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{{Short description|Video game digital distribution service}}
{{Short description|Video game digital distribution service}}
{{Good article}}
{{Good article}}
{{Use mdy dates|date=January 2021}}
{{Use mdy dates|date=June 2024}}
{{overly detailed|date=July 2023}}
{{overly detailed|date=July 2023}}
{{Infobox software
{{Infobox software
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| logo = Steam 2016 logo black.svg
| logo = Steam 2016 logo black.svg
| screenshot = Steam (service).png
| screenshot = Steam (service).png
| caption = The Steam client as of June 2023, showing the store
| caption = The Steam storefront as of June 2023
| developer = [[Valve Corporation]]
| developer = [[Valve Corporation|Valve]]
| released = {{Start date and age|2003|09|12}}
| released = {{Start date and age|2003|09|12}}
| platform = {{Unbulleted list|[[Windows]]|[[macOS]]|[[Linux]]|[[iOS]]|[[Android (operating system)|Android]]}}
| platform = {{Unbulleted list|[[Windows]]|[[macOS]]|[[Linux]]|[[iOS]]|[[Android (operating system)|Android]]}}
| language = [[English language|English]], [[Bulgarian language|Bulgarian]], [[Mandarin Chinese|Chinese]] ([[Simplified Chinese|Simplified]] and [[Traditional Chinese|Traditional]]), [[Czech language|Czech]], [[Danish language|Danish]], [[Dutch language|Dutch]], [[Finnish language|Finnish]], [[French language|French]], [[Greek language|Greek]], [[German language|German]], [[Hungarian language|Hungarian]], [[Indonesian language|Indonesian]], [[Italian language|Italian]], [[Japanese language|Japanese]], [[Korean language|Korean]], [[Norwegian language|Norwegian]], [[Polish language|Polish]], [[Portuguese language|Portuguese]] ([[European Portuguese|European]] and [[Brazilian Portuguese|Brazilian]]), [[Russian language|Russian]], [[Romanian language|Romanian]], [[Spanish language|Spanish]] ([[Peninsular Spanish|European]] and [[Latin American Spanish|Latin American]]), [[Swedish language|Swedish]], [[Thai language|Thai]], [[Turkish language|Turkish]], [[Ukrainian language|Ukrainian]], [[Vietnamese language|Vietnamese]]
| language = [[English language|English]], [[Bulgarian language|Bulgarian]], [[Mandarin Chinese|Chinese]] ([[Simplified Chinese|Simplified]] and [[Traditional Chinese|Traditional]]), [[Czech language|Czech]], [[Danish language|Danish]], [[Dutch language|Dutch]], [[Finnish language|Finnish]], [[French language|French]], [[Greek language|Greek]], [[German language|German]], [[Hungarian language|Hungarian]], [[Indonesian language|Indonesian]], [[Italian language|Italian]], [[Japanese language|Japanese]], [[Korean language|Korean]], [[Norwegian language|Norwegian]], [[Polish language|Polish]], [[Portuguese language|Portuguese]] ([[European Portuguese|European]] and [[Brazilian Portuguese|Brazilian]]), [[Russian language|Russian]], [[Romanian language|Romanian]], [[Spanish language|Spanish]] ([[Peninsular Spanish|European]] and [[Latin American Spanish|Latin American]]), [[Swedish language|Swedish]], [[Thai language|Thai]], [[Turkish language|Turkish]], [[Ukrainian language|Ukrainian]], [[Vietnamese language|Vietnamese]]
| language count = 29<ref>{{cite web |url=http://translation.steampowered.com/ |title=Steam Translation Server&nbsp;– Welcome |publisher=Valve |access-date=October 11, 2018}}</ref>
| language count = 29<ref>{{cite web |url=http://translation.steampowered.com/ |title=Steam Translation Server&nbsp;– Welcome |publisher=Valve |access-date=October 11, 2018}}</ref>
| genre = {{Unbulleted list|[[Content delivery]]|[[Digital rights management]]|[[Social network service]]|[[Streaming media|Video streaming service]]}}
| genre = {{Unbulleted list|[[Content delivery]]|[[Digital rights management]]|[[Social network service]]|[[Video streaming service]]}}
| license = [[Proprietary software]]
| license = [[Proprietary software]]
| website = {{URL|https://store.steampowered.com/}}
| website = {{URL|https://store.steampowered.com/}}
}}
}}


'''Steam''' is a video game [[digital distribution]] service and storefront developed by [[Valve Corporation]]. It was launched as a software client in September 2003 to provide game updates automatically for Valve's games, and expanded to distributing third-party titles in late 2005. Steam offers various features, like [[Matchmaking (video games)|game server matchmaking]] with [[Valve Anti-Cheat]] measures, [[social networking service|social networking]], and [[video game live streaming|game streaming]] services. Steam client's functions include game update automation, cloud storage for [[Saved game|game progress]], and community features such as direct messaging, in-game overlay functions and a virtual [[collectable]] marketplace.
'''Steam''' is a video game [[digital distribution]] service and storefront managed by [[Valve Corporation|Valve]]. It was launched as a software client in September 2003 to provide game updates automatically for Valve's games and expanded to distributing third-party titles in late 2005. Steam offers various features, like [[Matchmaking (video games)|game server matchmaking]] with [[Valve Anti-Cheat]] measures, [[social networking service|social networking]], and [[game streaming]] services. Steam client's functions include game update automation, cloud storage for [[Saved game|game progress]], and community features such as direct messaging, in-game overlay functions and a virtual [[collectable]] marketplace.


Steamworks, a freely available [[application programming interface]] (API) released in 2008, is used by developers to integrate Steam's functions, including [[digital rights management]] (DRM), into their game products. Many [[Video game publisher|game publishers]] began distributing their titles on Steam that year. Initially developed for [[Microsoft Windows]] [[operating system]]s, Steam was released for [[macOS]] in 2010 and [[Linux]] in 2012. [[Mobile app]]s accessing online Steam features were first released for [[iOS]] and [[Android (operating system)|Android]] in 2012. The platform's storefront also offers other digital content and Valve gaming hardware, including [[productivity software]], [[Video game music|game soundtracks]], videos and the [[VR headset|virtual reality headset]], [[Valve Index]].
Steamworks, an [[application programming interface]] (API) released in 2008, is used by developers to integrate Steam's functions, including [[digital rights management]] (DRM), into their game products. Many [[Video game publisher|game publishers]] began distributing their products on Steam that year. Initially developed for [[Windows]], Steam was ported to [[macOS]], [[Linux]], [[Android (operating system)|Android]], and [[iOS]] in the early 2010s. The storefront also offers [[productivity software]], [[Video game music|game soundtracks]], videos, and Valve hardware such as the [[Valve Index|Index]] and [[Steam Deck]].


The service is the largest digital distribution platform for [[PC game]]s, with an estimated 75% of the market share in 2013 according to [[Screen Digest|IHS Screen Digest]].<ref name="bloomberg 2013">{{cite web |url=https://www.bloomberg.com/news/2013-11-04/valve-lines-up-console-partners-in-challenge-to-microsoft-sony.html |title=Valve Lines Up Console Partners in Challenge to Microsoft, Sony |website=[[Bloomberg L.P.|Bloomberg]] |first=Cliff |last=Edwards |date=November 4, 2013 |access-date=November 5, 2013 |url-status=live |archive-url=https://web.archive.org/web/20141024081126/https://www.bloomberg.com/news/2013-11-04/valve-lines-up-console-partners-in-challenge-to-microsoft-sony.html |archive-date=October 24, 2014}}</ref> By 2017, game purchases through Steam totaled about {{USD}}4.3 billion, or at least 18% of global PC game sales according to [[Steam Spy]].<ref>{{cite web |url=https://www.pcgamesn.com/steam-revenue-2017 |title=With $4.3 billion in sales, 2017 was Steam's biggest year yet |first=Dustin |last=Bailey |date=March 22, 2018 |access-date=March 22, 2018 |website=[[PCGamesN]]}}</ref> By 2021, the service had over 34,000 games with over 132 million monthly active users.<ref>{{Cite web |date=2022-03-08 |title=Steamworks Development – Steam – 2021 Year in Review – Steam News |url=https://store.steampowered.com/news/group/4145017/view/3133946090937137590 |access-date=2022-07-12 |website=store.steampowered.com |language=en}}</ref> Steam's success has led to the development of the [[Steam Machine (computer)|Steam Machine]] gaming PCs in 2015, including the [[SteamOS]] Linux distribution and [[Steam Controller]]; [[Steam Link]] devices for local game streaming; and in 2022, the handheld [[Steam Deck]] tailored for running Steam games.
The service is the largest digital distribution platform for [[PC game]]s, with an estimated 75% of the market share in 2013 according to [[IHS Screen Digest]].<ref name="bloomberg 2013">{{cite web |url=https://www.bloomberg.com/news/2013-11-04/valve-lines-up-console-partners-in-challenge-to-microsoft-sony.html |title=Valve Lines Up Console Partners in Challenge to Microsoft, Sony |website=[[Bloomberg L.P.|Bloomberg]] |first=Cliff |last=Edwards |date=November 4, 2013 |access-date=November 5, 2013 |url-status=live |archive-url=https://web.archive.org/web/20141024081126/https://www.bloomberg.com/news/2013-11-04/valve-lines-up-console-partners-in-challenge-to-microsoft-sony.html |archive-date=October 24, 2014}}</ref> By 2017, game purchases through Steam totaled about {{USD}}4.3 billion, or at least 18% of global PC game sales according to [[Steam Spy]].<ref>{{cite web |url=https://www.pcgamesn.com/steam-revenue-2017 |title=With $4.3 billion in sales, 2017 was Steam's biggest year yet |first=Dustin |last=Bailey |date=March 22, 2018 |access-date=March 22, 2018 |website=[[PCGamesN]]}}</ref> By 2021, the service had over 34,000 games with over 132 million monthly active users.<ref>{{Cite web |date=March 8, 2022 |title=Steamworks Development – Steam – 2021 Year in Review – Steam News |url=https://store.steampowered.com/news/group/4145017/view/3133946090937137590 |access-date=July 12, 2022 |website=store.steampowered.com |language=en}}</ref> Steam's success has led to the development of the [[Steam Machine (computer)|Steam Machine]] gaming PCs in 2015, including the [[SteamOS]] Linux distribution and [[Steam Controller]]; [[Steam Link]] devices for local game streaming; and in 2022, the handheld Steam Deck tailored for running Steam games.


== History ==
== History ==
{{Timeline of release years
{{Timeline of release years
| title = Timeline of Steam releases
| title = Steam releases and updates
| 2002 = Announcement and beta release
| 2002 = Announcement and beta release
| 2003 = Official release
| 2003 = Official release
Line 40: Line 40:
| 2012c = [[#Steam Greenlight|Steam Greenlight]]
| 2012c = [[#Steam Greenlight|Steam Greenlight]]
| 2012d = Big Picture Mode
| 2012d = Big Picture Mode
| 2012e = Productivity software added to catalog
| 2012e = Non-gaming software added to marketplace
| 2012f = Steam Community Market
| 2012f = Steam Community Market
| 2013a = [[Steam Trading Cards]]
| 2013a = [[Steam Trading Cards]]
Line 50: Line 50:
| 2015a = [[SteamOS]]
| 2015a = [[SteamOS]]
| 2015b = [[Steam Machine (hardware platform)|Steam Machines]]
| 2015b = [[Steam Machine (hardware platform)|Steam Machines]]
| 2015c = Video purchases/renting added to catalog
| 2015c = Films added to marketplace
| 2015d = [[Steam Link]]
| 2015d = [[Steam Link]]
| 2015e = [[Steam Controller]]
| 2015e = [[Steam Controller]]
Line 63: Line 63:
| 2021 = [[#Steam China|Steam China]]
| 2021 = [[#Steam China|Steam China]]
| 2022a = [[Steam Deck]]
| 2022a = [[Steam Deck]]
| 2023a = Big Picture Mode overhaul
| 2023a = Big Picture Mode update
| 2023b = Desktop client visual overhaul
| 2023b = Desktop client visual update
| 2024 = Steam Families
| 2024a = Steam Families
| 2024b = Game Recording
}}
}}


In the early 2000's, Valve was looking for a better way to update its published games,<ref>{{Cite news |last1=Sayer |first1=Matt |last2=published |first2=Tyler Wilde |date=2022-09-12 |title=The 19-year evolution of Steam |language=en |work=PC Gamer |url=https://www.pcgamer.com/steam-versions/ |access-date=2023-03-29 |archive-date=2017-08-13 |archive-url=https://web.archive.org/web/20170813092632/http://www.pcgamer.com/steam-versions/ |url-status=live }}</ref> as providing downloadable [[Patch (computing)|patches]] for multiplayer games resulted in most of the online user base disconnecting for several days until players had installed the patch. They decided to create a platform that would update games automatically and implement stronger [[Copy protection#Anti-piracy|anti-piracy]] and [[anti-cheat]] measures. They approached several companies, including [[Microsoft]], [[Yahoo!]], and [[RealNetworks]], to build a client with these features, but were declined.<ref>{{cite web |last=Lee |first=James |title=The Last of the Independents? |url=http://www.gamesindustry.biz/articles/the-last-of-the-independents- |work=GamesIndustry.biz |date=April 30, 2008 |access-date=July 9, 2010 |url-status=live |archive-url=https://web.archive.org/web/20170815031153/http://www.gamesindustry.biz/articles/the-last-of-the-independents- |archive-date=August 15, 2017}}</ref>
In the early 2000s, Valve was looking for a better way to update its published games,<ref>{{Cite news |last1=Sayer |first1=Matt |last2=published |first2=Tyler Wilde |date=September 12, 2022 |title=The 19-year evolution of Steam |language=en |work=PC Gamer |url=https://www.pcgamer.com/steam-versions/ |access-date=March 29, 2023 |archive-date=August 13, 2017 |archive-url=https://web.archive.org/web/20170813092632/http://www.pcgamer.com/steam-versions/ |url-status=live }}</ref> as providing downloadable [[Patch (computing)|patches]] for multiplayer games resulted in most of the online user base disconnecting for several days until players had installed the patch. They decided to create a platform that would update games automatically and implement stronger [[Copy protection#Anti-piracy|anti-piracy]] and [[anti-cheat]] measures. They approached several companies, including [[Microsoft]], [[Yahoo!]], and [[RealNetworks]], to build a client with these features, but were declined.<ref>{{cite web |last=Lee |first=James |title=The Last of the Independents? |url=http://www.gamesindustry.biz/articles/the-last-of-the-independents- |work=GamesIndustry.biz |date=April 30, 2008 |access-date=July 9, 2010 |url-status=live |archive-url=https://web.archive.org/web/20170815031153/http://www.gamesindustry.biz/articles/the-last-of-the-independents- |archive-date=August 15, 2017}}</ref>


Valve began its own platform development in 2002, using the working names "Grid" and "Gazelle".<ref name=rememberwhenit>{{cite web |url=http://kotaku.com/steam-is-10-today-remember-when-it-sucked-1297594444 |title=Steam Is 10 Today. Remember When It Sucked? |author=Luke Plunkett |publisher=Gawker Media |work=Kotaku |date=September 12, 2013 |access-date=August 14, 2017 |archive-url=https://web.archive.org/web/20170815031613/http://kotaku.com/steam-is-10-today-remember-when-it-sucked-1297594444 |archive-date=August 15, 2017 |url-status=live}}</ref><ref name="gameguruin">{{cite web |author=Rohan Pandy |date=May 24, 2007 |title=Steam Registers 13 million Active Accounts |url=http://www.gameguru.in/pc/2007/24/steam-registers-13-million-active-accounts/ |url-status=live |archive-url=https://archive.today/20170815031843/http://www.gameguru.in/pc/2007/24/steam-registers-13-million-active-accounts/ |archive-date=August 15, 2017 |access-date=August 14, 2017 |website=Gameguru.in}}</ref> The Steam platform was publicly announced at the [[Game Developers Conference]] event on March 22, 2002, and released for [[beta test]]ing that day.<ref name="steam-announced">{{cite web |url=http://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |title=GDC 2002: Valve unveils Steam |work=[[GameSpot]].com |date=March 22, 2002 |access-date=September 7, 2006 |url-status=live |archive-url=https://web.archive.org/web/20140717003347/http://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |archive-date=July 17, 2014}}</ref><ref>{{cite web |title=BETA TEST STEAM |url=http://steampowered.com/html/betasignup.html |website=steampowered.com |access-date=March 1, 2018 |date=March 22, 2002 |url-status=dead |archive-url=https://web.archive.org/web/20020322002944/http://steampowered.com/html/betasignup.html |archive-date=March 22, 2002}}</ref> Prior to the implementation of Steam, Valve had a publishing contract with [[Sierra Studios]]; the 2001 version of the contract gave Valve rights to digital distribution of its games.<ref name="gamespot valve v sierra">{{cite web | url = https://www.gamespot.com/articles/valve-vs-vivendi-universal-dogfight-heats-up-in-us-district-court/1100-6107712/ | title = Valve vs. Vivendi Universal dogfight heats up in US District Court | first = Curt | last = Feldman | date = December 15, 2004 | access-date = December 9, 2020 | work = [[GameSpot]] | archive-date = May 10, 2022 | archive-url = https://web.archive.org/web/20220510013229/https://www.gamespot.com/articles/valve-vs-vivendi-universal-dogfight-heats-up-in-us-district-court/1100-6107712/ | url-status = live }}</ref> Valve took Sierra and their owners, [[Vivendi Games]], to court in 2002 over a claimed breach of this contract. Sierra counter-sued, asserting that Valve had been working to undermine the contract by offering a digital storefront for their games, directly competing with Sierra.<ref name="gamespot valve v sierra" />
Valve began its own platform development in 2002, using the working names "Grid" and "Gazelle".<ref name=rememberwhenit>{{cite web |url=http://kotaku.com/steam-is-10-today-remember-when-it-sucked-1297594444 |title=Steam Is 10 Today. Remember When It Sucked? |author=Luke Plunkett |publisher=Gawker Media |work=Kotaku |date=September 12, 2013 |access-date=August 14, 2017 |archive-url=https://web.archive.org/web/20170815031613/http://kotaku.com/steam-is-10-today-remember-when-it-sucked-1297594444 |archive-date=August 15, 2017 |url-status=live}}</ref><ref name="gameguruin">{{cite web |author=Rohan Pandy |date=May 24, 2007 |title=Steam Registers 13 million Active Accounts |url=http://www.gameguru.in/pc/2007/24/steam-registers-13-million-active-accounts/ |url-status=live |archive-url=https://archive.today/20170815031843/http://www.gameguru.in/pc/2007/24/steam-registers-13-million-active-accounts/ |archive-date=August 15, 2017 |access-date=August 14, 2017 |website=Gameguru.in}}</ref> The Steam platform was publicly announced at the [[Game Developers Conference]] event on March 22, 2002, and released for [[beta test]]ing that day.<ref name="steam-announced">{{cite web |url=http://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |title=GDC 2002: Valve unveils Steam |work=[[GameSpot]].com |date=March 22, 2002 |access-date=September 7, 2006 |url-status=live |archive-url=https://web.archive.org/web/20140717003347/http://www.gamespot.com/articles/gdc-2002-valve-unveils-steam/1100-2857298/ |archive-date=July 17, 2014}}</ref><ref>{{cite web |title=BETA TEST STEAM |url=http://steampowered.com/html/betasignup.html |website=steampowered.com |access-date=March 1, 2018 |date=March 22, 2002 |url-status=dead |archive-url=https://web.archive.org/web/20020322002944/http://steampowered.com/html/betasignup.html |archive-date=March 22, 2002}}</ref> Prior to the implementation of Steam, Valve had a publishing contract with [[Sierra Studios]]; the 2001 version of the contract gave Valve rights to digital distribution of its games.<ref name="gamespot valve v sierra">{{cite web | url = https://www.gamespot.com/articles/valve-vs-vivendi-universal-dogfight-heats-up-in-us-district-court/1100-6107712/ | title = Valve vs. Vivendi Universal dogfight heats up in US District Court | first = Curt | last = Feldman | date = December 15, 2004 | access-date = December 9, 2020 | work = [[GameSpot]] | archive-date = May 10, 2022 | archive-url = https://web.archive.org/web/20220510013229/https://www.gamespot.com/articles/valve-vs-vivendi-universal-dogfight-heats-up-in-us-district-court/1100-6107712/ | url-status = live }}</ref> Valve took Sierra and their owners, [[Vivendi Games]], to court in 2002 over a claimed breach of this contract. Sierra counter-sued, asserting that Valve had been working to undermine the contract by offering a digital storefront for their games, directly competing with Sierra.<ref name="gamespot valve v sierra" />


In November 2004, ''[[Half-Life 2]]'' was the first game to be offered digitally on Steam, and to require installation of the Steam client for retail copies. During this time users faced problems attempting to play the game.<ref name="rememberwhenit" /><ref>{{cite news |date=November 17, 2004 |title=BBC NEWS&nbsp;– Technology&nbsp;– Gamers get playing Half-Life 2 |url=http://news.bbc.co.uk/1/hi/technology/4019095.stm |url-status=live |access-date=January 8, 2016 |archive-url=https://web.archive.org/web/20170810070812/http://news.bbc.co.uk/1/hi/technology/4019095.stm |archive-date=August 10, 2017}}</ref><ref>{{cite web |title=Half-Life 2 now preloading via Steam |url=http://www.gamespot.com/articles/half-life-2-now-preloading-via-steam/1100-6105848/ |url-status=live |archive-url=https://web.archive.org/web/20160721044636/http://www.gamespot.com/articles/half-life-2-now-preloading-via-steam/1100-6105848/ |archive-date=July 21, 2016 |access-date=January 8, 2016 |work=GameSpot}}</ref> The Steam requirement was met with concerns about software ownership, software requirements, and problems with overloaded servers demonstrated previously by the ''[[Counter-Strike (video game)|Counter-Strike]]'' rollout.<ref name="wired steam machine">{{cite magazine |last=Kohler |first=Chris |date=November 4, 2013 |title=Full Steam Ahead: Inside Valve's Grand Plan to Replace Game Consoles With PCs |url=https://www.wired.com/gamelife/2013/11/valve-steam-machines/ |url-status=live |magazine=[[Wired (magazine)|Wired]] |archive-url=https://web.archive.org/web/20131105023535/http://www.wired.com/gamelife/2013/11/valve-steam-machines/ |archive-date=November 5, 2013 |access-date=November 4, 2013}}</ref>
In November 2004, ''[[Half-Life 2]]'' was the first game to be offered digitally on Steam, requiring installation of the Steam client for retail copies. During this time users faced problems attempting to play the game.<ref name="rememberwhenit" /><ref>{{cite news |date=November 17, 2004 |title=BBC NEWS&nbsp;– Technology&nbsp;– Gamers get playing Half-Life 2 |url=http://news.bbc.co.uk/1/hi/technology/4019095.stm |url-status=live |access-date=January 8, 2016 |archive-url=https://web.archive.org/web/20170810070812/http://news.bbc.co.uk/1/hi/technology/4019095.stm |archive-date=August 10, 2017}}</ref><ref>{{cite web |title=Half-Life 2 now preloading via Steam |url=http://www.gamespot.com/articles/half-life-2-now-preloading-via-steam/1100-6105848/ |url-status=live |archive-url=https://web.archive.org/web/20160721044636/http://www.gamespot.com/articles/half-life-2-now-preloading-via-steam/1100-6105848/ |archive-date=July 21, 2016 |access-date=January 8, 2016 |work=GameSpot}}</ref> The Steam requirement was met with concerns about software ownership, software requirements, and problems with overloaded servers demonstrated previously by the ''[[Counter-Strike (video game)|Counter-Strike]]'' rollout.<ref name="wired steam machine">{{cite magazine |last=Kohler |first=Chris |date=November 4, 2013 |title=Full Steam Ahead: Inside Valve's Grand Plan to Replace Game Consoles With PCs |url=https://www.wired.com/gamelife/2013/11/valve-steam-machines/ |url-status=live |magazine=[[Wired (magazine)|Wired]] |archive-url=https://web.archive.org/web/20131105023535/http://www.wired.com/gamelife/2013/11/valve-steam-machines/ |archive-date=November 5, 2013 |access-date=November 4, 2013}}</ref>


In 2005, third-party developers were contracted to release games on Steam, such as ''[[Rag Doll Kung Fu]]'' and ''[[Darwinia (computer game)|Darwinia]]''.<ref name=":2">{{cite web |author=Rich Stanton |date=August 21, 2012 |title=Full Steam Ahead: How Valve's Platform Just [Becomes] Hotter |url=http://www.eurogamer.net/articles/2012-08-21-full-steam-ahead |url-status=live |archive-url=https://web.archive.org/web/20170815043820/http://www.eurogamer.net/articles/2012-08-21-full-steam-ahead |archive-date=August 15, 2017 |access-date=May 4, 2015 |work=[[Eurogamer]]}}</ref><ref>{{cite press release |work=[[Strategy First]] |date=December 8, 2005 |title=Strategy First to Deliver Multiple Titles On-Line via Steam |url=http://www.strategyfirst.com/press/DisplayArticle.asp?sLanguageCode=EN&iArticleID=3250 |archive-url=https://web.archive.org/web/20060328053420/http://www.strategyfirst.com/press/DisplayArticle.asp?sLanguageCode=EN&iArticleID=3250 |archive-date=March 28, 2006 |access-date=October 11, 2016}}</ref> In May 2007, ATI included Steam in the [[ATI Catalyst]] GPU driver as well as offering a free Steam copy of ''[[Half-Life 2: Lost Coast]]'' and ''[[Half-Life 2: Deathmatch]]'' to ATI Radeon owners.<ref>{{Cite web |last=Goldstein |first=Maarten |date=May 30, 2007 |title=Free Steam Games For ATI Radeon Owners |url=https://www.shacknews.com/article/47179/free-steam-games-for-ati |access-date=2022-04-05 |website=Shacknews |language=en |archive-date=2022-05-13 |archive-url=https://web.archive.org/web/20220513094052/https://www.shacknews.com/article/47179/free-steam-games-for-ati |url-status=live }}</ref> In January 2008, Nvidia promoted Steam in the [[GeForce]] GPU driver, as well as offering a free Steam copy of ''[[Portal (video game)#Release|Portal: The First Slice]]'' to Nvidia hardware owners.<ref>{{Cite web |last=Androvich |first=Mark |date=January 8, 2008 |title=Valve offers Portal: First Slice to NVIDIA customers |url=https://www.gamesindustry.biz/articles/valve-offers-portal-first-slice-to-nvidia-customers |website=GamesIndustry.biz |access-date=June 20, 2023 |archive-date=June 28, 2022 |archive-url=https://web.archive.org/web/20220628055826/https://www.gamesindustry.biz/articles/valve-offers-portal-first-slice-to-nvidia-customers |url-status=live }}</ref>
In 2005, third-party developers were contracted to release games on Steam, such as ''[[Rag Doll Kung Fu]]'' and ''[[Darwinia (computer game)|Darwinia]]''.<ref name=":2">{{cite web |author=Rich Stanton |date=August 21, 2012 |title=Full Steam Ahead: How Valve's Platform Just [Becomes] Hotter |url=http://www.eurogamer.net/articles/2012-08-21-full-steam-ahead |url-status=live |archive-url=https://web.archive.org/web/20170815043820/http://www.eurogamer.net/articles/2012-08-21-full-steam-ahead |archive-date=August 15, 2017 |access-date=May 4, 2015 |work=[[Eurogamer]]}}</ref><ref>{{cite press release |work=[[Strategy First]] |date=December 8, 2005 |title=Strategy First to Deliver Multiple Titles On-Line via Steam |url=http://www.strategyfirst.com/press/DisplayArticle.asp?sLanguageCode=EN&iArticleID=3250 |archive-url=https://web.archive.org/web/20060328053420/http://www.strategyfirst.com/press/DisplayArticle.asp?sLanguageCode=EN&iArticleID=3250 |archive-date=March 28, 2006 |access-date=October 11, 2016}}</ref> In May 2007, ATI included Steam in the [[ATI Catalyst]] GPU driver as well as offering a free Steam copy of ''[[Half-Life 2: Lost Coast]]'' and ''[[Half-Life 2: Deathmatch]]'' to ATI Radeon owners.<ref>{{Cite web |last=Goldstein |first=Maarten |date=May 30, 2007 |title=Free Steam Games For ATI Radeon Owners |url=https://www.shacknews.com/article/47179/free-steam-games-for-ati |access-date=April 5, 2022 |website=Shacknews |language=en |archive-date=May 13, 2022 |archive-url=https://web.archive.org/web/20220513094052/https://www.shacknews.com/article/47179/free-steam-games-for-ati |url-status=live }}</ref> In January 2008, Nvidia promoted Steam in the [[GeForce]] GPU driver, as well as offering a free Steam copy of ''[[Portal (video game)#Release|Portal: The First Slice]]'' to Nvidia hardware owners.<ref>{{Cite web |last=Androvich |first=Mark |date=January 8, 2008 |title=Valve offers Portal: First Slice to NVIDIA customers |url=https://www.gamesindustry.biz/articles/valve-offers-portal-first-slice-to-nvidia-customers |website=GamesIndustry.biz |access-date=June 20, 2023 |archive-date=June 28, 2022 |archive-url=https://web.archive.org/web/20220628055826/https://www.gamesindustry.biz/articles/valve-offers-portal-first-slice-to-nvidia-customers |url-status=live }}</ref>


In 2011, [[Electronic Arts]] removed some of its games from Steam because of its restrictive terms of service, and launched its games—beginning with ''[[Mass Effect 3]]'' in 2012—on its [[Origin (service)|Origin]] service.<ref>{{cite web |last1=Weber |first1=Rachel |title=EA blames Steam's "restrictive terms" for Dragon Age 2 disappearance |url=https://www.gamesindustry.biz/ea-blames-steams-restrictive-terms-for-dragon-age-2-disappearance-article |website=GamesIndustry.biz |language=en |date=28 July 2011 |access-date=20 June 2023 |archive-date=22 January 2023 |archive-url=https://web.archive.org/web/20230122205925/https://www.gamesindustry.biz/ea-blames-steams-restrictive-terms-for-dragon-age-2-disappearance-article |url-status=live }}</ref><ref>{{Cite news |author1=Tom Senior |date=2011-08-18 |title=Gabe Newell on disappearing EA Steam games and Origin: "yeah, I've tried it" |language=en |work=PC Gamer |url=https://www.pcgamer.com/gabe-newell-on-disappearing-ea-steam-games-and-origin-yeah-ive-tried-it/ |access-date=2022-04-03 |archive-date=2022-04-03 |archive-url=https://web.archive.org/web/20220403143227/https://www.pcgamer.com/gabe-newell-on-disappearing-ea-steam-games-and-origin-yeah-ive-tried-it/ |url-status=live }}</ref><ref>{{Cite web |author1=Matt Bradford |date=2012-01-16 |title=Mass Effect 3 for PC will require Origin activation, not launching on Steam |url=https://www.gamesradar.com/mass-effect-3-pc-will-require-origin-activation-not-launching-steam/ |access-date=2022-04-05 |website=Gamesradar |language=en |archive-date=2022-04-05 |archive-url=https://web.archive.org/web/20220405161614/https://www.gamesradar.com/mass-effect-3-pc-will-require-origin-activation-not-launching-steam/ |url-status=live }}</ref> In 2019, Ubisoft announced that they would stop selling their future games on Steam starting with ''[[Tom Clancy's The Division 2]]'' because Valve would not modify its revenue sharing model.<ref>{{Cite news |last=Bailey |first=Jason M. |date=2019-08-27 |title=Fortnite Maker Wants to Sell More Games, and Build a Platform to Do It |language=en-US |work=The New York Times |url=https://www.nytimes.com/2019/08/27/business/steam-epic-games-store.html |access-date=2022-04-03 |issn=0362-4331 |archive-date=2022-04-15 |archive-url=https://web.archive.org/web/20220415164611/https://www.nytimes.com/2019/08/27/business/steam-epic-games-store.html |url-status=live }}</ref> In May 2019, Microsoft distributed its games on Steam in addition to the [[Microsoft Store]].<ref>{{Cite web |last=Statt |first=Nick |date=2019-05-30 |title=Microsoft will distribute more Xbox titles through Steam and finally support Win32 games |url=https://www.theverge.com/2019/5/30/18645250/microsoft-xbox-game-studios-publishing-valve-steam-32-bit-windows |access-date=2022-04-03 |website=The Verge |language=en |archive-date=2019-07-07 |archive-url=https://web.archive.org/web/20190707111356/https://www.theverge.com/2019/5/30/18645250/microsoft-xbox-game-studios-publishing-valve-steam-32-bit-windows |url-status=live }}</ref>
In 2011, [[Electronic Arts]] removed some of its games from Steam because of its restrictive terms of service, and launched its games—beginning with ''[[Mass Effect 3]]'' in 2012—on its [[Origin (service)|Origin]] service.<ref>{{cite web |last1=Weber |first1=Rachel |title=EA blames Steam's "restrictive terms" for Dragon Age 2 disappearance |url=https://www.gamesindustry.biz/ea-blames-steams-restrictive-terms-for-dragon-age-2-disappearance-article |website=GamesIndustry.biz |language=en |date=July 28, 2011 |access-date=June 20, 2023 |archive-date=January 22, 2023 |archive-url=https://web.archive.org/web/20230122205925/https://www.gamesindustry.biz/ea-blames-steams-restrictive-terms-for-dragon-age-2-disappearance-article |url-status=live }}</ref><ref>{{Cite news |author1=Tom Senior |date=August 18, 2011 |title=Gabe Newell on disappearing EA Steam games and Origin: "yeah, I've tried it" |language=en |work=PC Gamer |url=https://www.pcgamer.com/gabe-newell-on-disappearing-ea-steam-games-and-origin-yeah-ive-tried-it/ |access-date=April 3, 2022 |archive-date=April 3, 2022 |archive-url=https://web.archive.org/web/20220403143227/https://www.pcgamer.com/gabe-newell-on-disappearing-ea-steam-games-and-origin-yeah-ive-tried-it/ |url-status=live }}</ref><ref>{{Cite web |author1=Matt Bradford |date=January 16, 2012 |title=Mass Effect 3 for PC will require Origin activation, not launching on Steam |url=https://www.gamesradar.com/mass-effect-3-pc-will-require-origin-activation-not-launching-steam/ |access-date=April 5, 2022 |website=Gamesradar |language=en |archive-date=April 5, 2022 |archive-url=https://web.archive.org/web/20220405161614/https://www.gamesradar.com/mass-effect-3-pc-will-require-origin-activation-not-launching-steam/ |url-status=live }}</ref> In 2019, Ubisoft announced that they would stop selling their future games on Steam starting with ''[[Tom Clancy's The Division 2]]'' because Valve would not modify its revenue sharing model.<ref>{{Cite news |last=Bailey |first=Jason M. |date=August 27, 2019 |title=Fortnite Maker Wants to Sell More Games, and Build a Platform to Do It |language=en-US |work=The New York Times |url=https://www.nytimes.com/2019/08/27/business/steam-epic-games-store.html |access-date=April 3, 2022 |issn=0362-4331 |archive-date=April 15, 2022 |archive-url=https://web.archive.org/web/20220415164611/https://www.nytimes.com/2019/08/27/business/steam-epic-games-store.html |url-status=live }}</ref> In May 2019, Microsoft distributed its games on Steam in addition to the [[Microsoft Store]].<ref>{{Cite web |last=Statt |first=Nick |date=May 30, 2019 |title=Microsoft will distribute more Xbox titles through Steam and finally support Win32 games |url=https://www.theverge.com/2019/5/30/18645250/microsoft-xbox-game-studios-publishing-valve-steam-32-bit-windows |access-date=April 3, 2022 |website=The Verge |language=en |archive-date=July 7, 2019 |archive-url=https://web.archive.org/web/20190707111356/https://www.theverge.com/2019/5/30/18645250/microsoft-xbox-game-studios-publishing-valve-steam-32-bit-windows |url-status=live }}</ref>


In 2020, Electronic Arts started to publish select games on Steam, and offering its rebranded subscription service [[EA Play]] on the platform.<ref>{{cite web |last=Pereria |first=Chris |date=June 4, 2020 |title=EA Access Coming To Steam, More EA Games Release On The Store |url=https://www.gamespot.com/articles/ea-access-coming-to-steam-more-ea-games-release-on/1100-6478039/ |access-date=June 4, 2020 |publisher=[[GameSpot]] |archive-date=June 4, 2020 |archive-url=https://web.archive.org/web/20200604160739/https://www.gamespot.com/articles/ea-access-coming-to-steam-more-ea-games-release-on/1100-6478039/ |url-status=live }}</ref><ref>{{cite web |last=Hornshaw |first=Phil |date=June 18, 2020 |title=EA Adds More Games To Steam, Including Titanfall 2 And Dead Space 3 |url=https://www.gamespot.com/articles/ea-adds-more-games-to-steam-including-titanfall-2-/1100-6478718/ |access-date=June 18, 2020 |publisher=[[GameSpot]] |archive-date=April 21, 2022 |archive-url=https://web.archive.org/web/20220421014039/https://www.gamespot.com/articles/ea-adds-more-games-to-steam-including-titanfall-2-/1100-6478718/ |url-status=live }}</ref> In 2022, Ubisoft announced that they would return to selling its recent games on Steam, starting with ''[[Assassin's Creed Valhalla]]'', stating that they were "constantly evaluating how to bring our games to different audiences wherever they are".<ref>{{Cite web |last=Hollister |first=Sean |date=2022-11-21 |title=Ubisoft is back to releasing games on Steam, including Assassin's Creed Valhalla |url=https://www.theverge.com/2022/11/21/23471589/ubisoft-return-steam-2022-assassins-creed-valhalla |access-date=2022-12-22 |website=The Verge |language=en-US |quote="We're constantly evaluating how to bring our games to different audiences wherever they are, while providing a consistent player ecosystem through Ubisoft Connect," reads part of a statement from Ubisoft spokesperson Jessica Roache to The Verge. |archive-date=2022-12-22 |archive-url=https://web.archive.org/web/20221222174030/https://www.theverge.com/2022/11/21/23471589/ubisoft-return-steam-2022-assassins-creed-valhalla |url-status=live }}</ref>
In 2020, Electronic Arts started to publish select games on Steam and offered its rebranded subscription service [[EA Play]] on the platform.<ref>{{cite web |last=Pereria |first=Chris |date=June 4, 2020 |title=EA Access Coming To Steam, More EA Games Release On The Store |url=https://www.gamespot.com/articles/ea-access-coming-to-steam-more-ea-games-release-on/1100-6478039/ |access-date=June 4, 2020 |publisher=[[GameSpot]] |archive-date=June 4, 2020 |archive-url=https://web.archive.org/web/20200604160739/https://www.gamespot.com/articles/ea-access-coming-to-steam-more-ea-games-release-on/1100-6478039/ |url-status=live }}</ref><ref>{{cite web |last=Hornshaw |first=Phil |date=June 18, 2020 |title=EA Adds More Games To Steam, Including Titanfall 2 And Dead Space 3 |url=https://www.gamespot.com/articles/ea-adds-more-games-to-steam-including-titanfall-2-/1100-6478718/ |access-date=June 18, 2020 |publisher=[[GameSpot]] |archive-date=April 21, 2022 |archive-url=https://web.archive.org/web/20220421014039/https://www.gamespot.com/articles/ea-adds-more-games-to-steam-including-titanfall-2-/1100-6478718/ |url-status=live }}</ref> In 2022, Ubisoft announced that they would return to selling its recent games on Steam, starting with ''[[Assassin's Creed Valhalla]]'', stating that they were "constantly evaluating how to bring our games to different audiences wherever they are".<ref>{{Cite web |last=Hollister |first=Sean |date=November 21, 2022 |title=Ubisoft is back to releasing games on Steam, including Assassin's Creed Valhalla |url=https://www.theverge.com/2022/11/21/23471589/ubisoft-return-steam-2022-assassins-creed-valhalla |access-date=December 22, 2022 |website=The Verge |language=en-US |quote="We're constantly evaluating how to bring our games to different audiences wherever they are, while providing a consistent player ecosystem through Ubisoft Connect," reads part of a statement from Ubisoft spokesperson Jessica Roache to The Verge. |archive-date=December 22, 2022 |archive-url=https://web.archive.org/web/20221222174030/https://www.theverge.com/2022/11/21/23471589/ubisoft-return-steam-2022-assassins-creed-valhalla |url-status=live }}</ref>


