The analytics team at the We Love It platform, together with industry experts including former Valve employee Ichiro Lambe, presented a large-scale study of the Steam store's economy. The work is based on an analysis of 99,206 paid games, and to estimate developers' real revenue the authors applied a reverse-engineering method, relying on user reviews and indirect signals about sales. This approach made it possible to get close to figures that studios, as a rule, do not disclose publicly.

Extreme Income Polarization

The key finding of the study is the extreme unevenness of revenue distribution. Exactly half of all paid games in the catalog have earned less than $3,622 over their entire existence, which in practice does not even cover the basic costs of supporting a project. At the same time, the top percentage of successful titles brings in from $15 million to several billion dollars. Thus, the market demonstrates a classic "long-tail" model, where the overwhelming majority of projects remain in the break-even or loss zone, while a significant share of revenue is concentrated in the hands of a handful of hits.

Explosive Catalog Growth

The study also recorded the rapid expansion of the store itself. Over 2024 and 2025, the catalog was replenished with tens of thousands of new releases, and 2026, according to data as of mid-August, has already surpassed the mark of 15,814 new titles. This influx of content intensifies competition for the buyer's attention and exacerbates the polarization effect: with growing supply, it becomes ever harder for an average project to break into the top of search results and retain revenue.

Which Genres Are Most Profitable

In terms of the cost-to-return ratio, the most profitable and balanced genre turned out to be sandboxes: they combine moderate development costs with sustained demand and a long market life. At the opposite pole were 2D and 3D platformers, which showed the worst financial performance in the sample. For indie studios this is a practical benchmark: the choice of genre largely determines the likelihood that a project will end up in the profitable top segment or the loss-making bottom one.

Contradictory Data

Publications on the results of the study contain a discrepancy in the key figure. The original text of the analysts cites a precise estimate of $3,622 as the threshold below which half of paid games remain. At the same time, a number of outlets, including the headlines of reprints, round this value to "less than $4,000." The difference is explained by rounding when preparing headlines, however, for accurate analytics it is more correct to rely on the original figure of $3,622. In addition, related materials emphasize that one in five new releases on Steam in 2025 was created with the use of generative AI, and a former Valve developer publicly called the platform's game search system "broken" — both facts point to structural problems that, presumably, intensify the described polarization of income.

What This Means for the Market

Taken together, the data paint a picture of a mature but highly competitive market, where the technological accessibility of development (including thanks to AI) and catalog growth do not guarantee a developer income. For publishers and investors, the study becomes an argument in favor of focusing on genres with proven profitability and on projects with top-segment potential, while for indie studios it is a reminder that an "average" project on Steam is statistically doomed to minimal revenue.