Steam is basically a PC gaming monopoly, so why isn’t anyone mad?


Open any gaming PC, and chances are the blue icon of Steam is sitting right there on the desktop. Not hidden, not optional, but almost expected. Over time, Steam has gone from being just another launcher to becoming the default storefront for PC gaming, almost like a built-in part of the experience.

The Monopoly Nobody Talks About

By most estimates, such as QuantumRun and IconEra, Steam controls roughly 70 to 80% of the PC digital distribution market. That is not just a strong lead. It is near-total dominance. At the same time, it follows the familiar 30% revenue cut model, with reductions kicking in at higher sales milestones. It is the same structure used by companies like Apple and Google, and it has been a point of criticism from developers for years.

In fact, in a previous GDC survey, it was revealed that just 6% of devs say Steam earns its 30% cut. On paper, all of this checks the boxes of a monopoly. High market share, a standard-setting fee, and a platform that is deeply embedded in user habits. In most industries, this would be where the backlash begins. But in PC gaming, something very different has happened.

“Valve is the only major store still holding onto the payments tie and 30% junk fee” – Tim Sweeney, CEO, Epic Games

The interesting part is that Steam is not alone. Epic Games Store made a very aggressive entry with a much lower 12% revenue cut and a steady stream of free games, including major titles that would normally cost a fair bit. Microsoft did something similar back in 2021, trimming the Windows Store fee from 30% to 12% for developers.

On paper, that sounds like a winning formula. Then there is Microsoft with its Xbox app and Game Pass, which has carved out a strong position in subscriptions. Publishers like Ubisoft and Electronic Arts have also tried pulling users into their own launchers to control distribution and revenue.

And yet, user behavior has barely shifted. Players claim their free games on Epic, install other launchers when required, and use Game Pass for specific titles. But when it comes to actually buying games and building a library, they almost always return to Steam. The competition exists, but it has not changed habits in a meaningful way.

Steam has had its own struggles, though

It would be unfair to say Steam has had a completely smooth ride. There have been moments where the community pushed back hard. Before 2015, the lack of a proper refund system was a major issue, eventually leading Valve to introduce the now-standard two-hour refund policy.

Similarly, the paid mods experiment for “The Elder Scrolls V: Skyrim” also sparked a strong negative reaction, forcing a quick rollback. Developers have raised concerns about discoverability, visibility, and, of course, the 30 percent revenue cut, which remains a contentious topic even today.

But here is the interesting pattern. These controversies create noise, Valve responds or adjusts, and then things settle down. There has never been a large-scale shift away from Steam because of these issues. People complain, but they stay. That cycle has repeated enough times to become part of the platform’s identity.

The Reason Gamers Don’t Mind

The simplest explanation is also the most important one. Steam works. Not just in the basic sense of launching games, but in the way it wraps the entire PC gaming experience into one cohesive ecosystem. Let’s start with performance and reliability.

Steam’s servers are among the most consistent in the industry.

Downloads are fast, updates are handled smoothly, and outages are rare. The client itself is not the lightest piece of software out there, but it is stable, predictable, and rarely gets in the way. That alone puts it ahead of several competing launchers that still struggle with basic usability.

Then there is the feature set, which is where Steam quietly pulls ahead of everyone else. Cloud saves have been standard for years. Achievements, while simple, are deeply integrated. The Steam Workshop makes modding accessible even to casual players, turning complex installations into one-click processes.

Remote Play allows users to stream games to other devices or even play co-op with friends who do not own the game. Controller support is another standout, letting players fine-tune inputs in ways that most platforms do not even attempt.

Over time, these features stop feeling like extras and start feeling like essentials. Heck, even Steam Chat is once again gaining popularity as one of the strongest Discord alternatives, ever since the latter started requiring IDs for verification. And honestly, that’s where competitors struggle.

The Epic Games Store may offer better revenue terms for developers, but it still lacks many of these ecosystem-level features. The Xbox app is great for subscriptions, but it does not provide the same sense of ownership or permanence.

Other launchers feel like tools. Steam feels like a home.

Sales play a huge role, too. Steam’s seasonal events have become a cultural moment in gaming. The Summer Sale and Winter Sale are not just discount periods. Instead, they are events that players actively look forward to. And they are treated with the same kind of excitement as Amazon’s own Prime Day sales fest, if not more so.

Deep discounts, flash deals in the past, and wishlist notifications create a loop that keeps users constantly engaged. Over time, this has trained an entire generation of gamers to associate Steam with value. Even if a game launches at full price, many users instinctively wait for it to drop during a sale.