By 2014, total annual game sales on Steam were estimated at $1.5&nbsp;billion.<ref name="2014sales">{{cite web |url=http://www.pcgamer.com/market-data-firm-claims-valve-made-730-million-last-year/ |title=Market data firm claims Valve made $730 million last year |last=Savage |first=Phil |website=PC Gamer |date=July 27, 2015 |access-date=November 28, 2017 |url-status=live |archive-url=https://web.archive.org/web/20171201043435/http://www.pcgamer.com/market-data-firm-claims-valve-made-730-million-last-year/ |archive-date=December 1, 2017}}</ref> By 2018, the service had over 90&nbsp;million monthly active users.<ref>{{cite web |last1=Bailey |first1=Dustin |title=Steam player count has jumped by 23 million in less than a year |url=https://www.pcgamesn.com/steam-player-count |website=PCGamesN |date=October 23, 2018 |access-date=February 2, 2020 |archive-date=April 21, 2022 |archive-url=https://web.archive.org/web/20220421014039/https://www.pcgamesn.com/steam-player-count |url-status=live }}</ref> In 2018, its network delivered 15&nbsp;billion gigabytes of data, compared to less than 4&nbsp;billion in 2014.<ref>{{Cite news |last=Wes |first=Fenlon |date=2019-01-14 |title=Steam delivered 15 billion gigabytes of data in 2018 |language=en |work=PC Gamer |url=https://www.pcgamer.com/steam-delivered-15-billion-gigabytes-of-data-in-2018/ |access-date=2022-04-03 |archive-date=2021-01-23 |archive-url=https://web.archive.org/web/20210123182918/https://www.pcgamer.com/steam-delivered-15-billion-gigabytes-of-data-in-2018/ |url-status=live }}</ref>
By 2014, total annual game sales on Steam were estimated at $1.5&nbsp;billion.<ref name="2014sales">{{cite web |url=http://www.pcgamer.com/market-data-firm-claims-valve-made-730-million-last-year/ |title=Market data firm claims Valve made $730 million last year |last=Savage |first=Phil |website=PC Gamer |date=July 27, 2015 |access-date=November 28, 2017 |url-status=live |archive-url=https://web.archive.org/web/20171201043435/http://www.pcgamer.com/market-data-firm-claims-valve-made-730-million-last-year/ |archive-date=December 1, 2017}}</ref> By 2018, the service had over 90&nbsp;million monthly active users.<ref>{{cite web |last1=Bailey |first1=Dustin |title=Steam player count has jumped by 23 million in less than a year |url=https://www.pcgamesn.com/steam-player-count |website=PCGamesN |date=October 23, 2018 |access-date=February 2, 2020 |archive-date=April 21, 2022 |archive-url=https://web.archive.org/web/20220421014039/https://www.pcgamesn.com/steam-player-count |url-status=live }}</ref> In 2018, its network delivered 15&nbsp;billion gigabytes of data, compared to less than 4&nbsp;billion in 2014.<ref>{{Cite news |last=Wes |first=Fenlon |date=January 14, 2019 |title=Steam delivered 15 billion gigabytes of data in 2018 |language=en |work=PC Gamer |url=https://www.pcgamer.com/steam-delivered-15-billion-gigabytes-of-data-in-2018/ |access-date=April 3, 2022 |archive-date=January 23, 2021 |archive-url=https://web.archive.org/web/20210123182918/https://www.pcgamer.com/steam-delivered-15-billion-gigabytes-of-data-in-2018/ |url-status=live }}</ref>


== Features and functionality ==
== Features and functionality ==
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Valve intended to "make DRM obsolete" as games released on Steam had traditional [[Copy protection#Anti-piracy|anti-piracy]] measures, including the assignment and distribution of [[product key]]s and support for [[digital rights management]] software tools such as [[SecuROM]] or non-malicious [[rootkit]]s. With an update to the Steamworks SDK in March 2009, Valve added "Custom Executable Generation" (CEG), which creates a unique, encrypted copy of the game's executable files for the given user, which allows them to install it multiple times and on multiple devices, and make backup copies of their software.<ref>{{cite web |url= https://www.gamedeveloper.com/pc/valve-unveils-new-anti-piracy-in-game-dlc-features-to-steamworks |title=Valve Unveils New Anti-Piracy, In-Game DLC Features To Steamworks |first=Leigh |last=Alexander |date=March 24, 2009 |access-date=June 9, 2022 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160924053242/http://www.gamasutra.com/view/news/113829/Valve_Unveils_New_AntiPiracy_InGame_DLC_Features_To_Steamworks.php |archive-date=September 24, 2016}}</ref> Once the software is downloaded and installed, the user must then authenticate through Steam to de-encrypt the executable files to play the game. Normally this is done while connected to the Internet following the user's credential validation, but once they have logged into Steam once, a user can instruct Steam to launch in a special offline mode to be able to play their games without a network connection.<ref>{{cite web |url=http://www.theinquirer.net/inquirer/news/1051534/a-closer-look-valve-ceg |title=A closer look at Valve's CEG |first=Charlie |last=Demerjian |date=March 26, 2009 |access-date=August 9, 2016 |work=[[The Inquirer]] |url-status=unfit |archive-url=https://web.archive.org/web/20160813031617/http://www.theinquirer.net/inquirer/news/1051534/a-closer-look-valve-ceg |archive-date=August 13, 2016}}</ref><ref>{{cite magazine |url=https://www.pcworld.com/article/517187/steam_beta.html |title=Steam PC Gaming Client Gets Surprise Facelift |first=Matt |last=Peckham |date=September 8, 2011 |access-date=June 9, 2022 |magazine=[[PC World]] |url-status=live |archive-url=https://web.archive.org/web/20111127015032/http://www.pcworld.com/article/190116/steam_pc_gaming_client_gets_surprise_facelift.html |archive-date=November 27, 2011}}</ref> Developers are not limited to Steam's CEG and may include other forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher [[Ubisoft]] require the use of their [[Uplay]] gaming service.<ref>{{cite web |url=https://www.rockpapershotgun.com/2012/07/16/udontplay-ubidrm-servers-wobble-during-steam-sale/ |title=UDon'tPlay: UbiDRM Servers Wobble During Steam Sale |first=Alec |last=MEer |date=July 16, 2012 |access-date=August 9, 2016 |work=[[Rock Paper Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20160919180303/https://www.rockpapershotgun.com/2012/07/16/udontplay-ubidrm-servers-wobble-during-steam-sale/ |archive-date=September 19, 2016}}</ref>
Valve intended to "make DRM obsolete" as games released on Steam had traditional [[Copy protection#Anti-piracy|anti-piracy]] measures, including the assignment and distribution of [[product key]]s and support for [[digital rights management]] software tools such as [[SecuROM]] or non-malicious [[rootkit]]s. With an update to the Steamworks SDK in March 2009, Valve added "Custom Executable Generation" (CEG), which creates a unique, encrypted copy of the game's executable files for the given user, which allows them to install it multiple times and on multiple devices, and make backup copies of their software.<ref>{{cite web |url= https://www.gamedeveloper.com/pc/valve-unveils-new-anti-piracy-in-game-dlc-features-to-steamworks |title=Valve Unveils New Anti-Piracy, In-Game DLC Features To Steamworks |first=Leigh |last=Alexander |date=March 24, 2009 |access-date=June 9, 2022 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160924053242/http://www.gamasutra.com/view/news/113829/Valve_Unveils_New_AntiPiracy_InGame_DLC_Features_To_Steamworks.php |archive-date=September 24, 2016}}</ref> Once the software is downloaded and installed, the user must then authenticate through Steam to de-encrypt the executable files to play the game. Normally this is done while connected to the Internet following the user's credential validation, but once they have logged into Steam once, a user can instruct Steam to launch in a special offline mode to be able to play their games without a network connection.<ref>{{cite web |url=http://www.theinquirer.net/inquirer/news/1051534/a-closer-look-valve-ceg |title=A closer look at Valve's CEG |first=Charlie |last=Demerjian |date=March 26, 2009 |access-date=August 9, 2016 |work=[[The Inquirer]] |url-status=unfit |archive-url=https://web.archive.org/web/20160813031617/http://www.theinquirer.net/inquirer/news/1051534/a-closer-look-valve-ceg |archive-date=August 13, 2016}}</ref><ref>{{cite magazine |url=https://www.pcworld.com/article/517187/steam_beta.html |title=Steam PC Gaming Client Gets Surprise Facelift |first=Matt |last=Peckham |date=September 8, 2011 |access-date=June 9, 2022 |magazine=[[PC World]] |url-status=live |archive-url=https://web.archive.org/web/20111127015032/http://www.pcworld.com/article/190116/steam_pc_gaming_client_gets_surprise_facelift.html |archive-date=November 27, 2011}}</ref> Developers are not limited to Steam's CEG and may include other forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher [[Ubisoft]] require the use of their [[Uplay]] gaming service.<ref>{{cite web |url=https://www.rockpapershotgun.com/2012/07/16/udontplay-ubidrm-servers-wobble-during-steam-sale/ |title=UDon'tPlay: UbiDRM Servers Wobble During Steam Sale |first=Alec |last=MEer |date=July 16, 2012 |access-date=August 9, 2016 |work=[[Rock Paper Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20160919180303/https://www.rockpapershotgun.com/2012/07/16/udontplay-ubidrm-servers-wobble-during-steam-sale/ |archive-date=September 19, 2016}}</ref>


In November 2007, Steam achievements were added, similar to [[Xbox 360 Achievements]].<ref>{{cite web |last1=Robinson |first1=Andy |title=Valve brings achievements to Steam |url=https://www.gamesradar.com/valve-brings-achievements-to-steam/ |website=Gamesradar |language=en |date=26 November 2007 |access-date=20 June 2023 |archive-date=1 January 2023 |archive-url=https://web.archive.org/web/20230101001726/https://www.gamesradar.com/valve-brings-achievements-to-steam/ |url-status=live }}</ref> In September 2008, Valve added support for Steam Cloud, a service that can automatically store saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client.<ref>{{cite web |url= https://www.shacknews.com/article/52906/valve-announces-steam-cloud-online |title=Valve Announces Steam Cloud; Online Network to Store Saved Games Indefinitely |last=Breckon |first=Nick |date=May 29, 2008 |access-date=June 9, 2022 |work=[[Shacknews]] |url-status=live |archive-url=https://web.archive.org/web/20080905040818/http://www.shacknews.com/onearticle.x/52906 |archive-date=September 5, 2008}}</ref> Users can disable this feature on a per-game and per-account basis.<ref>{{cite web |url=http://store.steampowered.com/news/4012/ |title=Steam client update released |date=July 1, 2010 |publisher=[[Valve Corporation|Valve]] |access-date=July 5, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100704051331/http://store.steampowered.com/news/4012 |archive-date=July 4, 2010}}</ref> Cloud saving was expanded in January 2022 for Dynamic Cloud Sync, allowing games developed with this feature to store saved states to Steam Cloud while a game is running rather than waiting until the user quit; this was added ahead of the portable Steam Deck unit so that users can save from the Deck and then put the unit into a suspended state.<ref name="Mackovich">{{cite web | url = https://arstechnica.com/gaming/2022/01/valve-updates-steams-cloud-save-system-to-make-steam-deck-more-intriguing/ | title = Steam Deck will get the trippiest cloud-save functionality we've ever seen | first = Sam | last = Mackovich | date = January 24, 2022 | accessdate = January 24, 2022 | work = [[Ars Technica]] | archive-date = March 20, 2022 | archive-url = https://web.archive.org/web/20220320055430/https://arstechnica.com/gaming/2022/01/valve-updates-steams-cloud-save-system-to-make-steam-deck-more-intriguing/ | url-status = live }}</ref> In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices.<ref>{{cite web |url=http://gamasutra.com/view/news/169614/Steam_Beta_client_adds_remote_management_functionality.php |title=Steam Beta client adds remote management functionality |first=Mike |last=Rose |date=May 2, 2012 |access-date=May 2, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120506001825/http://www.gamasutra.com/view/news/169614/Steam_Beta_client_adds_remote_management_functionality.php |archive-date=May 6, 2012}}</ref> [[Product key]]s sold through third-party retailers can also be redeemed on Steam.<ref name="steamworks-retail">{{cite web |title=Steamworks – Retail Support |url=http://www.steampowered.com/steamworks/retailsupport.php |publisher=Valve |access-date=March 4, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110305103035/http://www.steampowered.com/steamworks/retailsupport.php |archive-date=March 5, 2011}}</ref> For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing [[downloadable content]] (DLC) for games.<ref>{{cite web |url=http://store.steampowered.com/news/2355/ |title=Steam offers gamers in-game downloadable content |date=March 16, 2009 |publisher=Valve |access-date=March 20, 2009 |url-status=live |archive-url=https://web.archive.org/web/20090320035349/http://store.steampowered.com/news/2355 |archive-date=March 20, 2009}}</ref><ref>{{cite web |url=http://www.eurogamer.net/articles/steam-now-supports-premium-dlc |title=Steam Now Supports Premium DLC |author=Tom Bramwell |work=[[Eurogamer]] |date=March 17, 2009 |access-date=May 23, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150524061629/http://www.eurogamer.net/articles/steam-now-supports-premium-dlc |archive-date=May 24, 2015}}</ref>
In November 2007, Steam achievements were added, similar to [[Xbox 360 Achievements]].<ref>{{cite web |last1=Robinson |first1=Andy |title=Valve brings achievements to Steam |url=https://www.gamesradar.com/valve-brings-achievements-to-steam/ |website=Gamesradar |language=en |date=November 26, 2007 |access-date=June 20, 2023 |archive-date=January 1, 2023 |archive-url=https://web.archive.org/web/20230101001726/https://www.gamesradar.com/valve-brings-achievements-to-steam/ |url-status=live }}</ref> In September 2008, Valve added support for Steam Cloud, a service that can automatically store saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client.<ref>{{cite web |url= https://www.shacknews.com/article/52906/valve-announces-steam-cloud-online |title=Valve Announces Steam Cloud; Online Network to Store Saved Games Indefinitely |last=Breckon |first=Nick |date=May 29, 2008 |access-date=June 9, 2022 |work=[[Shacknews]] |url-status=live |archive-url=https://web.archive.org/web/20080905040818/http://www.shacknews.com/onearticle.x/52906 |archive-date=September 5, 2008}}</ref> Users can disable this feature on a per-game and per-account basis.<ref>{{cite web |url=http://store.steampowered.com/news/4012/ |title=Steam client update released |date=July 1, 2010 |publisher=[[Valve Corporation|Valve]] |access-date=July 5, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100704051331/http://store.steampowered.com/news/4012 |archive-date=July 4, 2010}}</ref> Cloud saving was expanded in January 2022 for Dynamic Cloud Sync, allowing games developed with this feature to store saved states to Steam Cloud while a game is running rather than waiting until the user quit; this was added ahead of the portable Steam Deck unit so that users can save from the Deck and then put the unit into a suspended state.<ref name="Mackovich">{{cite web | url = https://arstechnica.com/gaming/2022/01/valve-updates-steams-cloud-save-system-to-make-steam-deck-more-intriguing/ | title = Steam Deck will get the trippiest cloud-save functionality we've ever seen | first = Sam | last = Mackovich | date = January 24, 2022 | accessdate = January 24, 2022 | work = [[Ars Technica]] | archive-date = March 20, 2022 | archive-url = https://web.archive.org/web/20220320055430/https://arstechnica.com/gaming/2022/01/valve-updates-steams-cloud-save-system-to-make-steam-deck-more-intriguing/ | url-status = live }}</ref> In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices.<ref>{{cite web |url=http://gamasutra.com/view/news/169614/Steam_Beta_client_adds_remote_management_functionality.php |title=Steam Beta client adds remote management functionality |first=Mike |last=Rose |date=May 2, 2012 |access-date=May 2, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120506001825/http://www.gamasutra.com/view/news/169614/Steam_Beta_client_adds_remote_management_functionality.php |archive-date=May 6, 2012}}</ref> [[Product key]]s sold through third-party retailers can also be redeemed on Steam.<ref name="steamworks-retail">{{cite web |title=Steamworks – Retail Support |url=http://www.steampowered.com/steamworks/retailsupport.php |publisher=Valve |access-date=March 4, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110305103035/http://www.steampowered.com/steamworks/retailsupport.php |archive-date=March 5, 2011}}</ref> For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing [[downloadable content]] (DLC) for games.<ref>{{cite web |url=http://store.steampowered.com/news/2355/ |title=Steam offers gamers in-game downloadable content |date=March 16, 2009 |publisher=Valve |access-date=March 20, 2009 |url-status=live |archive-url=https://web.archive.org/web/20090320035349/http://store.steampowered.com/news/2355 |archive-date=March 20, 2009}}</ref><ref>{{cite web |url=http://www.eurogamer.net/articles/steam-now-supports-premium-dlc |title=Steam Now Supports Premium DLC |author=Tom Bramwell |work=[[Eurogamer]] |date=March 17, 2009 |access-date=May 23, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150524061629/http://www.eurogamer.net/articles/steam-now-supports-premium-dlc |archive-date=May 24, 2015}}</ref>


In September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements providing the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for their own account.<ref>{{cite web |url=http://store.steampowered.com/news/11436/ |title=Steam Announces Family Sharing |publisher=[[Valve Corporation|Valve]] |date=September 13, 2013 |access-date=September 13, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130914013641/http://store.steampowered.com/news/11436/ |archive-date=September 14, 2013}}</ref> Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased games.<ref>{{cite web |url=http://www.ign.com/articles/2014/01/09/steam-family-options-now-out-of-beta |title=Steam Family Options Now Out of Beta |first=Lucy |last=O'Brien |date=January 9, 2014 |access-date=May 23, 2015 |publisher=IGN |url-status=live |archive-url=https://web.archive.org/web/20150524082135/http://www.ign.com/articles/2014/01/09/steam-family-options-now-out-of-beta |archive-date=May 24, 2015}}</ref> A more robust implementation of Family Sharing, titled "Steam Families", was put into beta in 2024, allowing up to five members of a household to share games from a single account, including the ability to play different games on those accounts along with different game saves and profiles, and enhanced parential control tools for those accounts.<ref>{{cite web | url = https://www.pcgamer.com/games/valve-is-improving-how-steam-family-sharing-worksbut-if-your-brother-gets-banned-for-cheating-now-so-do-you/ | title = Valve is improving how Steam Family Sharing works—but if your brother gets banned for cheating, so do you | first = Andy | last = Chalk | date = March 18, 2024 | accessdate = March 18, 2024 | work = [[PC Gamer]] }}</ref>
In September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements provided the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for their own account.<ref>{{cite web |url=http://store.steampowered.com/news/11436/ |title=Steam Announces Family Sharing |publisher=[[Valve Corporation|Valve]] |date=September 13, 2013 |access-date=September 13, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130914013641/http://store.steampowered.com/news/11436/ |archive-date=September 14, 2013}}</ref> Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased games.<ref>{{cite web |url=http://www.ign.com/articles/2014/01/09/steam-family-options-now-out-of-beta |title=Steam Family Options Now Out of Beta |first=Lucy |last=O'Brien |date=January 9, 2014 |access-date=May 23, 2015 |publisher=IGN |url-status=live |archive-url=https://web.archive.org/web/20150524082135/http://www.ign.com/articles/2014/01/09/steam-family-options-now-out-of-beta |archive-date=May 24, 2015}}</ref> A more robust implementation of Family Sharing, titled "Steam Families", was put into beta in 2024, allowing up to five members of a household to share games from a single account, including the ability to play different games on those accounts along with different game saves and profiles, and enhanced parential control tools for those accounts.<ref>{{cite web | url = https://www.pcgamer.com/games/valve-is-improving-how-steam-family-sharing-worksbut-if-your-brother-gets-banned-for-cheating-now-so-do-you/ | title = Valve is improving how Steam Family Sharing works—but if your brother gets banned for cheating, so do you | first = Andy | last = Chalk | date = March 18, 2024 | accessdate = March 18, 2024 | work = [[PC Gamer]] }}</ref>


In accordance with its [[acceptable use policy]], Valve retains the right to block customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others, or trading games to exploit regional price differences.<ref name="ownsteamgames">{{cite web |url=http://www.rockpapershotgun.com/2012/02/01/thought-do-we-own-our-steam-games/ |title=Thought: Do We Own Our Steam Games? |first=John |last=Walker |date=February 1, 2012 |access-date=July 1, 2013 |work=[[Rock, Paper, Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20130604011532/http://www.rockpapershotgun.com/2012/02/01/thought-do-we-own-our-steam-games/ |archive-date=June 4, 2013}}</ref> Blocking such users initially removed access to their other games, leading to some users with high-value accounts losing access because of minor infractions.<ref>{{cite web |last=Webster |first=Andrew |url=https://arstechnica.com/gaming/2011/03/steam-user-violates-subscriber-agreement-loses-1800-in-games/ |title=Steam user violates subscriber agreement, loses $1,800 in games |date=March 14, 2011 |access-date=January 14, 2014 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20140116071128/http://arstechnica.com/gaming/2011/03/steam-user-violates-subscriber-agreement-loses-1800-in-games/ |archive-date=January 16, 2014}}</ref> Valve later changed its policy to be similar to that of Electronic Arts' [[Origin (service)|Origin]] platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features.<ref>{{cite web |last=Usher |first=William |url=http://www.cinemablend.com/games/Valve-Updates-Steam-Account-Policy-You-Can-Now-Access-Your-Games-Banned-41650.html |title=Valve Updates Steam's Account Policy, You Can Now Access Your Games While Banned |date=April 21, 2012 |access-date=January 14, 2014 |work=Cinema Blend |url-status=live |archive-url=https://web.archive.org/web/20140116074140/http://www.cinemablend.com/games/Valve-Updates-Steam-Account-Policy-You-Can-Now-Access-Your-Games-Banned-41650.html |archive-date=January 16, 2014}}</ref> Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's [[end user license agreement]]s; this last occurred in August 2012.<ref>{{cite web |url=http://www.ign.com/articles/2012/09/25/valve-facing-legal-trouble-over-steam-agreement |title=Valve Facing Legal Trouble over Steam Agreement&nbsp;– German consumer advocacy group objects to Steam's policy |first=Andrew |last=Goldfarb |date=September 24, 2012 |work=IGN |access-date=March 22, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140322160111/http://www.ign.com/articles/2012/09/25/valve-facing-legal-trouble-over-steam-agreement |archive-date=March 22, 2014}}</ref> In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which allowed them to police their own gaming communities in a customizable manner.<ref>{{cite web |url=http://www.vg247.com/2015/04/30/steam-game-ban-system-lets-developers-determine-who-to-block/ |title=Steam Game Ban system lets developers determine who to block |first=Brenna |last=Hillier |date=April 29, 2015 |access-date=April 29, 2015 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20150502025235/http://www.vg247.com/2015/04/30/steam-game-ban-system-lets-developers-determine-who-to-block/ |archive-date=May 2, 2015}}</ref>
By its [[acceptable use policy]], Valve retains the right to block customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others, or trading games to exploit regional price differences.<ref name="ownsteamgames">{{cite web |url=http://www.rockpapershotgun.com/2012/02/01/thought-do-we-own-our-steam-games/ |title=Thought: Do We Own Our Steam Games? |first=John |last=Walker |date=February 1, 2012 |access-date=July 1, 2013 |work=[[Rock, Paper, Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20130604011532/http://www.rockpapershotgun.com/2012/02/01/thought-do-we-own-our-steam-games/ |archive-date=June 4, 2013}}</ref> Blocking such users initially removed access to their other games, leading to some users with high-value accounts losing access because of minor infractions.<ref>{{cite web |last=Webster |first=Andrew |url=https://arstechnica.com/gaming/2011/03/steam-user-violates-subscriber-agreement-loses-1800-in-games/ |title=Steam user violates subscriber agreement, loses $1,800 in games |date=March 14, 2011 |access-date=January 14, 2014 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20140116071128/http://arstechnica.com/gaming/2011/03/steam-user-violates-subscriber-agreement-loses-1800-in-games/ |archive-date=January 16, 2014}}</ref> Valve later changed its policy to be similar to that of Electronic Arts' [[Origin (service)|Origin]] platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features.<ref>{{cite web |last=Usher |first=William |url=http://www.cinemablend.com/games/Valve-Updates-Steam-Account-Policy-You-Can-Now-Access-Your-Games-Banned-41650.html |title=Valve Updates Steam's Account Policy, You Can Now Access Your Games While Banned |date=April 21, 2012 |access-date=January 14, 2014 |work=Cinema Blend |url-status=live |archive-url=https://web.archive.org/web/20140116074140/http://www.cinemablend.com/games/Valve-Updates-Steam-Account-Policy-You-Can-Now-Access-Your-Games-Banned-41650.html |archive-date=January 16, 2014}}</ref> Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's [[end user license agreement]]s; this last occurred in August 2012.<ref>{{cite web |url=http://www.ign.com/articles/2012/09/25/valve-facing-legal-trouble-over-steam-agreement |title=Valve Facing Legal Trouble over Steam Agreement&nbsp;– German consumer advocacy group objects to Steam's policy |first=Andrew |last=Goldfarb |date=September 24, 2012 |work=IGN |access-date=March 22, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140322160111/http://www.ign.com/articles/2012/09/25/valve-facing-legal-trouble-over-steam-agreement |archive-date=March 22, 2014}}</ref> In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which allowed them to police their own gaming communities in a customizable manner.<ref>{{cite web |url=http://www.vg247.com/2015/04/30/steam-game-ban-system-lets-developers-determine-who-to-block/ |title=Steam Game Ban system lets developers determine who to block |first=Brenna |last=Hillier |date=April 29, 2015 |access-date=April 29, 2015 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20150502025235/http://www.vg247.com/2015/04/30/steam-game-ban-system-lets-developers-determine-who-to-block/ |archive-date=May 2, 2015}}</ref>


=== Storefront features ===
=== Storefront features ===
The Steam client includes a digital storefront called the Steam Store through which users can purchase games. Once the game is bought, a software license is permanently attached to the user's Steam account, allowing them to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer [[protocol (computing)|protocol]].<ref name="contentserver-stats">{{cite web |url=http://store.steampowered.com/stats/content |title=Content Server Stats |publisher=Valve |access-date=November 15, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081104222311/http://store.steampowered.com/stats/content/ |archive-date=November 4, 2008}} (click "View individual server statistics")</ref> As of 2015, Steam sells its products in US and Canadian dollars, euros, [[pound sterling|pounds sterling]], Brazilian [[reais]], [[roubles|Russian rubles]], [[Indonesian rupiah]] and [[Indian rupee]]s<ref>{{cite web |url=http://in.ign.com/pc/82747/news/steam-introduces-indian-currency-to-its-online-store |title=Steam introduces Indian currency to its online store |work=IGN |date=November 5, 2015 |url-status=live |archive-url=https://web.archive.org/web/20170728085558/http://in.ign.com/pc/82747/news/steam-introduces-indian-currency-to-its-online-store |archive-date=July 28, 2017}}</ref> depending on the user's location.<ref>{{cite web |url=http://store.steampowered.com/news/2110/ |title=Steam News&nbsp;&nbsp;– European Local Currency Available |date=December 17, 2008 |publisher=Valve |access-date=December 18, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081218232920/http://store.steampowered.com/news/2110/ |archive-date=December 18, 2008}}</ref> In December 2010, the client began supporting the [[WebMoney]] payment system.<ref name='News{{spaced ndash}}WebMoney Now Available on Steam'>{{cite web |url=http://store.steampowered.com/news/4806/ |title=WebMoney Now Available on Steam |publisher=Valve |url-status=live |archive-url=https://web.archive.org/web/20111128211246/http://store.steampowered.com/news/4806 |archive-date=November 28, 2011}}</ref> From April 2016 until December 2017, Steam accepted payments in [[Bitcoin]] before dropping support for it due to high fluctuation in value and costly service fees.<ref>{{cite web |url=http://www.polygon.com/2016/4/27/11521582/steam-bitcoin-payment-international-integration |title=Steam now lets you buy your games in bitcoin |work=[[Polygon (website)|Polygon]] |date=April 7, 2016 |access-date=April 27, 2016 |first=Allegra |last=Frank |url-status=live |archive-url=https://web.archive.org/web/20160428080145/http://www.polygon.com/2016/4/27/11521582/steam-bitcoin-payment-international-integration |archive-date=April 28, 2016}}</ref><ref>{{cite web |url=http://www.pcgamer.com/valve-drops-bitcoin-as-a-steam-payment-option/ |title=Valve drops Bitcoin as a Steam payment option |first=Andy |last=Chalk |date=December 6, 2017 |access-date=December 6, 2017 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20171206184828/http://www.pcgamer.com/valve-drops-bitcoin-as-a-steam-payment-option/ |archive-date=December 6, 2017}}</ref> The Steam storefront validates the user's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the ''Steam Translation Server'' project allows Steam users to assist with the translation of the Steam client, storefront, and a selected library of Steam games for twenty-eight languages.<ref>{{cite web |url=https://translation.steampowered.com |title=Steam Translation Server&nbsp;– Welcome |publisher=Valve |url-status=live |archive-url=https://web.archive.org/web/20100806105337/http://translation.steampowered.com/ |archive-date=August 6, 2010}}</ref> In October 2018, official support for Vietnamese and Latin American Spanish was added, in addition to Steam's then 26 languages.<ref>{{Cite web |last=Clayton |first=Natalie |date=October 17, 2018 |title=Steam now officially supports Vietnamese and Latin American Spanish languages |url=https://www.pcgamesinsider.biz/news/67947/steam-now-officially-supports-vietnamese-and-latin-american-spanish-languages/ |access-date=2022-12-23 |website=pcgamesinsider.biz |archive-date=2022-12-23 |archive-url=https://web.archive.org/web/20221223132122/https://www.pcgamesinsider.biz/news/67947/steam-now-officially-supports-vietnamese-and-latin-american-spanish-languages/ |url-status=live }}</ref> Steam also allows users to purchase [[downloadable content]] for games, and for some specific games such as ''[[Team Fortress 2]]'', the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games.<ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2015/02/06/valve-gives-developers-more-room-to-play-with-your-steam-inventory.aspx |title=Valve Gives Developers Power To Create In-Game Steam Inventory Drops Like Team Fortress 2 |first=Mike |last=Futter |date=February 6, 2015 |access-date=February 6, 2015 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20150209074852/http://www.gameinformer.com/b/news/archive/2015/02/06/valve-gives-developers-more-room-to-play-with-your-steam-inventory.aspx |archive-date=February 9, 2015}}</ref>
The Steam client includes a digital storefront called the Steam Store through which users can purchase games. Once the game is bought, a software license is permanently attached to the user's Steam account, allowing them to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer [[protocol (computing)|protocol]].<ref name="contentserver-stats">{{cite web |url=http://store.steampowered.com/stats/content |title=Content Server Stats |publisher=Valve |access-date=November 15, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081104222311/http://store.steampowered.com/stats/content/ |archive-date=November 4, 2008}} (click "View individual server statistics")</ref> As of 2015, Steam sells its products in US and Canadian dollars, euros, [[pounds sterling]], Brazilian [[reais]], [[roubles|Russian rubles]], [[Indonesian rupiah]] and [[Indian rupee]]s<ref>{{cite web |url=http://in.ign.com/pc/82747/news/steam-introduces-indian-currency-to-its-online-store |title=Steam introduces Indian currency to its online store |work=IGN |date=November 5, 2015 |url-status=live |archive-url=https://web.archive.org/web/20170728085558/http://in.ign.com/pc/82747/news/steam-introduces-indian-currency-to-its-online-store |archive-date=July 28, 2017}}</ref> depending on the user's location.<ref>{{cite web |url=http://store.steampowered.com/news/2110/ |title=Steam News&nbsp;&nbsp;– European Local Currency Available |date=December 17, 2008 |publisher=Valve |access-date=December 18, 2008 |url-status=live |archive-url=https://web.archive.org/web/20081218232920/http://store.steampowered.com/news/2110/ |archive-date=December 18, 2008}}</ref> In December 2010, the client began supporting the [[WebMoney]] payment system.<ref name='News{{spaced ndash}}WebMoney Now Available on Steam'>{{cite web |url=http://store.steampowered.com/news/4806/ |title=WebMoney Now Available on Steam |publisher=Valve |url-status=live |archive-url=https://web.archive.org/web/20111128211246/http://store.steampowered.com/news/4806 |archive-date=November 28, 2011}}</ref> From April 2016 until December 2017, Steam accepted payments in [[Bitcoin]] before dropping support for it due to high fluctuation in value and costly service fees.<ref>{{cite web |url=http://www.polygon.com/2016/4/27/11521582/steam-bitcoin-payment-international-integration |title=Steam now lets you buy your games in bitcoin |work=[[Polygon (website)|Polygon]] |date=April 7, 2016 |access-date=April 27, 2016 |first=Allegra |last=Frank |url-status=live |archive-url=https://web.archive.org/web/20160428080145/http://www.polygon.com/2016/4/27/11521582/steam-bitcoin-payment-international-integration |archive-date=April 28, 2016}}</ref><ref>{{cite web |url=http://www.pcgamer.com/valve-drops-bitcoin-as-a-steam-payment-option/ |title=Valve drops Bitcoin as a Steam payment option |first=Andy |last=Chalk |date=December 6, 2017 |access-date=December 6, 2017 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20171206184828/http://www.pcgamer.com/valve-drops-bitcoin-as-a-steam-payment-option/ |archive-date=December 6, 2017}}</ref> The Steam storefront validates the user's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the ''Steam Translation Server'' project allows Steam users to assist with the translation of the Steam client, storefront, and a selected library of Steam games for twenty-eight languages.<ref>{{cite web |url=https://translation.steampowered.com |title=Steam Translation Server&nbsp;– Welcome |publisher=Valve |url-status=live |archive-url=https://web.archive.org/web/20100806105337/http://translation.steampowered.com/ |archive-date=August 6, 2010}}</ref> In October 2018, official support for Vietnamese and Latin American Spanish was added, in addition to Steam's then 26 languages.<ref>{{Cite web |last=Clayton |first=Natalie |date=October 17, 2018 |title=Steam now officially supports Vietnamese and Latin American Spanish languages |url=https://www.pcgamesinsider.biz/news/67947/steam-now-officially-supports-vietnamese-and-latin-american-spanish-languages/ |access-date=December 23, 2022 |website=pcgamesinsider.biz |archive-date=December 23, 2022 |archive-url=https://web.archive.org/web/20221223132122/https://www.pcgamesinsider.biz/news/67947/steam-now-officially-supports-vietnamese-and-latin-american-spanish-languages/ |url-status=live }}</ref> Steam also allows users to purchase [[downloadable content]] for games, and for some specific games such as ''[[Team Fortress 2]]'', the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games.<ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2015/02/06/valve-gives-developers-more-room-to-play-with-your-steam-inventory.aspx |title=Valve Gives Developers Power To Create In-Game Steam Inventory Drops Like Team Fortress 2 |first=Mike |last=Futter |date=February 6, 2015 |access-date=February 6, 2015 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20150209074852/http://www.gameinformer.com/b/news/archive/2015/02/06/valve-gives-developers-more-room-to-play-with-your-steam-inventory.aspx |archive-date=February 9, 2015}}</ref>


In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a daily and weekly basis, sometimes oriented around a publisher, genre, or holiday theme, and sometimes allow games to be tried for free during the days of these sales. The site normally offers a large selection of games at discount during its annual Summer and Holiday sales, including [[gamification]] of these sales.<ref>{{cite web |last=Garrett |first=Patrick |date=June 25, 2014 |title=Bargain basement: Has the Steam Sale finally jumped the shark? |url=http://www.vg247.com/2014/06/25/steam-sale-jumped-the-shark/ |url-status=live |archive-url=https://web.archive.org/web/20150707024002/http://www.vg247.com/2014/06/25/steam-sale-jumped-the-shark/ |archive-date=July 7, 2015 |access-date=April 28, 2015 |work=[[VG247]]}}</ref>
In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a daily and weekly basis, sometimes oriented around a publisher, genre, or holiday theme, and sometimes allows games to be tried for free during the days of these sales. The site normally offers a large selection of games at a discount during its annual Summer and Holiday sales, including [[gamification]] of these sales.<ref>{{cite web |last=Garrett |first=Patrick |date=June 25, 2014 |title=Bargain basement: Has the Steam Sale finally jumped the shark? |url=http://www.vg247.com/2014/06/25/steam-sale-jumped-the-shark/ |url-status=live |archive-url=https://web.archive.org/web/20150707024002/http://www.vg247.com/2014/06/25/steam-sale-jumped-the-shark/ |archive-date=July 7, 2015 |access-date=April 28, 2015 |work=[[VG247]]}}</ref>


Users of Steam's storefront can also purchase games and other software as gifts for another Steam user. Prior to May 2017, users could purchase these gifts to be held in their profile's inventory until they opted to gift them. However, this feature enabled a [[gray market]] around some games, where a user in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies to sell to others in regions with much higher prices.<ref>{{cite web |url=http://steamed.kotaku.com/steam-users-are-concerned-about-valves-new-gift-policy-1794922544 |title=Steam Users Are Concerned About Valve's New Gift Policy |first=Nathan |last=Grayson |date=May 4, 2017 |access-date=May 4, 2017 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20170505112940/http://steamed.kotaku.com/steam-users-are-concerned-about-valves-new-gift-policy-1794922544 |archive-date=May 5, 2017}}</ref> In August 2016, Valve changed its gifting policy to require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam user, which also served to combat players that worked around VAC and Game Bans;<ref>{{cite web |url=https://www.vg247.com/2016/08/05/steam-imposes-new-restrictions-on-gifting-multiplayer-vac-protected-games-could-impact-honest-users/ |title=Steam imposes new restrictions on gifting multiplayer VAC-protected games, could impact honest users |first=Sherid |last=Saed |date=August 5, 2016 |access-date=August 5, 2016 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20160806165216/http://www.vg247.com/2016/08/05/steam-imposes-new-restrictions-on-gifting-multiplayer-vac-protected-games-could-impact-honest-users/ |archive-date=August 6, 2016}}</ref> in May 2017, Valve expanded this policy to all games.<ref>{{cite web |url=https://www.vg247.com/2017/05/04/steam-introduces-a-big-limitation-to-the-way-gifting-works/ |title=Steam introduces a big limitation to the way gifting works |first=Sharif |last=Saed |date=May 5, 2017 |access-date=May 5, 2017 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20170508104143/http://www.vg247.com/2017/05/04/steam-introduces-a-big-limitation-to-the-way-gifting-works/ |archive-date=May 8, 2017}}</ref> The changes also placed limitations on gifts between users of different countries if there is a large difference in pricing.<ref>{{cite web |url=http://www.gamasutra.com/view/news/297479/Valve_has_overhauled_the_way_Steam_handles_game_gifting.php |title=Valve has overhauled the way Steam handles game gifting |first=Alissa |last=McAloon |date=May 4, 2017 |access-date=May 4, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20170505152943/http://www.gamasutra.com/view/news/297479/Valve_has_overhauled_the_way_Steam_handles_game_gifting.php |archive-date=May 5, 2017}}</ref> Due to runaway inflation in Argentina and Turkey, Valve eliminated the use of local currency pricing for users in those storefronts in November 2023, instead moving them to a special regional pricing model based on U.S. dollars as a means to provide fair payments to publisher and developers, though these local users saw effective price hikes as high as 2900%.<ref>{{cite web | url = https://www.pcgamer.com/today-is-the-end-of-steam-argentina-and-turkey-floored-by-new-steam-price-hikes-as-high-as-2900/ | title = 'Today is the end of Steam': Argentina and Turkey floored by new Steam price hikes as high as 2900% | first = Joshua | last = Wolens | date = November 21, 2023 | accessdate = November 21, 2023 | work = [[PC Gamer]] }}</ref>
Users of Steam's storefront can also purchase games and other software as gifts for another Steam user. Before May 2017, users could purchase these gifts to be held in their profile's inventory until they opted to gift them. However, this feature enabled a [[gray market]] around some games, where a user in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies to sell to others in regions with much higher prices.<ref>{{cite web |url=http://steamed.kotaku.com/steam-users-are-concerned-about-valves-new-gift-policy-1794922544 |title=Steam Users Are Concerned About Valve's New Gift Policy |first=Nathan |last=Grayson |date=May 4, 2017 |access-date=May 4, 2017 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20170505112940/http://steamed.kotaku.com/steam-users-are-concerned-about-valves-new-gift-policy-1794922544 |archive-date=May 5, 2017}}</ref> In August 2016, Valve changed its gifting policy to require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam user, which also served to combat players that worked around VAC and Game Bans;<ref>{{cite web |url=https://www.vg247.com/2016/08/05/steam-imposes-new-restrictions-on-gifting-multiplayer-vac-protected-games-could-impact-honest-users/ |title=Steam imposes new restrictions on gifting multiplayer VAC-protected games, could impact honest users |first=Sherid |last=Saed |date=August 5, 2016 |access-date=August 5, 2016 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20160806165216/http://www.vg247.com/2016/08/05/steam-imposes-new-restrictions-on-gifting-multiplayer-vac-protected-games-could-impact-honest-users/ |archive-date=August 6, 2016}}</ref> in May 2017, Valve expanded this policy to all games.<ref>{{cite web |url=https://www.vg247.com/2017/05/04/steam-introduces-a-big-limitation-to-the-way-gifting-works/ |title=Steam introduces a big limitation to the way gifting works |first=Sharif |last=Saed |date=May 5, 2017 |access-date=May 5, 2017 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20170508104143/http://www.vg247.com/2017/05/04/steam-introduces-a-big-limitation-to-the-way-gifting-works/ |archive-date=May 8, 2017}}</ref> The changes also placed limitations on gifts between users of different countries if there is a large difference in pricing.<ref>{{cite web |url=http://www.gamasutra.com/view/news/297479/Valve_has_overhauled_the_way_Steam_handles_game_gifting.php |title=Valve has overhauled the way Steam handles game gifting |first=Alissa |last=McAloon |date=May 4, 2017 |access-date=May 4, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20170505152943/http://www.gamasutra.com/view/news/297479/Valve_has_overhauled_the_way_Steam_handles_game_gifting.php |archive-date=May 5, 2017}}</ref> Due to runaway inflation in Argentina and Turkey, Valve eliminated the use of local currency pricing for users in those storefronts in November 2023, instead moving them to a special regional pricing model based on U.S. dollars as a means to provide fair payments to publisher and developers, though these local users saw effective price hikes as high as 2900%.<ref>{{cite web | url = https://www.pcgamer.com/today-is-the-end-of-steam-argentina-and-turkey-floored-by-new-steam-price-hikes-as-high-as-2900/ | title = 'Today is the end of Steam': Argentina and Turkey floored by new Steam price hikes as high as 2900% | first = Joshua | last = Wolens | date = November 21, 2023 | accessdate = November 21, 2023 | work = [[PC Gamer]] }}</ref>


