2 ms·
Not counting physical, which certainly died. Games released is not indicative of revenues: 80% of steam games make < $5k, and median steam game makes at most a
by SideQuark 12d ago
Not counting physical, which certainly died.
Games released is not indicative of revenues: 80% of steam games make < $5k, and median steam game makes at most a few hundred $. So that doesn't really tell much about sales.
Recent data seems available in reports from Newzoo: their The PC & Console Gaming Report 2025 states there was 1.2% total PC growth 2021-2024 in nominal dollars (40.5B to $40-42B). In real dollars that is around -15%, so enough shrinkage that many industries would really feel the pain. In smaller sections, their 2014, 2017, 2024 reports show PC share of global games spend fell 17%. They (and SuperData) data show premium PC fell a few percent (nominal, more in real $). Playtime per player fell 26% (Newzoo 2024, 2025).
Also, around 50-60% of revenue, which is nice, is not new game sales, but microtransactions, and these are extremely weighted to the largest few games. Of the remaining, around 10-15% is subscription fees, also not new sales.
Using Steam as a proxy for the whole industry hides losses if more title % moved to Steam, since then the numbers you posted are not comparing like to like.
Some Newzoo data is easily found, use AI to find copies of their closed reports floating around the internet.
- gilbetron 12d ago[flagged]