best user-created contentJeffrey Matulef — August 13, 2012
  56. 170Valve takes on GameFAQs with Steam Game GuidesWesley Yin-Poole — December 14, 2012
  57. 171Valve brings livestreaming to Steam with Steam BroadcastingMichael McWhertor — December 2, 2014
  58. 175Valve updates Artifact FAQ with new launch detailsTim Clark — November 13, 2018
  59. 176The Game Awards To Stream Across 40 Global Video NetworksStefanie Fogel — November 9, 2018
  60. 178Game Recording BetaJune 26, 2024
  61. 180Valve Debuts Steam Music, Announces Big Game SalesMarshall Honorof — September 25, 2014
  62. 185Steam's redesigned library is out now for everyoneJay Peters — October 30, 2019
  63. 186Valve redesigns Steam game library, adding Steam EventMichael McWhertor — March 21, 2019
  64. 189Valve's top tips for launching a game on SteamMatthew Handrahan — April 22, 2020
  65. 190Valve's advice for making your game thrive after launchMatthew Handrahan — April 22, 2020
  66. 192Steamworks API OverviewValve — May 1, 2008
  67. 195Steam adds PS5 controller supportJon Porter — November 23, 2020
  68. 196Steam beta adds support for PS5 DualSense controllerWesley Yin-Poole — November 14, 2020
  69. 197NewsController usage on Steam has doubled over the past 2 yearsAndy Chalk published — November 23, 2020
  70. 200Steam survey under wayRobert Purchese — November 14, 2007
  71. 202July Steam Survey Data Includes Installed ProgramsGarnett Lee — August 24, 2010
  72. 210'Portal 2' puzzle creator launches May 8Brett Molina — April 28, 2012
  73. 212Dota Workshop OpensKatie Williams — June 17, 2012
  74. 214Steam Workshop now allows modders to sell their workRobert Purchase — April 23, 2015
  75. 219Steam Users See Big Problems With Charging For ModsNathan Grayson — April 23, 2015
  76. 222Steam launches official developer-run Item StoresJeffrey Matulef — November 4, 2015
  77. 224Steam has added a new 'item store' featureNathan Grayson — Gawker Media — November 4, 2015
  78. 230Valve will no longer support SteamVR on macOSMarc DeAngelis — May 1, 2020
  79. 231Valve officially releases SteamVR 2.0Jay Peters — October 25, 2023
  80. 236Valve's solution for Steam Greenlight's noise: A $100 feeFrank Cifaldi — September 5, 2012
  81. 237Steam Greenlight Is Dead, Long Live Steam DirectMike Williams — February 13, 2017
  82. 238Valve adds concept section to GreenlightNick Akerman — October 18, 2012
  83. 240Steam Greenlight: Developers Speak OutMike Rose — September 5, 2012
  84. 242Gabe Newell On Removing Valve From SteamJim Rossignol — February 1, 2013
  85. 246Steam Direct fee set at $100James Brightman — June 2, 2017
  86. 250Fig Also Promises To Help Indies With Steam DirectMike Williams — February 17, 2017
  87. 254Steam data reveals impact of Discovery updateDan Pearson — March 27, 2015
  88. 260Valve admits Steam has a 'fake games' problemRich McCormick — April 4, 2017
  89. 269How not to launch a video game, starring The War ZMike Rose — December 20, 2012
  90. 27910 reasons games disappear from SteamChristopher Livingstone — May 21, 2018
  91. 280Valve removes nearly 200 cheap, 'fake' games from SteamAllegra Frank — September 26, 2017
  92. 286Gabe Newell explains why Steam banned NFTsMartin Robinson — February 25, 2022
  93. 298Valve banning "child exploitation" games from SteamHaydn Taylor — December 10, 2018
  94. 301NewsSteam: Valve sperrt Zugang zu zahlreichen Sex-GamesDaniel Ziegener — December 29, 2020
  95. 302Senator to Valve: what's with all the Nazis on Steam?Ash Parrish — November 15, 2024
  96. 311NewsSteam uses insecure, out-of-date Chromium browserMartin Brinkmann — February 8, 2016
  97. 313NewsSteam will ditch Windows 7 and 8 support next yearShaun Prescott — March 27, 2023
  98. 314Steam Coming to Mac in April, Portal 2 This FallChris Faylor — March 8, 2010
  99. 315A Brand New SteamValve — February 23, 2010
  100. 316Valve Launches Public Beta For New Steam UIBrian Leahy — February 23, 2010
  101. 317New Steam Client Officially Released!Valve — April 26, 2010
  102. 325MagazineRunning Windows Games on Linux Gets EasierSteven J. Vaughan-Nichols — May 6, 2010