The Steam store also enables users to redeem store [[product key]]s to add software from their library. The keys are sold by third-party providers such as [[Humble Bundle]], distributed as part of a physical release, or given to a user as part of promotions, often used to deliver [[Kickstarter]] and other crowd funding rewards. A [[grey market]] exists around Steam keys, where less reputable buyers purchase a large number of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party sites at a higher price.<ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2014/03/28/retailer-scam-resells-humble-bundle-games-reaps-profit.aspx |title=Retailer Scam Re-Sells Humble Bundle Games, Reaps Profit Off Charity |first=Isaac |last=Federspiel |date=March 28, 2014 |access-date=March 9, 2016 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20160307115455/http://www.gameinformer.com/b/news/archive/2014/03/28/retailer-scam-resells-humble-bundle-games-reaps-profit.aspx |archive-date=March 7, 2016}}</ref><ref>{{cite web |url=http://gamasutra.com/blogs/MichaelGnade/20160307/267385/How_Steam_key_Reselling_is_Killing_the_Little_Guys.php |title=How Steam key Reselling is Killing the Little Guys |first=Michael |last=Gnade |work=[[Gamasutra]] |date=March 9, 2016 |access-date=March 9, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160309100255/http://gamasutra.com/blogs/MichaelGnade/20160307/267385/How_Steam_key_Reselling_is_Killing_the_Little_Guys.php |archive-date=March 9, 2016}}</ref> This caused some of these third-party sites, such as [[G2A]], to be embroiled in this grey market.<ref>{{cite web |url=http://www.destructoid.com/riot-bans-key-reseller-g2a-from-sponsoring-league-teams-314273.phtml |title=Riot bans key reseller G2A from sponsoring League teams |first1=Joe |last1=Parlock |date=October 7, 2015 |website=[[Destructoid]] |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160105044632/http://www.destructoid.com/riot-bans-key-reseller-g2a-from-sponsoring-league-teams-314273.phtml |archive-date=January 5, 2016}}</ref> It is possible for publishers to have Valve track down where specific keys have been used and cancel them, removing the product from the user's libraries.<ref>{{cite web |url=http://www.destructoid.com/ubisoft-kills-copies-of-far-cry-4-sold-through-third-parties-286686.phtml |title=Ubisoft kills copies of Far Cry 4 sold through third parties |work=[[Destructoid]] |first=Mike |last=Cosimano |date=January 26, 2015 |access-date=March 9, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160310011523/http://www.destructoid.com/ubisoft-kills-copies-of-far-cry-4-sold-through-third-parties-286686.phtml |archive-date=March 10, 2016}}</ref> Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases.<ref>{{cite web |url=http://www.pcgamer.com/humble-indie-bundle-sets-minimum-1-donation-thanks-to-steam-scam/ |title=Humble Indie Bundle sets minimum $1 donation thanks to Steam scam |first=Henry |last=Winchester |date=December 21, 2011 |access-date=March 9, 2016 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20160310025310/http://www.pcgamer.com/humble-indie-bundle-sets-minimum-1-donation-thanks-to-steam-scam/ |archive-date=March 10, 2016}}</ref> In June 2021, Valve began limiting how frequently Steam users could change their default region to prevent them from purchasing games from outside their home region for cheaper.<ref>{{cite web | url = https://www.pcgamer.com/steam-is-making-it-harder-to-get-cheap-games-from-other-regions/ | title = Steam is making it harder to get cheap games from other regions | first = Mollie | last = Taylor | date = June 23, 2021 | access-date = June 27, 2021 | work = [[PC Gamer]] | archive-date = May 12, 2022 | archive-url = https://web.archive.org/web/20220512034115/https://www.pcgamer.com/steam-is-making-it-harder-to-get-cheap-games-from-other-regions/ | url-status = live }}</ref>
The Steam store also enables users to redeem store [[product key]]s to add software from their library. The keys are sold by third-party providers such as [[Humble Bundle]], distributed as part of a physical release, or given to a user as part of promotions, often used to deliver [[Kickstarter]] and other crowdfunding rewards. A [[grey market]] exists around Steam keys, where less reputable buyers purchase a large number of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party sites at a higher price.<ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2014/03/28/retailer-scam-resells-humble-bundle-games-reaps-profit.aspx |title=Retailer Scam Re-Sells Humble Bundle Games, Reaps Profit Off Charity |first=Isaac |last=Federspiel |date=March 28, 2014 |access-date=March 9, 2016 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20160307115455/http://www.gameinformer.com/b/news/archive/2014/03/28/retailer-scam-resells-humble-bundle-games-reaps-profit.aspx |archive-date=March 7, 2016}}</ref><ref>{{cite web |url=http://gamasutra.com/blogs/MichaelGnade/20160307/267385/How_Steam_key_Reselling_is_Killing_the_Little_Guys.php |title=How Steam key Reselling is Killing the Little Guys |first=Michael |last=Gnade |work=[[Gamasutra]] |date=March 9, 2016 |access-date=March 9, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160309100255/http://gamasutra.com/blogs/MichaelGnade/20160307/267385/How_Steam_key_Reselling_is_Killing_the_Little_Guys.php |archive-date=March 9, 2016}}</ref> This caused some of these third-party sites, such as [[G2A]], to be embroiled in this grey market.<ref>{{cite web |url=http://www.destructoid.com/riot-bans-key-reseller-g2a-from-sponsoring-league-teams-314273.phtml |title=Riot bans key reseller G2A from sponsoring League teams |first1=Joe |last1=Parlock |date=October 7, 2015 |website=[[Destructoid]] |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160105044632/http://www.destructoid.com/riot-bans-key-reseller-g2a-from-sponsoring-league-teams-314273.phtml |archive-date=January 5, 2016}}</ref> It is possible for publishers to have Valve track down where specific keys have been used and cancel them, removing the product from the user's libraries.<ref>{{cite web |url=http://www.destructoid.com/ubisoft-kills-copies-of-far-cry-4-sold-through-third-parties-286686.phtml |title=Ubisoft kills copies of Far Cry 4 sold through third parties |work=[[Destructoid]] |first=Mike |last=Cosimano |date=January 26, 2015 |access-date=March 9, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160310011523/http://www.destructoid.com/ubisoft-kills-copies-of-far-cry-4-sold-through-third-parties-286686.phtml |archive-date=March 10, 2016}}</ref> Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases.<ref>{{cite web |url=http://www.pcgamer.com/humble-indie-bundle-sets-minimum-1-donation-thanks-to-steam-scam/ |title=Humble Indie Bundle sets minimum $1 donation thanks to Steam scam |first=Henry |last=Winchester |date=December 21, 2011 |access-date=March 9, 2016 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20160310025310/http://www.pcgamer.com/humble-indie-bundle-sets-minimum-1-donation-thanks-to-steam-scam/ |archive-date=March 10, 2016}}</ref> In June 2021, Valve began limiting how frequently Steam users could change their default region to prevent them from purchasing games from outside their home region for cheaper.<ref>{{cite web | url = https://www.pcgamer.com/steam-is-making-it-harder-to-get-cheap-games-from-other-regions/ | title = Steam is making it harder to get cheap games from other regions | first = Mollie | last = Taylor | date = June 23, 2021 | access-date = June 27, 2021 | work = [[PC Gamer]] | archive-date = May 12, 2022 | archive-url = https://web.archive.org/web/20220512034115/https://www.pcgamer.com/steam-is-making-it-harder-to-get-cheap-games-from-other-regions/ | url-status = live }}</ref>


In 2013, Steam began to accept player reviews of games. Other users can subsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then used to highlight the most useful reviews on the game's Steam store page. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store.<ref>{{cite web |url=http://www.gamasutra.com/view/news/205643/Valve_gives_players_a_louder_voice_with_Steam_Reviews.php |title=Valve gives players a louder voice with Steam Reviews |first=Chris |last=Kerr |date=November 25, 2013 |access-date=May 4, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160721044709/http://www.gamasutra.com/view/news/205643/Valve_gives_players_a_louder_voice_with_Steam_Reviews.php |archive-date=July 21, 2016}}</ref> In May 2016, Steam further broke out these aggregations between all reviews overall and those made more recently in the last 30 days, a change Valve acknowledges to how game updates, particularly those in Early Access, can alter the impression of a game to users.<ref>{{cite web |url=http://www.gamasutra.com/view/news/271954/Steam_user_reviews_updated_to_better_reflect_changing_game_experiences.php |title=Steam user reviews updated to better reflect changing game experiences |date=May 4, 2016 |access-date=May 4, 2016 |work=[[Gamasutra]] |first=Chris |last=Kerr |url-status=live |archive-url=https://web.archive.org/web/20160505013115/http://gamasutra.com/view/news/271954/Steam_user_reviews_updated_to_better_reflect_changing_game_experiences.php |archive-date=May 5, 2016}}</ref> To prevent observed abuse of the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible.<ref>{{cite web |url=https://www.vg247.com/2016/09/13/steam-review-system-overhauled-to-prevent-abuse/ |title=Steam review system overhauled to prevent abuse |first=Shabana |last=Arif |date=September 13, 2016 |access-date=September 13, 2016 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20160914153606/http://www.vg247.com/2016/09/13/steam-review-system-overhauled-to-prevent-abuse/ |archive-date=September 14, 2016}}</ref> Alongside this, Valve announced that it would end business relations with any developer or publisher that they found to be abusing the review system.<ref>{{cite web |url=http://www.gamespot.com/articles/steam-updates-reviews-system-will-ban-developers-w/1100-6443509/ |title=Steam Updates Reviews System, Will Ban Developers Who Inflate Review Scores |first=Zorine |last=Te |date=September 13, 2016 |access-date=September 13, 2016 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20160916103554/http://www.gamespot.com/articles/steam-updates-reviews-system-will-ban-developers-w/1100-6443509/ |archive-date=September 16, 2016}}</ref> Separately, Valve has taken actions to minimize the effects of [[review bomb]]s on Steam. In particular, Valve announced in March 2019 that they mark reviews they believe are "off-topic" as a result of a review bomb, and eliminate their contribution to summary review scores; the first such games they took action on with this were the ''[[Borderlands (series)|Borderlands]]'' games after it was announced ''[[Borderlands 3]]'' would be a timed-exclusive to the [[Epic Games Store]].<ref>{{Cite web |url=https://www.theverge.com/2019/3/15/18267821/valve-steam-review-bombing-policy-remove-score-count-moderation |title=Valve says it will investigate Steam review bombing campaigns and hide bad-faith scores |last=Liptak |first=Andrew |date=March 15, 2019 |website=The Verge |access-date=March 25, 2019 |archive-date=May 28, 2020 |archive-url=https://web.archive.org/web/20200528231840/https://www.theverge.com/2019/3/15/18267821/valve-steam-review-bombing-policy-remove-score-count-moderation |url-status=live }}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2019/04/steams-review-bomb-fix-is-so-far-failing-its-first-big-test/ |title=Borderlands review bomb triggers Steam's 'off topic' fix |first=Kyle |last=Orland |date=April 5, 2019 |access-date=April 6, 2019 |work=[[Ars Technica]] |archive-date=September 18, 2020 |archive-url=https://web.archive.org/web/20200918120529/https://arstechnica.com/gaming/2019/04/steams-review-bomb-fix-is-so-far-failing-its-first-big-test/ |url-status=live }}</ref>
In 2013, Steam began to accept player reviews of games. Other users can subsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then used to highlight the most useful reviews on the game's Steam store page. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store.<ref>{{cite web |url=http://www.gamasutra.com/view/news/205643/Valve_gives_players_a_louder_voice_with_Steam_Reviews.php |title=Valve gives players a louder voice with Steam Reviews |first=Chris |last=Kerr |date=November 25, 2013 |access-date=May 4, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160721044709/http://www.gamasutra.com/view/news/205643/Valve_gives_players_a_louder_voice_with_Steam_Reviews.php |archive-date=July 21, 2016}}</ref> In May 2016, Steam further broke out these aggregations between all reviews overall and those made more recently in the last 30 days, a change Valve acknowledges to how game updates, particularly those in Early Access, can alter the impression of a game to users.<ref>{{cite web |url=http://www.gamasutra.com/view/news/271954/Steam_user_reviews_updated_to_better_reflect_changing_game_experiences.php |title=Steam user reviews updated to better reflect changing game experiences |date=May 4, 2016 |access-date=May 4, 2016 |work=[[Gamasutra]] |first=Chris |last=Kerr |url-status=live |archive-url=https://web.archive.org/web/20160505013115/http://gamasutra.com/view/news/271954/Steam_user_reviews_updated_to_better_reflect_changing_game_experiences.php |archive-date=May 5, 2016}}</ref> To prevent observed abuse of the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible.<ref>{{cite web |url=https://www.vg247.com/2016/09/13/steam-review-system-overhauled-to-prevent-abuse/ |title=Steam review system overhauled to prevent abuse |first=Shabana |last=Arif |date=September 13, 2016 |access-date=September 13, 2016 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20160914153606/http://www.vg247.com/2016/09/13/steam-review-system-overhauled-to-prevent-abuse/ |archive-date=September 14, 2016}}</ref> Alongside this, Valve announced that it would end business relations with any developer or publisher that they found to be abusing the review system.<ref>{{cite web |url=http://www.gamespot.com/articles/steam-updates-reviews-system-will-ban-developers-w/1100-6443509/ |title=Steam Updates Reviews System, Will Ban Developers Who Inflate Review Scores |first=Zorine |last=Te |date=September 13, 2016 |access-date=September 13, 2016 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20160916103554/http://www.gamespot.com/articles/steam-updates-reviews-system-will-ban-developers-w/1100-6443509/ |archive-date=September 16, 2016}}</ref> Separately, Valve has taken actions to minimize the effects of [[review bomb]]s on Steam. In particular, Valve announced in March 2019 that they mark reviews they believe are "off-topic" as a result of a review bomb, and eliminate their contribution to summary review scores; the first such games they took action on with this were the ''[[Borderlands (series)|Borderlands]]'' games after it was announced ''[[Borderlands 3]]'' would be a timed-exclusive to the [[Epic Games Store]].<ref>{{Cite web |url=https://www.theverge.com/2019/3/15/18267821/valve-steam-review-bombing-policy-remove-score-count-moderation |title=Valve says it will investigate Steam review bombing campaigns and hide bad-faith scores |last=Liptak |first=Andrew |date=March 15, 2019 |website=The Verge |access-date=March 25, 2019 |archive-date=May 28, 2020 |archive-url=https://web.archive.org/web/20200528231840/https://www.theverge.com/2019/3/15/18267821/valve-steam-review-bombing-policy-remove-score-count-moderation |url-status=live }}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2019/04/steams-review-bomb-fix-is-so-far-failing-its-first-big-test/ |title=Borderlands review bomb triggers Steam's 'off topic' fix |first=Kyle |last=Orland |date=April 5, 2019 |access-date=April 6, 2019 |work=[[Ars Technica]] |archive-date=September 18, 2020 |archive-url=https://web.archive.org/web/20200918120529/https://arstechnica.com/gaming/2019/04/steams-review-bomb-fix-is-so-far-failing-its-first-big-test/ |url-status=live }}</ref>


During mid-2011, Valve began to offer [[free-to-play]] games, such as ''[[Global Agenda]]'', ''[[Spiral Knights]]'' and ''[[Champions Online]]''; this offer was linked to the company's move to make ''[[Team Fortress 2]]'' a free-to-play title.<ref>{{cite magazine |url=https://www.wired.com/gamelife/2011/06/free-steam-games/ |title=Valve Introduces Free-to-Play Games to Steam |first=Mark |last=Brown |date=June 15, 2011 |access-date=September 7, 2011 |magazine=[[Wired (magazine)|Wired]] |url-status=live |archive-url=https://web.archive.org/web/20110823055935/http://www.wired.com/gamelife/2011/06/free-steam-games |archive-date=August 23, 2011}}</ref> Valve included support via Steamworks for [[microtransaction]]s for in-game items through Steam's purchasing channels, in a similar manner to the in-game store for ''Team Fortress 2''. Later that year, Valve added the ability to trade in-game items and "unopened" game gifts between users.<ref>{{cite web |url=http://www.gamasutra.com/view/news/37056/Valves_Steam_Trading_Leaves_Beta_Adds_Portal_2_Support.php |title=Valve's Steam Trading Leaves Beta, Adds Portal 2 Support |first=Frank |last=Cifaldi |date=September 6, 2011 |access-date=September 7, 2011 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20111109061841/http://www.gamasutra.com/view/news/37056/Valves_Steam_Trading_Leaves_Beta_Adds_Portal_2_Support.php |archive-date=November 9, 2011}}</ref> Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items.<ref>{{cite web |url=http://www.gamasutra.com/view/news/39006/Valve_Ups_Monetization_Options_With_Steam_Coupons_.php |title=Valve Ups Monetization Options With Steam Coupons |first=Tom |last=Curtis |date=December 7, 2011 |access-date=December 7, 2011 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120128031002/http://www.gamasutra.com/view/news/39006/Valve_Ups_Monetization_Options_With_Steam_Coupons_.php |archive-date=January 28, 2012}}</ref> In May 2015, [[GameStop]] began selling Steam Wallet cards.<ref>{{Cite web |last=Johnston |first=Casey |date=2012-05-14 |title=GameStop to sell Steam Wallet cards in-store |url=https://arstechnica.com/gaming/2012/05/gamestop-to-sell-steam-wallet-cards-in-store/ |access-date=2022-04-05 |website=Ars Technica |language=en-us |archive-date=2022-04-05 |archive-url=https://web.archive.org/web/20220405160335/https://arstechnica.com/gaming/2012/05/gamestop-to-sell-steam-wallet-cards-in-store/ |url-status=live }}</ref> Steam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example, ''Team Fortress 2''{{mdash}}the first game supported at the beta phase{{mdash}}incurred both fees. Full support for other games was expected to be available in early 2013.<ref>{{cite web |url=http://www.gamespot.com/news/valve-launches-steam-market-6401485 |title=Valve launches Steam Market |first=Eddie |last=Makuch |date=December 12, 2012 |access-date=December 12, 2012 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20121215212803/http://www.gamespot.com/news/valve-launches-steam-market-6401485 |archive-date=December 15, 2012}}</ref> In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was ''[[Darkfall Unholy Wars]]''.<ref>{{cite web |url=http://www.eurogamer.net/articles/2013-04-25-steam-introduces-subscription-plans |title=Steam introduces subscription plans |first=Jeffrey |last=Matulef |date=April 25, 2013 |access-date=April 25, 2013 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20130427232900/http://www.eurogamer.net/articles/2013-04-25-steam-introduces-subscription-plans |archive-date=April 27, 2013}}</ref>
During mid-2011, Valve began to offer [[free-to-play]] games, such as ''[[Global Agenda]]'', ''[[Spiral Knights]]'' and ''[[Champions Online]]''; this offer was linked to the company's move to make ''[[Team Fortress 2]]'' a free-to-play title.<ref>{{cite magazine |url=https://www.wired.com/gamelife/2011/06/free-steam-games/ |title=Valve Introduces Free-to-Play Games to Steam |first=Mark |last=Brown |date=June 15, 2011 |access-date=September 7, 2011 |magazine=[[Wired (magazine)|Wired]] |url-status=live |archive-url=https://web.archive.org/web/20110823055935/http://www.wired.com/gamelife/2011/06/free-steam-games |archive-date=August 23, 2011}}</ref> Valve included support via Steamworks for [[microtransaction]]s for in-game items through Steam's purchasing channels, in a similar manner to the in-game store for ''Team Fortress 2''. Later that year, Valve added the ability to trade in-game items and "unopened" game gifts between users.<ref>{{cite web |url=http://www.gamasutra.com/view/news/37056/Valves_Steam_Trading_Leaves_Beta_Adds_Portal_2_Support.php |title=Valve's Steam Trading Leaves Beta, Adds Portal 2 Support |first=Frank |last=Cifaldi |date=September 6, 2011 |access-date=September 7, 2011 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20111109061841/http://www.gamasutra.com/view/news/37056/Valves_Steam_Trading_Leaves_Beta_Adds_Portal_2_Support.php |archive-date=November 9, 2011}}</ref> Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items.<ref>{{cite web |url=http://www.gamasutra.com/view/news/39006/Valve_Ups_Monetization_Options_With_Steam_Coupons_.php |title=Valve Ups Monetization Options With Steam Coupons |first=Tom |last=Curtis |date=December 7, 2011 |access-date=December 7, 2011 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120128031002/http://www.gamasutra.com/view/news/39006/Valve_Ups_Monetization_Options_With_Steam_Coupons_.php |archive-date=January 28, 2012}}</ref> In May 2015, [[GameStop]] began selling Steam Wallet cards.<ref>{{Cite web |last=Johnston |first=Casey |date=May 14, 2012 |title=GameStop to sell Steam Wallet cards in-store |url=https://arstechnica.com/gaming/2012/05/gamestop-to-sell-steam-wallet-cards-in-store/ |access-date=April 5, 2022 |website=Ars Technica |language=en-us |archive-date=April 5, 2022 |archive-url=https://web.archive.org/web/20220405160335/https://arstechnica.com/gaming/2012/05/gamestop-to-sell-steam-wallet-cards-in-store/ |url-status=live }}</ref> Steam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example, ''Team Fortress 2''{{mdash}}the first game supported at the beta phase{{mdash}}incurred both fees. Full support for other games was expected to be available in early 2013.<ref>{{cite web |url=http://www.gamespot.com/news/valve-launches-steam-market-6401485 |title=Valve launches Steam Market |first=Eddie |last=Makuch |date=December 12, 2012 |access-date=December 12, 2012 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20121215212803/http://www.gamespot.com/news/valve-launches-steam-market-6401485 |archive-date=December 15, 2012}}</ref> In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was ''[[Darkfall Unholy Wars]]''.<ref>{{cite web |url=http://www.eurogamer.net/articles/2013-04-25-steam-introduces-subscription-plans |title=Steam introduces subscription plans |first=Jeffrey |last=Matulef |date=April 25, 2013 |access-date=April 25, 2013 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20130427232900/http://www.eurogamer.net/articles/2013-04-25-steam-introduces-subscription-plans |archive-date=April 27, 2013}}</ref>


In October 2012, Steam introduced non-gaming applications, which are sold through the service in the same manner as games.<ref name="NonGaming">{{cite web |url=http://www.pcgamer.com/2012/10/02/steam-offering-non-game-software/ |title=Steam opens non-game software store |first=Omri |last=Petitte |date=October 2, 2012 |access-date=October 2, 2012 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20121003233555/http://www.pcgamer.com/2012/10/02/steam-offering-non-game-software/ |archive-date=October 3, 2012}}</ref> Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop.<ref>{{cite web |url=https://www.theverge.com/gaming/2012/8/8/3228247/valve-to-sell-non-gaming-software-on-steam-starting-september-5th |title=Valve to sell non-gaming software on Steam starting September 5th |first=Michael |last=McWhartor |date=August 8, 2012 |access-date=August 8, 2012 |work=[[The Verge (website)|The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20120810231309/http://www.theverge.com/gaming/2012/8/8/3228247/valve-to-sell-non-gaming-software-on-steam-starting-september-5th |archive-date=August 10, 2012}}</ref> Steam also allows [[Video game music|game soundtracks]] to be purchased to be played via Steam Music or integrated with the user's other [[Digital media player|media players]].<ref>{{cite web |url=http://www.gamespot.com/articles/valve-gives-away-game-soundtracks-as-steam-music-g/1100-6422545/ |title=Valve Gives Away Game Soundtracks as Steam Music Goes Live |first=Rob |last=Crossley |date=September 25, 2014 |access-date=April 27, 2015 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20150104190046/http://www.gamespot.com/articles/valve-gives-away-game-soundtracks-as-steam-music-g/1100-6422545/ |archive-date=January 4, 2015}}</ref> Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users can buy soundtracks to games they do not own, and publishers can offer soundtracks to games not on Steam.<ref>{{cite web |url=https://www.polygon.com/2020/1/8/21057328/steam-video-game-soundtrack-dlc-sales-valve |title=Valve just made it way easier to buy game soundtracks on Steam |first=Nicole |last=Carpenter |date=January 8, 2020 |access-date=January 8, 2020 |work=[[Polygon (website)|Polygon]] |archive-date=April 10, 2022 |archive-url=https://web.archive.org/web/20220410152118/https://www.polygon.com/2020/1/8/21057328/steam-video-game-soundtrack-dlc-sales-valve |url-status=live }}</ref>
In October 2012, Steam introduced non-gaming applications, which are sold through the service in the same manner as games.<ref name="NonGaming">{{cite web |url=http://www.pcgamer.com/2012/10/02/steam-offering-non-game-software/ |title=Steam opens non-game software store |first=Omri |last=Petitte |date=October 2, 2012 |access-date=October 2, 2012 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20121003233555/http://www.pcgamer.com/2012/10/02/steam-offering-non-game-software/ |archive-date=October 3, 2012}}</ref> Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop.<ref>{{cite web |url=https://www.theverge.com/gaming/2012/8/8/3228247/valve-to-sell-non-gaming-software-on-steam-starting-september-5th |title=Valve to sell non-gaming software on Steam starting September 5th |first=Michael |last=McWhartor |date=August 8, 2012 |access-date=August 8, 2012 |work=[[The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20120810231309/http://www.theverge.com/gaming/2012/8/8/3228247/valve-to-sell-non-gaming-software-on-steam-starting-september-5th |archive-date=August 10, 2012}}</ref> Steam also allows [[Video game music|game soundtracks]] to be purchased to be played via Steam Music or integrated with the user's other [[Digital media player|media players]].<ref>{{cite web |url=http://www.gamespot.com/articles/valve-gives-away-game-soundtracks-as-steam-music-g/1100-6422545/ |title=Valve Gives Away Game Soundtracks as Steam Music Goes Live |first=Rob |last=Crossley |date=September 25, 2014 |access-date=April 27, 2015 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20150104190046/http://www.gamespot.com/articles/valve-gives-away-game-soundtracks-as-steam-music-g/1100-6422545/ |archive-date=January 4, 2015}}</ref> Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users can buy soundtracks to games they do not own, and publishers can offer soundtracks to games not on Steam.<ref>{{cite web |url=https://www.polygon.com/2020/1/8/21057328/steam-video-game-soundtrack-dlc-sales-valve |title=Valve just made it way easier to buy game soundtracks on Steam |first=Nicole |last=Carpenter |date=January 8, 2020 |access-date=January 8, 2020 |work=[[Polygon (website)|Polygon]] |archive-date=April 10, 2022 |archive-url=https://web.archive.org/web/20220410152118/https://www.polygon.com/2020/1/8/21057328/steam-video-game-soundtrack-dlc-sales-valve |url-status=live }}</ref>


Valve has also added the ability for publishers to rent and sell digital movies via the service, with initially most being video game documentaries.<ref>{{cite web |url=http://www.eurogamer.net/articles/2015-03-31-devolver-releases-the-first-non-documentary-movie-on-steam |title=Steam releases its first non-documentary movie via Devolver Digital |first=Jeffery |last=Matulef |date=March 31, 2015 |access-date=April 28, 2015 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20150503113649/http://www.eurogamer.net/articles/2015-03-31-devolver-releases-the-first-non-documentary-movie-on-steam |archive-date=May 3, 2015}}</ref> Following [[Warner Bros. Entertainment]] offering the ''[[Mad Max (franchise)|Mad Max]]'' films alongside the September 2015 release of the [[Mad Max (2015 video game)|game based on the series]],<ref>{{cite web |url=http://www.gamasutra.com/view/news/252700/Valve_now_selling_all_four_Mad_Max_movies_on_Steam.php |title=Valve now selling all four Mad Max movies on Steam |first=Chris |last=Kerr |date=September 1, 2015 |access-date=April 25, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160721044648/http://www.gamasutra.com/view/news/252700/Valve_now_selling_all_four_Mad_Max_movies_on_Steam.php |archive-date=July 21, 2016}}</ref> [[Lionsgate]] entered into agreement with Valve to rent over one hundred feature films from its catalog through Steam starting in April 2016, with more films following later.<ref>{{cite web |url=http://www.gamasutra.com/view/news/271263/Steam_expands_its_streaming_movie_biz_with_Lionsgate_partnership.php |title=Steam expands its streaming movie biz with Lionsgate partnership |first=Alex |last=Wawro |date=April 25, 2016 |access-date=April 25, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160426182106/http://www.gamasutra.com/view/news/271263/Steam_expands_its_streaming_movie_biz_with_Lionsgate_partnership.php |archive-date=April 26, 2016}}</ref> In March 2017, [[Crunchyroll]] started offering various [[anime]] for purchase or rent through Steam.<ref>{{cite web |url=http://www.polygon.com/2017/3/31/15139174/anime-on-steam-crunchyroll |title=Steam's anime library gets better, thanks to Crunchyroll |first=Allegra |last=Frank |date=March 31, 2017 |access-date=March 31, 2017 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20170331223003/http://www.polygon.com/2017/3/31/15139174/anime-on-steam-crunchyroll |archive-date=March 31, 2017}}</ref> However, by February 2019, Valve shuttered video from its storefront save for videos directly related to gaming content.<ref>{{cite web |url=https://www.vg247.com/2019/02/20/steam-movies-videos-going-away/ |title=Steam is getting rid of its video and movie section |first=Sharif |last=Saed |date=February 20, 2019 |access-date=February 20, 2019 |work=[[VG247]] |archive-date=April 10, 2021 |archive-url=https://web.archive.org/web/20210410191832/https://www.vg247.com/2019/02/20/steam-movies-videos-going-away/ |url-status=live }}</ref> While available, users could also purchase [[Steam Machine (hardware platform)|Steam Machine]] related hardware.<ref>{{cite magazine |url=http://www.pcworld.com/article/2893605/valve-adds-new-steam-machine-stuffed-hardware-section-to-steam-store.html |title=Valve adds new Steam Machine-stuffed hardware section to Steam store |magazine=[[PC World]] |date=March 6, 2015 |access-date=March 7, 2015 |first=Hayden |last=Dingman |url-status=live |archive-url=https://web.archive.org/web/20150307115925/http://www.pcworld.com/article/2893605/valve-adds-new-steam-machine-stuffed-hardware-section-to-steam-store.html |archive-date=March 7, 2015}}</ref>
Valve has also added the ability for publishers to rent and sell digital movies via the service, with initially most being video game documentaries.<ref>{{cite web |url=http://www.eurogamer.net/articles/2015-03-31-devolver-releases-the-first-non-documentary-movie-on-steam |title=Steam releases its first non-documentary movie via Devolver Digital |first=Jeffery |last=Matulef |date=March 31, 2015 |access-date=April 28, 2015 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20150503113649/http://www.eurogamer.net/articles/2015-03-31-devolver-releases-the-first-non-documentary-movie-on-steam |archive-date=May 3, 2015}}</ref> Following [[Warner Bros. Entertainment]] offering the ''[[Mad Max]]'' films alongside the September 2015 release of the [[Mad Max (2015 video game)|game based on the series]],<ref>{{cite web |url=http://www.gamasutra.com/view/news/252700/Valve_now_selling_all_four_Mad_Max_movies_on_Steam.php |title=Valve now selling all four Mad Max movies on Steam |first=Chris |last=Kerr |date=September 1, 2015 |access-date=April 25, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160721044648/http://www.gamasutra.com/view/news/252700/Valve_now_selling_all_four_Mad_Max_movies_on_Steam.php |archive-date=July 21, 2016}}</ref> [[Lionsgate]] entered into agreement with Valve to rent over one hundred feature films from its catalog through Steam starting in April 2016, with more films following later.<ref>{{cite web |url=http://www.gamasutra.com/view/news/271263/Steam_expands_its_streaming_movie_biz_with_Lionsgate_partnership.php |title=Steam expands its streaming movie biz with Lionsgate partnership |first=Alex |last=Wawro |date=April 25, 2016 |access-date=April 25, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20160426182106/http://www.gamasutra.com/view/news/271263/Steam_expands_its_streaming_movie_biz_with_Lionsgate_partnership.php |archive-date=April 26, 2016}}</ref> In March 2017, [[Crunchyroll]] started offering various [[anime]] for purchase or rent through Steam.<ref>{{cite web |url=http://www.polygon.com/2017/3/31/15139174/anime-on-steam-crunchyroll |title=Steam's anime library gets better, thanks to Crunchyroll |first=Allegra |last=Frank |date=March 31, 2017 |access-date=March 31, 2017 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20170331223003/http://www.polygon.com/2017/3/31/15139174/anime-on-steam-crunchyroll |archive-date=March 31, 2017}}</ref> However, by February 2019, Valve shuttered video from its storefront save for videos directly related to gaming content.<ref>{{cite web |url=https://www.vg247.com/2019/02/20/steam-movies-videos-going-away/ |title=Steam is getting rid of its video and movie section |first=Sharif |last=Saed |date=February 20, 2019 |access-date=February 20, 2019 |work=[[VG247]] |archive-date=April 10, 2021 |archive-url=https://web.archive.org/web/20210410191832/https://www.vg247.com/2019/02/20/steam-movies-videos-going-away/ |url-status=live }}</ref> While available, users could also purchase [[Steam Machine (hardware platform)|Steam Machine]] related hardware.<ref>{{cite magazine |url=http://www.pcworld.com/article/2893605/valve-adds-new-steam-machine-stuffed-hardware-section-to-steam-store.html |title=Valve adds new Steam Machine-stuffed hardware section to Steam store |magazine=[[PC World]] |date=March 6, 2015 |access-date=March 7, 2015 |first=Hayden |last=Dingman |url-status=live |archive-url=https://web.archive.org/web/20150307115925/http://www.pcworld.com/article/2893605/valve-adds-new-steam-machine-stuffed-hardware-section-to-steam-store.html |archive-date=March 7, 2015}}</ref>


Valve received [[revenue share]] of a flat 30% from all direct Steam sales and transactions.{{efn|Valve does not receive any cut of sales from third-party key resellers and brick-and-mortar retailers.<ref>{{cite web |url=https://arstechnica.com/gaming/2019/04/why-valve-actually-gets-less-than-30-percent-of-steam-game-sales/ |title=Why Valve actually gets less than 30 percent of Steam game sales |first=Kyle |last=Orland |date=April 4, 2019 |access-date=April 4, 2019 |work=[[Ars Technica]] |archive-date=July 22, 2022 |archive-url=https://web.archive.org/web/20220722180402/https://arstechnica.com/gaming/2019/04/why-valve-actually-gets-less-than-30-percent-of-steam-game-sales/ |url-status=live }}</ref>}} In October 2018, Valve updated their policies that cut theirs to 25% once revenue for a game surpasses {{USD|10 million}}, and further to 20% at {{USD|50 million}}.<ref>{{cite web |last1=Horti |first1=Samuel |date=December 2018 |title=Valve's new Steam revenue splits favour big-budget games, and indie devs aren't happy |url=https://www.pcgamer.com/valves-new-revenue-sharing-favours-big-budget-games-and-indie-devs-arent-happy/ |access-date=December 2, 2018 |website=PC Gamer |archive-date=January 20, 2019 |archive-url=https://web.archive.org/web/20190120081254/https://www.pcgamer.com/valves-new-revenue-sharing-favours-big-budget-games-and-indie-devs-arent-happy/ |url-status=live }}</ref> The policy change was seen by journalists as trying to entice larger developers to stay with Steam,<ref>{{cite web |last=Orland |first=Kyle |date=December 3, 2018 |title=Valve changes developer terms to try to retain top games |url=https://arstechnica.com/gaming/2018/12/steam-now-gives-its-biggest-developers-a-bigger-cut-of-the-revenue/ |access-date=December 3, 2018 |work=[[Ars Technica]] |archive-date=July 22, 2022 |archive-url=https://web.archive.org/web/20220722180402/https://arstechnica.com/gaming/2018/12/steam-now-gives-its-biggest-developers-a-bigger-cut-of-the-revenue/ |url-status=live }}</ref> while the decision was also met with backlash from indie and other small game developers, as their revenue split remained unchanged.<ref>{{cite web |last1=Blake |first1=Vikki |date=December 2018 |title=Steam revises revenue share policy to let "big game" developers keep more of their profits |url=https://www.eurogamer.net/articles/2018-12-01-steam-revises-revenue-share-policy-to-let-big-game-developers-keep-more-of-their-profits |access-date=December 2, 2018 |website=Eurogamer |archive-date=2022-03-17 |archive-url=https://web.archive.org/web/20220317121727/https://www.eurogamer.net/articles/2018-12-01-steam-revises-revenue-share-policy-to-let-big-game-developers-keep-more-of-their-profits |url-status=live }}</ref><ref>{{cite web |last1=Arif |first1=Shabana |date=December 2, 2018 |title=Steam's new tiered revenue share system draws backlash from indie devs |url=https://www.vg247.com/2018/12/02/steams-new-tiered-revenue-share-system-draws-backlash-from-indie-devs/ |access-date=December 2, 2018 |website=VG247 |archive-date=April 20, 2021 |archive-url=https://web.archive.org/web/20210420210554/https://www.vg247.com/2018/12/02/steams-new-tiered-revenue-share-system-draws-backlash-from-indie-devs/ |url-status=live }}</ref><ref>{{cite web |last1=Wilde |first1=Thomas |date=December 2, 2018 |title=Valve's new Steam revenue-sharing tiers spur controversy among indie game developers |url=https://www.geekwire.com/2018/valves-new-steam-revenue-sharing-tiers-spur-controversy-among-indie-game-developers/ |access-date=December 2, 2018 |website=GeekWire |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045316/https://www.geekwire.com/2018/valves-new-steam-revenue-sharing-tiers-spur-controversy-among-indie-game-developers/ |url-status=live }}</ref>
Valve received [[revenue share]] of a flat 30% from all direct Steam sales and transactions.{{efn|Valve does not receive any cut of sales from third-party key resellers and brick-and-mortar retailers.<ref>{{cite web |url=https://arstechnica.com/gaming/2019/04/why-valve-actually-gets-less-than-30-percent-of-steam-game-sales/ |title=Why Valve actually gets less than 30 percent of Steam game sales |first=Kyle |last=Orland |date=April 4, 2019 |access-date=April 4, 2019 |work=[[Ars Technica]] |archive-date=July 22, 2022 |archive-url=https://web.archive.org/web/20220722180402/https://arstechnica.com/gaming/2019/04/why-valve-actually-gets-less-than-30-percent-of-steam-game-sales/ |url-status=live }}</ref>}} In October 2018, Valve updated their policies that cut theirs to 25% once revenue for a game surpasses {{USD|10 million}}, and further to 20% at {{USD|50 million}}.<ref>{{cite web |last1=Horti |first1=Samuel |date=December 2018 |title=Valve's new Steam revenue splits favour big-budget games, and indie devs aren't happy |url=https://www.pcgamer.com/valves-new-revenue-sharing-favours-big-budget-games-and-indie-devs-arent-happy/ |access-date=December 2, 2018 |website=PC Gamer |archive-date=January 20, 2019 |archive-url=https://web.archive.org/web/20190120081254/https://www.pcgamer.com/valves-new-revenue-sharing-favours-big-budget-games-and-indie-devs-arent-happy/ |url-status=live }}</ref> The policy change was seen by journalists as trying to entice larger developers to stay with Steam,<ref>{{cite web |last=Orland |first=Kyle |date=December 3, 2018 |title=Valve changes developer terms to try to retain top games |url=https://arstechnica.com/gaming/2018/12/steam-now-gives-its-biggest-developers-a-bigger-cut-of-the-revenue/ |access-date=December 3, 2018 |work=[[Ars Technica]] |archive-date=July 22, 2022 |archive-url=https://web.archive.org/web/20220722180402/https://arstechnica.com/gaming/2018/12/steam-now-gives-its-biggest-developers-a-bigger-cut-of-the-revenue/ |url-status=live }}</ref> while the decision was also met with backlash from indie and other small game developers, as their revenue split remained unchanged.<ref>{{cite web |last1=Blake |first1=Vikki |date=December 2018 |title=Steam revises revenue share policy to let "big game" developers keep more of their profits |url=https://www.eurogamer.net/articles/2018-12-01-steam-revises-revenue-share-policy-to-let-big-game-developers-keep-more-of-their-profits |access-date=December 2, 2018 |website=Eurogamer |archive-date=March 17, 2022 |archive-url=https://web.archive.org/web/20220317121727/https://www.eurogamer.net/articles/2018-12-01-steam-revises-revenue-share-policy-to-let-big-game-developers-keep-more-of-their-profits |url-status=live }}</ref><ref>{{cite web |last1=Arif |first1=Shabana |date=December 2, 2018 |title=Steam's new tiered revenue share system draws backlash from indie devs |url=https://www.vg247.com/2018/12/02/steams-new-tiered-revenue-share-system-draws-backlash-from-indie-devs/ |access-date=December 2, 2018 |website=VG247 |archive-date=April 20, 2021 |archive-url=https://web.archive.org/web/20210420210554/https://www.vg247.com/2018/12/02/steams-new-tiered-revenue-share-system-draws-backlash-from-indie-devs/ |url-status=live }}</ref><ref>{{cite web |last1=Wilde |first1=Thomas |date=December 2, 2018 |title=Valve's new Steam revenue-sharing tiers spur controversy among indie game developers |url=https://www.geekwire.com/2018/valves-new-steam-revenue-sharing-tiers-spur-controversy-among-indie-game-developers/ |access-date=December 2, 2018 |website=GeekWire |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045316/https://www.geekwire.com/2018/valves-new-steam-revenue-sharing-tiers-spur-controversy-among-indie-game-developers/ |url-status=live }}</ref>