The Ecosystem Effect Is Real

Another factor that often gets overlooked is the community layer. Reviews on Steam are not just a formality. They actively shape buying decisions. User tags, forums, guides, and discussion hubs turn each game into a living space rather than a static product page. This creates a feedback loop where players help other players, which in turn strengthens the platform.

There is also the matter of library lock-in, although it is less sinister than it sounds. Many players have spent years building their Steam libraries, sometimes owning hundreds of games. Switching platforms is not difficult technically, but it feels inconvenient. Everything is already organized, updated, and accessible in one place.

That kind of convenience is hard to walk away from.

The arrival of the Steam Deck has only reinforced this. By turning the Steam library into a portable experience, Valve has extended its ecosystem beyond the desktop. Features like Proton compatibility have also made it easier to run games across different systems, adding another layer of flexibility. It’s the same reason why gamers are actively looking forward to the Steam Machine, with console makers also understanding the threat that looms once Steam enters the home console space.

The Better Image?

It is also worth noting that Valve, as a company, operates differently from most of its competitors. Valve Corporation is privately owned and does not have the same pressure to chase quarterly results. That allows it to take risks, experiment with new ideas, and occasionally fail without turning those failures into aggressive monetization strategies.

An equally important aspect of the discourse around the leadership. Public-facing figures like Gabe Newell have also built a reputation for being relatively grounded, which indirectly adds to the platform’s goodwill. Broadly, Newell is perceived as “the good guy of gaming.”

And this is also where the comparison with Nintendo becomes interesting. Nintendo is beloved for its games, but often criticized for its pricing, online services, and hardware decisions. It is a love-hate relationship where players tolerate the flaws because the core experience is unique.

Steam sits on the other end of that spectrum.

It is not driven by emotional attachment in the same way, but it earns trust through consistency. It avoids friction instead of asking users to work around it. And it definitely helps that leaders like Newell often talk about games less like a cash-grab, and more like a good experience that should be a pursuit for all stakeholders — developers, publishers, and above all, the players.

The Good Monopoly

For gamers, Steam just makes sense. It’s fast, familiar, packed with features, and almost always the best place to grab a deal. For developers, though, it’s a bit more complicated, with over 50% devs believing Steam operates as a monopoly, as per Atomik Research’s survey. That split is what makes Steam such a weird case. It can feel frustrating from one side and incredibly convenient from the other. And somehow both can be true at the same time.

That’s the enigma here. Steam has all the signs of a monopoly, and yet, it doesn’t feel like one where it matters most. Gamers keep going back, not out of habit, but because nothing else feels as complete. Valve Corporation didn’t win by locking people in. It won by making sure they never really wanted to leave. And in a space where players are quick to complain about literally everything, that might be the most impressive part.



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As I’m writing this, NVIDIA is the largest company in the world, with a market cap exceeding $4 trillion. Team Green is now the leader among the Magnificent Seven of the tech world, having surpassed them all in just a few short years.

The company has managed to reach these incredible heights with smart planning and by making the right moves for decades, the latest being the decision to sell shovels during the AI gold rush. Considering the current hardware landscape, there’s simply no reason for NVIDIA to rush a new gaming GPU generation for at least a few years. Here’s why.

Scarcity has become the new normal

Not even Nvidia is powerful enough to overcome market constraints

Global memory shortages have been a reality since late 2025, and they aren’t just affecting RAM and storage manufacturers. Rather, this impacts every company making any product that contains memory or storage—including graphics cards.

Since NVIDIA sells GPU and memory bundles to its partners, which they then solder onto PCBs and add cooling to create full-blown graphics cards, this means that NVIDIA doesn’t just have to battle other tech giants to secure a chunk of TSMC’s limited production capacity to produce its GPU chips. It also has to procure massive amounts of GPU memory, which has never been harder or more expensive to obtain.

While a company as large as NVIDIA certainly has long-term contracts that guarantee stable memory prices, those contracts aren’t going to last forever. The company has likely had to sign new ones, considering the GPU price surge that began at the beginning of 2026, with gaming graphics cards still being overpriced.

With GPU memory costing more than ever, NVIDIA has little reason to rush a new gaming GPU generation, because its gaming earnings are just a drop in the bucket compared to its total earnings.

NVIDIA is an AI company now

Gaming GPUs are taking a back seat

A graph showing NVIDIA revenue breakdown in the last few years. Credit: appeconomyinsights.com

NVIDIA’s gaming division had been its golden goose for decades, but come 2022, the company’s data center and AI division’s revenue started to balloon dramatically. By the beginning of fiscal year 2023, data center and AI revenue had surpassed that of the gaming division.