  103. 328Valve to test Linux Steam next weekTamoor Hussain — September 27, 2012
  104. 329MagazineValve Launches Closed Steam for Linux BetaStephanie Miot — November 6, 2012
  105. 330Steam for Linux beta opened to allRobert Purchase — December 20, 2012
  106. 332Steam'd PenguinsValve — July 16, 2012
  107. 333'Left 4 Dead 2' to be first Valve game on LinuxTracey Lein — July 16, 2012
  108. 334Faster Zombies!Valve Linux team — Valve — August 1, 2012
  109. 336There's Now 500 Games On Steam For LinuxMichael Larabel — June 5, 2014
  110. 346Steam on Chromebook enters betaMonica Chin — November 3, 2022
  111. 348Portal 2, Steamworks PS3-bound in 2011Tor Thorsen — June 15, 2010
  112. 352Valve's Gabe Newell – InterviewWesley Yin-Poole — August 25, 2011
  113. 353Counter-Strike: Global Offensive loses cross-playDavid Hinkle — March 5, 2012
  114. 354Valve would 'love' Xbox SteamworksAndy Robinson — August 25, 2010
  115. 355Steam mobile app goes live for allPatrick Garrett — January 31, 2012
  116. 356Valve launches Steam app for iOS and AndroidRob Crossley — January 26, 2012
  117. 358Steam Chat goes live on iOS and AndroidDean Takahashi — May 17, 2018
  118. 366Valve Announces Steam OSJason Schreier — September 23, 2013
  119. 367Valve Will Announce Steam Machine Partners at CES 2014Andrew Goldfarb — November 4, 2013
  120. 372Valve's new Steam Link update lets you stream anywhereMichael McWhertor — March 14, 2019
  121. 373Steam Deck launch delayed by two monthsJay Peters — November 10, 2021
  122. 380Steam surpasses 30 million users in ChinaAndy Chalk — October 18, 2018
  123. 382Steam Community access has been blocked in ChinaAndy Chalk — December 19, 2017
  124. 385Valve talks Steam China, curation and exclusivityChris Tapsell — August 21, 2019
  125. 388NewsChina Appears to Have Blocked the Global Steam StoreBrian Whitwam — December 28, 2021
  126. 390Why I'm No Longer Buying Games On SteamSmith Matt — August 16, 2012
  127. 391Steam: A Monopoly In the MakingSmith M. S. — March 16, 2010
  128. 396Steam Business UpdateValve — February 11, 2013
  129. 399Steam sets new concurrent user record at 18.5MAlissa McAloon — January 9, 2018
  130. 401Steam has now broken its active player recordAndy Robinson — March 30, 2020
  131. 4087,672 games hit Steam in 2017 alone, says Steam SpyAlissa McAloone — January 10, 2018
  132. 409There are now over 27,000 games on SteamAlex Calvin — January 14, 2019
  133. 411Steam now has 30,000 gamesJonathan Bolding — January 14, 2019
  134. 412Steam just reached 50,000 total games listedDustin Bailey — February 12, 2021
  135. 414Valve: no Steam data for digital sales chartsDan Pearson — April 21, 2011
  136. 415Digital charts won't pick up SteamBen Parfitt — April 21, 2011
  137. 423Is indie gaming the future?Richard Cobbett — September 19, 2010
  138. 425Steam Has Failed at Curation and ModerationDante Douglas — February 5, 2018
  139. 426Steam games store to 'allow everything'Dave Lee — June 7, 2018
  140. 432Steam games market worth $3.5 billion in 2015Angus Morrison — January 5, 2016
  141. 434Shops slam Steam 'monopoly'Wesley Yin-Poole — November 11, 2010
  142. 435Breaking the Steam monopolyGreg Lockley — November 8, 2013
  143. 436Is Steam too powerful? Indie devs consider Valve's dominant positionBen Barrett — Network N — April 11, 2016
  144. 439Just 6% of devs say Steam earns its 30% cut – SurveyBrendan Sinclair — January 24, 2019
  145. 443Online Retailers Refusing To Sell Modern Warfare 2Luke Plunkett — November 5, 2009
  146. 445Valve: Rivals miss out by boycotting Steamworks gamesMatt Martin — November 26, 2009
  147. 446NewsRetail threatens Steam banCHRISTOPHER DRING — December 11, 2010
  148. 452Valve Loses Appeal For $3 Million Fine In AustraliaEddie Makuch — April 19, 2018
  149. 454French consumer group sues Valve over Steam policiesChristian Nutt — December 17, 2015
  150. 458BT Files Patent Infringement Lawsuit Against ValvePhilippa Warr — August 31, 2016
  151. 460SNJV takes issue with Steam investigationBrendan Sinclair — February 3, 2017
  152. 464Is Steam really conspiring to price fix?Simon Carless — February 1, 2021