While Steam allows developers to offer demo versions of their games at any time, Valve worked with [[Geoff Keighley]] in 2019 in conjunction with [[The Game Awards]] to hold a week-long Steam Game Festival to feature a large selection of game demos of current and upcoming games, alongside sales for games already released.<ref>{{cite web | url = https://www.polygon.com/2019/12/11/21011169/the-game-awards-steam-game-festival-demos | title = The Game Awards offers an E3-esque buffet of Steam demos for unreleased games | first = Austin | last = Goslin | date = December 11, 2019 | access-date = October 2, 2021 | work = [[Polygon (website)|Polygon]] | archive-date = December 11, 2019 | archive-url = https://web.archive.org/web/20191211232157/https://www.polygon.com/2019/12/11/21011169/the-game-awards-steam-game-festival-demos | url-status = live }}</ref> This event has since been repeated two or three times a year, typically in conjunction with game expositions or award events, and since has been renamed as the Steam Next Fest.<ref>{{cite web | url = https://www.theverge.com/2021/9/18/22680782/valve-steam-next-fest-gaming-pc-developers | title = Valve's latest Steam Next Fest for upcoming games will open on October 1st | first = Kim | last = Lyons | date = September 18, 2021 | access-date = October 2, 2021 | work = [[The Verge]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702053315/https://www.theverge.com/2021/9/18/22680782/valve-steam-next-fest-gaming-pc-developers | url-status = live }}</ref>
While Steam allows developers to offer demo versions of their games at any time, Valve worked with [[Geoff Keighley]] in 2019 in conjunction with [[The Game Awards]] to hold a week-long Steam Game Festival to feature a large selection of game demos of current and upcoming games, alongside sales for games already released.<ref>{{cite web | url = https://www.polygon.com/2019/12/11/21011169/the-game-awards-steam-game-festival-demos | title = The Game Awards offers an E3-esque buffet of Steam demos for unreleased games | first = Austin | last = Goslin | date = December 11, 2019 | access-date = October 2, 2021 | work = [[Polygon (website)|Polygon]] | archive-date = December 11, 2019 | archive-url = https://web.archive.org/web/20191211232157/https://www.polygon.com/2019/12/11/21011169/the-game-awards-steam-game-festival-demos | url-status = live }}</ref> This event has since been repeated two or three times a year, typically in conjunction with game expositions or award events, and since has been renamed as the Steam Next Fest.<ref>{{cite web | url = https://www.theverge.com/2021/9/18/22680782/valve-steam-next-fest-gaming-pc-developers | title = Valve's latest Steam Next Fest for upcoming games will open on October 1st | first = Kim | last = Lyons | date = September 18, 2021 | access-date = October 2, 2021 | work = [[The Verge]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702053315/https://www.theverge.com/2021/9/18/22680782/valve-steam-next-fest-gaming-pc-developers | url-status = live }}</ref>
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=== Privacy, security and abuse ===
=== Privacy, security and abuse ===
The popularity of Steam has led to the service's being attacked by [[hack (computer security)|hackers]]. An attempt occurred in November 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. Days later, Valve reported that the hack had compromised one of its customer databases, potentially allowing the perpetrators to access customer information, including encrypted password and credit card details. At that time, Valve was not aware whether the intruders actually accessed this information or discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity.<ref name="arssteamhack">{{cite web |url=https://arstechnica.com/gaming/news/2011/11/valve-confirms-steam-hack-credit-cards-personal-info-may-be-stolen.ars |title=Valve confirms Steam hack: credit cards, personal info may be stolen |first=Casey |last=Johnson |date=October 11, 2011 |access-date=October 11, 2011 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20111111174413/http://arstechnica.com/gaming/news/2011/11/valve-confirms-steam-hack-credit-cards-personal-info-may-be-stolen.ars |archive-date=November 11, 2011}}</ref><ref name="registerhack">{{cite web |url=https://www.theregister.co.uk/2011/11/09/steam_forum_hack/ |title=Steam games forum down amid hack fears |last=Leyden |first=John |access-date=October 11, 2011 |date=September 11, 2011 |work=The Register |url-status=live |archive-url=https://web.archive.org/web/20111110210227/http://www.theregister.co.uk/2011/11/09/steam_forum_hack/ |archive-date=November 10, 2011}}</ref>
The popularity of Steam has led to the services being attacked by [[hack (computer security)|hackers]]. An attempt occurred in November 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. Days later, Valve reported that the hack had compromised one of its customer databases, potentially allowing the perpetrators to access customer information, including encrypted passwords and credit card details. At that time, Valve was not aware whether the intruders actually accessed this information or discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity.<ref name="arssteamhack">{{cite web |url=https://arstechnica.com/gaming/news/2011/11/valve-confirms-steam-hack-credit-cards-personal-info-may-be-stolen.ars |title=Valve confirms Steam hack: credit cards, personal info may be stolen |first=Casey |last=Johnson |date=October 11, 2011 |access-date=October 11, 2011 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20111111174413/http://arstechnica.com/gaming/news/2011/11/valve-confirms-steam-hack-credit-cards-personal-info-may-be-stolen.ars |archive-date=November 11, 2011}}</ref><ref name="registerhack">{{cite web |url=https://www.theregister.co.uk/2011/11/09/steam_forum_hack/ |title=Steam games forum down amid hack fears |last=Leyden |first=John |access-date=October 11, 2011 |date=September 11, 2011 |work=The Register |url-status=live |archive-url=https://web.archive.org/web/20111110210227/http://www.theregister.co.uk/2011/11/09/steam_forum_hack/ |archive-date=November 10, 2011}}</ref>


Valve added Steam Guard functionality to the Steam client in March 2011 to protect against the hijacking of accounts via [[phishing]] schemes, one of the largest support problems Valve had at the time.<ref>{{cite web |url=http://www.joystiq.com/2011/03/03/valve-introduces-steam-guard-to-fight-acount-phishing-and-hijack/ |title=Valve introduces Steam Guard to fight account phishing and hijacking |last=Yoon |first=Andrew |access-date=June 29, 2014 |date=March 3, 2011 |work=Joystiq |url-status=live |archive-url=https://web.archive.org/web/20141028181533/http://www.joystiq.com/2011/03/03/valve-introduces-steam-guard-to-fight-acount-phishing-and-hijack/ |archive-date=October 28, 2014}}</ref> Steam Guard was advertised to take advantage of the identity protection provided by Intel's second-generation [[Intel Core|Core]] processors and compatible motherboard hardware, which allows users to lock their account to a specific computer. Once locked, activity by that account on other computers must first be approved by the user on the locked computer. Support APIs for Steam Guard are available to third-party developers through Steamworks.<ref>{{cite web |url=http://www.gamasutra.com/view/news/33347/Valve_Unveils_Steam_Guard_For_Account_Security.php |title=Valve Unveils Steam Guard For Account Security |first=Eric |last=Caoili |date=March 3, 2011 |access-date=March 3, 2011 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20110305144304/http://www.gamasutra.com/view/news/33347/Valve_Unveils_Steam_Guard_For_Account_Security.php |archive-date=March 5, 2011}}</ref> Steam Guard also offers [[two-factor authentication|two-factor]], [[risk-based authentication]] that uses a one-time verification code sent to a verified email address associated with the Steam account; this was later expanded to include two-factor authentication through the Steam mobile application, known as Steam Guard Mobile Authenticator.<ref>{{cite web |url=http://www.polygon.com/2015/4/15/8424587/steam-mobile-app-two-factor-login-steam-guard |title=Valve adds two-factor login authentication to Steam mobile app |first=Michael |last=McWhertor |date=April 15, 2015 |access-date=September 8, 2015 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20150908133151/http://www.polygon.com/2015/4/15/8424587/steam-mobile-app-two-factor-login-steam-guard |archive-date=September 8, 2015}}</ref>
Valve added Steam Guard functionality to the Steam client in March 2011 to protect against the hijacking of accounts via [[phishing]] schemes, one of the largest support problems Valve had at the time.<ref>{{cite web |url=http://www.joystiq.com/2011/03/03/valve-introduces-steam-guard-to-fight-acount-phishing-and-hijack/ |title=Valve introduces Steam Guard to fight account phishing and hijacking |last=Yoon |first=Andrew |access-date=June 29, 2014 |date=March 3, 2011 |work=Joystiq |url-status=live |archive-url=https://web.archive.org/web/20141028181533/http://www.joystiq.com/2011/03/03/valve-introduces-steam-guard-to-fight-acount-phishing-and-hijack/ |archive-date=October 28, 2014}}</ref> Steam Guard was advertised to take advantage of the identity protection provided by Intel's second-generation [[Intel Core|Core]] processors and compatible motherboard hardware, which allows users to lock their account to a specific computer. Once locked, activity by that account on other computers must first be approved by the user on the locked computer. Support APIs for Steam Guard are available to third-party developers through Steamworks.<ref>{{cite web |url=http://www.gamasutra.com/view/news/33347/Valve_Unveils_Steam_Guard_For_Account_Security.php |title=Valve Unveils Steam Guard For Account Security |first=Eric |last=Caoili |date=March 3, 2011 |access-date=March 3, 2011 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20110305144304/http://www.gamasutra.com/view/news/33347/Valve_Unveils_Steam_Guard_For_Account_Security.php |archive-date=March 5, 2011}}</ref> Steam Guard also offers [[two-factor]], [[risk-based authentication]] that uses a one-time verification code sent to a verified email address associated with the Steam account; this was later expanded to include two-factor authentication through the Steam mobile application, known as Steam Guard Mobile Authenticator.<ref>{{cite web |url=http://www.polygon.com/2015/4/15/8424587/steam-mobile-app-two-factor-login-steam-guard |title=Valve adds two-factor login authentication to Steam mobile app |first=Michael |last=McWhertor |date=April 15, 2015 |access-date=September 8, 2015 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20150908133151/http://www.polygon.com/2015/4/15/8424587/steam-mobile-app-two-factor-login-steam-guard |archive-date=September 8, 2015}}</ref>


In 2015, Valve stated that the potential monetary value of virtual goods attached to user accounts had drawn hackers to try to access accounts for financial benefit.<ref name="gamespot mar16" /> Valve reported that in December 2015, around 77,000 accounts per month were hijacked, enabling the hijackers to empty out the user's inventory of items through the trading features. To improve security, the company announced that new restrictions would be added in March 2016, under which 15-day holds are placed on traded items unless they activate, and authenticate with Steam Guard Mobile Authenticator.<ref name="gamespot mar16">{{cite web |url=http://www.gamespot.com/articles/new-steam-security-updates-coming-next-week/1100-6435256/ |title=New Steam Security Updates Coming Next Week |work=[[GameSpot]] |first=Eddie |last=Makuch |date=March 2, 2016 |access-date=March 2, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160304080956/http://www.gamespot.com/articles/new-steam-security-updates-coming-next-week/1100-6435256/ |archive-date=March 4, 2016}}</ref><ref>{{cite web |url=http://www.rockpapershotgun.com/2015/12/10/steam-account-hijacked-items/ |title=77,000 Steam Accounts Hijacked Each Month For Items |first=Alice |last=O'Conner |date=December 10, 2015 |access-date=December 10, 2015 |work=[[Rock Paper Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20151211120718/http://www.rockpapershotgun.com/2015/12/10/steam-account-hijacked-items/ |archive-date=December 11, 2015}}</ref> After a ''[[Counter-Strike: Global Offensive]]'' gambling controversy, Valve stated it is cracking down on third-party websites using Steam inventory trading for [[Skin gambling]] in July 2016.<ref>{{Cite web |last=Frank |first=Allegra |date=2016-07-13 |title=Valve says it's going after gambling sites that use Steam |url=https://www.polygon.com/2016/7/13/12179462/valve-csgo-betting-sites-shut-down-steam |access-date=2022-02-26 |website=Polygon |language=en-US |archive-date=2022-07-02 |archive-url=https://web.archive.org/web/20220702053905/https://www.polygon.com/2016/7/13/12179462/valve-csgo-betting-sites-shut-down-steam |url-status=live }}</ref>
In 2015, Valve stated that the potential monetary value of virtual goods attached to user accounts had drawn hackers to try to access accounts for financial benefit.<ref name="gamespot mar16" /> Valve reported that in December 2015, around 77,000 accounts per month were hijacked, enabling the hijackers to empty the user's inventory of items through the trading features. To improve security, the company announced that new restrictions would be added in March 2016, under which 15-day holds are placed on traded items unless they activate, and authenticate with Steam Guard Mobile Authenticator.<ref name="gamespot mar16">{{cite web |url=http://www.gamespot.com/articles/new-steam-security-updates-coming-next-week/1100-6435256/ |title=New Steam Security Updates Coming Next Week |work=[[GameSpot]] |first=Eddie |last=Makuch |date=March 2, 2016 |access-date=March 2, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160304080956/http://www.gamespot.com/articles/new-steam-security-updates-coming-next-week/1100-6435256/ |archive-date=March 4, 2016}}</ref><ref>{{cite web |url=http://www.rockpapershotgun.com/2015/12/10/steam-account-hijacked-items/ |title=77,000 Steam Accounts Hijacked Each Month For Items |first=Alice |last=O'Conner |date=December 10, 2015 |access-date=December 10, 2015 |work=[[Rock Paper Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20151211120718/http://www.rockpapershotgun.com/2015/12/10/steam-account-hijacked-items/ |archive-date=December 11, 2015}}</ref> After a ''[[Counter-Strike: Global Offensive]]'' gambling controversy, Valve stated it is cracking down on third-party websites using Steam inventory trading for [[Skin gambling]] in July 2016.<ref>{{Cite web |last=Frank |first=Allegra |date=July 13, 2016 |title=Valve says it's going after gambling sites that use Steam |url=https://www.polygon.com/2016/7/13/12179462/valve-csgo-betting-sites-shut-down-steam |access-date=February 26, 2022 |website=Polygon |language=en-US |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702053905/https://www.polygon.com/2016/7/13/12179462/valve-csgo-betting-sites-shut-down-steam |url-status=live }}</ref>


ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a security risk by enabling malicious exploits through a simple user click on a maliciously crafted <code>steam://</code> URL in a browser.<ref name="SecurityLoophole">{{cite web |first=Tom |last=Senior |url=http://www.pcgamer.com/2012/10/16/steam-security-breachxx/ |title=Steam browser security loophole spotted |work=[[PC Gamer]] |date=October 16, 2012 |access-date=May 29, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130812215543/http://www.pcgamer.com/2012/10/16/steam-security-breachxx/ |archive-date=August 12, 2013}}</ref><ref>{{cite web |last=Orland |first=Kyle |title=Steam vulnerability can lead to remote insertion of malicious code |url=https://arstechnica.com/security/2012/10/steam-vulnerability-can-lead-to-remote-insertion-of-malicious-code/ |work=Ars Technica |date=October 17, 2012 |access-date=November 23, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131202235052/http://arstechnica.com/security/2012/10/steam-vulnerability-can-lead-to-remote-insertion-of-malicious-code/ |archive-date=December 2, 2013}}</ref><ref name="h-online.com">{{cite web |url=http://www.h-online.com/security/news/item/Report-Steam-poses-security-risk-1731562.html |archive-url=https://web.archive.org/web/20131104220716/http://www.h-online.com/security/news/item/Report-Steam-poses-security-risk-1731562.html |archive-date=November 4, 2013 |title=Report: Steam poses security risk |work=The H Security |date=October 17, 2012 |access-date=November 22, 2013}}</ref> This was the second serious vulnerability of gaming-related software following a problem with Ubisoft's [[Uplay]].<ref>{{cite web |url=http://www.h-online.com/security/news/item/Ubisoft-DRM-opens-backdoor-1655653.html |archive-url=https://web.archive.org/web/20131019055922/http://www.h-online.com/security/news/item/Ubisoft-DRM-opens-backdoor-1655653.html |archive-date=October 19, 2013 |title=Ubisoft DRM opens backdoor |work=The H Security |date=July 30, 2012 |access-date=November 22, 2013}}</ref> German IT platform [[Heise online]] recommended strict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer account with limited rights dedicated to gaming.<ref name="h-online.com" />
ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a security risk by enabling malicious exploits through a simple user click on a maliciously crafted <code>steam://</code> URL in a browser.<ref name="SecurityLoophole">{{cite web |first=Tom |last=Senior |url=http://www.pcgamer.com/2012/10/16/steam-security-breachxx/ |title=Steam browser security loophole spotted |work=[[PC Gamer]] |date=October 16, 2012 |access-date=May 29, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130812215543/http://www.pcgamer.com/2012/10/16/steam-security-breachxx/ |archive-date=August 12, 2013}}</ref><ref>{{cite web |last=Orland |first=Kyle |title=Steam vulnerability can lead to remote insertion of malicious code |url=https://arstechnica.com/security/2012/10/steam-vulnerability-can-lead-to-remote-insertion-of-malicious-code/ |work=Ars Technica |date=October 17, 2012 |access-date=November 23, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131202235052/http://arstechnica.com/security/2012/10/steam-vulnerability-can-lead-to-remote-insertion-of-malicious-code/ |archive-date=December 2, 2013}}</ref><ref name="h-online.com">{{cite web |url=http://www.h-online.com/security/news/item/Report-Steam-poses-security-risk-1731562.html |archive-url=https://web.archive.org/web/20131104220716/http://www.h-online.com/security/news/item/Report-Steam-poses-security-risk-1731562.html |archive-date=November 4, 2013 |title=Report: Steam poses security risk |work=The H Security |date=October 17, 2012 |access-date=November 22, 2013}}</ref> This was the second serious vulnerability of gaming-related software following a problem with Ubisoft's [[Uplay]].<ref>{{cite web |url=http://www.h-online.com/security/news/item/Ubisoft-DRM-opens-backdoor-1655653.html |archive-url=https://web.archive.org/web/20131019055922/http://www.h-online.com/security/news/item/Ubisoft-DRM-opens-backdoor-1655653.html |archive-date=October 19, 2013 |title=Ubisoft DRM opens backdoor |work=The H Security |date=July 30, 2012 |access-date=November 22, 2013}}</ref> German IT platform [[Heise online]] recommended strict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer account with limited rights dedicated to gaming.<ref name="h-online.com" />
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In July 2015, a bug in the software allowed anyone to reset the password to any account by using the "forgot password" function of the client. High-profile professional gamers and [[Streaming media|streamers]] lost access to their accounts.<ref>{{cite web |url=http://www.computerworld.com/article/2953016/cybercrime-hacking/valve-patches-huge-password-reset-hole-that-allowed-anyone-to-hijack-steam-accounts.html |title=Valve patches huge password reset hole that allowed anyone to hijack Steam accounts |author=Darlene Storm |date=July 27, 2015 |work=Computerworld |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20151228075443/http://www.computerworld.com/article/2953016/cybercrime-hacking/valve-patches-huge-password-reset-hole-that-allowed-anyone-to-hijack-steam-accounts.html |archive-date=December 28, 2015}}</ref><ref>{{cite web |url=https://nakedsecurity.sophos.com/2015/07/27/steams-account-stealing-password-reset-exploit-fixed/ |title=Steam's account-stealing password reset bug fixed |work=Naked Security |date=July 27, 2015 |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20151225194542/https://nakedsecurity.sophos.com/2015/07/27/steams-account-stealing-password-reset-exploit-fixed/ |archive-date=December 25, 2015}}</ref> In December 2015, Steam's [[content delivery network]] was misconfigured in response to a [[DDoS attack]], causing cached store pages containing personal information to be temporarily exposed for 34,000 users.<ref>{{cite web |url=https://www.theverge.com/2015/12/25/10665814/valve-steam-holiday-sale-security-problems |title=Steam security issue exposes users' personal information |author=Adi Robertson |date=December 25, 2015 |publisher=Vox Media |work=The Verge |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160106084527/http://www.theverge.com/2015/12/25/10665814/valve-steam-holiday-sale-security-problems |archive-date=January 6, 2016}}</ref><ref>{{cite web |url=https://www.theverge.com/2015/12/30/10690446/valve-christmas-breach-denial-of-service-attack-apology |title=Valve apologizes for Christmas breach, citing denial-of-service attack |author=Russell Brandom |date=December 30, 2015 |publisher=Vox Media |work=The Verge |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160104030024/http://www.theverge.com/2015/12/30/10690446/valve-christmas-breach-denial-of-service-attack-apology |archive-date=January 4, 2016}}</ref>
In July 2015, a bug in the software allowed anyone to reset the password to any account by using the "forgot password" function of the client. High-profile professional gamers and [[Streaming media|streamers]] lost access to their accounts.<ref>{{cite web |url=http://www.computerworld.com/article/2953016/cybercrime-hacking/valve-patches-huge-password-reset-hole-that-allowed-anyone-to-hijack-steam-accounts.html |title=Valve patches huge password reset hole that allowed anyone to hijack Steam accounts |author=Darlene Storm |date=July 27, 2015 |work=Computerworld |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20151228075443/http://www.computerworld.com/article/2953016/cybercrime-hacking/valve-patches-huge-password-reset-hole-that-allowed-anyone-to-hijack-steam-accounts.html |archive-date=December 28, 2015}}</ref><ref>{{cite web |url=https://nakedsecurity.sophos.com/2015/07/27/steams-account-stealing-password-reset-exploit-fixed/ |title=Steam's account-stealing password reset bug fixed |work=Naked Security |date=July 27, 2015 |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20151225194542/https://nakedsecurity.sophos.com/2015/07/27/steams-account-stealing-password-reset-exploit-fixed/ |archive-date=December 25, 2015}}</ref> In December 2015, Steam's [[content delivery network]] was misconfigured in response to a [[DDoS attack]], causing cached store pages containing personal information to be temporarily exposed for 34,000 users.<ref>{{cite web |url=https://www.theverge.com/2015/12/25/10665814/valve-steam-holiday-sale-security-problems |title=Steam security issue exposes users' personal information |author=Adi Robertson |date=December 25, 2015 |publisher=Vox Media |work=The Verge |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160106084527/http://www.theverge.com/2015/12/25/10665814/valve-steam-holiday-sale-security-problems |archive-date=January 6, 2016}}</ref><ref>{{cite web |url=https://www.theverge.com/2015/12/30/10690446/valve-christmas-breach-denial-of-service-attack-apology |title=Valve apologizes for Christmas breach, citing denial-of-service attack |author=Russell Brandom |date=December 30, 2015 |publisher=Vox Media |work=The Verge |access-date=January 8, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160104030024/http://www.theverge.com/2015/12/30/10690446/valve-christmas-breach-denial-of-service-attack-apology |archive-date=January 4, 2016}}</ref>


In April 2018, Valve added new privacy settings for Steam users, who are able to hide their activity status, game lists, inventory, and other profile elements. While these changes brought Steam's privacy settings inline with approaches used by game console services, it also impacted third-party services such as [[Steam Spy]], which relied on the public data to estimate Steam sales count.<ref>{{cite web |url=https://www.polygon.com/2018/4/11/17225188/steam-appear-invisible-setting |title=Steam tweaks privacy settings, will soon let you be invisible while online |first=Charlie |last=Hall |date=April 11, 2018 |access-date=April 11, 2018 |work=[[Polygon (website)|Polygon]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702053408/https://www.polygon.com/2018/4/11/17225188/steam-appear-invisible-setting |url-status=live }}</ref><ref>{{cite web |url=https://steamed.kotaku.com/game-developers-mourn-and-celebrate-the-end-of-steam-1825188029 |title=Game Developers Mourn (And Celebrate) The End Of Steam Spy |first=Nathan |last=Grayson |date=April 11, 2018 |access-date=April 11, 2018 |work=[[Kotaku]] |archive-date=April 11, 2018 |archive-url=https://web.archive.org/web/20180411214716/https://steamed.kotaku.com/game-developers-mourn-and-celebrate-the-end-of-steam-1825188029 |url-status=dead }}</ref>
In April 2018, Valve added new privacy settings for Steam users, who can hide their activity status, game lists, inventory, and other profile elements. While these changes brought Steam's privacy settings in line with approaches used by game console services, they also impacted third-party services such as [[Steam Spy]], which relied on the public data to estimate Steam sales count.<ref>{{cite web |url=https://www.polygon.com/2018/4/11/17225188/steam-appear-invisible-setting |title=Steam tweaks privacy settings, will soon let you be invisible while online |first=Charlie |last=Hall |date=April 11, 2018 |access-date=April 11, 2018 |work=[[Polygon (website)|Polygon]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702053408/https://www.polygon.com/2018/4/11/17225188/steam-appear-invisible-setting |url-status=live }}</ref><ref>{{cite web |url=https://steamed.kotaku.com/game-developers-mourn-and-celebrate-the-end-of-steam-1825188029 |title=Game Developers Mourn (And Celebrate) The End Of Steam Spy |first=Nathan |last=Grayson |date=April 11, 2018 |access-date=April 11, 2018 |work=[[Kotaku]] |archive-date=April 11, 2018 |archive-url=https://web.archive.org/web/20180411214716/https://steamed.kotaku.com/game-developers-mourn-and-celebrate-the-end-of-steam-1825188029 |url-status=dead }}</ref>


Valve established a [[HackerOne]] bug bounty program in May 2018, a crowdsourced method to test and improve security features of the Steam client.<ref>{{cite web |url=http://www.gamasutra.com/view/news/317954/Valve_debuts_public_bug_bounty_board_in_an_effort_to_improve_security.php |title=Valve debuts public bug bounty board in an effort to improve security |first=Alex |last=Wawro |date=May 10, 2018 |access-date=May 10, 2018 |work=[[Gamasutra]] |archive-date=May 11, 2018 |archive-url=https://web.archive.org/web/20180511150138/http://www.gamasutra.com/view/news/317954/Valve_debuts_public_bug_bounty_board_in_an_effort_to_improve_security.php |url-status=live }}</ref> In August 2019, a security researcher exposed a [[zero-day vulnerability]] in the Windows client of Steam, which allowed for any user to run arbitrary code with LocalSystem privileges using just a few simple commands. The vulnerability was then reported to Valve via the program, but it was initially rejected for being "out-of-scope". Following a second vulnerability found by the same user, Valve apologized and patched them both, and expanded the program's rules to accept any other similar problems.<ref>{{Cite web |url=https://arstechnica.com/gaming/2019/08/severe-local-0-day-escalation-exploit-found-in-steam-client-services/ |title=Severe local 0-Day escalation exploit found in Steam Client Services |last=Salter |first=Jim |date=August 7, 2019 |website=Ars Technica |access-date=August 26, 2019 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045342/https://arstechnica.com/gaming/2019/08/severe-local-0-day-escalation-exploit-found-in-steam-client-services/ |url-status=live }}</ref><ref>{{cite web |last1=Horti |first1=Samuel |title=Valve admits it mistakenly dismissed Steam security flaw |url=https://www.pcgamer.com/valve-admits-it-mistakenly-dismissed-steam-security-flaw/ |website=PC Gamer |date=August 25, 2019 |access-date=August 26, 2019 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702053303/https://www.pcgamer.com/valve-admits-it-mistakenly-dismissed-steam-security-flaw/ |url-status=live }}</ref>
Valve established a [[HackerOne]] bug bounty program in May 2018, a crowdsourced method to test and improve the security features of the Steam client.<ref>{{cite web |url=http://www.gamasutra.com/view/news/317954/Valve_debuts_public_bug_bounty_board_in_an_effort_to_improve_security.php |title=Valve debuts public bug bounty board in an effort to improve security |first=Alex |last=Wawro |date=May 10, 2018 |access-date=May 10, 2018 |work=[[Gamasutra]] |archive-date=May 11, 2018 |archive-url=https://web.archive.org/web/20180511150138/http://www.gamasutra.com/view/news/317954/Valve_debuts_public_bug_bounty_board_in_an_effort_to_improve_security.php |url-status=live }}</ref> In August 2019, a security researcher exposed a [[zero-day vulnerability]] in the Windows client of Steam, which allowed for any user to run arbitrary code with LocalSystem privileges using just a few simple commands. The vulnerability was then reported to Valve via the program, but it was initially rejected for being "out-of-scope". Following a second vulnerability found by the same user, Valve apologized and patched them both, and expanded the program's rules to accept any other similar problems.<ref>{{Cite web |url=https://arstechnica.com/gaming/2019/08/severe-local-0-day-escalation-exploit-found-in-steam-client-services/ |title=Severe local 0-Day escalation exploit found in Steam Client Services |last=Salter |first=Jim |date=August 7, 2019 |website=Ars Technica |access-date=August 26, 2019 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045342/https://arstechnica.com/gaming/2019/08/severe-local-0-day-escalation-exploit-found-in-steam-client-services/ |url-status=live }}</ref><ref>{{cite web |last1=Horti |first1=Samuel |title=Valve admits it mistakenly dismissed Steam security flaw |url=https://www.pcgamer.com/valve-admits-it-mistakenly-dismissed-steam-security-flaw/ |website=PC Gamer |date=August 25, 2019 |access-date=August 26, 2019 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702053303/https://www.pcgamer.com/valve-admits-it-mistakenly-dismissed-steam-security-flaw/ |url-status=live }}</ref>


The [[Anti-Defamation League]] published a report that stated the ''Steam Community'' platform harbors hateful content in April 2020.<ref>{{Cite magazine |last=D'Anastasio |first=Cecilia |date=April 30, 2020 |title=The ADL Calls Out Steam for Giving Extremists a Pass |language=en-US |magazine=Wired |url=https://www.wired.com/story/valve-steam-adl-white-supremacy-extremism/ |access-date=2022-02-26 |issn=1059-1028}}</ref> In January 2021, a trading card glitch let players generate Steam Wallet funds from free Steam trading cards with [[Video game bot|bots]] using [[Capcom Arcade Stadium]] and other games, resulting in the game becoming one of the statistically most played titles.<ref>{{Cite web |last=Orland |first=Kyle |date=2021-11-30 |title=Why hundreds of thousands of bots descended on one Steam arcade collection |url=https://arstechnica.com/gaming/2021/11/why-hundreds-of-thousands-of-bots-decended-on-one-steam-arcade-collection/ |access-date=2022-07-14 |website=Ars Technica |language=en-us |archive-date=2022-07-14 |archive-url=https://web.archive.org/web/20220714142027/https://arstechnica.com/gaming/2021/11/why-hundreds-of-thousands-of-bots-decended-on-one-steam-arcade-collection/ |url-status=live }}</ref>
The [[Anti-Defamation League]] published a report that stated the ''Steam Community'' platform harbors hateful content in April 2020.<ref>{{Cite magazine |last=D'Anastasio |first=Cecilia |date=April 30, 2020 |title=The ADL Calls Out Steam for Giving Extremists a Pass |language=en-US |magazine=Wired |url=https://www.wired.com/story/valve-steam-adl-white-supremacy-extremism/ |access-date=February 26, 2022 |issn=1059-1028}}</ref> In January 2021, a trading card glitch let players generate Steam Wallet funds from free Steam trading cards with [[Video game bot|bots]] using [[Capcom Arcade Stadium]] and other games, resulting in the game becoming one of the statistically most played titles.<ref>{{Cite web |last=Orland |first=Kyle |date=November 30, 2021 |title=Why hundreds of thousands of bots descended on one Steam arcade collection |url=https://arstechnica.com/gaming/2021/11/why-hundreds-of-thousands-of-bots-decended-on-one-steam-arcade-collection/ |access-date=July 14, 2022 |website=Ars Technica |language=en-us |archive-date=July 14, 2022 |archive-url=https://web.archive.org/web/20220714142027/https://arstechnica.com/gaming/2021/11/why-hundreds-of-thousands-of-bots-decended-on-one-steam-arcade-collection/ |url-status=live }}</ref>


=== User interface and functions ===
=== User interface and functions ===
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Steam's "Big Picture" mode was announced in 2011;<ref>{{cite web |url=http://www.pcgamer.com/valve-announces-big-picture-mode-for-steam/ |title=Valve Announce "Big Picture Mode" for Steam |work=[[PC Gamer]] |date=February 27, 2011 |access-date=April 26, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150924181536/http://www.pcgamer.com/valve-announces-big-picture-mode-for-steam/ |archive-date=September 24, 2015}}</ref> public betas started in September 2012 and were integrated into the software in December 2012.<ref name="pcmag">{{cite magazine |url=https://www.pcmag.com/article2/0,2817,2412816,00.asp |title=Valve Takes Steam's Big Picture Gaming Mode Public |magazine=[[PC Magazine]] |date=December 3, 2012 |access-date=December 3, 2012 |first=Stephanie |last=Mlot |url-status=live |archive-url=https://web.archive.org/web/20121205133213/http://www.pcmag.com/article2/0,2817,2412816,00.asp |archive-date=December 5, 2012}}</ref> Big Picture mode is a [[10-foot user interface]], which optimizes the Steam display to work on high-definition televisions, allowing the user to control Steam with a gamepad or with a keyboard and mouse. Newell stated that Big Picture mode was a step towards a dedicated Steam entertainment hardware unit.<ref>{{cite web |url=http://www.ingame.msnbc.msn.com/technology/ingame/valve-will-put-pc-games-your-tv-fall-948682 |archive-url=https://web.archive.org/web/20120821020606/http://www.nbcnews.com/technology/ingame/valve-will-put-pc-games-your-tv-fall-948682 |title=Valve will put PC games on your TV this fall |first=Winda |last=Benedetti |date=August 17, 2012 |access-date=August 17, 2012 |archive-date=August 21, 2012 |work=[[MSNBC]]}}</ref> With the introduction of the Steam Deck, Valve began pushing the new Big Picture mode based on the Steam Deck UI in beta testing in October 2022, and full release in February 2023.<ref>{{cite web | url = https://www.pcgamer.com/steams-big-picture-mode-will-be-replaced-by-steam-decks-ui/ | title = Steam's Big Picture mode will be replaced by Steam Deck's UI | first = Shaun | last = Prescott | date = July 20, 2021 | access-date = July 20, 2021 | work = [[PC Gamer]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702062626/https://www.pcgamer.com/steams-big-picture-mode-will-be-replaced-by-steam-decks-ui/ | url-status = live }}</ref><ref>{{cite web | url = https://www.rockpapershotgun.com/steams-new-big-picture-ui-is-now-available-for-testing | title = Steam's new Big Picture UI is now available for testing | first = Graham | last = Smith | date = October 27, 2022 | accessdate = October 29, 2022 | work = [[Rock Paper Shotgun]] | archive-date = October 28, 2022 | archive-url = https://web.archive.org/web/20221028233856/https://www.rockpapershotgun.com/steams-new-big-picture-ui-is-now-available-for-testing | url-status = live }}</ref><ref>{{cite web | url = https://www.eurogamer.net/steam-big-pictures-steam-deck-inspired-ui-overhaul-finally-gets-its-full-release | title = Steam Big Picture's Steam-Deck-inspired UI overhaul finally gets its full release | first = Matt | last = Wales | date = February 1, 2023 | accessdate = February 1, 2023 | work = [[Eurogamer]] | archive-date = February 2, 2023 | archive-url = https://web.archive.org/web/20230202021106/https://www.eurogamer.net/steam-big-pictures-steam-deck-inspired-ui-overhaul-finally-gets-its-full-release | url-status = live }}</ref>
Steam's "Big Picture" mode was announced in 2011;<ref>{{cite web |url=http://www.pcgamer.com/valve-announces-big-picture-mode-for-steam/ |title=Valve Announce "Big Picture Mode" for Steam |work=[[PC Gamer]] |date=February 27, 2011 |access-date=April 26, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150924181536/http://www.pcgamer.com/valve-announces-big-picture-mode-for-steam/ |archive-date=September 24, 2015}}</ref> public betas started in September 2012 and were integrated into the software in December 2012.<ref name="pcmag">{{cite magazine |url=https://www.pcmag.com/article2/0,2817,2412816,00.asp |title=Valve Takes Steam's Big Picture Gaming Mode Public |magazine=[[PC Magazine]] |date=December 3, 2012 |access-date=December 3, 2012 |first=Stephanie |last=Mlot |url-status=live |archive-url=https://web.archive.org/web/20121205133213/http://www.pcmag.com/article2/0,2817,2412816,00.asp |archive-date=December 5, 2012}}</ref> Big Picture mode is a [[10-foot user interface]], which optimizes the Steam display to work on high-definition televisions, allowing the user to control Steam with a gamepad or with a keyboard and mouse. Newell stated that Big Picture mode was a step towards a dedicated Steam entertainment hardware unit.<ref>{{cite web |url=http://www.ingame.msnbc.msn.com/technology/ingame/valve-will-put-pc-games-your-tv-fall-948682 |archive-url=https://web.archive.org/web/20120821020606/http://www.nbcnews.com/technology/ingame/valve-will-put-pc-games-your-tv-fall-948682 |title=Valve will put PC games on your TV this fall |first=Winda |last=Benedetti |date=August 17, 2012 |access-date=August 17, 2012 |archive-date=August 21, 2012 |work=[[MSNBC]]}}</ref> With the introduction of the Steam Deck, Valve began pushing the new Big Picture mode based on the Steam Deck UI in beta testing in October 2022, and full release in February 2023.<ref>{{cite web | url = https://www.pcgamer.com/steams-big-picture-mode-will-be-replaced-by-steam-decks-ui/ | title = Steam's Big Picture mode will be replaced by Steam Deck's UI | first = Shaun | last = Prescott | date = July 20, 2021 | access-date = July 20, 2021 | work = [[PC Gamer]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702062626/https://www.pcgamer.com/steams-big-picture-mode-will-be-replaced-by-steam-decks-ui/ | url-status = live }}</ref><ref>{{cite web | url = https://www.rockpapershotgun.com/steams-new-big-picture-ui-is-now-available-for-testing | title = Steam's new Big Picture UI is now available for testing | first = Graham | last = Smith | date = October 27, 2022 | accessdate = October 29, 2022 | work = [[Rock Paper Shotgun]] | archive-date = October 28, 2022 | archive-url = https://web.archive.org/web/20221028233856/https://www.rockpapershotgun.com/steams-new-big-picture-ui-is-now-available-for-testing | url-status = live }}</ref><ref>{{cite web | url = https://www.eurogamer.net/steam-big-pictures-steam-deck-inspired-ui-overhaul-finally-gets-its-full-release | title = Steam Big Picture's Steam-Deck-inspired UI overhaul finally gets its full release | first = Matt | last = Wales | date = February 1, 2023 | accessdate = February 1, 2023 | work = [[Eurogamer]] | archive-date = February 2, 2023 | archive-url = https://web.archive.org/web/20230202021106/https://www.eurogamer.net/steam-big-pictures-steam-deck-inspired-ui-overhaul-finally-gets-its-full-release | url-status = live }}</ref>


In 2012, Valve announced ''Steam for Schools,'' a free function-limited version of the Steam client for schools.<ref>{{Cite web |title=foundry10 – education research |url=http://www.foundry10.org/programs/games-and-learning/portal-2 |access-date=2021-05-27 |website=www.foundry10.org |archive-date=2022-06-22 |archive-url=https://web.archive.org/web/20220622124601/https://www.foundry10.org/programs/games-and-learning/portal-2 |url-status=live }}</ref> It was part of Valve's initiative to support [[gamification of learning]]. It was released alongside free versions of ''[[Portal 2]]'' and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate levels. It featured additional authentication security that allowed teachers to share and distribute content via a Steam Workshop-type interface, but blocks access from students.<ref>{{cite web |last=Narcisse |first=Evan |date=June 20, 2012 |title=Valve Gives Away Portal 2 for Free to Teachers with 'Steam for Schools' |url=http://kotaku.com/5919912/valve-gives-away-portal-2-for-free-to-teachers-with-steam-for-schools |url-status=live |archive-url=https://web.archive.org/web/20120623193304/http://kotaku.com/5919912/valve-gives-away-portal-2-for-free-to-teachers-with-steam-for-schools |archive-date=June 23, 2012 |access-date=June 20, 2012 |work=Kotaku}}</ref><ref>{{cite web |last=Gilbert |first=Ben |date=June 20, 2012 |title='Steam for Schools' is a free version of Steam for students, facilitates Portal 2-based lessons |url=http://www.joystiq.com/2012/06/20/steam-for-schools-is-a-free-version-of-steam-for-students-fac/ |url-status=live |archive-url=https://web.archive.org/web/20120803142827/http://www.joystiq.com/2012/06/20/steam-for-schools-is-a-free-version-of-steam-for-students-fac/ |archive-date=August 3, 2012 |access-date=June 20, 2012 |work=Joystiq}}</ref>
In 2012, Valve announced ''Steam for Schools,'' a free function-limited version of the Steam client for schools.<ref>{{Cite web |title=foundry10 – education research |url=http://www.foundry10.org/programs/games-and-learning/portal-2 |access-date=May 27, 2021 |website=www.foundry10.org |archive-date=June 22, 2022 |archive-url=https://web.archive.org/web/20220622124601/https://www.foundry10.org/programs/games-and-learning/portal-2 |url-status=live }}</ref> It was part of Valve's initiative to support [[gamification of learning]]. It was released alongside free versions of ''[[Portal 2]]'' and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate levels. It featured additional authentication security that allowed teachers to share and distribute content via a Steam Workshop-type interface but blocks access from students.<ref>{{cite web |last=Narcisse |first=Evan |date=June 20, 2012 |title=Valve Gives Away Portal 2 for Free to Teachers with 'Steam for Schools' |url=http://kotaku.com/5919912/valve-gives-away-portal-2-for-free-to-teachers-with-steam-for-schools |url-status=live |archive-url=https://web.archive.org/web/20120623193304/http://kotaku.com/5919912/valve-gives-away-portal-2-for-free-to-teachers-with-steam-for-schools |archive-date=June 23, 2012 |access-date=June 20, 2012 |work=Kotaku}}</ref><ref>{{cite web |last=Gilbert |first=Ben |date=June 20, 2012 |title='Steam for Schools' is a free version of Steam for students, facilitates Portal 2-based lessons |url=http://www.joystiq.com/2012/06/20/steam-for-schools-is-a-free-version-of-steam-for-students-fac/ |url-status=live |archive-url=https://web.archive.org/web/20120803142827/http://www.joystiq.com/2012/06/20/steam-for-schools-is-a-free-version-of-steam-for-students-fac/ |archive-date=August 3, 2012 |access-date=June 20, 2012 |work=Joystiq}}</ref>


