this post was submitted on 14 Mar 2025
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[–] ampersandrew@lemmy.world 81 points 2 months ago (2 children)

Valve says the data proves "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."

I think it proves that Steam is the largest storefront on PC and that PC is growing and replacing other platforms.

[–] Kolanaki@pawb.social 46 points 2 months ago* (last edited 2 months ago) (3 children)

I haven't seen an interactive event on Steam for, like, a decade. Unless they're counting sales as interactive events. 🤔

They used to have, like, gamified events where you're earning things (like maybe trading cards or badges or other Steam profile items) by playing a small little browser game inside the store page. Those were always fun.

[–] ampersandrew@lemmy.world 15 points 2 months ago (1 children)

The Next Fests might count. They kind of fill the role that something like PAX does, encouraging you to try out demos.

[–] Contemporarium@lemm.ee 4 points 2 months ago

Yeah I’d say that counts. It definitely feels like a community event to me and doesn’t cost money to participate

[–] warm@kbin.earth 10 points 2 months ago

They kinda died along side the flash deals. I miss the crazy sales, but I understand why they removed them.

[–] Dudewitbow@lemmy.zip 7 points 2 months ago* (last edited 2 months ago) (1 children)

one example of a steam interactive event was when valve was actively giving viewers who were watching the game awards through steam a raffle to get a free steam deck

[–] warm@kbin.earth 5 points 2 months ago

No, that's just a raffle. They had mini games during the sales.

[–] warm@kbin.earth 9 points 2 months ago (1 children)

PC is the fastest growing market. Consoles are slumping and I think the return of Steam Machines done right would accelerate the market shift.

[–] octobob@lemmy.ml 6 points 2 months ago

They'd be a shoe-in now that Valve developed Proton so well

[–] CarbonatedPastaSauce@lemmy.world 71 points 2 months ago (3 children)

$20 million on microtransactions

Please don't.

$73 million on games and DLC

$42 per person average? Those are rookie numbers!

[–] Delphia@lemmy.world 20 points 2 months ago (1 children)

20 million divided by 1.7 is about $11 per person, which isnt really that high.

I also think theres a distinction to be made between microtransactions in f2p titles and microtransactions in AAA premium titles. I logged something like 4000 hours in Mechwarrior online and I bought mech packs because I wanted to support the devs.

[–] Focal@pawb.social 2 points 2 months ago

I think that's entirely fair.

I do wonder how much of that money has gone to the developers themselves, and not just some executive

[–] Pyr_Pressure@lemmy.ca 13 points 2 months ago (3 children)

Man, I downloaded my data from steam for the past ten years I've been active and the total $ amount made me sad. It's definitely not $42 a year....

[–] DonutsRMeh@lemmy.world 13 points 2 months ago (1 children)

I've been on steam for over 4 years and I've spent a whopping $0.99.

[–] tonytins@pawb.social 8 points 2 months ago (1 children)
[–] DonutsRMeh@lemmy.world 2 points 2 months ago

Lmao. I mostly play the free games. I also have the heroic launcher and I'm signed into gog, epic and prime on it and so far, they've given me 85 free games. I have a lifetime supply of games.

[–] TwanHE@lemmy.world 5 points 2 months ago

I realise i must be an edge case but i think my steam account of 10+ years is positive money wise. Got thousands of hours in the same few games and sold my old €100 CS inventory for about €500 PayPal when the market boomed.

The amount of money I've spent on my system to play those few games at more fps tho, lets not calculate.

[–] tfw_no_toiletpaper@lemmy.world 0 points 2 months ago

It's like 60 / month I bet 😂

[–] Contemporarium@lemm.ee 4 points 2 months ago

I feel like a lot of the microtransaction revenue is DLC as well. But like someone else said, there are the rare games that are free to play and don’t have super predatory mtx like Path of Exile or The Finals.

Fuck paying for them in full priced games though

[–] Kelly@programming.dev 16 points 2 months ago* (last edited 2 months ago) (1 children)

The 1.7 million customers who originated from a top 2023 release

This wording is a bit strange, are they tracking the new steam accounts that signed up to buy a specific 2023 title (like Baldur's Gate 3, Hogwarts Legacy, or Starfield)?

If so it says more about the specific demographic attracted to that unknown title than it does about Steam in general.

Edit:

The methodology is explained here:

https://store.steampowered.com/news/group/4145017/view/751641001553035271

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.

[–] ka1ikasan@lemmy.zip 5 points 2 months ago

Yeah, that's a bit strange. Not everyone starts their account by a big game. My current steam account is quite old and first games were the ones I could afford back then as a student: indie titles, freebies, maybe one big game at some point. My previous account was only for HL / CS.

[–] libra00@lemmy.world 15 points 2 months ago (1 children)

That seems like a lot, but that's <$12/user in microtransactions and ~$43/user in games. That's like.. 2 microtransaction purchases and a couple indie games each.

[–] undeffeined@lemmy.ml 5 points 2 months ago (1 children)

But the sad reality is that the mtx are in all likelyhood,concentrated in a small group of users.

[–] libra00@lemmy.world 1 points 2 months ago

No doubt, but it's still not a lot over the sample size.

[–] nuko147@lemm.ee 6 points 2 months ago

From their report report :

[ 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.
......

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. ]

So they are not average gamers, more like new blood in steam, and the numbers are for money they spent additional after the reason they came to steam.

[–] wavebeam@lemmy.world 6 points 2 months ago (1 children)

just did the math, I've averaged about $165/yr on steam, with very little (though not none) microtransactions. like maybe less than $50 total in 15 years.

[–] Venator@lemmy.nz 1 points 2 months ago* (last edited 2 months ago)

I think I probably have a similar average on my 18 yr old account, except the only microtransactions on my account are credits from selling any hats, skins and duplicate weapons I unlocked for free in TF2 and CS 😅

[–] NuXCOM_90Percent@lemmy.zip 3 points 2 months ago

Would that even count as a "whale"?

Less than 20 dollars per user on "microtransactions" which the article goes on to define as "in-game transactions". And 73 dollars on direct steam purchases of games/DLC which very well could just be a single newly released game.

So... one "battle pass" or two or three cosmetics for a live game and a new game or a season pass or two of DLC for an older one?