Steam's Record Growth: $11.1 Billion in H1 2026 as Back Catalogue Dominates Sales

July 10, 2026
Steam's Record Growth: $11.1 Billion in H1 2026 as Back Catalogue Dominates Sales
  • Steam posted its strongest half-year on record, generating an estimated $11.1 billion in gross revenue for the first half of 2026, up about 14.5% from H1 2025 and 8% above H2 2025, underscoring ongoing growth in PC gaming spending.

  • Long-term momentum appears durable, with projections showing Steam’s annual revenue rising from roughly $5.5 billion in 2017 to around $20 billion in 2025, signaling a substantial growth trajectory.

  • Industry observers note developers face intense competition for attention as durable backcatalogues and discounted classics dominate the market, impacting launches of new AAA and AA titles.

  • Indie hits like Slay the Spire 2 are performing strongly in early access, with a notable wishlist-to-purchase conversion rate (about 40% of pre-launch wishlisters, 31% in the first week).

  • Overall growth is increasingly driven by back catalogue sales rather than new releases, marking a shift in Steam’s market dynamics with implications for publishers and developers.

  • Revenue from newly released games is shrinking as a share of total revenue, moving from 29% in H1 2024 to 27% in H1 2025 and 21% in H1 2026, expanding back catalogue’s dominance.

  • This shift means back catalogue revenue now accounts for roughly 79% of Steam’s half-year take, up from 71% previously.

  • Among top new-release performers in H1 2026, Forza Horizon 6 leads with about $198 million (3.5 million copies sold), followed closely by Resident Evil Requiem (~$194.5 million) and Crimson Desert (just over $190 million). Slay the Spire 2 and Subnautica 2 also contribute meaningful revenue.

  • In 2026, the strongest new releases by revenue include Forza Horizon 6, Resident Evil Requiem, and Crimson Desert since their launches within the period analyzed.

  • Subnautica 2 exhibits a slower conversion rate (roughly 12%), highlighting differences in early-access monetization compared with Slay the Spire 2.

  • Growth drivers include rising Asian player engagement (notably Chinese players), higher prices for new releases, viral co-op hits, smarter back catalogue strategies by major publishers, and third-party publishers returning to Steam after experimenting with own launchers.

  • Steam continues to dominate the PC gaming storefront, attracting more players, developers, and consumer spend and reinforcing its leading market position.

Summary based on 2 sources


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