Mobile vs PremiumThe Store-by-Store Intelligence Report
"Steam revenue" describes at least five different measurements, depending on which analytics firm and which scope is being cited. This suite maps the commission structures, revenue concentration, discoverability mechanics, and first-time-user-experience design that separate mobile free-to-play from premium PC and console distribution; what each means for where a studio should launch.
Publication Recognizing Patterns
Published August 2026
Reading ~35 min total
5
Distinct measurements of "Steam revenue" in circulation
37:1
Steam vs Epic, third-party revenue only
79%
Steam revenue now from back-catalogue titles
$4.6B
Gap between two firms' 2024 Steam estimates
Reading order Part I builds the framework the other two depend on. Read in order.
"Steam revenue" describes at least five different measurements, depending on which firm and scope is cited. On 2024 alone Alinea says $15.4B and GameDiscoverCo says $10.8B: a $4.6 billion gap on a completed year. Every "Steam grew X%" headline in circulation depends on which ruler was used, and most decks never say which one it was.
Platform revenue growth and developer outcomes have decoupled far enough that the topline is not merely unhelpful as a greenlight input. It is actively misleading.