In-Home Streaming was introduced in May 2014; it allows users to stream games installed on one computer to another on the same home network with low latency.<ref>{{cite web |url=http://www.polygon.com/2014/5/21/5738932/steam-in-home-streaming-now-available-for-everyone |title=Steam In-Home Streaming now available for everyone |first=Tracey |last=Lein |date=May 21, 2014 |access-date=May 21, 2014 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20140521234802/http://www.polygon.com/2014/5/21/5738932/steam-in-home-streaming-now-available-for-everyone |archive-date=May 21, 2014}}</ref> By June 2019, Valve renamed this feature to Remote Play, allowing users to stream games across devices that may be outside of their home network.<ref>{{cite web |url=https://www.pcgamer.com/steam-in-home-streaming-is-now-available-outside-the-home/ |title=Steam In-Home Streaming is now available outside the home |first=Fraser |last=Brown |date=June 14, 2019 |access-date=June 14, 2019 |work=[[PC Gamer]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045512/https://www.pcgamer.com/steam-in-home-streaming-is-now-available-outside-the-home/ |url-status=live }}</ref> Steam's "Remote Play Together", added in November 2019 after a month of beta testing, gives the ability for local multiplayer games to be played by people in disparate locations, though will not necessary resolve latency problems typical of these types of games.<ref>{{cite web |url=https://www.pcgamer.com/steams-remote-play-together-will-introduce-online-support-for-all-local-multiplayer-games/ |title=Steam's 'Remote Play Together' will introduce online support for all local multiplayer games |first=Shaun |last=Prescott |date=October 9, 2019 |access-date=October 9, 2019 |work=[[PC Gamer]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702060338/https://www.pcgamer.com/steams-remote-play-together-will-introduce-online-support-for-all-local-multiplayer-games/ |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/steam-remote-play-together-is-now-available-to-try-in-beta/ |title=Steam Remote Play Together is now available to try in beta |first=Adam |last=Chalk |date=October 21, 2019 |access-date=October 21, 2019 |work=[[PC Gamer]] |archive-date=July 10, 2022 |archive-url=https://web.archive.org/web/20220710043910/https://www.pcgamer.com/steam-remote-play-together-is-now-available-to-try-in-beta/ |url-status=live }}</ref><ref>{{cite web |url=https://www.vg247.com/2019/11/20/steam-remote-play-together-feature-is-out-of-beta-and-available-to-all-steam-users/ |title=Steam Remote Play Together feature is out of beta and available to all Steam users |first=Stephany |last=Nunneley |date=November 20, 2019 |access-date=November 20, 2019 |work=[[PC Gamer]] ] |archive-date=August 16, 2021 |archive-url=https://web.archive.org/web/20210816032140/https://www.vg247.com/2019/11/20/steam-remote-play-together-feature-is-out-of-beta-and-available-to-all-steam-users/ |url-status=live }}</ref> Remote Play Together was expanded in February 2021 to give the ability to invite non-Steam players to play through a Steam Link app approach.<ref>{{cite web | url = https://www.theverge.com/2021/2/25/22300768/steam-remote-play-together-no-account-required-beta | title = Steam's multiplayer game streaming now works with friends without Steam accounts | first = Jon | last = Porter | date = February 25, 2021 | access-date = February 25, 2021 | work = [[The Verge]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702054028/https://www.theverge.com/2021/2/25/22300768/steam-remote-play-together-no-account-required-beta | url-status = live }}</ref>
In-Home Streaming was introduced in May 2014; it allows users to stream games installed on one computer to another on the same home network with low latency.<ref>{{cite web |url=http://www.polygon.com/2014/5/21/5738932/steam-in-home-streaming-now-available-for-everyone |title=Steam In-Home Streaming now available for everyone |first=Tracey |last=Lein |date=May 21, 2014 |access-date=May 21, 2014 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20140521234802/http://www.polygon.com/2014/5/21/5738932/steam-in-home-streaming-now-available-for-everyone |archive-date=May 21, 2014}}</ref> By June 2019, Valve renamed this feature to Remote Play, allowing users to stream games across devices that may be outside of their home network.<ref>{{cite web |url=https://www.pcgamer.com/steam-in-home-streaming-is-now-available-outside-the-home/ |title=Steam In-Home Streaming is now available outside the home |first=Fraser |last=Brown |date=June 14, 2019 |access-date=June 14, 2019 |work=[[PC Gamer]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045512/https://www.pcgamer.com/steam-in-home-streaming-is-now-available-outside-the-home/ |url-status=live }}</ref> Steam's "Remote Play Together", added in November 2019 after a month of beta testing, gives the ability for local multiplayer games to be played by people in disparate locations, though will not necessary resolve latency problems typical of these types of games.<ref>{{cite web |url=https://www.pcgamer.com/steams-remote-play-together-will-introduce-online-support-for-all-local-multiplayer-games/ |title=Steam's 'Remote Play Together' will introduce online support for all local multiplayer games |first=Shaun |last=Prescott |date=October 9, 2019 |access-date=October 9, 2019 |work=[[PC Gamer]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702060338/https://www.pcgamer.com/steams-remote-play-together-will-introduce-online-support-for-all-local-multiplayer-games/ |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/steam-remote-play-together-is-now-available-to-try-in-beta/ |title=Steam Remote Play Together is now available to try in beta |first=Adam |last=Chalk |date=October 21, 2019 |access-date=October 21, 2019 |work=[[PC Gamer]] |archive-date=July 10, 2022 |archive-url=https://web.archive.org/web/20220710043910/https://www.pcgamer.com/steam-remote-play-together-is-now-available-to-try-in-beta/ |url-status=live }}</ref><ref>{{cite web |url=https://www.vg247.com/2019/11/20/steam-remote-play-together-feature-is-out-of-beta-and-available-to-all-steam-users/ |title=Steam Remote Play Together feature is out of beta and available to all Steam users |first=Stephany |last=Nunneley |date=November 20, 2019 |access-date=November 20, 2019 |work=[[PC Gamer]] ] |archive-date=August 16, 2021 |archive-url=https://web.archive.org/web/20210816032140/https://www.vg247.com/2019/11/20/steam-remote-play-together-feature-is-out-of-beta-and-available-to-all-steam-users/ |url-status=live }}</ref> Remote Play Together was expanded in February 2021 to give the ability to invite non-Steam players to play through a Steam Link app approach.<ref>{{cite web | url = https://www.theverge.com/2021/2/25/22300768/steam-remote-play-together-no-account-required-beta | title = Steam's multiplayer game streaming now works with friends without Steam accounts | first = Jon | last = Porter | date = February 25, 2021 | access-date = February 25, 2021 | work = [[The Verge]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702054028/https://www.theverge.com/2021/2/25/22300768/steam-remote-play-together-no-account-required-beta | url-status = live }}</ref>


{{anchor|Steam Chat}}
{{anchor|Steam Chat}}
The Steam client, as part of a [[social network service]], allows users to identify friends and join groups using the Steam Community feature.<ref>{{cite web |url=http://www.joystiq.com/2007/09/13/steam-community-officially-launched/ |title=Steam Community officially launched |first=Ross |last=Miller |date=September 13, 2007 |work=Joystiq |access-date=January 18, 2010 |url-status=live |archive-url=https://web.archive.org/web/20110203191131/http://www.joystiq.com/2007/09/13/steam-community-officially-launched |archive-date=February 3, 2011}}</ref> Through the Steam Chat feature, users can use text chat and [[peer-to-peer]] [[Voice over IP|VoIP]] with other users, identify which games their friends and other group members are playing, and join and invite friends to Steamworks-based multiplayer games that support this feature. Users can participate in forums hosted by Valve to discuss Steam games. Each user has a unique page that shows his or her groups and friends, game library including earned achievements, game wishlists, and other social features; users can choose to keep this information private.<ref>{{cite magazine |url=https://www.pcmag.com/article2/0,2817,2392198,00.asp |title=Steam Review & Rating |last=Greenwald |first=Will |date=December 14, 2012 |magazine=[[PC Magazine]] |access-date=January 16, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140116093125/http://www.pcmag.com/article2/0,2817,2392198,00.asp |archive-date=January 16, 2014}}</ref> In January 2010, Valve reported that 10&nbsp;million of the 25&nbsp;million active Steam accounts had signed up to Steam Community.<ref name="steamgrowth_2009">{{cite web |url=http://store.steampowered.com/news/3390/ |title=Steam Realizes Extraordinary Growth in 2009 |date=January 29, 2010 |publisher=Valve |access-date=January 29, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100201192221/http://store.steampowered.com/news/3390 |archive-date=February 1, 2010}}</ref> In conjunction with the 2012 Steam Summer Sale, user profiles were updated with Badges reflecting the user's participation in the Steam community and past events.<ref>{{cite web |url=http://www.vg247.com/2012/07/12/valve-launches-steam-badges-on-the-service/ |title=Valve launches Steam Badges on the service |first=Stepheny |last=Nunneley |date=July 12, 2012 |access-date=July 12, 2012 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20120715175929/http://www.vg247.com/2012/07/12/valve-launches-steam-badges-on-the-service/ |archive-date=July 15, 2012}}</ref> [[Steam Trading Cards]], a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players can trade with other Steam users on the Steam Community Marketplace and use them to craft "Badges", which grant rewards such as discount coupons, user profile page customization options.<ref>{{cite web |url=http://www.vg247.com/2013/05/15/steam-trading-cards-now-in-beta/ |title=Steam Trading Cards now in beta |first=Stephany |last=Nunneley |date=May 15, 2013 |access-date=May 15, 2013 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20130607164314/http://www.vg247.com/2013/05/15/steam-trading-cards-now-in-beta/ |archive-date=June 7, 2013}}</ref><ref>{{cite web |url=http://www.polygon.com/2013/6/24/4458950/steam-trading-cards-leaving-beta-june-26-summer-sale-teased |title=Steam Trading Cards leaving beta June 26, Summer Sale teased |first=Griffon |last=McElroy |date=June 24, 2013 |access-date=June 24, 2013 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20130628222114/http://www.polygon.com/2013/6/24/4458950/steam-trading-cards-leaving-beta-june-26-summer-sale-teased |archive-date=June 28, 2013}}</ref> In 2010, the Steam client became an [[OpenID]] provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials.<ref>{{cite web |title=Steam Web APIs |url=http://www.teamfortress.com/post.php?id=4014 |work=[[Team Fortress 2]] blog |access-date=July 2, 2010 |author=TF2 Team |date=July 1, 2010 |url-status=live |archive-url=https://web.archive.org/web/20110512165044/http://www.teamfortress.com/post.php?id=4014 |archive-date=May 12, 2011}}</ref><ref>{{cite web |title=Steam Web API Documentation |url=http://steamcommunity.com/dev |work=Steam Community |publisher=[[Valve Corporation|Valve]] |access-date=July 2, 2010 |url-status=live |archive-url=https://web.archive.org/web/20120210081231/http://steamcommunity.com/dev/ |archive-date=February 10, 2012}}</ref> In order to prevent abuse, access to most community features is restricted until a one-time payment of at least {{USD}}5 is made to Valve. This requirement can be fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet.<ref>{{cite web |url=http://gamasutra.com/view/news/241424/Steam_now_restricts_accounts_to_protect_against_spam_and_phishing.php |title=Steam now restricts accounts to protect against spam and phishing |first=Christian |last=Nutt |date=April 17, 2015 |access-date=April 18, 2015 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20150419234758/http://www.gamasutra.com/view/news/241424/Steam_now_restricts_accounts_to_protect_against_spam_and_phishing.php |archive-date=April 19, 2015}}</ref>
The Steam client, as part of a [[social network service]], allows users to identify friends and join groups using the Steam Community feature.<ref>{{cite web |url=http://www.joystiq.com/2007/09/13/steam-community-officially-launched/ |title=Steam Community officially launched |first=Ross |last=Miller |date=September 13, 2007 |work=Joystiq |access-date=January 18, 2010 |url-status=live |archive-url=https://web.archive.org/web/20110203191131/http://www.joystiq.com/2007/09/13/steam-community-officially-launched |archive-date=February 3, 2011}}</ref> Through the Steam Chat feature, users can use text chat and [[peer-to-peer]] [[VoIP]] with other users, identify which games their friends and other group members are playing, and join and invite friends to Steamworks-based multiplayer games that support this feature. Users can participate in forums hosted by Valve to discuss Steam games. Each user has a unique page that shows his or her groups and friends, game library including earned achievements, game wishlists, and other social features; users can choose to keep this information private.<ref>{{cite magazine |url=https://www.pcmag.com/article2/0,2817,2392198,00.asp |title=Steam Review & Rating |last=Greenwald |first=Will |date=December 14, 2012 |magazine=[[PC Magazine]] |access-date=January 16, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140116093125/http://www.pcmag.com/article2/0,2817,2392198,00.asp |archive-date=January 16, 2014}}</ref> In January 2010, Valve reported that 10&nbsp;million of the 25&nbsp;million active Steam accounts had signed up to Steam Community.<ref name="steamgrowth_2009">{{cite web |url=http://store.steampowered.com/news/3390/ |title=Steam Realizes Extraordinary Growth in 2009 |date=January 29, 2010 |publisher=Valve |access-date=January 29, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100201192221/http://store.steampowered.com/news/3390 |archive-date=February 1, 2010}}</ref> In conjunction with the 2012 Steam Summer Sale, user profiles were updated with Badges reflecting the user's participation in the Steam community and past events.<ref>{{cite web |url=http://www.vg247.com/2012/07/12/valve-launches-steam-badges-on-the-service/ |title=Valve launches Steam Badges on the service |first=Stepheny |last=Nunneley |date=July 12, 2012 |access-date=July 12, 2012 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20120715175929/http://www.vg247.com/2012/07/12/valve-launches-steam-badges-on-the-service/ |archive-date=July 15, 2012}}</ref> [[Steam Trading Cards]], a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players can trade with other Steam users on the Steam Community Marketplace and use them to craft "Badges", which grant rewards such as discount coupons, and user profile page customization options.<ref>{{cite web |url=http://www.vg247.com/2013/05/15/steam-trading-cards-now-in-beta/ |title=Steam Trading Cards now in beta |first=Stephany |last=Nunneley |date=May 15, 2013 |access-date=May 15, 2013 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20130607164314/http://www.vg247.com/2013/05/15/steam-trading-cards-now-in-beta/ |archive-date=June 7, 2013}}</ref><ref>{{cite web |url=http://www.polygon.com/2013/6/24/4458950/steam-trading-cards-leaving-beta-june-26-summer-sale-teased |title=Steam Trading Cards leaving beta June 26, Summer Sale teased |first=Griffon |last=McElroy |date=June 24, 2013 |access-date=June 24, 2013 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20130628222114/http://www.polygon.com/2013/6/24/4458950/steam-trading-cards-leaving-beta-june-26-summer-sale-teased |archive-date=June 28, 2013}}</ref> In 2010, the Steam client became an [[OpenID]] provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials.<ref>{{cite web |title=Steam Web APIs |url=http://www.teamfortress.com/post.php?id=4014 |work=[[Team Fortress 2]] blog |access-date=July 2, 2010 |author=TF2 Team |date=July 1, 2010 |url-status=live |archive-url=https://web.archive.org/web/20110512165044/http://www.teamfortress.com/post.php?id=4014 |archive-date=May 12, 2011}}</ref><ref>{{cite web |title=Steam Web API Documentation |url=http://steamcommunity.com/dev |work=Steam Community |publisher=[[Valve Corporation|Valve]] |access-date=July 2, 2010 |url-status=live |archive-url=https://web.archive.org/web/20120210081231/http://steamcommunity.com/dev/ |archive-date=February 10, 2012}}</ref> In order to prevent abuse, access to most community features is restricted until a one-time payment of at least {{USD}}5 is made to Valve. This requirement can be fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet.<ref>{{cite web |url=http://gamasutra.com/view/news/241424/Steam_now_restricts_accounts_to_protect_against_spam_and_phishing.php |title=Steam now restricts accounts to protect against spam and phishing |first=Christian |last=Nutt |date=April 17, 2015 |access-date=April 18, 2015 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20150419234758/http://www.gamasutra.com/view/news/241424/Steam_now_restricts_accounts_to_protect_against_spam_and_phishing.php |archive-date=April 19, 2015}}</ref>


Through Steamworks, Steam provides a means of server browsing for multiplayer games that use the Steam Community features, allowing users to create lobbies with friends or members of common groups. Steamworks also provides [[Valve Anti-Cheat]] (VAC), Valve's anti-cheat system; game servers automatically detect and report users who are using [[Cheating in online games|cheats]] in online, multiplayer games.<ref>{{cite web |url=https://support.steampowered.com/kb_article.php?ref=7849-RADZ-6869 |title=Steam Support&nbsp;&nbsp;– Valve Anti-Cheat System (VAC) |author=[[Valve Corporation|Valve]] |access-date=January 18, 2010 |url-status=live |archive-url=https://web.archive.org/web/20091227222354/https://support.steampowered.com/kb_article.php?ref=7849-RADZ-6869 |archive-date=December 27, 2009}}</ref> In August 2012, Valve added new features{{mdash}}including dedicated hub pages for games that highlight the best user-created content, top forum posts, and screenshots{{mdash}}to the Community area.<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-08-13-steam-to-highlight-the-best-user-created-content |title=Steam to highlight the best user-created content |first=Jeffrey |last=Matulef |date=August 13, 2012 |access-date=August 13, 2012 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20120816020050/http://www.eurogamer.net/articles/2012-08-13-steam-to-highlight-the-best-user-created-content |archive-date=August 16, 2012}}</ref> In December 2012, a feature where users can upload walkthroughs and guides detailing game strategy was added.<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-12-14-valve-takes-on-gamefaqs-with-steam-game-guides |title=Valve takes on GameFAQs with Steam Game Guides |first=Wesley |last=Yin-Poole |date=December 14, 2012 |access-date=December 14, 2012 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20121216121043/http://www.eurogamer.net/articles/2012-12-14-valve-takes-on-gamefaqs-with-steam-game-guides |archive-date=December 16, 2012}}</ref> {{anchor|Steam.tv}}Starting in January 2015, the Steam client allowed players to [[livestream]] to Steam friends or the public while playing games on the platform.<ref>{{cite web |url=http://www.polygon.com/2014/12/2/7321223/valve-steam-broadcasting-live-streaming |title=Valve brings livestreaming to Steam with Steam Broadcasting |first=Michael |last=McWhertor |date=December 2, 2014 |access-date=December 2, 2014 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20141218040214/http://www.polygon.com/2014/12/2/7321223/valve-steam-broadcasting-live-streaming |archive-date=December 18, 2014}}</ref><ref>{{cite web |url=http://www.pcgamer.com/steam-broadcasting-and-fps-overlay-is-now-available-to-all/ |title=Steam Broadcasting and FPS overlay is now available to all |first=Shaun |last=Prescott |date=January 19, 2015 |access-date=January 20, 2015 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20150120194539/http://www.pcgamer.com/steam-broadcasting-and-fps-overlay-is-now-available-to-all/ |archive-date=January 20, 2015}}</ref> For the main event of [[The International 2018]] ''Dota 2'' tournament, Valve launched Steam.tv as a major update to Steam Broadcasting, adding Steam chat and Steamworks integration for spectating matches played at the event.<ref>{{cite web |last1=Hallister |first1=Sean |title=Steam.tv is live again -- say hello to Valve's Twitch competitor? |url=https://www.cnet.com/news/steam-tv-is-live-again-say-hello-to-valves-twitch-competitor/ |website=CNet |access-date=August 20, 2018 |date=August 20, 2018 |archive-date=June 13, 2021 |archive-url=https://web.archive.org/web/20210613221521/https://www.cnet.com/news/steam-tv-is-live-again-say-hello-to-valves-twitch-competitor/ |url-status=live }}</ref><ref>{{cite web |last1=Wilde |first1=Tyler |title=Valve's new streaming platform, Steam.tv, is officially live now |url=https://www.pcgamer.com/valves-new-streaming-platform-steamtv-is-officially-live-now/ |website=PC Gamer |date=August 20, 2018 |access-date=August 20, 2018 |archive-date=August 21, 2018 |archive-url=https://web.archive.org/web/20180821033508/https://www.pcgamer.com/valves-new-streaming-platform-steamtv-is-officially-live-now/ |url-status=live }}</ref> It has also been used for other events, such as a pre-release tournament for the digital card game ''[[Artifact (video game)|Artifact]]'' and for [[The Game Awards 2018]] and [[Steam Awards]] award shows.<ref>{{cite web |last1=Clark |first1=Tim |title=Valve updates Artifact FAQ with new launch details |url=https://www.pcgamer.com/valve-updates-artifact-faq-with-new-launch-details/ |website=PC Gamer |date=November 13, 2018 |access-date=December 5, 2018 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702054208/https://www.pcgamer.com/valve-updates-artifact-faq-with-new-launch-details/ |url-status=live }}</ref><ref>{{cite web |last1=Fogel |first1=Stefanie |title=The Game Awards To Stream Across 40 Global Video Networks |url=https://variety.com/2018/gaming/news/the-game-awards-streaming-40-networks-1203024809/ |website=Variety |date=November 9, 2018 |access-date=December 5, 2018 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045914/https://variety.com/2018/gaming/news/the-game-awards-streaming-40-networks-1203024809/ |url-status=live }}</ref><ref>{{cite web |last1=Tarason |first1=Dominic |title=Steam Lunar New Year sale offers extra discounts for big spenders |url=https://www.rockpapershotgun.com/2019/02/04/steam-lunar-new-year-sale-offers-bonus-discounts/ |website=Rock, Paper, Shotgun |date=February 4, 2019 |access-date=February 4, 2019 |archive-date=February 5, 2019 |archive-url=https://web.archive.org/web/20190205050500/https://www.rockpapershotgun.com/2019/02/04/steam-lunar-new-year-sale-offers-bonus-discounts/ |url-status=live }}</ref>
Through Steamworks, Steam provides a means of server browsing for multiplayer games that use the Steam Community features, allowing users to create lobbies with friends or members of common groups. Steamworks also provides [[Valve Anti-Cheat]] (VAC), Valve's anti-cheat system; game servers automatically detect and report users who are using [[Cheating in online games|cheats]] in online, multiplayer games.<ref>{{cite web |url=https://support.steampowered.com/kb_article.php?ref=7849-RADZ-6869 |title=Steam Support&nbsp;&nbsp;– Valve Anti-Cheat System (VAC) |author=[[Valve Corporation|Valve]] |access-date=January 18, 2010 |url-status=live |archive-url=https://web.archive.org/web/20091227222354/https://support.steampowered.com/kb_article.php?ref=7849-RADZ-6869 |archive-date=December 27, 2009}}</ref> In August 2012, Valve added new features{{mdash}}including dedicated hub pages for games that highlight the best user-created content, top forum posts, and screenshots{{mdash}}to the Community area.<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-08-13-steam-to-highlight-the-best-user-created-content |title=Steam to highlight the best user-created content |first=Jeffrey |last=Matulef |date=August 13, 2012 |access-date=August 13, 2012 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20120816020050/http://www.eurogamer.net/articles/2012-08-13-steam-to-highlight-the-best-user-created-content |archive-date=August 16, 2012}}</ref> In December 2012, a feature where users can upload walkthroughs and guides detailing game strategy was added.<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-12-14-valve-takes-on-gamefaqs-with-steam-game-guides |title=Valve takes on GameFAQs with Steam Game Guides |first=Wesley |last=Yin-Poole |date=December 14, 2012 |access-date=December 14, 2012 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20121216121043/http://www.eurogamer.net/articles/2012-12-14-valve-takes-on-gamefaqs-with-steam-game-guides |archive-date=December 16, 2012}}</ref> {{anchor|Steam.tv}}Starting in January 2015, the Steam client allowed players to [[livestream]] to Steam friends or the public while playing games on the platform.<ref>{{cite web |url=http://www.polygon.com/2014/12/2/7321223/valve-steam-broadcasting-live-streaming |title=Valve brings livestreaming to Steam with Steam Broadcasting |first=Michael |last=McWhertor |date=December 2, 2014 |access-date=December 2, 2014 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20141218040214/http://www.polygon.com/2014/12/2/7321223/valve-steam-broadcasting-live-streaming |archive-date=December 18, 2014}}</ref><ref>{{cite web |url=http://www.pcgamer.com/steam-broadcasting-and-fps-overlay-is-now-available-to-all/ |title=Steam Broadcasting and FPS overlay is now available to all |first=Shaun |last=Prescott |date=January 19, 2015 |access-date=January 20, 2015 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20150120194539/http://www.pcgamer.com/steam-broadcasting-and-fps-overlay-is-now-available-to-all/ |archive-date=January 20, 2015}}</ref> For the main event of [[The International 2018]] ''Dota 2'' tournament, Valve launched Steam.tv as a major update to Steam Broadcasting, adding Steam chat and Steamworks integration for spectating matches played at the event.<ref>{{cite web |last1=Hallister |first1=Sean |title=Steam.tv is live again -- say hello to Valve's Twitch competitor? |url=https://www.cnet.com/news/steam-tv-is-live-again-say-hello-to-valves-twitch-competitor/ |website=CNet |access-date=August 20, 2018 |date=August 20, 2018 |archive-date=June 13, 2021 |archive-url=https://web.archive.org/web/20210613221521/https://www.cnet.com/news/steam-tv-is-live-again-say-hello-to-valves-twitch-competitor/ |url-status=live }}</ref><ref>{{cite web |last1=Wilde |first1=Tyler |title=Valve's new streaming platform, Steam.tv, is officially live now |url=https://www.pcgamer.com/valves-new-streaming-platform-steamtv-is-officially-live-now/ |website=PC Gamer |date=August 20, 2018 |access-date=August 20, 2018 |archive-date=August 21, 2018 |archive-url=https://web.archive.org/web/20180821033508/https://www.pcgamer.com/valves-new-streaming-platform-steamtv-is-officially-live-now/ |url-status=live }}</ref> It has also been used for other events, such as a pre-release tournament for the digital card game ''[[Artifact (video game)|Artifact]]'' and for [[The Game Awards 2018]] and [[Steam Awards]] award shows.<ref>{{cite web |last1=Clark |first1=Tim |title=Valve updates Artifact FAQ with new launch details |url=https://www.pcgamer.com/valve-updates-artifact-faq-with-new-launch-details/ |website=PC Gamer |date=November 13, 2018 |access-date=December 5, 2018 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702054208/https://www.pcgamer.com/valve-updates-artifact-faq-with-new-launch-details/ |url-status=live }}</ref><ref>{{cite web |last1=Fogel |first1=Stefanie |title=The Game Awards To Stream Across 40 Global Video Networks |url=https://variety.com/2018/gaming/news/the-game-awards-streaming-40-networks-1203024809/ |website=Variety |date=November 9, 2018 |access-date=December 5, 2018 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702045914/https://variety.com/2018/gaming/news/the-game-awards-streaming-40-networks-1203024809/ |url-status=live }}</ref><ref>{{cite web |last1=Tarason |first1=Dominic |title=Steam Lunar New Year sale offers extra discounts for big spenders |url=https://www.rockpapershotgun.com/2019/02/04/steam-lunar-new-year-sale-offers-bonus-discounts/ |website=Rock, Paper, Shotgun |date=February 4, 2019 |access-date=February 4, 2019 |archive-date=February 5, 2019 |archive-url=https://web.archive.org/web/20190205050500/https://www.rockpapershotgun.com/2019/02/04/steam-lunar-new-year-sale-offers-bonus-discounts/ |url-status=live }}</ref> Game Recording was added in beta in June 2024, allowing for recording of gameplay sessions both on demand or as a background recording. Users can then edit and clip footage to share via Steam with other users.<ref>https://store.steampowered.com/sale/gamerecording</ref>


In September 2014, Steam Music was added to the Steam client, allowing users to play through music stored on their computer or to stream from a locally networked computer directly in Steam.<ref>{{cite web |url=http://www.tomsguide.com/us/valve-debuts-steam-music,news-19617.html |title=Valve Debuts Steam Music, Announces Big Game Sales |first=Marshall |last=Honorof |date=September 25, 2014 |access-date=September 27, 2014 |work=Tom's Guide US |url-status=live |archive-url=https://web.archive.org/web/20140928063802/http://www.tomsguide.com/us/valve-debuts-steam-music,news-19617.html |archive-date=September 28, 2014}}</ref><ref>{{cite web |url=http://www.polygon.com/2014/2/3/5374660/steam-music-announced-valve |title=Steam Music will let you listen to your music library while gaming |first=Samit |last=Sarkar |date=February 3, 2014 |access-date=February 4, 2014 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20140221130819/http://www.polygon.com/2014/2/3/5374660/steam-music-announced-valve |archive-date=February 21, 2014}}</ref> An update to the friends and chat system was released in July 2018, allowing for non-peer-to-peer chats integrated with voice chat and other features that were compared to [[Discord (software)|Discord]].<ref>{{cite web |url=https://www.pcgamer.com/valve-releases-a-new-and-very-improved-chat-client-for-steam/ |title=Valve releases a new and very improved chat client for Steam |first=Andy |last=Chalk |date=June 12, 2018 |access-date=June 12, 2018 |work=[[PC Gamer]] |archive-date=July 27, 2022 |archive-url=https://web.archive.org/web/20220727152438/https://www.pcgamer.com/valve-releases-a-new-and-very-improved-chat-client-for-steam/ |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/steams-new-chat-client-is-out-of-beta-valve-says-more-changes-are-coming/ |title=Steam's new chat client is out of beta, Valve says more changes are coming |first=Andy |last=Chalk |date=July 24, 2018 |access-date=July 24, 2018 |work=[[PC Gamer]] |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716000903/https://www.pcgamer.com/steams-new-chat-client-is-out-of-beta-valve-says-more-changes-are-coming/ |url-status=live }}</ref> A standalone mobile app based on this for [[Android (operating system)|Android]] and [[iOS]] was released in May 2019.<ref>{{cite web |url=https://www.theverge.com/2019/5/21/18635054/steam-chat-mobile-app-iphone-android-released |title=Valve releases Steam Chat app for iOS and Android |first=Sam |last=Byford |date=May 21, 2019 |access-date=May 21, 2019 |work=[[The Verge]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702054308/https://www.theverge.com/2019/5/21/18635054/steam-chat-mobile-app-iphone-android-released |url-status=live }}</ref>
In September 2014, Steam Music was added to the Steam client, allowing users to play through music stored on their computer or to stream from a locally networked computer directly in Steam.<ref>{{cite web |url=http://www.tomsguide.com/us/valve-debuts-steam-music,news-19617.html |title=Valve Debuts Steam Music, Announces Big Game Sales |first=Marshall |last=Honorof |date=September 25, 2014 |access-date=September 27, 2014 |work=Tom's Guide US |url-status=live |archive-url=https://web.archive.org/web/20140928063802/http://www.tomsguide.com/us/valve-debuts-steam-music,news-19617.html |archive-date=September 28, 2014}}</ref><ref>{{cite web |url=http://www.polygon.com/2014/2/3/5374660/steam-music-announced-valve |title=Steam Music will let you listen to your music library while gaming |first=Samit |last=Sarkar |date=February 3, 2014 |access-date=February 4, 2014 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20140221130819/http://www.polygon.com/2014/2/3/5374660/steam-music-announced-valve |archive-date=February 21, 2014}}</ref> An update to the friends and chat system was released in July 2018, allowing for non-peer-to-peer chats integrated with voice chat and other features that were compared to [[Discord]].<ref>{{cite web |url=https://www.pcgamer.com/valve-releases-a-new-and-very-improved-chat-client-for-steam/ |title=Valve releases a new and very improved chat client for Steam |first=Andy |last=Chalk |date=June 12, 2018 |access-date=June 12, 2018 |work=[[PC Gamer]] |archive-date=July 27, 2022 |archive-url=https://web.archive.org/web/20220727152438/https://www.pcgamer.com/valve-releases-a-new-and-very-improved-chat-client-for-steam/ |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/steams-new-chat-client-is-out-of-beta-valve-says-more-changes-are-coming/ |title=Steam's new chat client is out of beta, Valve says more changes are coming |first=Andy |last=Chalk |date=July 24, 2018 |access-date=July 24, 2018 |work=[[PC Gamer]] |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716000903/https://www.pcgamer.com/steams-new-chat-client-is-out-of-beta-valve-says-more-changes-are-coming/ |url-status=live }}</ref> A standalone mobile app based on this for [[Android (operating system)|Android]] and [[iOS]] was released in May 2019.<ref>{{cite web |url=https://www.theverge.com/2019/5/21/18635054/steam-chat-mobile-app-iphone-android-released |title=Valve releases Steam Chat app for iOS and Android |first=Sam |last=Byford |date=May 21, 2019 |access-date=May 21, 2019 |work=[[The Verge]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702054308/https://www.theverge.com/2019/5/21/18635054/steam-chat-mobile-app-iphone-android-released |url-status=live }}</ref>


A major visual overhaul of the Library and game profile pages were released in October 2019.<ref>{{cite web |url=https://www.theverge.com/2019/10/30/20940817/valve-steam-library-update-launch-release-date-out-of-beta |title=Steam's redesigned library is out now for everyone |first=Jay |last=Peters |date=October 30, 2019 |access-date=October 30, 2019 |work=[[The Verge]] |archive-date=October 31, 2019 |archive-url=https://web.archive.org/web/20191031144018/https://www.theverge.com/2019/10/30/20940817/valve-steam-library-update-launch-release-date-out-of-beta |url-status=live }}</ref> These redesigns are aimed to aid users to organize their games, help showcase what shared games a user's friends are playing, games that are being live-streamed, and new content that may be available, along with more customization options for sorting games. Associated with that, Valve gave developers means of communicating when special in-game events are approaching through Steam Events, which appear to players on the revamped Library and game profile pages.<ref>{{cite web |url=https://www.polygon.com/2019/3/21/18276239/steam-redesign-library-events-update-valve-gdc-2019 |title=Valve redesigns Steam game library, adding Steam Event |first=Michael |last=McWhertor |date=March 21, 2019 |access-date=March 22, 2019 |work=[[Polygon (website)|Polygon]] |archive-date=July 30, 2022 |archive-url=https://web.archive.org/web/20220730142053/https://www.polygon.com/2019/3/21/18276239/steam-redesign-library-events-update-valve-gdc-2019 |url-status=live }}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2019/09/steam-library-update-will-dynamically-sort-your-gaming-backlog-coming-sept-17/ |title=Steam's new, handsome 'Library' update is better 16 years late than never |first=Sam |last=Machkovech |date=September 4, 2019 |access-date=September 4, 2019 |work=[[Ars Technica]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702060425/https://arstechnica.com/gaming/2019/09/steam-library-update-will-dynamically-sort-your-gaming-backlog-coming-sept-17/ |url-status=live }}</ref>
A major visual overhaul of the Library and game profile pages was released in October 2019.<ref>{{cite web |url=https://www.theverge.com/2019/10/30/20940817/valve-steam-library-update-launch-release-date-out-of-beta |title=Steam's redesigned library is out now for everyone |first=Jay |last=Peters |date=October 30, 2019 |access-date=October 30, 2019 |work=[[The Verge]] |archive-date=October 31, 2019 |archive-url=https://web.archive.org/web/20191031144018/https://www.theverge.com/2019/10/30/20940817/valve-steam-library-update-launch-release-date-out-of-beta |url-status=live }}</ref> These redesigns are aimed to aid users to organize their games, help showcase what shared games a user's friends are playing, games that are being live-streamed, and new content that may be available, along with more customization options for sorting games. Associated with that, Valve gave developers a means of communicating when special in-game events are approaching through Steam Events, which appear to players on the revamped Library and game profile pages.<ref>{{cite web |url=https://www.polygon.com/2019/3/21/18276239/steam-redesign-library-events-update-valve-gdc-2019 |title=Valve redesigns Steam game library, adding Steam Event |first=Michael |last=McWhertor |date=March 21, 2019 |access-date=March 22, 2019 |work=[[Polygon (website)|Polygon]] |archive-date=July 30, 2022 |archive-url=https://web.archive.org/web/20220730142053/https://www.polygon.com/2019/3/21/18276239/steam-redesign-library-events-update-valve-gdc-2019 |url-status=live }}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2019/09/steam-library-update-will-dynamically-sort-your-gaming-backlog-coming-sept-17/ |title=Steam's new, handsome 'Library' update is better 16 years late than never |first=Sam |last=Machkovech |date=September 4, 2019 |access-date=September 4, 2019 |work=[[Ars Technica]] |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702060425/https://arstechnica.com/gaming/2019/09/steam-library-update-will-dynamically-sort-your-gaming-backlog-coming-sept-17/ |url-status=live }}</ref>


Another major overhaul of the UI was released in June 2023. Besides unifying backend functions for the main Steam client, Steam Deck client, and Big Picture mode, the new UI featured an improved screen overlay that users could pin various dialogs such as friend chat and game guides that would remain visible while playing a game. A new notes feature allowed users to create personal notes that are stored in the cloud that they could use for various tracking of progress or reminders while in game.<ref>{{cite web | url = https://www.pcgamer.com/steams-big-update-with-has-left-beta-now-everyone-can-pin-notes-videos-and-web-pages-to-the-screen-while-they-play/ | title = Steam's big update has left beta: now everyone can pin notes, videos, and web pages to the screen while they play | first = Jody | last = Macgregeor | date = June 14, 2023 | accessdate = June 14, 2023 | work = [[PC Gamer]] | archive-date = June 15, 2023 | archive-url = https://web.archive.org/web/20230615011632/https://www.pcgamer.com/steams-big-update-with-has-left-beta-now-everyone-can-pin-notes-videos-and-web-pages-to-the-screen-while-they-play/ | url-status = live }}</ref>
Another major overhaul of the UI was released in June 2023. Besides unifying backend functions for the main Steam client, Steam Deck client, and Big Picture mode, the new UI featured an improved screen overlay that users could pin various dialogs such as friend chat and game guides that would remain visible while playing a game. A new notes feature allowed users to create personal notes that are stored in the cloud that they could use for various tracking of progress or reminders while in game.<ref>{{cite web | url = https://www.pcgamer.com/steams-big-update-with-has-left-beta-now-everyone-can-pin-notes-videos-and-web-pages-to-the-screen-while-they-play/ | title = Steam's big update has left beta: now everyone can pin notes, videos, and web pages to the screen while they play | first = Jody | last = Macgregeor | date = June 14, 2023 | accessdate = June 14, 2023 | work = [[PC Gamer]] | archive-date = June 15, 2023 | archive-url = https://web.archive.org/web/20230615011632/https://www.pcgamer.com/steams-big-update-with-has-left-beta-now-everyone-can-pin-notes-videos-and-web-pages-to-the-screen-while-they-play/ | url-status = live }}</ref>
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Valve provides developers the ability to create storefront pages to help generate interest in their game ahead of release.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2020-04-22-valves-top-tips-for-launching-a-game-on-steam | title = Valve's top tips for launching a game on Steam | first = Matthew | last = Handrahan | date = April 22, 2020 | access-date = May 20, 2020 | work = [[GamesIndustry.biz]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702062703/https://www.gamesindustry.biz/articles/2020-04-22-valves-top-tips-for-launching-a-game-on-steam | url-status = live }}</ref> This is also necessary to fix a release date that functions into Valve's "build review", a free service performed by Valve about a week before this release date to make sure the game's launch is trouble-free.<ref name="gibiz steam launch guide">{{cite web | url = https://www.gamesindustry.biz/articles/2020-04-24-valves-advice-to-keep-your-game-thriving-after-launch | title = Valve's advice for making your game thrive after launch | first = Matthew | last = Handrahan | date = April 22, 2020 | access-date = May 20, 2020 | work = [[GamesIndustry.biz]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702050108/https://www.gamesindustry.biz/articles/2020-04-24-valves-advice-to-keep-your-game-thriving-after-launch | url-status = live }}</ref> Updates in 2020 to Discovery queues have given developers more options for customizing their storefront page and how these pages integrate with users' experiences with the Steam client.<ref name="gibiz steam launch guide" />
Valve provides developers the ability to create storefront pages to help generate interest in their game ahead of release.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2020-04-22-valves-top-tips-for-launching-a-game-on-steam | title = Valve's top tips for launching a game on Steam | first = Matthew | last = Handrahan | date = April 22, 2020 | access-date = May 20, 2020 | work = [[GamesIndustry.biz]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702062703/https://www.gamesindustry.biz/articles/2020-04-22-valves-top-tips-for-launching-a-game-on-steam | url-status = live }}</ref> This is also necessary to fix a release date that functions into Valve's "build review", a free service performed by Valve about a week before this release date to make sure the game's launch is trouble-free.<ref name="gibiz steam launch guide">{{cite web | url = https://www.gamesindustry.biz/articles/2020-04-24-valves-advice-to-keep-your-game-thriving-after-launch | title = Valve's advice for making your game thrive after launch | first = Matthew | last = Handrahan | date = April 22, 2020 | access-date = May 20, 2020 | work = [[GamesIndustry.biz]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702050108/https://www.gamesindustry.biz/articles/2020-04-24-valves-advice-to-keep-your-game-thriving-after-launch | url-status = live }}</ref> Updates in 2020 to Discovery queues have given developers more options for customizing their storefront page and how these pages integrate with users' experiences with the Steam client.<ref name="gibiz steam launch guide" />


