Valve Could Make $20 Billion This Year; Here's How It Could Better Serve Developers

With immense profits projected from Steam, suggestions arise for Valve to reinvest in developers and improve the platform.

Oct 6, 2026
Industry & Business
Valve Could Make $20 Billion This Year; Here's How It Could Better Serve Developers

Valve is reportedly on track to generate $20 billion in revenue this year, primarily from game sales on its Steam platform. Analysts at Alinea Analytics project Steam's earnings to reach $16.5 billion so far this year, with $1.7 billion generated in September alone. This financial windfall, substantial enough to rival the annual GDP of entire nations, raises questions about how the private company might best utilize its profits.

As a privately held company, Valve is not beholden to shareholders, allowing profits to remain within the company or be distributed as dividends. This financial freedom is epitomized by Valve founder Gabe Newell's personal investments, including a yacht-manufacturing company. The overwhelming majority of Steam's revenue is derived from its standard 30 percent cut on all game sales, a commission that has faced sustained criticism from developers for years. With approximately 20,000 games launching on Steam annually and its dominant position in the PC games market, the platform's profitability is seen by some as coming at the expense of independent developers, potentially through predatory practices.

Reconsidering the Platform Fee

Despite numerous calls for Valve to reduce its 30 percent commission, the company has remained steadfast. The Epic Games Store, launched with a 12 percent cut that is waived for games earning under $1 million, offered a more developer-friendly alternative. However, the Epic Games Store's lower sales volume and financial struggles, including significant layoffs, have diminished its appeal. Valve's own tiered system, which reduces the cut only after games reach $10 million and $50 million in sales, disproportionately burdens smaller developers. A more equitable approach could involve lowering the initial threshold or offering a more significant reduction on early sales, which would have a substantial impact on independent studios without significantly affecting Valve's vast profits.

Empowering Developers Through a Panel

Valve could benefit from establishing a dedicated developer panel. By inviting passionate and experienced indie developers and publishers known for supporting their peers, Valve could gain valuable insights into the needs of the development community. Listening to their feedback and actively working to implement suggested improvements could foster a more collaborative and supportive ecosystem on Steam.

Reintroducing Store Curation

Historically, Valve actively curated games on Steam, starting with select titles and gradually expanding. The introduction of Steam Greenlight in 2012 allowed developers to pitch games for inclusion based on player interest, but it was eventually replaced by Steam Direct in 2017. Steam Direct effectively opened the floodgates, allowing almost anyone to submit a game for a small fee, leading to a massive influx of titles with minimal human oversight. This has resulted in a store flooded with questionable content and

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