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Steam just had its biggest half-year ever. new games were only 21% of it

$11.1 billion in six months, up 14.5%. but the share coming from games actually released this year dropped to 21%, from 27% a year ago. Steam has never made more money — or cared less about new releases.

Diego SantosUpdated Jul 196 min readWeb story
The Steam store — Valve's PC gaming platform

Steam is having its most lucrative stretch in history: roughly $11.1 billion in gross game revenue in the first half of 2026, up about 14.5% year over year, on top of concurrent-user records north of 42 million set earlier in the year. But dig into where that money comes from and there's a number that should worry anyone launching a game in 2026: only 21% of it came from games actually released this year. A year ago that figure was 27%. Before that, 29%. Steam has never made more money, and it's never made less of it from new releases.

~$11.1B

H1 2026 revenue

gross game revenue, up 14.5% YoY

21%

From 2026 releases

down from 27% in 2025

42.3M

Peak concurrent

an all-time record set earlier in 2026

29% → 27% → 21%

3-year trend

new-games share falling every year

Where the money actually goes

Share of Steam spending on games released that year

H1 202429%
H1 202527%
H1 202621%

The other ~79% flows to the back catalog and, above all, to evergreen live-service giants — Counter-Strike 2, Dota 2, PUBG and their peers — plus deep-discount sales of older games during events like the Summer Sale (June 25–July 9 this year). These titles don't 'release'; they just keep earning, year after year, soaking up player time and money that never reaches this year's new games.

Why the 21% is a real problem, not a curiosity

For a big publisher, a smaller slice of a growing pie is still fine. For indie and AA developers, this is the discoverability crisis in a single statistic. A record number of games launch on Steam every year, competing for a shrinking share of spending, against a wall of established live-service titles that already own players' hours. It means a genuinely good new game can land into near-silence not because it's bad, but because the platform's economics increasingly reward the games people are already playing. The 21% figure is the clearest evidence yet that 'get it on Steam' is no longer close to a plan.

None of this is Steam failing — it's Steam succeeding so completely that its own back catalog has become the main competition for every new release. If you're making a game in 2026, the platform has never been bigger, and standing out on it has never been harder. Those two facts are the same fact.

Gaming Editor

Diego Santos

Diego came up through competitive shooters, where a single dropped frame could lose the round, so he tunes games like a mechanic tunes engines. He covers PC and console performance, the settings that actually matter, and whether the hardware lives up to the trailer.

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