Valve offers Steamworks, an [[application programming interface]] (API) that provides development and publishing tools free-of-charge to game and software developers.<ref>{{cite web |url=http://epicgames.com/press_releases/steamworks.html |title=Steamworks Integration Now Available to Unreal Engine 3 Licensees |publisher=[[Epic Games]] |date=March 11, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100517122844/http://epicgames.com/press_releases/steamworks.html |archive-date=May 17, 2010}}</ref> Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games, [[Matchmaking (video games)|matchmaking]] services, support for Steam community friends and groups, Steam statistics and achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management.<ref>{{cite web |url=https://partner.steamgames.com/documentation/api |title=Steamworks API Overview |work=Steamworks partner site |publisher=Valve |date=May 1, 2008 |access-date=August 1, 2008 |url-status=live |archive-url=https://web.archive.org/web/20110512175420/https://partner.steamgames.com/documentation/api |archive-date=May 12, 2011}}</ref> In 2016, after introducing the [[Steam Controller]] and improvements to the Steam interface to support numerous customization options, the Steamworks API was also updated to provide a generic controller library for developers and these customization features for other third-party controllers, starting with the [[DualShock 4]].<ref>{{cite web |url=http://www.gamasutra.com/view/news/283223/Steam_to_expand_PlayStation_4_gamepad_support_in_new_update.php |title=Steam to expand PlayStation 4 gamepad support in new update |first=Kris |last=Graft |date=October 12, 2016 |access-date=October 12, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161013084014/http://www.gamasutra.com/view/news/283223/Steam_to_expand_PlayStation_4_gamepad_support_in_new_update.php |archive-date=October 13, 2016}}</ref> Steam's Input API has since been updated to include official support for other console controllers such as the [[Nintendo Switch Pro Controller]] in 2018,<ref>{{cite web | url = https://www.polygon.com/2018/5/4/17319866/steam-switch-pro-controller-support-how-to | title = Switch Pro Controller support comes to Steam | first = Owen | last = Good | date = May 4, 2018 | access-date = November 23, 2020 | work = [[Polygon (website)|Polygon]] | archive-date = November 9, 2020 | archive-url = https://web.archive.org/web/20201109005316/https://www.polygon.com/2018/5/4/17319866/steam-switch-pro-controller-support-how-to | url-status = live }}</ref> the [[Xbox Wireless Controller]] for the [[Xbox Series X and Series S]] consoles, and the [[PlayStation 5]]'s [[DualSense]], as well as compatible controllers from third-party manufacturers in 2020.<ref>{{cite web | url = https://www.theverge.com/2020/11/23/21591013/steam-input-api-ps5-dualsense-controller-support | title = Steam adds PS5 controller support | first = Jon | last = Porter | date = November 23, 2020 | access-date = November 23, 2020 | work = [[The Verge]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702054316/https://www.theverge.com/2020/11/23/21591013/steam-input-api-ps5-dualsense-controller-support | url-status = live }}</ref><ref>{{cite web | url = https://www.eurogamer.net/articles/2020-11-14-steam-beta-adds-support-for-ps5-dualsense-controller | title = Steam beta adds support for PS5 DualSense controller | first = Wesley | last = Yin-Poole | date = November 14, 2020 | access-date = November 23, 2020 | work = [[Eurogamer]] | archive-date = September 12, 2021 | archive-url = https://web.archive.org/web/20210912231246/https://www.eurogamer.net/articles/2020-11-14-steam-beta-adds-support-for-ps5-dualsense-controller | url-status = live }}</ref> In November 2020, Valve said the controller usage had more than doubled over the past 2 years.<ref>{{Cite news |last=Andy Chalk published |date=2020-11-23 |title=Controller usage on Steam has doubled over the past 2 years |language=en |work=PC Gamer |url=https://www.pcgamer.com/controller-usage-on-steam-has-doubled-over-the-past-two-years/ |access-date=2022-03-28 |archive-date=2022-07-02 |archive-url=https://web.archive.org/web/20220702050213/https://www.pcgamer.com/controller-usage-on-steam-has-doubled-over-the-past-two-years/ |url-status=live }}</ref> In March 2019, Steam's game server network was opened to third-party developers.<ref>{{Cite web |last=Staff |first=Ars |date=2019-03-15 |title=Any Steam game can now use Valve's low-latency, DoS-proofed networking |url=https://arstechnica.com/gaming/2019/03/valve-brings-dota-2em-s-dos-protected-low-latency-networking-to-all-steam-devs/ |access-date=2022-04-03 |website=Ars Technica |language=en-us |archive-date=2022-07-20 |archive-url=https://web.archive.org/web/20220720054015/https://arstechnica.com/gaming/2019/03/valve-brings-dota-2em-s-dos-protected-low-latency-networking-to-all-steam-devs/ |url-status=live }}</ref>
Valve offers Steamworks, an [[application programming interface]] (API) that provides development and publishing tools free of charge to game and software developers.<ref>{{cite web |url=http://epicgames.com/press_releases/steamworks.html |title=Steamworks Integration Now Available to Unreal Engine 3 Licensees |publisher=[[Epic Games]] |date=March 11, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100517122844/http://epicgames.com/press_releases/steamworks.html |archive-date=May 17, 2010}}</ref> Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games, [[Matchmaking (video games)|matchmaking]] services, support for Steam community friends and groups, Steam statistics and achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management.<ref>{{cite web |url=https://partner.steamgames.com/documentation/api |title=Steamworks API Overview |work=Steamworks partner site |publisher=Valve |date=May 1, 2008 |access-date=August 1, 2008 |url-status=live |archive-url=https://web.archive.org/web/20110512175420/https://partner.steamgames.com/documentation/api |archive-date=May 12, 2011}}</ref> In 2016, after introducing the [[Steam Controller]] and improvements to the Steam interface to support numerous customization options, the Steamworks API was also updated to provide a generic controller library for developers and these customization features for other third-party controllers, starting with the [[DualShock 4]].<ref>{{cite web |url=http://www.gamasutra.com/view/news/283223/Steam_to_expand_PlayStation_4_gamepad_support_in_new_update.php |title=Steam to expand PlayStation 4 gamepad support in new update |first=Kris |last=Graft |date=October 12, 2016 |access-date=October 12, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161013084014/http://www.gamasutra.com/view/news/283223/Steam_to_expand_PlayStation_4_gamepad_support_in_new_update.php |archive-date=October 13, 2016}}</ref> Steam's Input API has since been updated to include official support for other console controllers such as the [[Nintendo Switch Pro Controller]] in 2018,<ref>{{cite web | url = https://www.polygon.com/2018/5/4/17319866/steam-switch-pro-controller-support-how-to | title = Switch Pro Controller support comes to Steam | first = Owen | last = Good | date = May 4, 2018 | access-date = November 23, 2020 | work = [[Polygon (website)|Polygon]] | archive-date = November 9, 2020 | archive-url = https://web.archive.org/web/20201109005316/https://www.polygon.com/2018/5/4/17319866/steam-switch-pro-controller-support-how-to | url-status = live }}</ref> the [[Xbox Wireless Controller]] for the [[Xbox Series X and Series S]] consoles, and the [[PlayStation 5]]'s [[DualSense]], as well as compatible controllers from third-party manufacturers in 2020.<ref>{{cite web | url = https://www.theverge.com/2020/11/23/21591013/steam-input-api-ps5-dualsense-controller-support | title = Steam adds PS5 controller support | first = Jon | last = Porter | date = November 23, 2020 | access-date = November 23, 2020 | work = [[The Verge]] | archive-date = July 2, 2022 | archive-url = https://web.archive.org/web/20220702054316/https://www.theverge.com/2020/11/23/21591013/steam-input-api-ps5-dualsense-controller-support | url-status = live }}</ref><ref>{{cite web | url = https://www.eurogamer.net/articles/2020-11-14-steam-beta-adds-support-for-ps5-dualsense-controller | title = Steam beta adds support for PS5 DualSense controller | first = Wesley | last = Yin-Poole | date = November 14, 2020 | access-date = November 23, 2020 | work = [[Eurogamer]] | archive-date = September 12, 2021 | archive-url = https://web.archive.org/web/20210912231246/https://www.eurogamer.net/articles/2020-11-14-steam-beta-adds-support-for-ps5-dualsense-controller | url-status = live }}</ref> In November 2020, Valve said the controller usage had more than doubled over the past 2 years.<ref>{{Cite news |last=Andy Chalk published |date=November 23, 2020 |title=Controller usage on Steam has doubled over the past 2 years |language=en |work=PC Gamer |url=https://www.pcgamer.com/controller-usage-on-steam-has-doubled-over-the-past-two-years/ |access-date=March 28, 2022 |archive-date=July 2, 2022 |archive-url=https://web.archive.org/web/20220702050213/https://www.pcgamer.com/controller-usage-on-steam-has-doubled-over-the-past-two-years/ |url-status=live }}</ref> In March 2019, Steam's game server network was opened to third-party developers.<ref>{{Cite web |last=Staff |first=Ars |date=March 15, 2019 |title=Any Steam game can now use Valve's low-latency, DoS-proofed networking |url=https://arstechnica.com/gaming/2019/03/valve-brings-dota-2em-s-dos-protected-low-latency-networking-to-all-steam-devs/ |access-date=April 3, 2022 |website=Ars Technica |language=en-us |archive-date=July 20, 2022 |archive-url=https://web.archive.org/web/20220720054015/https://arstechnica.com/gaming/2019/03/valve-brings-dota-2em-s-dos-protected-low-latency-networking-to-all-steam-devs/ |url-status=live }}</ref>


Developers of software available on Steam are able to track sales of their games through the Steam store. In February 2014, Valve announced that it would begin to allow developers to set up their own sales for their games independent of any sales that Valve may set.<ref>{{cite web |url=https://arstechnica.com/gaming/2014/02/steam-teases-plan-to-allow-developers-to-create-their-own-sales/ |title=Steam teases plan to allow developers to create their own sales |first=Kyle |last=Orland |date=February 27, 2014 |access-date=February 28, 2014 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20140228095250/http://arstechnica.com/gaming/2014/02/steam-teases-plan-to-allow-developers-to-create-their-own-sales/ |archive-date=February 28, 2014}}</ref> Valve may also work with developers to suggest their participation in sales on themed days.<ref name="gibiz steam launch guide" />
Developers of software available on Steam can track sales of their games through the Steam store. In February 2014, Valve announced that it would begin to allow developers to set up their own sales for their games independent of any sales that Valve may set.<ref>{{cite web |url=https://arstechnica.com/gaming/2014/02/steam-teases-plan-to-allow-developers-to-create-their-own-sales/ |title=Steam teases plan to allow developers to create their own sales |first=Kyle |last=Orland |date=February 27, 2014 |access-date=February 28, 2014 |work=Ars Technica |url-status=live |archive-url=https://web.archive.org/web/20140228095250/http://arstechnica.com/gaming/2014/02/steam-teases-plan-to-allow-developers-to-create-their-own-sales/ |archive-date=February 28, 2014}}</ref> Valve may also work with developers to suggest their participation in sales on themed days.<ref name="gibiz steam launch guide" />


Steam conducts and partially publishes a monthly opt-in hardware and software survey since 2007 and 2010.<ref>{{cite web |last1=Purchese |first1=Robert |title=Steam survey under way |url=https://www.eurogamer.net/steam-survey-under-way |website=Eurogamer.net |language=en-gb |date=14 November 2007 |access-date=20 June 2023 |archive-date=2 June 2023 |archive-url=https://web.archive.org/web/20230602214121/https://www.eurogamer.net/steam-survey-under-way |url-status=live }}</ref><ref>{{cite web |last1=Lee |first1=Garnett |title=July Steam Survey Data Includes Installed Programs |url=https://www.shacknews.com/article/65295/july-steam-survey-data-includes |website=Shacknews |language=en |date=August 24, 2010 |access-date=June 20, 2023 |archive-date=May 28, 2023 |archive-url=https://web.archive.org/web/20230528090752/https://www.shacknews.com/article/65295/july-steam-survey-data-includes |url-status=live }}</ref>
Steam has conducted and partially published a monthly opt-in hardware and software survey between 2007 and 2010.<ref>{{cite web |last1=Purchese |first1=Robert |title=Steam survey under way |url=https://www.eurogamer.net/steam-survey-under-way |website=Eurogamer.net |language=en-gb |date=November 14, 2007 |access-date=June 20, 2023 |archive-date=June 2, 2023 |archive-url=https://web.archive.org/web/20230602214121/https://www.eurogamer.net/steam-survey-under-way |url-status=live }}</ref><ref>{{cite web |last1=Lee |first1=Garnett |title=July Steam Survey Data Includes Installed Programs |url=https://www.shacknews.com/article/65295/july-steam-survey-data-includes |website=Shacknews |language=en |date=August 24, 2010 |access-date=June 20, 2023 |archive-date=May 28, 2023 |archive-url=https://web.archive.org/web/20230528090752/https://www.shacknews.com/article/65295/july-steam-survey-data-includes |url-status=live }}</ref>


Valve added the ability for developers to sell games under an [[early access]] model with a special section of the Steam store, starting in March 2013. This program allows for developers to release functional, but not finished, products such as beta versions to the service to allow users to buy the games and help provide testing and feedback towards the final production. Early access also helps to provide funding to the developers to help complete their games.<ref>{{cite web |url=http://www.vg247.com/2013/03/20/steam-page-now-offers-paid-alphas-introversion-says-such-sales-are-way-forward-for-indies/ |title=Steam page now offers paid-Alphas, Introversion says such sales are 'way forward' for indies |date=March 20, 2013 |access-date=March 20, 2013 |work=[[VG247]] |first=Stephany |last=Nunneley |url-status=live |archive-url=https://web.archive.org/web/20130324023535/http://www.vg247.com/2013/03/20/steam-page-now-offers-paid-alphas-introversion-says-such-sales-are-way-forward-for-indies/ |archive-date=March 24, 2013}}</ref> The early access approach allowed more developers to publish games onto the Steam service without the need for Valve's direct curation of games, significantly increasing the number of available games on the service.<ref name="polygon steam growth">{{cite web |url=http://www.polygon.com/2016/12/1/13807904/steam-releases-2016-growth |title=Almost two-fifths of Steam's entire library was released in 2016 |first=Samit |last=Sarkar |date=December 1, 2016 |access-date=December 1, 2016 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20161202165639/http://www.polygon.com/2016/12/1/13807904/steam-releases-2016-growth |archive-date=December 2, 2016}}</ref>
Valve added the ability for developers to sell games under an [[early access]] model with a special section of the Steam store, starting in March 2013. This program allows developers to release functional, but not finished, products such as beta versions to the service to allow users to buy the games and help provide testing and feedback towards the final production. Early access also helps to provide funding to the developers to help complete their games.<ref>{{cite web |url=http://www.vg247.com/2013/03/20/steam-page-now-offers-paid-alphas-introversion-says-such-sales-are-way-forward-for-indies/ |title=Steam page now offers paid-Alphas, Introversion says such sales are 'way forward' for indies |date=March 20, 2013 |access-date=March 20, 2013 |work=[[VG247]] |first=Stephany |last=Nunneley |url-status=live |archive-url=https://web.archive.org/web/20130324023535/http://www.vg247.com/2013/03/20/steam-page-now-offers-paid-alphas-introversion-says-such-sales-are-way-forward-for-indies/ |archive-date=March 24, 2013}}</ref> The early access approach allowed more developers to publish games onto the Steam service without the need for Valve's direct curation of games, significantly increasing the number of available games on the service.<ref name="polygon steam growth">{{cite web |url=http://www.polygon.com/2016/12/1/13807904/steam-releases-2016-growth |title=Almost two-fifths of Steam's entire library was released in 2016 |first=Samit |last=Sarkar |date=December 1, 2016 |access-date=December 1, 2016 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20161202165639/http://www.polygon.com/2016/12/1/13807904/steam-releases-2016-growth |archive-date=December 2, 2016}}</ref>


Developers are able to request Steam keys of their products to use as they see fit, such as to give away in promotions, to provide to selected users for review, or to give to key resellers for different profitization. Valve generally honors all such requests, but clarified that they would evaluate some requests to avoid giving keys to games or other offerings that are designed to manipulate the Steam storefront and other features.<ref>{{cite web |url=http://www.gamasutra.com/view/news/304003/Valve_engineer_comments_on_restrictions_to_highvolume_Steam_key_requests.php |title=Valve engineer comments on restrictions to high-volume Steam key requests |first=Alissa |last=McAloon |date=August 19, 2017 |access-date=August 19, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20170818175002/http://www.gamasutra.com/view/news/304003/Valve_engineer_comments_on_restrictions_to_highvolume_Steam_key_requests.php |archive-date=August 18, 2017}}</ref>
Developers can request Steam keys of their products to use as they see fit, such as to give away in promotions, to provide to selected users for review, or to give to key resellers for different prioritization. Valve generally honors all such requests, but clarified that they would evaluate some requests to avoid giving keys to games or other offerings that are designed to manipulate the Steam storefront and other features.<ref>{{cite web |url=http://www.gamasutra.com/view/news/304003/Valve_engineer_comments_on_restrictions_to_highvolume_Steam_key_requests.php |title=Valve engineer comments on restrictions to high-volume Steam key requests |first=Alissa |last=McAloon |date=August 19, 2017 |access-date=August 19, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20170818175002/http://www.gamasutra.com/view/news/304003/Valve_engineer_comments_on_restrictions_to_highvolume_Steam_key_requests.php |archive-date=August 18, 2017}}</ref>


Valve enabled the ability for multiple developers to create bundles of games from their offerings in June 2021.<ref>{{cite web | url = https://www.gamasutra.com/view/news/382715/Steam_now_lets_devs_join_forces_and_create_their_own_bundles.php | title = Steam now lets devs join forces and create their own bundles | first = Alissa | last = McAloon | date = June 3, 2021 | access-date = June 3, 2021 | work = [[Gamasutra]] | archive-date = June 3, 2021 | archive-url = https://web.archive.org/web/20210603210344/https://www.gamasutra.com/view/news/382715/Steam_now_lets_devs_join_forces_and_create_their_own_bundles.php | url-status = live }}</ref>
Valve enabled the ability for multiple developers to create bundles of games from their offerings in June 2021.<ref>{{cite web | url = https://www.gamasutra.com/view/news/382715/Steam_now_lets_devs_join_forces_and_create_their_own_bundles.php | title = Steam now lets devs join forces and create their own bundles | first = Alissa | last = McAloon | date = June 3, 2021 | access-date = June 3, 2021 | work = [[Gamasutra]] | archive-date = June 3, 2021 | archive-url = https://web.archive.org/web/20210603210344/https://www.gamasutra.com/view/news/382715/Steam_now_lets_devs_join_forces_and_create_their_own_bundles.php | url-status = live }}</ref>


=== Steam Workshop ===
=== Steam Workshop ===
The Steam Workshop is a service that allows users to share user-made content and [[video game modding|modifications]] for video games available on Steam. New levels, art assets, gameplay modifications, or other content may be published to or installed from the Workshop depending on the title. The Workshop was originally used for distribution of new items for ''Team Fortress 2'';<ref>{{cite web |url=http://www.pcgamer.com/2011/10/19/team-fortress-2-the-best-of-the-steam-workshop/ |title=Team Fortress 2: the best of the Steam Workshop |date=October 19, 2011 |access-date=February 5, 2012 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20120129132309/http://www.pcgamer.com/2011/10/19/team-fortress-2-the-best-of-the-steam-workshop/ |archive-date=January 29, 2012}}</ref> it was redesigned to extend support for any game in early 2012, including modifications for ''[[The Elder Scrolls V: Skyrim]]''.<ref>{{cite web |url=http://www.g4tv.com/thefeed/blog/post/720050/skyrim-patch-v14-coming-for-all-platforms-pc-mod-tools-not-far-behind/ |title=Skyrim Patch v1.4 Coming For All Platforms, PC Mod Tools Not Far Behind |first=Adam |last=Rosenberg |date=January 20, 2012 |access-date=January 26, 2012 |work=[[G4 (U.S. TV channel)|G4TV]] |url-status=live |archive-url=https://web.archive.org/web/20130113171027/http://www.g4tv.com/thefeed/blog/post/720050/skyrim-patch-v14-coming-for-all-platforms-pc-mod-tools-not-far-behind/ |archive-date=January 13, 2013}}</ref> A May 2012 patch for ''Portal 2'', enabled by a new map-making tool through the Workshop, introduced the ability to share user-created levels.<ref>{{cite web |url=http://content.usatoday.com/communities/gamehunters/post/2012/04/portal-2-puzzle-creator-launches-may-8/1 |title='Portal 2' puzzle creator launches May 8 |first=Brett |last=Molina |date=April 28, 2012 |access-date=May 2, 2012 |work=[[Gamasutra]] |archive-date=May 1, 2012 |archive-url=https://web.archive.org/web/20120501183927/http://content.usatoday.com/communities/gamehunters/post/2012/04/portal-2-puzzle-creator-launches-may-8/1 |url-status=live }}</ref> Independently developed games, including ''[[Dungeons of Dredmor]]'', are able to provide Workshop support for user-made content.<ref>{{cite web |url=http://www.vg247.com/2012/05/03/free-dungeons-of-dredmor-dlc-adds-steam-workshop-support/ |title=Free Dungeons of Dredmor DLC adds Steam Workshop support |work=[[VG247]] |first=Brenna |last=Hillier |date=May 3, 2012 |access-date=May 3, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120507095510/http://www.vg247.com/2012/05/03/free-dungeons-of-dredmor-dlc-adds-steam-workshop-support/ |archive-date=May 7, 2012}}</ref> ''[[Dota 2]]'' became Valve's third published title available for the Workshop in June 2012; its features include customizable accessories, character [[Virtual goods|skins]], and announcer packs.<ref>{{cite web |url=http://pc.gamespy.com/pc/dota-2010/1225114p1.html |title=Dota Workshop Opens |work=[[GameSpy]] |first=Katie |last=Williams |date=June 17, 2012 |access-date=May 20, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120619054427/http://pc.gamespy.com/pc/dota-2010/1225114p1.html |archive-date=June 19, 2012}}</ref> Workshop content may be monetized; Newell said that the Workshop was inspired by [[gold farming]] from ''[[World of Warcraft]]'' to find a way to incentive both players and content creators in video games, and which had informed them of their approach to ''Team Fortress 2'' and their later multiplayer games.<ref>{{cite web |url=https://www.pcgamesn.com/world-of-warcraft/gaben-gold-farming |title=Gabe Newell tried gold farming in World of Warcraft to test a theory about games |first=Ian |last=Boudreau |date=March 29, 2020 |access-date=March 29, 2020 |work=[[PCGamesN]] |archive-date=March 29, 2020 |archive-url=https://web.archive.org/web/20200329144743/https://www.pcgamesn.com/world-of-warcraft/gaben-gold-farming |url-status=live }}</ref>
The Steam Workshop is a service that allows users to share user-made content and [[video game modding|modifications]] for video games available on Steam. New levels, art assets, gameplay modifications, or other content may be published to or installed from the Workshop depending on the title. The Workshop was originally used for distribution of new items for ''Team Fortress 2'';<ref>{{cite web |url=http://www.pcgamer.com/2011/10/19/team-fortress-2-the-best-of-the-steam-workshop/ |title=Team Fortress 2: the best of the Steam Workshop |date=October 19, 2011 |access-date=February 5, 2012 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20120129132309/http://www.pcgamer.com/2011/10/19/team-fortress-2-the-best-of-the-steam-workshop/ |archive-date=January 29, 2012}}</ref> it was redesigned to extend support for any game in early 2012, including modifications for ''[[The Elder Scrolls V: Skyrim]]''.<ref>{{cite web |url=http://www.g4tv.com/thefeed/blog/post/720050/skyrim-patch-v14-coming-for-all-platforms-pc-mod-tools-not-far-behind/ |title=Skyrim Patch v1.4 Coming For All Platforms, PC Mod Tools Not Far Behind |first=Adam |last=Rosenberg |date=January 20, 2012 |access-date=January 26, 2012 |work=[[G4TV]] |url-status=live |archive-url=https://web.archive.org/web/20130113171027/http://www.g4tv.com/thefeed/blog/post/720050/skyrim-patch-v14-coming-for-all-platforms-pc-mod-tools-not-far-behind/ |archive-date=January 13, 2013}}</ref> A May 2012 patch for ''Portal 2'', enabled by a new map-making tool through the Workshop, introduced the ability to share user-created levels.<ref>{{cite web |url=http://content.usatoday.com/communities/gamehunters/post/2012/04/portal-2-puzzle-creator-launches-may-8/1 |title='Portal 2' puzzle creator launches May 8 |first=Brett |last=Molina |date=April 28, 2012 |access-date=May 2, 2012 |work=[[Gamasutra]] |archive-date=May 1, 2012 |archive-url=https://web.archive.org/web/20120501183927/http://content.usatoday.com/communities/gamehunters/post/2012/04/portal-2-puzzle-creator-launches-may-8/1 |url-status=live }}</ref> Independently developed games, including ''[[Dungeons of Dredmor]]'', are able to provide Workshop support for user-made content.<ref>{{cite web |url=http://www.vg247.com/2012/05/03/free-dungeons-of-dredmor-dlc-adds-steam-workshop-support/ |title=Free Dungeons of Dredmor DLC adds Steam Workshop support |work=[[VG247]] |first=Brenna |last=Hillier |date=May 3, 2012 |access-date=May 3, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120507095510/http://www.vg247.com/2012/05/03/free-dungeons-of-dredmor-dlc-adds-steam-workshop-support/ |archive-date=May 7, 2012}}</ref> ''[[Dota 2]]'' became Valve's third published title available for the Workshop in June 2012; its features include customizable accessories, character [[Virtual goods|skins]], and announcer packs.<ref>{{cite web |url=http://pc.gamespy.com/pc/dota-2010/1225114p1.html |title=Dota Workshop Opens |work=[[GameSpy]] |first=Katie |last=Williams |date=June 17, 2012 |access-date=May 20, 2012 |url-status=live |archive-url=https://web.archive.org/web/20120619054427/http://pc.gamespy.com/pc/dota-2010/1225114p1.html |archive-date=June 19, 2012}}</ref> Workshop content may be monetized; Newell said that the Workshop was inspired by [[gold farming]] from ''[[World of Warcraft]]'' to find a way to incentive both players and content creators in video games, and which had informed them of their approach to ''Team Fortress 2'' and their later multiplayer games.<ref>{{cite web |url=https://www.pcgamesn.com/world-of-warcraft/gaben-gold-farming |title=Gabe Newell tried gold farming in World of Warcraft to test a theory about games |first=Ian |last=Boudreau |date=March 29, 2020 |access-date=March 29, 2020 |work=[[PCGamesN]] |archive-date=March 29, 2020 |archive-url=https://web.archive.org/web/20200329144743/https://www.pcgamesn.com/world-of-warcraft/gaben-gold-farming |url-status=live }}</ref>


By January 2015, Valve themselves had provided some user-developed Workshop content as paid-for features in Valve-developed games, including ''Team Fortress 2'' and ''Dota 2''; with over $57 million being paid to content creators using the Workshop.<ref name="worshop 3rd party" /><ref>{{cite web |url=http://www.eurogamer.net/articles/2015-04-23-steam-workshop-now-allows-modders-to-sell-their-work |title=Steam Workshop now allows modders to sell their work |first=Robert |last=Purchase |date=April 23, 2015 |access-date=April 23, 2015 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20150425031837/http://www.eurogamer.net/articles/2015-04-23-steam-workshop-now-allows-modders-to-sell-their-work |archive-date=April 25, 2015}}</ref> Valve began allowing developers to use these advanced features in January 2015; both the developer and content generator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for ''Skyrim''.<ref name="worshop 3rd party">{{cite web |url=http://www.gamasutra.com/view/news/235245/Steam_Workshop_creators_can_now_sell_content_for_nonValve_games.php |title=Steam Workshop creators can now sell content for non-Valve games |work=[[Gamasutra]] |date=January 28, 2015 |access-date=January 28, 2015 |first=Alex |last=Wawro |url-status=live |archive-url=https://web.archive.org/web/20150201141718/http://gamasutra.com/view/news/235245/Steam_Workshop_creators_can_now_sell_content_for_nonValve_games.php |archive-date=February 1, 2015}}</ref><ref>{{cite web |url=http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365237576574 |title=Introducing New Ways to Support Workshop Creators |publisher=[[Valve Corporation|Valve]] |date=April 23, 2015 |access-date=April 24, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150423202339/http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365237576574 |archive-date=April 23, 2015}}</ref><ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2014/04/15/valve-to-allow-other-developers-to-split-profits-with-user-generated-content-creators.aspx |title=Valve To Allow Other Developers To Split Profits With User-Generated Content Creators |first=Mike |last=Futter |date=April 15, 2014 |access-date=April 15, 2014 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20140417140049/http://www.gameinformer.com/b/news/archive/2014/04/15/valve-to-allow-other-developers-to-split-profits-with-user-generated-content-creators.aspx |archive-date=April 17, 2014}}</ref> This feature was pulled a few days afterward following [[Mod (video gaming)#Controversy surrounding paid mods|negative user feedback and reports of pricing and copyright misuse]].<ref>{{cite web |url=http://www.eurogamer.net/articles/2015-04-24-a-paid-skyrim-steam-workshop-mod-has-already-been-pulled |title=A paid Skyrim Steam Workshop mod has already been pulled |date=April 24, 2015 |access-date=April 24, 2015 |work=[[Eurogamer]] |first=Robert |last=Purchase |url-status=live |archive-url=https://web.archive.org/web/20150426180336/http://www.eurogamer.net/articles/2015-04-24-a-paid-skyrim-steam-workshop-mod-has-already-been-pulled |archive-date=April 26, 2015}}</ref><ref>{{cite web |url=http://steamed.kotaku.com/steam-users-see-big-problems-with-charging-for-mods-1699803962 |title=Steam Users See Big Problems With Charging For Mods |first=Nathan |last=Grayson |date=April 23, 2015 |access-date=April 24, 2015 |work=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20150424221206/http://steamed.kotaku.com/steam-users-see-big-problems-with-charging-for-mods-1699803962 |archive-date=April 24, 2015}}</ref><ref>{{cite web |url=http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ |title=Valve has removed paid mods functionality from Steam Workshop |first=Shaun |last=Prescott |date=April 27, 2015 |access-date=April 27, 2015 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20150428002217/http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ |archive-date=April 28, 2015}}</ref> Six months later, Valve stated they were still interested in offering this type of functionality in the future.<ref>{{cite web |url=http://steamed.kotaku.com/even-after-the-skyrim-fiasco-valve-is-still-interested-1736818234 |title=Even After The Skyrim Fiasco, Valve Is Still Interested In Paid Mods |first=Nathan |last=Grayson |date=October 15, 2015 |access-date=October 15, 2015 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20151016103416/http://steamed.kotaku.com/even-after-the-skyrim-fiasco-valve-is-still-interested-1736818234 |archive-date=October 16, 2015}}</ref> In November 2015, the Steam client was updated with the ability for game developers to offer in-game items for direct sale via the store interface, with ''[[Rust (video game)|Rust]]'' being the first game to use the feature.<ref>{{cite web |url=http://www.eurogamer.net/articles/2015-11-04-steam-launches-official-item-stores |title=Steam launches official developer-run Item Stores |work=[[Eurogamer]] |date=November 4, 2015 |access-date=November 4, 2015 |first=Jeffrey |last=Matulef |url-status=live |archive-url=https://web.archive.org/web/20151106020820/http://www.eurogamer.net/articles/2015-11-04-steam-launches-official-item-stores |archive-date=November 6, 2015}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/258457/Devs_open_item_shops_on_Steam_to_sell_ingame_items_for_cash.php |title=Devs open item shops on Steam to sell in-game items for cash |first=Alex |last=Wawro |date=November 4, 2015 |access-date=November 4, 2015 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20151106005817/http://gamasutra.com/view/news/258457/Devs_open_item_shops_on_Steam_to_sell_ingame_items_for_cash.php |archive-date=November 6, 2015}}</ref><ref name="itemstoresteamed">{{cite web |url=http://steamed.kotaku.com/steam-has-added-new-item-store-functionality-now-in-1740586891 |title=Steam has added a new 'item store' feature |first=Nathan |last=Grayson |date=November 4, 2015 |access-date=February 6, 2016 |website=[[Kotaku]] |publisher=[[Gawker Media]] |url-status=live |archive-url=https://web.archive.org/web/20160921091004/http://steamed.kotaku.com/steam-has-added-new-item-store-functionality-now-in-1740586891 |archive-date=September 21, 2016}}</ref>
By January 2015, Valve themselves had provided some user-developed Workshop content as paid-for features in Valve-developed games, including ''Team Fortress 2'' and ''Dota 2''; with over $57 million being paid to content creators using the Workshop.<ref name="worshop 3rd party" /><ref>{{cite web |url=http://www.eurogamer.net/articles/2015-04-23-steam-workshop-now-allows-modders-to-sell-their-work |title=Steam Workshop now allows modders to sell their work |first=Robert |last=Purchase |date=April 23, 2015 |access-date=April 23, 2015 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20150425031837/http://www.eurogamer.net/articles/2015-04-23-steam-workshop-now-allows-modders-to-sell-their-work |archive-date=April 25, 2015}}</ref> Valve began allowing developers to use these advanced features in January 2015; both the developer and content generator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for ''Skyrim''.<ref name="worshop 3rd party">{{cite web |url=http://www.gamasutra.com/view/news/235245/Steam_Workshop_creators_can_now_sell_content_for_nonValve_games.php |title=Steam Workshop creators can now sell content for non-Valve games |work=[[Gamasutra]] |date=January 28, 2015 |access-date=January 28, 2015 |first=Alex |last=Wawro |url-status=live |archive-url=https://web.archive.org/web/20150201141718/http://gamasutra.com/view/news/235245/Steam_Workshop_creators_can_now_sell_content_for_nonValve_games.php |archive-date=February 1, 2015}}</ref><ref>{{cite web |url=http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365237576574 |title=Introducing New Ways to Support Workshop Creators |publisher=[[Valve Corporation|Valve]] |date=April 23, 2015 |access-date=April 24, 2015 |url-status=live |archive-url=https://web.archive.org/web/20150423202339/http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365237576574 |archive-date=April 23, 2015}}</ref><ref>{{cite magazine |url=http://www.gameinformer.com/b/news/archive/2014/04/15/valve-to-allow-other-developers-to-split-profits-with-user-generated-content-creators.aspx |title=Valve To Allow Other Developers To Split Profits With User-Generated Content Creators |first=Mike |last=Futter |date=April 15, 2014 |access-date=April 15, 2014 |magazine=[[Game Informer]] |url-status=live |archive-url=https://web.archive.org/web/20140417140049/http://www.gameinformer.com/b/news/archive/2014/04/15/valve-to-allow-other-developers-to-split-profits-with-user-generated-content-creators.aspx |archive-date=April 17, 2014}}</ref> This feature was pulled a few days afterward following [[Mod (video gaming)#Controversy surrounding paid mods|negative user feedback and reports of pricing and copyright misuse]].<ref>{{cite web |url=http://www.eurogamer.net/articles/2015-04-24-a-paid-skyrim-steam-workshop-mod-has-already-been-pulled |title=A paid Skyrim Steam Workshop mod has already been pulled |date=April 24, 2015 |access-date=April 24, 2015 |work=[[Eurogamer]] |first=Robert |last=Purchase |url-status=live |archive-url=https://web.archive.org/web/20150426180336/http://www.eurogamer.net/articles/2015-04-24-a-paid-skyrim-steam-workshop-mod-has-already-been-pulled |archive-date=April 26, 2015}}</ref><ref>{{cite web |url=http://steamed.kotaku.com/steam-users-see-big-problems-with-charging-for-mods-1699803962 |title=Steam Users See Big Problems With Charging For Mods |first=Nathan |last=Grayson |date=April 23, 2015 |access-date=April 24, 2015 |work=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20150424221206/http://steamed.kotaku.com/steam-users-see-big-problems-with-charging-for-mods-1699803962 |archive-date=April 24, 2015}}</ref><ref>{{cite web |url=http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ |title=Valve has removed paid mods functionality from Steam Workshop |first=Shaun |last=Prescott |date=April 27, 2015 |access-date=April 27, 2015 |work=[[PC Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20150428002217/http://www.pcgamer.com/valve-has-removed-paid-mods-functionality-from-steam-workshop/ |archive-date=April 28, 2015}}</ref> Six months later, Valve stated they were still interested in offering this type of functionality in the future.<ref>{{cite web |url=http://steamed.kotaku.com/even-after-the-skyrim-fiasco-valve-is-still-interested-1736818234 |title=Even After The Skyrim Fiasco, Valve Is Still Interested In Paid Mods |first=Nathan |last=Grayson |date=October 15, 2015 |access-date=October 15, 2015 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20151016103416/http://steamed.kotaku.com/even-after-the-skyrim-fiasco-valve-is-still-interested-1736818234 |archive-date=October 16, 2015}}</ref> In November 2015, the Steam client was updated with the ability for game developers to offer in-game items for direct sale via the store interface, with ''[[Rust (video game)|Rust]]'' being the first game to use the feature.<ref>{{cite web |url=http://www.eurogamer.net/articles/2015-11-04-steam-launches-official-item-stores |title=Steam launches official developer-run Item Stores |work=[[Eurogamer]] |date=November 4, 2015 |access-date=November 4, 2015 |first=Jeffrey |last=Matulef |url-status=live |archive-url=https://web.archive.org/web/20151106020820/http://www.eurogamer.net/articles/2015-11-04-steam-launches-official-item-stores |archive-date=November 6, 2015}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/258457/Devs_open_item_shops_on_Steam_to_sell_ingame_items_for_cash.php |title=Devs open item shops on Steam to sell in-game items for cash |first=Alex |last=Wawro |date=November 4, 2015 |access-date=November 4, 2015 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20151106005817/http://gamasutra.com/view/news/258457/Devs_open_item_shops_on_Steam_to_sell_ingame_items_for_cash.php |archive-date=November 6, 2015}}</ref><ref name="itemstoresteamed">{{cite web |url=http://steamed.kotaku.com/steam-has-added-new-item-store-functionality-now-in-1740586891 |title=Steam has added a new 'item store' feature |first=Nathan |last=Grayson |date=November 4, 2015 |access-date=February 6, 2016 |website=[[Kotaku]] |publisher=[[Gawker Media]] |url-status=live |archive-url=https://web.archive.org/web/20160921091004/http://steamed.kotaku.com/steam-has-added-new-item-store-functionality-now-in-1740586891 |archive-date=September 21, 2016}}</ref>
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== Storefront curation ==
== Storefront curation ==
Until 2012, Valve would handpick games to be included onto the Steam service, limiting these to games that either had a major developer supporting them, or smaller studios with proven track records. Since then, Valve have sought ways to enable more games to be offered through Steam, while pulling away from manually approving games, short of validating that a game runs on the platforms the publisher had indicated.<ref name="vb steam direct">{{cite web |url=https://venturebeat.com/2017/02/13/valve-wont-manually-curate-steam-because-it-dominates-pc-gaming/ |title=Valve won't manually curate Steam because it dominates PC gaming |first=Jeff |last=Grubb |date=February 13, 2017 |access-date=February 13, 2017 |work=[[Venture Beat]] |url-status=live |archive-url=https://web.archive.org/web/20170213214845/http://venturebeat.com/2017/02/13/valve-wont-manually-curate-steam-because-it-dominates-pc-gaming/ |archive-date=February 13, 2017}}</ref> In 2017, Steam development team member Alden Kroll said that Valve knows Steam is in a near-monopoly for game sales on personal computers, and the company does not want to be in a position to determine what gets sold, and thus had tried to find ways to make the process of adding games to Steam outside of their control.<ref name="vb steam direct" /> At the same time, Valve recognized that unfettered control of games onto the service can lead to discovery problems as well as low-quality games.<ref name="vb steam direct" />
Until 2012, Valve handpicked games to be included onto the Steam service, limiting these to games that either had a major developer supporting them, or smaller studios with proven track records. Since then, Valve have sought ways to enable more games to be offered through Steam, while pulling away from manually approving games, short of validating that a game runs on the platforms the publisher had indicated.<ref name="vb steam direct">{{cite web |url=https://venturebeat.com/2017/02/13/valve-wont-manually-curate-steam-because-it-dominates-pc-gaming/ |title=Valve won't manually curate Steam because it dominates PC gaming |first=Jeff |last=Grubb |date=February 13, 2017 |access-date=February 13, 2017 |work=[[Venture Beat]] |url-status=live |archive-url=https://web.archive.org/web/20170213214845/http://venturebeat.com/2017/02/13/valve-wont-manually-curate-steam-because-it-dominates-pc-gaming/ |archive-date=February 13, 2017}}</ref> In 2017, Steam development team member Alden Kroll said that Valve knows Steam is in a near-monopoly for game sales on personal computers, and the company does not want to be in a position to determine what gets sold, and thus had tried to find ways to make the process of adding games to Steam outside of their control.<ref name="vb steam direct" /> At the same time, Valve recognized that unfettered control of games in the service can lead to discovery problems as well as low-quality games.<ref name="vb steam direct" />