In fiscal year 2026 (which began on July 1, 2025, and ends on June 30, 2026), NVIDIA’s gaming revenue has contributed less than 8% of the company’s total earnings so far. On the other hand, the data center division has made almost 90% of NVIDIA’s total revenue in fiscal year 2026. What I’m trying to say is that NVIDIA is no longer a gaming company—it’s all about AI now.

Considering that we’re in the middle of the biggest memory shortage in history, and that its AI GPUs rake in almost ten times the revenue of gaming GPUs, there’s little reason for NVIDIA to funnel exorbitantly priced memory toward gaming GPUs. It’s much more profitable to put every memory chip they can get their hands on into AI GPU racks and continue receiving mountains of cash by selling them to AI behemoths.

The RTX 50 Super GPUs might never get released

A sign of times to come

NVIDIA’s RTX 50 Super series was supposed to increase memory capacity of its most popular gaming GPUs. The 16GB RTX 5080 was to be superseded by a 24GB RTX 5080 Super; the same fate would await the 16GB RTX 5070 Ti, while the 18GB RTX 5070 Super was to replace its 12GB non-Super sibling. But according to recent reports, NVIDIA has put it on ice.

The RTX 50 Super launch had been slated for this year’s CES in January, but after missing the show, it now looks like NVIDIA has delayed the lineup indefinitely. According to a recent report, NVIDIA doesn’t plan to launch a single new gaming GPU in 2026. Worse still, the RTX 60 series, which had been expected to debut sometime in 2027, has also been delayed.

A report by The Information (via Tom’s Hardware) states that NVIDIA had finalized the design and specs of its RTX 50 Super refresh, but the RAM-pocalypse threw a wrench into the works, forcing the company to “deprioritize RTX 50 Super production.” In other words, it’s exactly what I said a few paragraphs ago: selling enterprise GPU racks to AI companies is far more lucrative than selling comparatively cheaper GPUs to gamers, especially now that memory prices have been skyrocketing.

Before putting the RTX 50 series on ice, NVIDIA had already slashed its gaming GPU supply by about a fifth and started prioritizing models with less VRAM, like the 8GB versions of the RTX 5060 and RTX 5060 Ti, so this news isn’t that surprising.

So when can we expect RTX 60 GPUs?

Late 2028-ish?

A GPU with a pile of money around it. Credit: Lucas Gouveia / How-To Geek

The good news is that the RTX 60 series is definitely in the pipeline, and we will see it sooner or later. The bad news is that its release date is up in the air, and it’s best not to even think about pricing. The word on the street around CES 2026 was that NVIDIA would release the RTX 60 series in mid-2027, give or take a few months. But as of this writing, it’s increasingly likely we won’t see RTX 60 GPUs until 2028.

If you’ve been following the discussion around memory shortages, this won’t be surprising. In late 2025, the prognosis was that we wouldn’t see the end of the RAM-pocalypse until 2027, maybe 2028. But a recent statement by SK Hynix chairman (the company is one of the world’s three largest memory manufacturers) warns that the global memory shortage may last well into 2030.

If that turns out to be true, and if the global AI data center boom doesn’t slow down in the next few years, I wouldn’t be surprised if NVIDIA delays the RTX 60 GPUs as long as possible. There’s a good chance we won’t see them until the second half of 2028, and I wouldn’t be surprised if they miss that window as well if memory supply doesn’t recover by then. Data center GPUs are simply too profitable for NVIDIA to reserve a meaningful portion of memory for gaming graphics cards as long as shortages persist.


At least current-gen gaming GPUs are still a great option for any PC gamer

If there is a silver lining here, it is that current-gen gaming GPUs (NVIDIA RTX 50 and AMD Radeon RX 90) are still more than powerful enough for any current AAA title. Considering that Sony is reportedly delaying the PlayStation 6 and that global PC shipments are projected to see a sharp, double-digit decline in 2026, game developers have little incentive to push requirements beyond what current hardware can handle.

DLSS 5, on the other hand, may be the future of gaming, but no one likes it, and it will take a few years (and likely the arrival of the RTX 60 lineup) for it to mature and become usable on anything that’s not a heckin’ RTX 5090.

If you’re open to buying used GPUs, even last-gen gaming graphics cards offer tons of performance and are able to rein in any AAA game you throw at them. While we likely won’t get a new gaming GPU from NVIDIA for at least a few years, at least the ones we’ve got are great today and will continue to chew through any game for the foreseeable future.



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