=== Steam Greenlight ===
=== Steam Greenlight ===
Valve announced Steam Greenlight to streamline game addition to the service in July 2012 and released the following month.<ref>{{cite web |url=http://www.gamasutra.com/view/news/176833/Steam_Greenlight_open_for_business_and_accepting_submissions.php |title=Steam Greenlight open for business and accepting submissions |date=August 30, 2012 |access-date=August 30, 2012 |work=[[Gamasutra]] |first=Eric |last=Caoili |url-status=live |archive-url=https://web.archive.org/web/20120831214206/http://www.gamasutra.com/view/news/176833/Steam_Greenlight_open_for_business_and_accepting_submissions.php |archive-date=August 31, 2012}}</ref> Through Greenlight, Steam users would choose which games were added to the service. Developers were able to submit information about their games, as well as early builds or beta versions, for consideration by users. Users would pledge support for these games, and Valve would make top-pledged games available on Steam.<ref>{{cite web |url=http://www.gamasutra.com/view/news/173815/Steam_Greenlight_lets_users_rally_behind_the_games_they_want_to_play.php |title=Steam Greenlight lets users rally behind the games they want to play |work=[[Gamasutra]] |date=July 9, 2012 |access-date=July 9, 2012 |first=Tom |last=Curtis |url-status=live |archive-url=https://web.archive.org/web/20120711230841/http://www.gamasutra.com/view/news/173815/Steam_Greenlight_lets_users_rally_behind_the_games_they_want_to_play.php |archive-date=July 11, 2012}}</ref> In response to complaints during its first week that finding games to support was made difficult by a flood of inappropriate or false submissions,<ref>{{cite web |url=http://www.gamasutra.com/view/news/176887/Discoverability_on_Steam_Greenlight_Its_nonexistent.php#.UEfq89ZlRyI |title=Discoverability on Steam Greenlight? It's nonexistent |first=Mike |last=Rose |date=August 31, 2012 |access-date=September 5, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120903001035/http://www.gamasutra.com/view/news/176887/Discoverability_on_Steam_Greenlight_Its_nonexistent.php#.UEfq89ZlRyI |archive-date=September 3, 2012}}</ref> Valve required developers to pay {{USD|100}} to list a game on the service. Those fees were donated to the charity [[Child's Play (charity)|Child's Play]].<ref>{{cite web |url=http://www.gamasutra.com/view/news/177123/Valves_solution_for_Steam_Greenlights_noise_A_100_fee.php |title=Valve's solution for Steam Greenlight's noise: A $100 fee |first=Frank |last=Cifaldi |date=September 5, 2012 |access-date=September 5, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120906011107/http://www.gamasutra.com/view/news/177123/Valves_solution_for_Steam_Greenlights_noise_A_100_fee.php |archive-date=September 6, 2012}}</ref> This fee was met with some concern from smaller developers, who often are already working in a deficit and may not have the money to cover such fees.<ref name="usgamer direct">{{cite web |url=http://www.usgamer.net/articles/steam-greenlight-is-dead-long-live-steam-direct |title=Steam Greenlight Is Dead, Long Live Steam Direct |first=Mike |last=Williams |date=February 13, 2017 |access-date=February 13, 2017 |work=[[US Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20170215123552/http://www.usgamer.net/articles/steam-greenlight-is-dead-long-live-steam-direct |archive-date=February 15, 2017}}</ref> A later modification allowed developers to put conceptual ideas on the Greenlight service to garner interest in potential projects free-of-charge; votes from such projects are visible only to the developer.<ref>{{cite web |url=http://www.vg247.com/2012/10/18/valve-adds-concept-section-to-greenlight/ |title=Valve adds concept section to Greenlight |first=Nick |last=Akerman |date=October 18, 2012 |access-date=October 18, 2012 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20121021012018/http://www.vg247.com/2012/10/18/valve-adds-concept-section-to-greenlight/ |archive-date=October 21, 2012}}</ref> Valve also allowed non-gaming software to be voted onto the service through Greenlight.<ref>{{cite web |url=https://www.theverge.com/gaming/2012/10/17/3518604/steam-greenlight-now-allows-non-gaming-software-and-early-concept |title=Steam Greenlight now allows non-gaming software and early concept submissions |first=Michael |last=McWhertor |date=October 17, 2012 |access-date=October 17, 2012 |work=[[The Verge (website)|The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20121018174929/http://www.theverge.com/gaming/2012/10/17/3518604/steam-greenlight-now-allows-non-gaming-software-and-early-concept |archive-date=October 18, 2012}}</ref>
Valve announced Steam Greenlight to streamline game addition to the service in July 2012 and released the following month.<ref>{{cite web |url=http://www.gamasutra.com/view/news/176833/Steam_Greenlight_open_for_business_and_accepting_submissions.php |title=Steam Greenlight open for business and accepting submissions |date=August 30, 2012 |access-date=August 30, 2012 |work=[[Gamasutra]] |first=Eric |last=Caoili |url-status=live |archive-url=https://web.archive.org/web/20120831214206/http://www.gamasutra.com/view/news/176833/Steam_Greenlight_open_for_business_and_accepting_submissions.php |archive-date=August 31, 2012}}</ref> Through Greenlight, Steam users would choose which games were added to the service. Developers were able to submit information about their games, as well as early builds or beta versions, for consideration by users. Users would pledge support for these games, and Valve would make top-pledged games available on Steam.<ref>{{cite web |url=http://www.gamasutra.com/view/news/173815/Steam_Greenlight_lets_users_rally_behind_the_games_they_want_to_play.php |title=Steam Greenlight lets users rally behind the games they want to play |work=[[Gamasutra]] |date=July 9, 2012 |access-date=July 9, 2012 |first=Tom |last=Curtis |url-status=live |archive-url=https://web.archive.org/web/20120711230841/http://www.gamasutra.com/view/news/173815/Steam_Greenlight_lets_users_rally_behind_the_games_they_want_to_play.php |archive-date=July 11, 2012}}</ref> In response to complaints during its first week that finding games to support was made difficult by a flood of inappropriate or false submissions,<ref>{{cite web |url=http://www.gamasutra.com/view/news/176887/Discoverability_on_Steam_Greenlight_Its_nonexistent.php#.UEfq89ZlRyI |title=Discoverability on Steam Greenlight? It's nonexistent |first=Mike |last=Rose |date=August 31, 2012 |access-date=September 5, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120903001035/http://www.gamasutra.com/view/news/176887/Discoverability_on_Steam_Greenlight_Its_nonexistent.php#.UEfq89ZlRyI |archive-date=September 3, 2012}}</ref> Valve required developers to pay {{USD|100}} to list a game on the service. Those fees were donated to the charity [[Child's Play (charity)|Child's Play]].<ref>{{cite web |url=http://www.gamasutra.com/view/news/177123/Valves_solution_for_Steam_Greenlights_noise_A_100_fee.php |title=Valve's solution for Steam Greenlight's noise: A $100 fee |first=Frank |last=Cifaldi |date=September 5, 2012 |access-date=September 5, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120906011107/http://www.gamasutra.com/view/news/177123/Valves_solution_for_Steam_Greenlights_noise_A_100_fee.php |archive-date=September 6, 2012}}</ref> This fee was met with some concern from smaller developers, who often are already working in a deficit and may not have the money to cover such fees.<ref name="usgamer direct">{{cite web |url=http://www.usgamer.net/articles/steam-greenlight-is-dead-long-live-steam-direct |title=Steam Greenlight Is Dead, Long Live Steam Direct |first=Mike |last=Williams |date=February 13, 2017 |access-date=February 13, 2017 |work=[[US Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20170215123552/http://www.usgamer.net/articles/steam-greenlight-is-dead-long-live-steam-direct |archive-date=February 15, 2017}}</ref> A later modification allowed developers to put conceptual ideas on the Greenlight service to garner interest in potential projects free-of-charge; votes from such projects are visible only to the developer.<ref>{{cite web |url=http://www.vg247.com/2012/10/18/valve-adds-concept-section-to-greenlight/ |title=Valve adds concept section to Greenlight |first=Nick |last=Akerman |date=October 18, 2012 |access-date=October 18, 2012 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20121021012018/http://www.vg247.com/2012/10/18/valve-adds-concept-section-to-greenlight/ |archive-date=October 21, 2012}}</ref> Valve also allowed non-gaming software to be voted onto the service through Greenlight.<ref>{{cite web |url=https://www.theverge.com/gaming/2012/10/17/3518604/steam-greenlight-now-allows-non-gaming-software-and-early-concept |title=Steam Greenlight now allows non-gaming software and early concept submissions |first=Michael |last=McWhertor |date=October 17, 2012 |access-date=October 17, 2012 |work=[[The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20121018174929/http://www.theverge.com/gaming/2012/10/17/3518604/steam-greenlight-now-allows-non-gaming-software-and-early-concept |archive-date=October 18, 2012}}</ref>


The initial process offered by Greenlight was panned by developers because while they favored the concept, the rate of games that were eventually approved were small.<ref>{{cite web |url=http://www.gamasutra.com/view/feature/177100/steam_greenlight_developers_speak_.php |title=Steam Greenlight: Developers Speak Out |first=Mike |last=Rose |date=September 5, 2012 |access-date=July 23, 2013 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20130728223441/http://www.gamasutra.com/view/feature/177100/steam_greenlight_developers_speak_.php |archive-date=July 28, 2013}}</ref> In January 2013, Newell stated that Valve recognized that its role in Greenlight was perceived as a bottleneck, something the company was planning to eliminate in the future through an open marketplace infrastructure.<ref>{{cite web |url=http://www.vg247.com/2013/02/01/newell-on-steam-bottleneck-wants-to-open-up-publishing-to-anyone/ |date=February 1, 2013 |title=Newell on Steam 'bottleneck', wants to open up publishing to everyone |first=Dave |last=Cook |work=[[vg247]] |access-date=October 2, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131004213118/http://www.vg247.com/2013/02/01/newell-on-steam-bottleneck-wants-to-open-up-publishing-to-anyone/ |archive-date=October 4, 2013}}</ref><ref>{{cite web |url=http://www.rockpapershotgun.com/2013/02/01/gabe-newell-on-removing-valve-from-steam/ |title=Gabe Newell On Removing Valve From Steam |first=Jim |last=Rossignol |date=February 1, 2013 |access-date=October 2, 2013 |work=[[Rock, Paper, Shotgun]] |quote=But what is perhaps most remarkable is that around 44 minutes, he talks about the problem of Steam being a curated store, and goes on to suggest that Valve are a bottleneck for publishing on the platform, and then even more radically, that they should remove themselves from the equation entirely. |url-status=live |archive-url=https://web.archive.org/web/20131004213732/http://www.rockpapershotgun.com/2013/02/01/gabe-newell-on-removing-valve-from-steam/ |archive-date=October 4, 2013}}</ref> On the eve of Greenlight's first anniversary, Valve simultaneously approved 100 games to demonstrate this change of direction.<ref>{{cite web |url=http://www.gamasutra.com/view/news/199249/For_Gabe_Newell_Greenlight_is_just_a_stepping_stone_to_a_bigger_endgame.php |title=For Gabe Newell, Greenlight is just a stepping stone to a bigger endgame |first=Kris |last=Graft |date=August 29, 2013 |access-date=August 29, 2013 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20130831142103/http://www.gamasutra.com/view/news/199249/For_Gabe_Newell_Greenlight_is_just_a_stepping_stone_to_a_bigger_endgame.php |archive-date=August 31, 2013}}</ref>
The initial process offered by Greenlight was panned by developers because while they favored the concept, the rate of games that were eventually approved were small.<ref>{{cite web |url=http://www.gamasutra.com/view/feature/177100/steam_greenlight_developers_speak_.php |title=Steam Greenlight: Developers Speak Out |first=Mike |last=Rose |date=September 5, 2012 |access-date=July 23, 2013 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20130728223441/http://www.gamasutra.com/view/feature/177100/steam_greenlight_developers_speak_.php |archive-date=July 28, 2013}}</ref> In January 2013, Newell stated that Valve recognized that its role in Greenlight was perceived as a bottleneck, something the company was planning to eliminate in the future through an open marketplace infrastructure.<ref>{{cite web |url=http://www.vg247.com/2013/02/01/newell-on-steam-bottleneck-wants-to-open-up-publishing-to-anyone/ |date=February 1, 2013 |title=Newell on Steam 'bottleneck', wants to open up publishing to everyone |first=Dave |last=Cook |work=[[vg247]] |access-date=October 2, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131004213118/http://www.vg247.com/2013/02/01/newell-on-steam-bottleneck-wants-to-open-up-publishing-to-anyone/ |archive-date=October 4, 2013}}</ref><ref>{{cite web |url=http://www.rockpapershotgun.com/2013/02/01/gabe-newell-on-removing-valve-from-steam/ |title=Gabe Newell On Removing Valve From Steam |first=Jim |last=Rossignol |date=February 1, 2013 |access-date=October 2, 2013 |work=[[Rock, Paper, Shotgun]] |quote=But what is perhaps most remarkable is that around 44 minutes, he talks about the problem of Steam being a curated store, and goes on to suggest that Valve are a bottleneck for publishing on the platform, and then even more radically, that they should remove themselves from the equation entirely. |url-status=live |archive-url=https://web.archive.org/web/20131004213732/http://www.rockpapershotgun.com/2013/02/01/gabe-newell-on-removing-valve-from-steam/ |archive-date=October 4, 2013}}</ref> On the eve of Greenlight's first anniversary, Valve simultaneously approved 100 games to demonstrate this change of direction.<ref>{{cite web |url=http://www.gamasutra.com/view/news/199249/For_Gabe_Newell_Greenlight_is_just_a_stepping_stone_to_a_bigger_endgame.php |title=For Gabe Newell, Greenlight is just a stepping stone to a bigger endgame |first=Kris |last=Graft |date=August 29, 2013 |access-date=August 29, 2013 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20130831142103/http://www.gamasutra.com/view/news/199249/For_Gabe_Newell_Greenlight_is_just_a_stepping_stone_to_a_bigger_endgame.php |archive-date=August 31, 2013}}</ref>
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=== Games discovery changes ===
=== Games discovery changes ===
Without more direct interaction on the curation process, Valve had looked to find methods to allow players to find games they would be more likely to buy based on previous purchase patterns.<ref name="vb steam direct" /> Valve has rejected the use of paid advertising or placement on the storefront, which would have created "pay to win" scenario. Instead, the company had relied on algorithms and other automatic features for game discovery, which has allowed for unexpected hits to gain more visibility.<ref>{{cite web | url = https://www.gamesradar.com/we-dont-think-steam-should-be-pay-to-win-valve-explains-how-games-we-wouldve-never-predicted-pop-off-so-hard/ | title="We don't think Steam should be pay to win": Valve explains how "games we would've never predicted" pop off so hard | first = Austin | last = Wood | date = October 16, 2023 | accessdate = October 28, 2023 | work = [[GamesRadar]] }}</ref>
Without more direct interaction in the curation process, Valve had looked to find methods to allow players to find games they would be more likely to buy based on previous purchase patterns.<ref name="vb steam direct" /> Valve has rejected the use of paid advertising or placement on the storefront, which would have created a "pay to win" scenario. Instead, the company had relied on algorithms and other automatic features for game discovery, which has allowed for unexpected hits to gain more visibility.<ref>{{cite web | url = https://www.gamesradar.com/we-dont-think-steam-should-be-pay-to-win-valve-explains-how-games-we-wouldve-never-predicted-pop-off-so-hard/ | title="We don't think Steam should be pay to win": Valve explains how "games we would've never predicted" pop off so hard | first = Austin | last = Wood | date = October 16, 2023 | accessdate = October 28, 2023 | work = [[GamesRadar]] }}</ref>


The September 2014 "Discovery Update" added tools that would allow existing Steam users to be curators for game recommendations, and sorting functions that presented more popular games and recommended games specific to the user.<ref>{{cite web |url=http://www.pcgamer.com/2014/09/23/steam-update/ |title=Big changes to Steam: 'Discovery Update' adds curators, recommendations, and hides unpopular new releases |work=[[PC Gamer]] |date=September 23, 2014 |access-date=September 24, 2014 |first=Tyler |last=Wilde |url-status=live |archive-url=https://web.archive.org/web/20140925030259/http://www.pcgamer.com/2014/09/23/steam-update/ |archive-date=September 25, 2014}}</ref> This Discovery update was considered successful by Valve, as they reported in March 2015 in seeing increased use of the Steam Storefront and an increase in 18% of sales by revenue from just prior to the update.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2015-03-27-steam-data-reveals-impact-of-discovery-update |title=Steam data reveals impact of Discovery update |first=Dan |last=Pearson |date=March 27, 2015 |access-date=November 1, 2016 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20161104043907/http://www.gamesindustry.biz/articles/2015-03-27-steam-data-reveals-impact-of-discovery-update |archive-date=November 4, 2016}}</ref> A second Discovery update was released November 2016, giving users more control over what games they want to see or ignore within the Steam Store, alongside tools for developers and publishers to better customize and present their game.<ref>{{cite web |url=http://www.gamasutra.com/view/news/284639/Valve_cracks_down_on_Steam_store_screenshots_ahead_of_Discovery_20_update.php |title=Valve cracks down on Steam store screenshots ahead of 'Discovery 2.0' update |first=Alex |last=Wawro |date=November 1, 2016 |access-date=November 1, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161103132634/http://www.gamasutra.com/view/news/284639/Valve_cracks_down_on_Steam_store_screenshots_ahead_of_Discovery_20_update.php |archive-date=November 3, 2016}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/285057/Valve_aims_to_make_Steam_easier_to_sift_through_with_Discovery_20_update.php |title=Valve aims to make Steam easier to sift through with 'Discovery 2.0' update |first=Alex |last=Wawro |date=November 7, 2016 |access-date=November 7, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161108130614/http://www.gamasutra.com/view/news/285057/Valve_aims_to_make_Steam_easier_to_sift_through_with_Discovery_20_update.php |archive-date=November 8, 2016}}</ref>
The September 2014 "Discovery Update" added tools that would allow existing Steam users to be curators for game recommendations, and sorting functions that presented more popular games and recommended games specific to the user.<ref>{{cite web |url=http://www.pcgamer.com/2014/09/23/steam-update/ |title=Big changes to Steam: 'Discovery Update' adds curators, recommendations, and hides unpopular new releases |work=[[PC Gamer]] |date=September 23, 2014 |access-date=September 24, 2014 |first=Tyler |last=Wilde |url-status=live |archive-url=https://web.archive.org/web/20140925030259/http://www.pcgamer.com/2014/09/23/steam-update/ |archive-date=September 25, 2014}}</ref> This Discovery update was considered successful by Valve, as they reported in March 2015 in seeing increased use of the Steam Storefront and an increase in 18% of sales by revenue from just prior to the update.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2015-03-27-steam-data-reveals-impact-of-discovery-update |title=Steam data reveals impact of Discovery update |first=Dan |last=Pearson |date=March 27, 2015 |access-date=November 1, 2016 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20161104043907/http://www.gamesindustry.biz/articles/2015-03-27-steam-data-reveals-impact-of-discovery-update |archive-date=November 4, 2016}}</ref> A second Discovery update was released November 2016, giving users more control over what games they want to see or ignore within the Steam Store, alongside tools for developers and publishers to better customize and present their game.<ref>{{cite web |url=http://www.gamasutra.com/view/news/284639/Valve_cracks_down_on_Steam_store_screenshots_ahead_of_Discovery_20_update.php |title=Valve cracks down on Steam store screenshots ahead of 'Discovery 2.0' update |first=Alex |last=Wawro |date=November 1, 2016 |access-date=November 1, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161103132634/http://www.gamasutra.com/view/news/284639/Valve_cracks_down_on_Steam_store_screenshots_ahead_of_Discovery_20_update.php |archive-date=November 3, 2016}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/285057/Valve_aims_to_make_Steam_easier_to_sift_through_with_Discovery_20_update.php |title=Valve aims to make Steam easier to sift through with 'Discovery 2.0' update |first=Alex |last=Wawro |date=November 7, 2016 |access-date=November 7, 2016 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20161108130614/http://www.gamasutra.com/view/news/285057/Valve_aims_to_make_Steam_easier_to_sift_through_with_Discovery_20_update.php |archive-date=November 8, 2016}}</ref>


By February 2017, Valve reported that with the second Discovery update, the number of games shown to users via the store's front page increased by 42%, with more conversions into sales from that viewership. In 2016, more games are meeting a rough metric of success defined by Valve as selling more than $200,000 in revenues in its first 90 days of release.<ref>{{cite web |url=https://www.vg247.com/2017/02/09/thanks-to-steams-discovery-updates-more-games-are-being-purchased-and-played-than-ever-before/ |title=Thanks to Steam's Discovery Updates, more games are being purchased, and played, than ever before |first=Sharif |last=Saed |date=February 9, 2017 |access-date=February 9, 2017 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20170209153146/http://www.vg247.com/2017/02/09/thanks-to-steams-discovery-updates-more-games-are-being-purchased-and-played-than-ever-before/ |archive-date=February 9, 2017}}</ref> Valve added a "Curator Connect" program in December 2017. Curators can set up descriptors for the type of games they are interested in, preferred languages, and other tags along with social media profiles, while developers can find and reach out to specific curators from this information, and, after review, provide them directly with access to their game. This step, which eliminates the use of a Steam redemption key, is aimed to reduce the reselling of keys, as well as dissuade users that may be trying to game the curator system to obtain free game keys.<ref>{{cite web |url=https://www.gamasutra.com/view/news/311351/Report_Steams_Curator_Connect_overhaul_is_now_live_for_devs_and_curators.php |title=Report: Steam's 'Curator Connect' overhaul is now live for devs and curators |first=Alissa |last=McAloon |date=December 8, 2017 |access-date=December 8, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20171209044037/https://www.gamasutra.com/view/news/311351/Report_Steams_Curator_Connect_overhaul_is_now_live_for_devs_and_curators.php |archive-date=December 9, 2017}}</ref>
By February 2017, Valve reported that with the second Discovery update, the number of games shown to users via the store's front page increased by 42%, with more conversions into sales from that viewership. In 2016, more games are meeting a rough metric of success defined by Valve as selling more than $200,000 in revenues in its first 90 days of release.<ref>{{cite web |url=https://www.vg247.com/2017/02/09/thanks-to-steams-discovery-updates-more-games-are-being-purchased-and-played-than-ever-before/ |title=Thanks to Steam's Discovery Updates, more games are being purchased, and played, than ever before |first=Sharif |last=Saed |date=February 9, 2017 |access-date=February 9, 2017 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20170209153146/http://www.vg247.com/2017/02/09/thanks-to-steams-discovery-updates-more-games-are-being-purchased-and-played-than-ever-before/ |archive-date=February 9, 2017}}</ref> Valve added a "Curator Connect" program in December 2017. Curators can set up descriptors for the type of games they are interested in, preferred languages, and other tags along with social media profiles, while developers can find and reach out to specific curators from this information, and, after review, provide them directly with access to their game. This step, which eliminates the use of a Steam redemption key, is aimed at reducing the reselling of keys, as well as dissuading users who may be trying to game the curator system to obtain free game keys.<ref>{{cite web |url=https://www.gamasutra.com/view/news/311351/Report_Steams_Curator_Connect_overhaul_is_now_live_for_devs_and_curators.php |title=Report: Steam's 'Curator Connect' overhaul is now live for devs and curators |first=Alissa |last=McAloon |date=December 8, 2017 |access-date=December 8, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20171209044037/https://www.gamasutra.com/view/news/311351/Report_Steams_Curator_Connect_overhaul_is_now_live_for_devs_and_curators.php |archive-date=December 9, 2017}}</ref>


Valve has attempted to deal with "fake games", those that are built around reused assets and little other innovation, by added Steam Explorers atop its existing Steam Curator program. Any Steam user is able to sign up to be an Explorer, and are asked to look at under-performing games on the service as to either vouch that the game is truly original or if it is an example of a "fake game", at which point Valve can take action to remove the game.<ref>{{cite web |url=http://www.gamasutra.com/view/news/295156/Valve_meets_with_YouTubers_in_ongoing_effort_to_fix_Steams_discoverability_issues.php |title=Valve meets with YouTubers in ongoing effort to fix Steam's discoverability issues |first=Alex |last=Wawro |date=April 3, 2017 |access-date=April 4, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20170404221059/http://www.gamasutra.com/view/news/295156/Valve_meets_with_YouTubers_in_ongoing_effort_to_fix_Steams_discoverability_issues.php |archive-date=April 4, 2017}}</ref><ref>{{cite web |url=https://www.theverge.com/2017/4/4/15172908/valve-steam-explorers-system-direct-fake-games |title=Valve admits Steam has a 'fake games' problem |first=Rich |last=McCormick |date=April 4, 2017 |access-date=April 4, 2017 |work=[[The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20170404075259/http://www.theverge.com/2017/4/4/15172908/valve-steam-explorers-system-direct-fake-games |archive-date=April 4, 2017}}</ref>
Valve has attempted to deal with "fake games", those that are built around reused assets and little other innovation, by adding Steam Explorers atop its existing Steam Curator program. Any Steam user can sign up to be an Explorer and be asked to look at under-performing games on the service to either vouch that the game is truly original or if it is an example of a "fake game", at which point Valve can take action to remove the game.<ref>{{cite web |url=http://www.gamasutra.com/view/news/295156/Valve_meets_with_YouTubers_in_ongoing_effort_to_fix_Steams_discoverability_issues.php |title=Valve meets with YouTubers in ongoing effort to fix Steam's discoverability issues |first=Alex |last=Wawro |date=April 3, 2017 |access-date=April 4, 2017 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20170404221059/http://www.gamasutra.com/view/news/295156/Valve_meets_with_YouTubers_in_ongoing_effort_to_fix_Steams_discoverability_issues.php |archive-date=April 4, 2017}}</ref><ref>{{cite web |url=https://www.theverge.com/2017/4/4/15172908/valve-steam-explorers-system-direct-fake-games |title=Valve admits Steam has a 'fake games' problem |first=Rich |last=McCormick |date=April 4, 2017 |access-date=April 4, 2017 |work=[[The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20170404075259/http://www.theverge.com/2017/4/4/15172908/valve-steam-explorers-system-direct-fake-games |archive-date=April 4, 2017}}</ref>


In July 2019, the Steam Labs feature was introduced as a means to showcase experimental discovery features Valve considered for including into Steam, to seek public feedback. For example, an initial experiment released at launch was the Interactive Recommender, which uses [[artificial intelligence]] algorithms pulling data from the user's past gameplay history to suggest new games that may be of interest to them.<ref>{{cite web |url=https://www.gamasutra.com/view/news/346497/Steam_Labs_is_Valves_new_home_for_experimental_Steam_features.php |title=Steam Labs is Valve's new home for experimental Steam features |first=Alissa |last=McAloon |date=July 11, 2019 |access-date=July 11, 2019 |work=[[Gamasutra]] |archive-date=July 11, 2019 |archive-url=https://web.archive.org/web/20190711222853/https://www.gamasutra.com/view/news/346497/Steam_Labs_is_Valves_new_home_for_experimental_Steam_features.php |url-status=live }}</ref> As these experiments mature through end-user testing, they have then been brought into the storefront as direct features.<ref>{{cite web |url=https://www.pcgamer.com/steams-interactive-recommender-is-now-built-into-the-store-to-help-you-find-hidden-gems/ |title=Steam's Interactive Recommender is now built into the store to help you find hidden gems |first=Andy |last=Chalk |date=March 18, 2020 |access-date=March 18, 2020 |work=[[PC Gamer]] |archive-date=March 19, 2020 |archive-url=https://web.archive.org/web/20200319041027/https://www.pcgamer.com/steams-interactive-recommender-is-now-built-into-the-store-to-help-you-find-hidden-gems/ |url-status=live }}</ref>
In July 2019, the Steam Labs feature was introduced as a means to showcase experimental discovery features Valve considered for including into Steam, to seek public feedback. For example, an initial experiment released at launch was the Interactive Recommender, which uses [[artificial intelligence]] algorithms pulling data from the user's past gameplay history to suggest new games that may be of interest to them.<ref>{{cite web |url=https://www.gamasutra.com/view/news/346497/Steam_Labs_is_Valves_new_home_for_experimental_Steam_features.php |title=Steam Labs is Valve's new home for experimental Steam features |first=Alissa |last=McAloon |date=July 11, 2019 |access-date=July 11, 2019 |work=[[Gamasutra]] |archive-date=July 11, 2019 |archive-url=https://web.archive.org/web/20190711222853/https://www.gamasutra.com/view/news/346497/Steam_Labs_is_Valves_new_home_for_experimental_Steam_features.php |url-status=live }}</ref> As these experiments mature through end-user testing, they have then been brought into the storefront as direct features.<ref>{{cite web |url=https://www.pcgamer.com/steams-interactive-recommender-is-now-built-into-the-store-to-help-you-find-hidden-gems/ |title=Steam's Interactive Recommender is now built into the store to help you find hidden gems |first=Andy |last=Chalk |date=March 18, 2020 |access-date=March 18, 2020 |work=[[PC Gamer]] |archive-date=March 19, 2020 |archive-url=https://web.archive.org/web/20200319041027/https://www.pcgamer.com/steams-interactive-recommender-is-now-built-into-the-store-to-help-you-find-hidden-gems/ |url-status=live }}</ref>


The September 2019 Discovery update, which Valve claimed would improve the visibility of niche and lesser-known games, was met with criticism from some indie game developers, who recorded a significant drop in exposure of their games, including new wishlist additions and appearances in the "More Like This" and "Discovery queue" sections of the store.<ref>{{cite web |url=https://www.kotaku.com.au/2019/09/steams-big-discovery-update-is-hurting-some-indie-developers-games/ |title=Steam's Big Discovery Update Is Hurting Some Indie Developers' Games |first=Nathan |last=Grayson |date=September 17, 2019 |access-date=May 12, 2020 |work=[[Kotaku]] |archive-date=March 25, 2020 |archive-url=https://web.archive.org/web/20200325212621/https://www.kotaku.com.au/2019/09/steams-big-discovery-update-is-hurting-some-indie-developers-games/ |url-status=live }}</ref><ref>{{cite web | url = https://www.pcgamer.com/steams-discovery-update-is-making-things-worse-for-some-indie-developers/ | title = Steam's Discovery update is making things worse for some indie developers | first = Fraser | last = Brown | date = September 16, 2019 | access-date = May 12, 2020 | work = [[PC Gamer]] | archive-date = May 25, 2020 | archive-url = https://web.archive.org/web/20200525214455/https://www.pcgamer.com/steams-discovery-update-is-making-things-worse-for-some-indie-developers/ | url-status = live }}</ref>
The September 2019 Discovery update, which Valve claimed would improve the visibility of niche and lesser-known games, was met with criticism from some indie game developers, who recorded a significant drop in the exposure of their games, including new wishlist additions and appearances in the "More Like This" and "Discovery queue" sections of the store.<ref>{{cite web |url=https://www.kotaku.com.au/2019/09/steams-big-discovery-update-is-hurting-some-indie-developers-games/ |title=Steam's Big Discovery Update Is Hurting Some Indie Developers' Games |first=Nathan |last=Grayson |date=September 17, 2019 |access-date=May 12, 2020 |work=[[Kotaku]] |archive-date=March 25, 2020 |archive-url=https://web.archive.org/web/20200325212621/https://www.kotaku.com.au/2019/09/steams-big-discovery-update-is-hurting-some-indie-developers-games/ |url-status=live }}</ref><ref>{{cite web | url = https://www.pcgamer.com/steams-discovery-update-is-making-things-worse-for-some-indie-developers/ | title = Steam's Discovery update is making things worse for some indie developers | first = Fraser | last = Brown | date = September 16, 2019 | access-date = May 12, 2020 | work = [[PC Gamer]] | archive-date = May 25, 2020 | archive-url = https://web.archive.org/web/20200525214455/https://www.pcgamer.com/steams-discovery-update-is-making-things-worse-for-some-indie-developers/ | url-status = live }}</ref>


Steam Charts were introduced in September 2022 and publicly track the storefront's best-selling and most-played games, including historically by week and month. Charts replaced a previous statistics page to be more comprehensive, and features content that had previously been part of third-party websites including [[SteamSpy]], SteamDB, and SteamCharts.<ref>{{cite web | url = https://www.pcgamesn.com/steam/charts | title = New Steam charts showcase the platform's best selling games | first = Ken | last = Allsop | date = September 23, 2022 | accessdate = September 25, 2022 | work = [[PCGamesN]] | archive-date = September 24, 2022 | archive-url = https://web.archive.org/web/20220924160652/https://www.pcgamesn.com/steam/charts | url-status = live }}</ref>
Steam Charts were introduced in September 2022 and publicly track the storefront's best-selling and most-played games, including historically by week and month. Charts replaced a previous statistics page to be more comprehensive, and features content that had previously been part of third-party websites including [[SteamSpy]], SteamDB, and SteamCharts.<ref>{{cite web | url = https://www.pcgamesn.com/steam/charts | title = New Steam charts showcase the platform's best selling games | first = Ken | last = Allsop | date = September 23, 2022 | accessdate = September 25, 2022 | work = [[PCGamesN]] | archive-date = September 24, 2022 | archive-url = https://web.archive.org/web/20220924160652/https://www.pcgamesn.com/steam/charts | url-status = live }}</ref>
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In June 2015, Valve created a formal process to allow purchasers to request refunds, with refunds guaranteed within the first two weeks as long as the player had not spent more than two hours in a game.<ref>{{cite web |url=https://www.polygon.com/2015/6/2/8711723/steam-refunds |title=Steam now offering refunds for games purchased online |first=Ben |last=Kuchera |date=June 2, 2015 |access-date=June 2, 2015 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20150602182525/http://www.polygon.com/2015/6/2/8711723/steam-refunds |archive-date=June 2, 2015}}</ref> Prior to June 2015, Valve had a no-refunds policy, but allowed them in certain circumstances, such as digital rights management issues or false advertising.<ref>{{cite web |url=http://www.vg247.com/2011/08/24/steam-officially-offering-refunds-for-from-dust-over-drm-troubles/ |title=Steam officially offering refunds for From Dust over DRM troubles |work=[[VG247]] |first=Stephany |last=Nunneley |date=August 24, 2011 |access-date=December 20, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130403132129/http://www.vg247.com/2011/08/24/steam-officially-offering-refunds-for-from-dust-over-drm-troubles/ |archive-date=April 3, 2013}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/183951/How_not_to_launch_a_video_game_starring_The_War_Z.php |title=How not to launch a video game, starring The War Z |first=Mike |last=Rose |date=December 20, 2012 |access-date=December 20, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20121223061819/http://www.gamasutra.com/view/news/183951/How_not_to_launch_a_video_game_starring_The_War_Z.php |archive-date=December 23, 2012}}</ref><ref>{{cite web |last=Good |first=Owen |date=May 6, 2014 |title=Steam yanks $19.99 game from Early Access, offers full refunds |url=http://www.polygon.com/2014/5/6/5686826/earth-year-2066-refund-steam-early-access |url-status=live |archive-url=https://web.archive.org/web/20140506181629/http://www.polygon.com/2014/5/6/5686826/earth-year-2066-refund-steam-early-access |archive-date=May 6, 2014 |access-date=May 6, 2014 |work=[[Polygon (website)|Polygon]]}}</ref>
In June 2015, Valve created a formal process to allow purchasers to request refunds, with refunds guaranteed within the first two weeks as long as the player had not spent more than two hours in a game.<ref>{{cite web |url=https://www.polygon.com/2015/6/2/8711723/steam-refunds |title=Steam now offering refunds for games purchased online |first=Ben |last=Kuchera |date=June 2, 2015 |access-date=June 2, 2015 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20150602182525/http://www.polygon.com/2015/6/2/8711723/steam-refunds |archive-date=June 2, 2015}}</ref> Prior to June 2015, Valve had a no-refunds policy, but allowed them in certain circumstances, such as digital rights management issues or false advertising.<ref>{{cite web |url=http://www.vg247.com/2011/08/24/steam-officially-offering-refunds-for-from-dust-over-drm-troubles/ |title=Steam officially offering refunds for From Dust over DRM troubles |work=[[VG247]] |first=Stephany |last=Nunneley |date=August 24, 2011 |access-date=December 20, 2012 |url-status=live |archive-url=https://web.archive.org/web/20130403132129/http://www.vg247.com/2011/08/24/steam-officially-offering-refunds-for-from-dust-over-drm-troubles/ |archive-date=April 3, 2013}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/183951/How_not_to_launch_a_video_game_starring_The_War_Z.php |title=How not to launch a video game, starring The War Z |first=Mike |last=Rose |date=December 20, 2012 |access-date=December 20, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20121223061819/http://www.gamasutra.com/view/news/183951/How_not_to_launch_a_video_game_starring_The_War_Z.php |archive-date=December 23, 2012}}</ref><ref>{{cite web |last=Good |first=Owen |date=May 6, 2014 |title=Steam yanks $19.99 game from Early Access, offers full refunds |url=http://www.polygon.com/2014/5/6/5686826/earth-year-2066-refund-steam-early-access |url-status=live |archive-url=https://web.archive.org/web/20140506181629/http://www.polygon.com/2014/5/6/5686826/earth-year-2066-refund-steam-early-access |archive-date=May 6, 2014 |access-date=May 6, 2014 |work=[[Polygon (website)|Polygon]]}}</ref>


Valve has full authority to remove games from the service for various reasons; however games that are removed can still be downloaded and played by those that have already purchased these games.<ref name="cinemablend gtavc" /> ''[[Grand Theft Auto: Vice City]]'' was removed from Steam in 2012 because of a claim from the [[Recording Industry Association of America]] over an expired license for a song on the soundtrack.<ref name="cinemablend gtavc">{{cite web |url=http://www.cinemablend.com/games/GTA-Vice-City-Longer-Steam-Due-RIAA-Copyright-Claim-49372.html |title=GTA: Vice City No Longer On Steam Due To RIAA Copyright Claim |first=William |last=Usher |date=November 15, 2012 |access-date=December 20, 2012 |work=Cinema Blend |url-status=live |archive-url=https://web.archive.org/web/20121118192650/http://www.cinemablend.com/games/GTA-Vice-City-Longer-Steam-Due-RIAA-Copyright-Claim-49372.html |archive-date=November 18, 2012}}</ref> Around the launch of Electronic Arts' (EA) own digital storefront [[Origin (service)|Origin]] during the same year, Valve removed ''[[Crysis 2]]'', ''[[Dragon Age II]]'', and ''[[Alice: Madness Returns]]'' from Steam because the terms of service prevented games from having their own in-game storefront for downloadable content.<ref>{{cite web |url=http://www.eurogamer.net/articles/2011-07-07-why-you-cant-buy-crysis-2-from-steam |title=Why you can't buy Crysis 2 from Steam |work=[[Eurogamer]] |date=July 11, 2011 |access-date=December 20, 2012 |first=Wesley |last=Yin-Poole |url-status=live |archive-url=https://web.archive.org/web/20130204015736/http://www.eurogamer.net/articles/2011-07-07-why-you-cant-buy-crysis-2-from-steam |archive-date=February 4, 2013}}</ref> Valve also remove games that are formally stated to be violating copyright or other intellectual property when given such complaints. In 2016, Valve removed ''[[Orion: Prelude#The Orion Project|Orion]]'' by Trek Industries when [[Activision]] filed a [[Digital Millennium Copyright Act]] (DMCA) complaint about the game after it was discovered that one of the game's artists had taken, among other assets, gun models directly from ''[[Call of Duty: Black Ops 3]]'' and ''[[Call of Duty: Advanced Warfare]]''.<ref>{{cite web |url=http://www.polygon.com/2016/6/27/12047914/activision-dmca-orion-pulled-from-steam-call-of-duty-trek-industries |title=Activision gets dino-shooter Orion pulled from Steam over allegedly stolen assets |first=Michael |last=McWhertor |date=June 27, 2016 |access-date=June 29, 2016 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20160629164220/http://www.polygon.com/2016/6/27/12047914/activision-dmca-orion-pulled-from-steam-call-of-duty-trek-industries |archive-date=June 29, 2016}}</ref><ref>{{cite web |url=http://www.eurogamer.net/articles/2016-07-01-orion-dev-admits-his-game-ripped-off-call-of-duty-assets |title=Orion dev admits his game ripped off Call of Duty assets |first=Wesley |last=Yin-Poole |date=July 1, 2016 |access-date=July 1, 2016 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20160702141406/http://www.eurogamer.net/articles/2016-07-01-orion-dev-admits-his-game-ripped-off-call-of-duty-assets |archive-date=July 2, 2016}}</ref>
Valve has full authority to remove games from the service for various reasons; however, games that are removed can still be downloaded and played by those who have already purchased these games.<ref name="cinemablend gtavc" /> ''[[Grand Theft Auto: Vice City]]'' was removed from Steam in 2012 because of a claim from the [[Recording Industry Association of America]] over an expired license for a song on the soundtrack.<ref name="cinemablend gtavc">{{cite web |url=http://www.cinemablend.com/games/GTA-Vice-City-Longer-Steam-Due-RIAA-Copyright-Claim-49372.html |title=GTA: Vice City No Longer On Steam Due To RIAA Copyright Claim |first=William |last=Usher |date=November 15, 2012 |access-date=December 20, 2012 |work=Cinema Blend |url-status=live |archive-url=https://web.archive.org/web/20121118192650/http://www.cinemablend.com/games/GTA-Vice-City-Longer-Steam-Due-RIAA-Copyright-Claim-49372.html |archive-date=November 18, 2012}}</ref> Around the launch of Electronic Arts' (EA) own digital storefront [[Origin (service)|Origin]] during the same year, Valve removed ''[[Crysis 2]]'', ''[[Dragon Age II]]'', and ''[[Alice: Madness Returns]]'' from Steam because the terms of service prevented games from having their own in-game storefront for downloadable content.<ref>{{cite web |url=http://www.eurogamer.net/articles/2011-07-07-why-you-cant-buy-crysis-2-from-steam |title=Why you can't buy Crysis 2 from Steam |work=[[Eurogamer]] |date=July 11, 2011 |access-date=December 20, 2012 |first=Wesley |last=Yin-Poole |url-status=live |archive-url=https://web.archive.org/web/20130204015736/http://www.eurogamer.net/articles/2011-07-07-why-you-cant-buy-crysis-2-from-steam |archive-date=February 4, 2013}}</ref> Valve also removes games that are formally stated to be violating copyright or other intellectual property when given such complaints. In 2016, Valve removed ''[[Orion: Prelude#The Orion Project|Orion]]'' by Trek Industries when [[Activision]] filed a [[Digital Millennium Copyright Act]] (DMCA) complaint about the game after it was discovered that one of the game's artists had taken, among other assets, gun models directly from ''[[Call of Duty: Black Ops 3]]'' and ''[[Call of Duty: Advanced Warfare]]''.<ref>{{cite web |url=http://www.polygon.com/2016/6/27/12047914/activision-dmca-orion-pulled-from-steam-call-of-duty-trek-industries |title=Activision gets dino-shooter Orion pulled from Steam over allegedly stolen assets |first=Michael |last=McWhertor |date=June 27, 2016 |access-date=June 29, 2016 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20160629164220/http://www.polygon.com/2016/6/27/12047914/activision-dmca-orion-pulled-from-steam-call-of-duty-trek-industries |archive-date=June 29, 2016}}</ref><ref>{{cite web |url=http://www.eurogamer.net/articles/2016-07-01-orion-dev-admits-his-game-ripped-off-call-of-duty-assets |title=Orion dev admits his game ripped off Call of Duty assets |first=Wesley |last=Yin-Poole |date=July 1, 2016 |access-date=July 1, 2016 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20160702141406/http://www.eurogamer.net/articles/2016-07-01-orion-dev-admits-his-game-ripped-off-call-of-duty-assets |archive-date=July 2, 2016}}</ref>


=== Quality control ===
=== Quality control ===
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* In September 2017, Valve removed 170 games developed by Silicon Echo, citing that these were cheap "fake games" that relied on "asset [[flipping]]" with pre-existing [[Unity game engine]] assets so that they could be published quickly, and were designed to take advantage of the trading card market to allow players and the developers to profit from the trading card sales.<ref>{{cite web |url=https://www.polygon.com/2017/9/26/16368178/steam-shovelware-removed-asset-flipping |title=Valve removes nearly 200 cheap, 'fake' games from Steam |first=Allegra |last=Frank |date=September 26, 2017 |access-date=September 26, 2017 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20170926235823/https://www.polygon.com/2017/9/26/16368178/steam-shovelware-removed-asset-flipping |archive-date=September 26, 2017}}</ref>
* In September 2017, Valve removed 170 games developed by Silicon Echo, citing that these were cheap "fake games" that relied on "asset [[flipping]]" with pre-existing [[Unity game engine]] assets so that they could be published quickly, and were designed to take advantage of the trading card market to allow players and the developers to profit from the trading card sales.<ref>{{cite web |url=https://www.polygon.com/2017/9/26/16368178/steam-shovelware-removed-asset-flipping |title=Valve removes nearly 200 cheap, 'fake' games from Steam |first=Allegra |last=Frank |date=September 26, 2017 |access-date=September 26, 2017 |work=[[Polygon (website)|Polygon]] |url-status=live |archive-url=https://web.archive.org/web/20170926235823/https://www.polygon.com/2017/9/26/16368178/steam-shovelware-removed-asset-flipping |archive-date=September 26, 2017}}</ref>
* In February 2018, after discovering that the CEO of Insel Games had requested the company's employees write positive Steam reviews for its games, Valve removed all of Insel's games from the service and banned the company from it.<ref>{{cite web |url=https://arstechnica.com/gaming/2018/02/valve-bans-developer-after-employees-leave-fake-user-reviews/ |title=Valve bans developer after employees leave fake user reviews |first=Kyle |last=Orland |date=February 14, 2018 |access-date=February 14, 2018 |work=[[Ars Technica]] |url-status=live |archive-url=https://web.archive.org/web/20180214180433/https://arstechnica.com/gaming/2018/02/valve-bans-developer-after-employees-leave-fake-user-reviews/ |archive-date=February 14, 2018}}</ref>
* In February 2018, after discovering that the CEO of Insel Games had requested the company's employees write positive Steam reviews for its games, Valve removed all of Insel's games from the service and banned the company from it.<ref>{{cite web |url=https://arstechnica.com/gaming/2018/02/valve-bans-developer-after-employees-leave-fake-user-reviews/ |title=Valve bans developer after employees leave fake user reviews |first=Kyle |last=Orland |date=February 14, 2018 |access-date=February 14, 2018 |work=[[Ars Technica]] |url-status=live |archive-url=https://web.archive.org/web/20180214180433/https://arstechnica.com/gaming/2018/02/valve-bans-developer-after-employees-leave-fake-user-reviews/ |archive-date=February 14, 2018}}</ref>
* In July 2018, the games ''Abstractism'' and ''Climber'' offered Steam inventory items that used assets from other Valve games, which were used to mislead users looking for these for trading. Valve removed the games, and built in additional trade protections, warning users of trades involving recently released games or games they do not own to prevent such scamming.<ref>{{cite web |url=http://www.gamasutra.com/view/news/323228/Steam_game_accused_of_covertly_mining_for_cryptocurrency.php |title=Steam game accused of covertly mining for cryptocurrency |first=Alissa |last=McAloon |date=July 30, 2018 |access-date=July 30, 2018 |work=[[Gamasutra]] |archive-date=July 30, 2018 |archive-url=https://web.archive.org/web/20180730234550/http://www.gamasutra.com/view/news/323228/Steam_game_accused_of_covertly_mining_for_cryptocurrency.php |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/valve-adds-scam-protection-to-steam-trades-following-wave-of-counterfeit-items/ |title=Valve adds scam protection to Steam trades following wave of counterfeit items |first=Austin |last=Wood |date=July 31, 2018 |access-date=July 31, 2018 |work=[[PC Gamer]] |archive-date=July 31, 2018 |archive-url=https://web.archive.org/web/20180731213403/https://www.pcgamer.com/valve-adds-scam-protection-to-steam-trades-following-wave-of-counterfeit-items/ |url-status=live }}</ref>
* In July 2018, the games ''Abstractism'' and ''Climber'' offered Steam inventory items that used assets from other Valve games, which were used to mislead users looking for these for trading. Valve removed the games, and built-in additional trade protections, warning users of trades involving recently released games or games they do not own to prevent such scamming.<ref>{{cite web |url=http://www.gamasutra.com/view/news/323228/Steam_game_accused_of_covertly_mining_for_cryptocurrency.php |title=Steam game accused of covertly mining for cryptocurrency |first=Alissa |last=McAloon |date=July 30, 2018 |access-date=July 30, 2018 |work=[[Gamasutra]] |archive-date=July 30, 2018 |archive-url=https://web.archive.org/web/20180730234550/http://www.gamasutra.com/view/news/323228/Steam_game_accused_of_covertly_mining_for_cryptocurrency.php |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/valve-adds-scam-protection-to-steam-trades-following-wave-of-counterfeit-items/ |title=Valve adds scam protection to Steam trades following wave of counterfeit items |first=Austin |last=Wood |date=July 31, 2018 |access-date=July 31, 2018 |work=[[PC Gamer]] |archive-date=July 31, 2018 |archive-url=https://web.archive.org/web/20180731213403/https://www.pcgamer.com/valve-adds-scam-protection-to-steam-trades-following-wave-of-counterfeit-items/ |url-status=live }}</ref>
* In November 2019, nearly 1000 games were removed from Steam, most tied to a Russian publisher that had operated under several different names. A Valve representative stated that they "recently discovered a handful of partners that were abusing some Steamworks tools" as rationale for the removals.<ref>{{cite web |url=https://www.pcgamer.com/1000-games-were-just-removed-from-steam-and-we-dont-know-why/ |title=Valve removed 1000 games from Steam because publishers were 'abusing' Steamworks |first=Andy |last=Chalk |date=November 26, 2019 |access-date=November 26, 2019 |work=[[PC Gamer]] |archive-date=November 26, 2019 |archive-url=https://web.archive.org/web/20191126040748/https://www.pcgamer.com/1000-games-were-just-removed-from-steam-and-we-dont-know-why/ |url-status=live }}</ref>
* In November 2019, nearly 1000 games were removed from Steam, most tied to a Russian publisher that had operated under several different names. A Valve representative stated that they "recently discovered a handful of partners that were abusing some Steamworks tools" as rationale for the removals.<ref>{{cite web |url=https://www.pcgamer.com/1000-games-were-just-removed-from-steam-and-we-dont-know-why/ |title=Valve removed 1000 games from Steam because publishers were 'abusing' Steamworks |first=Andy |last=Chalk |date=November 26, 2019 |access-date=November 26, 2019 |work=[[PC Gamer]] |archive-date=November 26, 2019 |archive-url=https://web.archive.org/web/20191126040748/https://www.pcgamer.com/1000-games-were-just-removed-from-steam-and-we-dont-know-why/ |url-status=live }}</ref>
* Developers stated that Valve began warning them about removal of games that used [[cryptocurrency|cryptocurrencies]] and [[non-fungible token]]s in October 2021, as such items could have real-world value outside of the game or Steam, which would be against Valve's acceptable use policy.<ref>{{cite web | url = https://www.engadget.com/steam-ban-cryptocurrency-nft-trading-blockchain-valve-165038811.html | title = Steam bans games that allow cryptocurrency and NFT trading | first = Kris | last = Holt | date = October 15, 2021 | access-date = October 15, 2021 | work = [[Engadget]] | archive-date = October 15, 2021 | archive-url = https://web.archive.org/web/20211015171721/https://www.engadget.com/steam-ban-cryptocurrency-nft-trading-blockchain-valve-165038811.html | url-status = live }}</ref>
* Developers stated that Valve began warning them about the removal of games that used [[cryptocurrencies]] and [[non-fungible token]]s in October 2021, as such items could have real-world value outside of the game or Steam, which would be against Valve's acceptable use policy.<ref>{{cite web | url = https://www.engadget.com/steam-ban-cryptocurrency-nft-trading-blockchain-valve-165038811.html | title = Steam bans games that allow cryptocurrency and NFT trading | first = Kris | last = Holt | date = October 15, 2021 | access-date = October 15, 2021 | work = [[Engadget]] | archive-date = October 15, 2021 | archive-url = https://web.archive.org/web/20211015171721/https://www.engadget.com/steam-ban-cryptocurrency-nft-trading-blockchain-valve-165038811.html | url-status = live }}</ref>


With the rise of [[generative artificial intelligence]] in 2023, Valve originally established that games with content generated in this manner could be distributed through Steam, though cautioned developers about assuring that they had the rights for this type of content.<ref>{{cite news | url=https://www.eurogamer.net/valve-says-ai-generated-content-policy-goal-is-not-to-discourage-the-use-of-it-on-steam | title=Valve says AI-generated content policy goal is "not to discourage the use of it on Steam" | newspaper=Eurogamer.net | date=July 3, 2023 }}</ref> As greater concerns about the copyright and ethical nature of generational AI in the latter half of 2023, Valve clarified its stance in January 2024, requiring games that did use content from generational AI to disclose this on the game's store page, including methods that the developers used to assure the AI engines did not generate illegal content.<ref>{{cite news | url=https://www.eurogamer.net/steam-adds-in-game-reporting-of-illegal-content-in-ai-games | title=Steam adds in-game reporting of "illegal content" in AI games | newspaper=Eurogamer.net | date=January 10, 2024 }}</ref>
With the rise of [[generative artificial intelligence]] in 2023, Valve originally established that games with content generated in this manner could be distributed through Steam, though cautioned developers about assuring that they had the rights for this type of content.<ref>{{cite news | url=https://www.eurogamer.net/valve-says-ai-generated-content-policy-goal-is-not-to-discourage-the-use-of-it-on-steam | title=Valve says AI-generated content policy goal is "not to discourage the use of it on Steam" | newspaper=Eurogamer.net | date=July 3, 2023 }}</ref> As greater concerns about the copyright and ethical nature of generational AI in the latter half of 2023, Valve clarified its stance in January 2024, requiring games that did use content from generational AI to disclose this on the game's store page, including methods that the developers used to assure the AI engines did not generate illegal content.<ref>{{cite news | url=https://www.eurogamer.net/steam-adds-in-game-reporting-of-illegal-content-in-ai-games | title=Steam adds in-game reporting of "illegal content" in AI games | newspaper=Eurogamer.net | date=January 10, 2024 }}</ref>
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Until these tools were in place, some adult-themed games were delayed for release.<ref>{{cite web |url=http://www.gamasutra.com/view/news/322216/Valve_is_temporarily_withholding_adult_games_from_Steam.php |title=Valve is temporarily withholding adult games from Steam |first=Emma |last=Kidwell |date=July 16, 2018 |access-date=July 16, 2018 |work=[[Gamasutra]] |archive-date=July 17, 2018 |archive-url=https://web.archive.org/web/20180717005547/http://www.gamasutra.com/view/news/322216/Valve_is_temporarily_withholding_adult_games_from_Steam.php |url-status=live }}</ref><ref>{{cite web |url=https://www.usgamer.net/articles/mature-games-steam-valve-new-filter-tools-on-hold |title=Some Adult Games on Steam Are on Hold Until Valve's New Filter Tools Are Ready |first=Matt |last=Kim |date=July 16, 2018 |access-date=July 16, 2018 |work=[[USGamer]] |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414104316/https://www.usgamer.net/articles/mature-games-steam-valve-new-filter-tools-on-hold |url-status=dead }}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/324694/Steams_contentdriven_freeze_on_game_approvals_expected_to_last_for_months.php |title=Steam's content-driven freeze on game approvals expected to last for months |first=Alissa |last=McAloon |date=August 16, 2018 |access-date=August 16, 2018 |work=[[Gamasutra]] |archive-date=August 17, 2018 |archive-url=https://web.archive.org/web/20180817023138/http://www.gamasutra.com/view/news/324694/Steams_contentdriven_freeze_on_game_approvals_expected_to_last_for_months.php |url-status=live }}</ref> ''Negligee: Love Stories'' developed by Dharker Studios was one of the first sexually explicit games to be offered after the introduction of the tools in September 2018. Dharker noted in discussions with Valve that they would be liable for any content-related fines or penalties that countries may place on Valve, a clause of their publishing contract for Steam, and took steps to restrict sale of the game in over 20 regions.<ref>{{cite web |url=http://www.gamasutra.com/view/news/326796/Steams_uncensored_adult_game_Negligee_isnt_available_in_every_country.php |title=Steam's uncensored adult game Negligee isn't available in every country |first=Alissa |last=McAloon |date=September 18, 2018 |access-date=September 18, 2018 |work=[[Gamasutra]] |archive-date=September 19, 2018 |archive-url=https://web.archive.org/web/20180919025251/http://www.gamasutra.com/view/news/326796/Steams_uncensored_adult_game_Negligee_isnt_available_in_every_country.php |url-status=live }}</ref> Games that feature mature themes with primary characters that visually appear to be underaged, even if the game's narrative establishes them as adults, have been banned by Valve.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2018-12-10-valve-banning-child-exploitation-games-from-steam |title=Valve banning "child exploitation" games from Steam |first=Haydn |last=Taylor |date=December 10, 2018 |access-date=December 10, 2018 |work=[[GamesIndustry.biz]] |archive-date=December 10, 2018 |archive-url=https://web.archive.org/web/20181210122823/https://www.gamesindustry.biz/articles/2018-12-10-valve-banning-child-exploitation-games-from-steam |url-status=live }}</ref>
Until these tools were in place, some adult-themed games were delayed for release.<ref>{{cite web |url=http://www.gamasutra.com/view/news/322216/Valve_is_temporarily_withholding_adult_games_from_Steam.php |title=Valve is temporarily withholding adult games from Steam |first=Emma |last=Kidwell |date=July 16, 2018 |access-date=July 16, 2018 |work=[[Gamasutra]] |archive-date=July 17, 2018 |archive-url=https://web.archive.org/web/20180717005547/http://www.gamasutra.com/view/news/322216/Valve_is_temporarily_withholding_adult_games_from_Steam.php |url-status=live }}</ref><ref>{{cite web |url=https://www.usgamer.net/articles/mature-games-steam-valve-new-filter-tools-on-hold |title=Some Adult Games on Steam Are on Hold Until Valve's New Filter Tools Are Ready |first=Matt |last=Kim |date=July 16, 2018 |access-date=July 16, 2018 |work=[[USGamer]] |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414104316/https://www.usgamer.net/articles/mature-games-steam-valve-new-filter-tools-on-hold |url-status=dead }}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/news/324694/Steams_contentdriven_freeze_on_game_approvals_expected_to_last_for_months.php |title=Steam's content-driven freeze on game approvals expected to last for months |first=Alissa |last=McAloon |date=August 16, 2018 |access-date=August 16, 2018 |work=[[Gamasutra]] |archive-date=August 17, 2018 |archive-url=https://web.archive.org/web/20180817023138/http://www.gamasutra.com/view/news/324694/Steams_contentdriven_freeze_on_game_approvals_expected_to_last_for_months.php |url-status=live }}</ref> ''Negligee: Love Stories'' developed by Dharker Studios was one of the first sexually explicit games to be offered after the introduction of the tools in September 2018. Dharker noted in discussions with Valve that they would be liable for any content-related fines or penalties that countries may place on Valve, a clause of their publishing contract for Steam, and took steps to restrict sale of the game in over 20 regions.<ref>{{cite web |url=http://www.gamasutra.com/view/news/326796/Steams_uncensored_adult_game_Negligee_isnt_available_in_every_country.php |title=Steam's uncensored adult game Negligee isn't available in every country |first=Alissa |last=McAloon |date=September 18, 2018 |access-date=September 18, 2018 |work=[[Gamasutra]] |archive-date=September 19, 2018 |archive-url=https://web.archive.org/web/20180919025251/http://www.gamasutra.com/view/news/326796/Steams_uncensored_adult_game_Negligee_isnt_available_in_every_country.php |url-status=live }}</ref> Games that feature mature themes with primary characters that visually appear to be underaged, even if the game's narrative establishes them as adults, have been banned by Valve.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2018-12-10-valve-banning-child-exploitation-games-from-steam |title=Valve banning "child exploitation" games from Steam |first=Haydn |last=Taylor |date=December 10, 2018 |access-date=December 10, 2018 |work=[[GamesIndustry.biz]] |archive-date=December 10, 2018 |archive-url=https://web.archive.org/web/20181210122823/https://www.gamesindustry.biz/articles/2018-12-10-valve-banning-child-exploitation-games-from-steam |url-status=live }}</ref>


In March 2019, Valve faced pressure over ''[[Rape Day]]'', a planned game described as being a [[dark comedy]] and power fantasy where the player would control a serial rapist in the midst of a zombie apocalypse. Valve ultimately decided against offering the game on Steam, arguing that while it "[respects] developers' desire to express themselves", there were "costs and risks" associated with the game, and the developers had "chosen content matter and a way of representing it that makes it very difficult for us to help them [find an audience]".<ref>{{cite web |url=https://www.eurogamer.net/articles/2019-03-04-valve-under-fire-as-sexually-explicit-game-glorifying-rape-is-listed-on-steam |title=Valve under fire as sexually explicit game glorifying rape is listed on Steam |first=Matt |last=Wales |date=March 4, 2019 |access-date=March 6, 2019 |work=[[Eurogamer]] |archive-date=March 5, 2019 |archive-url=https://web.archive.org/web/20190305230435/https://www.eurogamer.net/articles/2019-03-04-valve-under-fire-as-sexually-explicit-game-glorifying-rape-is-listed-on-steam |url-status=live }}</ref><ref>{{Cite web |url=https://arstechnica.com/gaming/2019/03/with-rape-day-ban-steam-shows-its-not-as-hands-off-as-it-claims/ |title=With Rape Day ban, Steam shows it's not as "hands off" as it claims |last=Orland |first=Kyle |date=March 7, 2019 |website=Ars Technica |access-date=March 8, 2019 |archive-date=March 8, 2019 |archive-url=https://web.archive.org/web/20190308000441/https://arstechnica.com/gaming/2019/03/with-rape-day-ban-steam-shows-its-not-as-hands-off-as-it-claims/ |url-status=live }}</ref>
In March 2019, Valve faced pressure over ''[[Rape Day]]'', a planned game described as being a [[dark comedy]] and power fantasy where the player would control a serial rapist amid a zombie apocalypse. Valve ultimately decided against offering the game on Steam, arguing that while it "[respects] developers' desire to express themselves", there were "costs and risks" associated with the game, and the developers had "chosen content matter and a way of representing it that makes it very difficult for us to help them [find an audience]".<ref>{{cite web |url=https://www.eurogamer.net/articles/2019-03-04-valve-under-fire-as-sexually-explicit-game-glorifying-rape-is-listed-on-steam |title=Valve under fire as sexually explicit game glorifying rape is listed on Steam |first=Matt |last=Wales |date=March 4, 2019 |access-date=March 6, 2019 |work=[[Eurogamer]] |archive-date=March 5, 2019 |archive-url=https://web.archive.org/web/20190305230435/https://www.eurogamer.net/articles/2019-03-04-valve-under-fire-as-sexually-explicit-game-glorifying-rape-is-listed-on-steam |url-status=live }}</ref><ref>{{Cite web |url=https://arstechnica.com/gaming/2019/03/with-rape-day-ban-steam-shows-its-not-as-hands-off-as-it-claims/ |title=With Rape Day ban, Steam shows it's not as "hands off" as it claims |last=Orland |first=Kyle |date=March 7, 2019 |website=Ars Technica |access-date=March 8, 2019 |archive-date=March 8, 2019 |archive-url=https://web.archive.org/web/20190308000441/https://arstechnica.com/gaming/2019/03/with-rape-day-ban-steam-shows-its-not-as-hands-off-as-it-claims/ |url-status=live }}</ref>


== Platforms and devices ==
== Platforms and devices ==
=== Windows ===
=== Windows ===
Steam originally released exclusively for [[Microsoft Windows]] in 2003, but has since been ported to other platforms.<ref name="steam mac" /> More recent Steam client versions use the [[Chromium Embedded Framework]].<ref>{{cite news |last1=Brinkmann |first1=Martin |title=Steam uses insecure, out-of-date Chromium browser |url=https://www.ghacks.net/2016/02/08/steam-uses-insecure-out-of-date-chromium-browser/ |newspaper=Ghacks Technology News |date=February 8, 2016 |access-date=March 9, 2019 |archive-date=October 9, 2019 |archive-url=https://web.archive.org/web/20191009104540/https://www.ghacks.net/2016/02/08/steam-uses-insecure-out-of-date-chromium-browser/ |url-status=live }}</ref> To take advantage of some of its features for newer interface elements, Steam uses [[64-bit computing|64-bit versions]] of Chromium, which makes it unsupported on older operating systems such as [[Windows XP]] and [[Windows Vista]]. Steam on Windows also relies on some security features built into later versions of Windows. Support for XP and Vista were dropped in 2019. While users still on those operating systems are able to use the client, they do not have access to newer features. Around 0.2% of Steam users were affected by this when it began.<ref>{{cite web |url=https://www.pcgamer.com/steam-will-drop-windows-xp-and-vista-support-at-the-end-of-the-year/ |title=Steam will drop Windows XP and Vista support at the end of the year |first=Andy |last=Chalk |date=June 12, 2018 |access-date=June 12, 2018 |work=[[PC Gamer]] |archive-date=June 13, 2018 |archive-url=https://web.archive.org/web/20180613040757/https://www.pcgamer.com/steam-will-drop-windows-xp-and-vista-support-at-the-end-of-the-year/ |url-status=live }}</ref> In March 2023, Valve announced that Steam would drop support for Windows 7 and 8 on January 1, 2024.<ref>{{cite news |last1=Prescott |first1=Shaun |title=Steam will ditch Windows 7 and 8 support next year |url=https://www.pcgamer.com/steam-will-ditch-windows-7-and-8-support-next-year/ |access-date=29 March 2023 |date=27 March 2023 |work=[[PC Gamer]] |archive-date=28 March 2023 |archive-url=https://web.archive.org/web/20230328202302/https://www.pcgamer.com/steam-will-ditch-windows-7-and-8-support-next-year/ |url-status=live }}</ref>
Steam was originally released exclusively for [[Microsoft Windows]] in 2003, but has since been ported to other platforms.<ref name="steam mac" /> More recent Steam client versions use the [[Chromium Embedded Framework]].<ref>{{cite news |last1=Brinkmann |first1=Martin |title=Steam uses insecure, out-of-date Chromium browser |url=https://www.ghacks.net/2016/02/08/steam-uses-insecure-out-of-date-chromium-browser/ |newspaper=Ghacks Technology News |date=February 8, 2016 |access-date=March 9, 2019 |archive-date=October 9, 2019 |archive-url=https://web.archive.org/web/20191009104540/https://www.ghacks.net/2016/02/08/steam-uses-insecure-out-of-date-chromium-browser/ |url-status=live }}</ref> To take advantage of some of its features for newer interface elements, Steam uses [[64-bit computing|64-bit versions]] of Chromium, which makes it unsupported on older operating systems such as [[Windows XP]] and [[Windows Vista]]. Steam on Windows also relies on some security features built into later versions of Windows. Support for XP and Vista was dropped in 2019. While users still on those operating systems can use the client, they do not have access to newer features. Around 0.2% of Steam users were affected by this when it began.<ref>{{cite web |url=https://www.pcgamer.com/steam-will-drop-windows-xp-and-vista-support-at-the-end-of-the-year/ |title=Steam will drop Windows XP and Vista support at the end of the year |first=Andy |last=Chalk |date=June 12, 2018 |access-date=June 12, 2018 |work=[[PC Gamer]] |archive-date=June 13, 2018 |archive-url=https://web.archive.org/web/20180613040757/https://www.pcgamer.com/steam-will-drop-windows-xp-and-vista-support-at-the-end-of-the-year/ |url-status=live }}</ref> In March 2023, Valve announced that Steam would drop support for Windows 7 and 8 on January 1, 2024.<ref>{{cite news |last1=Prescott |first1=Shaun |title=Steam will ditch Windows 7 and 8 support next year |url=https://www.pcgamer.com/steam-will-ditch-windows-7-and-8-support-next-year/ |access-date=March 29, 2023 |date=March 27, 2023 |work=[[PC Gamer]] |archive-date=March 28, 2023 |archive-url=https://web.archive.org/web/20230328202302/https://www.pcgamer.com/steam-will-ditch-windows-7-and-8-support-next-year/ |url-status=live }}</ref>


=== macOS ===
=== macOS ===
Valve announced a client for [[Mac OS X]] in March 2010.<ref name="steam mac">{{cite web |url=http://www.shacknews.com/onearticle.x/62687 |title=Steam Coming to Mac in April, Portal 2 This Fall |work=[[Shacknews]] |first=Chris |last=Faylor |date=March 8, 2010 |access-date=March 8, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100310121757/http://www.shacknews.com/onearticle.x/62687 |archive-date=March 10, 2010}}</ref> The announcement was preceded by a change in the Steam beta client to support the cross-platform [[WebKit]] web browser rendering engine instead of the [[Trident (layout engine)|Trident engine]] of [[Internet Explorer]].<ref>{{cite web |url=http://store.steampowered.com/uiupdate/ |title=A Brand New Steam |date=February 23, 2010 |publisher=Valve |access-date=February 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20101230083406/http://store.steampowered.com/uiupdate/ |archive-date=December 30, 2010}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/62488 |title=Valve Launches Public Beta For New Steam UI |last=Leahy |first=Brian |date=February 23, 2010 |work=Shacknews |access-date=February 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100224230032/http://www.shacknews.com/onearticle.x/62488 |archive-date=February 24, 2010}}</ref><ref>{{cite web |url=http://store.steampowered.com/news/3753/ |title=New Steam Client Officially Released! |date=April 26, 2010 |publisher=Valve |access-date=April 26, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100429021220/http://store.steampowered.com/news/3753/ |archive-date=April 29, 2010}}</ref> Valve teased the release by e-mailing several images to Mac community and gaming websites; the images featured characters from Valve games with [[Apple Inc.|Apple]] logos and parodies of vintage [[Macintosh]] advertisements.<ref>{{cite web |url=http://www.desktopreview.com/default.asp?newsID=970&News=Apple+Mac+OS+X+Gaming+Valve+Steam+Portal+2 |title=Valve All But Confirms Steam and Portal 2 Coming to Mac OS X |last=Nelson |first=J. R. |date=March 7, 2010 |work=Desktop Preview |access-date=March 8, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100512154417/http://www.desktopreview.com/default.asp?newsID=970&News=Apple+Mac+OS+X+Gaming+Valve+Steam+Portal+2 |archive-date=May 12, 2010}}</ref><ref name="CNET 2010 v779">{{cite web | title=Valve coming to Mac: Apple ads pwned by parody teasers | website=CNET | date=2010-03-04 | url=https://www.cnet.com/pictures/valve-coming-to-mac-apple-ads-pwned-by-parody-teasers/ | access-date=2024-04-19}}</ref> Valve developed a full video homage to Apple's ''[[1984 (commercial)|1984]]'' Macintosh commercial to announce the availability of ''Half-Life 2'' on the service; some concept images for the video had previously been used to tease the Mac Steam client.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/63976 |title=Half-Life 2 Hits Mac Steam Tomorrow; Teased via Epic Homage Trailer |work=[[Shacknews]] |first=Brian |last=Leahy |date=May 25, 2010 |access-date=May 25, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100528102433/http://www.shacknews.com/onearticle.x/63976 |archive-date=May 28, 2010}}</ref>
Valve announced a client for [[Mac OS X]] in March 2010.<ref name="steam mac">{{cite web |url=http://www.shacknews.com/onearticle.x/62687 |title=Steam Coming to Mac in April, Portal 2 This Fall |work=[[Shacknews]] |first=Chris |last=Faylor |date=March 8, 2010 |access-date=March 8, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100310121757/http://www.shacknews.com/onearticle.x/62687 |archive-date=March 10, 2010}}</ref> The announcement was preceded by a change in the Steam beta client to support the cross-platform [[WebKit]] web browser rendering engine instead of the [[Trident (layout engine)|Trident engine]] of [[Internet Explorer]].<ref>{{cite web |url=http://store.steampowered.com/uiupdate/ |title=A Brand New Steam |date=February 23, 2010 |publisher=Valve |access-date=February 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20101230083406/http://store.steampowered.com/uiupdate/ |archive-date=December 30, 2010}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/62488 |title=Valve Launches Public Beta For New Steam UI |last=Leahy |first=Brian |date=February 23, 2010 |work=Shacknews |access-date=February 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100224230032/http://www.shacknews.com/onearticle.x/62488 |archive-date=February 24, 2010}}</ref><ref>{{cite web |url=http://store.steampowered.com/news/3753/ |title=New Steam Client Officially Released! |date=April 26, 2010 |publisher=Valve |access-date=April 26, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100429021220/http://store.steampowered.com/news/3753/ |archive-date=April 29, 2010}}</ref> Valve teased the release by e-mailing several images to Mac community and gaming websites; the images featured characters from Valve games with [[Apple Inc.|Apple]] logos and parodies of vintage [[Macintosh]] advertisements.<ref>{{cite web |url=http://www.desktopreview.com/default.asp?newsID=970&News=Apple+Mac+OS+X+Gaming+Valve+Steam+Portal+2 |title=Valve All But Confirms Steam and Portal 2 Coming to Mac OS X |last=Nelson |first=J. R. |date=March 7, 2010 |work=Desktop Preview |access-date=March 8, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100512154417/http://www.desktopreview.com/default.asp?newsID=970&News=Apple+Mac+OS+X+Gaming+Valve+Steam+Portal+2 |archive-date=May 12, 2010}}</ref><ref name="CNET 2010 v779">{{cite web | title=Valve coming to Mac: Apple ads pwned by parody teasers | website=CNET | date=March 4, 2010 | url=https://www.cnet.com/pictures/valve-coming-to-mac-apple-ads-pwned-by-parody-teasers/ | access-date=April 19, 2024}}</ref> Valve developed a full video homage to Apple's ''[[1984 (commercial)|1984]]'' Macintosh commercial to announce the availability of ''Half-Life 2'' on the service; some concept images for the video had previously been used to tease the Mac Steam client.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/63976 |title=Half-Life 2 Hits Mac Steam Tomorrow; Teased via Epic Homage Trailer |work=[[Shacknews]] |first=Brian |last=Leahy |date=May 25, 2010 |access-date=May 25, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100528102433/http://www.shacknews.com/onearticle.x/63976 |archive-date=May 28, 2010}}</ref>


Steam for Mac OS X was originally planned for release in April 2010 before being pushed back to May 12, 2010. In addition to the Steam client, several features were made available to developers, allowing them to take advantage of the cross-platform Source engine, and platform and network capabilities using Steamworks.<ref>{{cite web |url=http://www.gamasutra.com/view/news/28317/Valve_Dates_Steam_Mac_For_May_12_Updates_Steam_PC.php |title=Valve Dates Steam Mac For May 12, Updates Steam PC |first=Chris |last=Remo |work=[[Gamasutra]] |date=April 29, 2010 |access-date=May 19, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100508200405/http://www.gamasutra.com/view/news/28317/Valve_Dates_Steam_Mac_For_May_12_Updates_Steam_PC.php |archive-date=May 8, 2010}}</ref> Through the Steam Play functionality, the macOS client allows players who have purchased compatible products in the Windows version to download the Mac versions at no cost.<ref name="shacknews mac release">{{cite web |url=http://www.shacknews.com/onearticle.x/63793 |title=Steam's Cross-Platform PC/Mac Game Availability Explained: Some Must Be Bought Again |first=Chris |last=Faylor |date=May 13, 2010 |access-date=May 13, 2010 |work=[[Shacknews]] |url-status=live |archive-url=https://web.archive.org/web/20100515041137/http://www.shacknews.com/onearticle.x/63793 |archive-date=May 15, 2010}}</ref> The Steam Cloud, along with many multiplayer PC games, also supports [[cross-platform play]].<ref name="steam mac" />
Steam for Mac OS X was originally planned for release in April 2010 before being pushed back to May 12, 2010. In addition to the Steam client, several features were made available to developers, allowing them to take advantage of the cross-platform Source engine, and platform and network capabilities using Steamworks.<ref>{{cite web |url=http://www.gamasutra.com/view/news/28317/Valve_Dates_Steam_Mac_For_May_12_Updates_Steam_PC.php |title=Valve Dates Steam Mac For May 12, Updates Steam PC |first=Chris |last=Remo |work=[[Gamasutra]] |date=April 29, 2010 |access-date=May 19, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100508200405/http://www.gamasutra.com/view/news/28317/Valve_Dates_Steam_Mac_For_May_12_Updates_Steam_PC.php |archive-date=May 8, 2010}}</ref> Through the Steam Play functionality, the macOS client allows players who have purchased compatible products in the Windows version to download the Mac versions at no cost.<ref name="shacknews mac release">{{cite web |url=http://www.shacknews.com/onearticle.x/63793 |title=Steam's Cross-Platform PC/Mac Game Availability Explained: Some Must Be Bought Again |first=Chris |last=Faylor |date=May 13, 2010 |access-date=May 13, 2010 |work=[[Shacknews]] |url-status=live |archive-url=https://web.archive.org/web/20100515041137/http://www.shacknews.com/onearticle.x/63793 |archive-date=May 15, 2010}}</ref> The Steam Cloud, along with many multiplayer PC games, also supports [[cross-platform play]].<ref name="steam mac" />


=== Linux ===
=== Linux ===
In July 2012, Valve announced that it was developing a client for Linux based on the [[Ubuntu (operating system)|Ubuntu]] distribution.<ref name="linux announcement" /> This announcement followed months of speculation, primarily from the website [[Phoronix]] that had discovered evidence of Linux developing in recent builds of Steam and other Valve games.<ref>{{cite magazine |url=http://www.pcworld.com/article/196413/Linux_Games.html |title=Running Windows Games on Linux Gets Easier |first=Steven J. |last=Vaughan-Nichols |date=May 6, 2010 |access-date=March 7, 2013 |magazine=[[PC World]] |url-status=live |archive-url=https://web.archive.org/web/20130315060617/http://www.pcworld.com/article/196413/Linux_Games.html |archive-date=March 15, 2013}}</ref> Newell stated that getting Steam and games to work on Linux is a key strategy for Valve; Newell called the closed nature of [[Microsoft Windows 8]] "a catastrophe for everyone in the PC space", and that Linux would maintain "the openness of the platform".<ref name="cvg newell linux">{{cite web |url=http://www.computerandvideogames.com/359898/newell-windows-8-is-a-catastrophe-for-everyone-in-the-pc-space/ |title=Newell: 'Windows 8 is a catastrophe for everyone in the PC space' |work=[[Computer and Video Games]] |date=July 25, 2012 |access-date=January 6, 2013 |first=Mike |last=Jackson |url-status=live |archive-url=https://web.archive.org/web/20121226064257/http://www.computerandvideogames.com/359898/newell-windows-8-is-a-catastrophe-for-everyone-in-the-pc-space/ |archive-date=December 26, 2012}}</ref> Valve is extending support to any developers that want to bring their games to Linux, by "making it as easy as possible for anybody who's engaged with us{{mdash}}putting their games on Steam and getting those running on Linux", according to Newell.<ref name="cvg newell linux" />
In July 2012, Valve announced that it was developing a client for Linux based on the [[Ubuntu]] distribution.<ref name="linux announcement" /> This announcement followed months of speculation, primarily from the website [[Phoronix]] that had discovered evidence of Linux developing in recent builds of Steam and other Valve games.<ref>{{cite magazine |url=http://www.pcworld.com/article/196413/Linux_Games.html |title=Running Windows Games on Linux Gets Easier |first=Steven J. |last=Vaughan-Nichols |date=May 6, 2010 |access-date=March 7, 2013 |magazine=[[PC World]] |url-status=live |archive-url=https://web.archive.org/web/20130315060617/http://www.pcworld.com/article/196413/Linux_Games.html |archive-date=March 15, 2013}}</ref> Newell stated that getting Steam and games to work on Linux is a key strategy for Valve; Newell called the closed nature of [[Microsoft Windows 8]] "a catastrophe for everyone in the PC space", and that Linux would maintain "the openness of the platform".<ref name="cvg newell linux">{{cite web |url=http://www.computerandvideogames.com/359898/newell-windows-8-is-a-catastrophe-for-everyone-in-the-pc-space/ |title=Newell: 'Windows 8 is a catastrophe for everyone in the PC space' |work=[[Computer and Video Games]] |date=July 25, 2012 |access-date=January 6, 2013 |first=Mike |last=Jackson |url-status=live |archive-url=https://web.archive.org/web/20121226064257/http://www.computerandvideogames.com/359898/newell-windows-8-is-a-catastrophe-for-everyone-in-the-pc-space/ |archive-date=December 26, 2012}}</ref> Valve is extending support to any developers that want to bring their games to Linux, by "making it as easy as possible for anybody who's engaged with us{{mdash}}putting their games on Steam and getting those running on Linux", according to Newell.<ref name="cvg newell linux" />


The team developing the Linux client had been working for a year before the announcement to validate that such a port would be possible.<ref name="gamasutra linux">{{cite web |url=http://www.gamasutra.com/view/news/174232/Valve_throws_support_behind_Linux_with_Steam_ports_.php |title=Valve throws support behind Linux with Steam, ports |first=Eric |last=Caoili |date=July 17, 2012 |access-date=July 17, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120720023033/http://www.gamasutra.com/view/news/174232/Valve_throws_support_behind_Linux_with_Steam_ports_.php |archive-date=July 20, 2012}}</ref> As of the official announcement, a near-feature-complete Steam client for Linux had been developed and successfully run on Ubuntu.<ref name="gamasutra linux" /> Internal [[beta test]]ing of the Linux client started in October 2012; external beta testing occurred in early November the same year.<ref>{{cite web |url=http://www.computerandvideogames.com/370405/valve-to-test-linux-steam-next-week/ |title=Valve to test Linux Steam next week |work=[[Computer and Video Games]] |date=September 27, 2012 |access-date=September 27, 2012 |first=Tamoor |last=Hussain |url-status=live |archive-url=https://web.archive.org/web/20120930002528/http://www.computerandvideogames.com/370405/valve-to-test-linux-steam-next-week/ |archive-date=September 30, 2012}}</ref><ref>{{cite magazine |url=https://www.pcmag.com/article2/0,2817,2411827,00.asp |title=Valve Launches Closed Steam for Linux Beta |first=Stephanie |last=Miot |magazine=[[PC Magazine]] |date=November 6, 2012 |access-date=November 7, 2012 |url-status=live |archive-url=https://web.archive.org/web/20121109022225/http://www.pcmag.com/article2/0,2817,2411827,00.asp |archive-date=November 9, 2012}}</ref> Open beta clients for Linux were made available in late December 2012,<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-12-20-steam-for-linux-beta-opened-to-all |title=Steam for Linux beta opened to all |first=Robert |last=Purchase |date=December 20, 2012 |access-date=December 20, 2012 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20121231052419/http://www.eurogamer.net/articles/2012-12-20-steam-for-linux-beta-opened-to-all |archive-date=December 31, 2012}}</ref> and the client was officially released in mid-February 2013.<ref>{{cite web |url=http://www.gamasutra.com/view/news/186722/Steam_Box_phase_one_complete_Steams_Linux_client_is_out_now.php |title=Steam Box phase one complete: Steam's Linux client is out now |first=Frank |last=Cifaldi |work=[[Gamasutra]] |date=February 14, 2013 |access-date=February 14, 2013 |url-status=live |archive-url=https://web.archive.org/web/20140707121916/http://www.gamasutra.com/view/news/186722/Steam_Box_phase_one_complete_Steams_Linux_client_is_out_now.php |archive-date=July 7, 2014}}</ref> At the time of announcement, Valve's Linux division assured that its first game on the OS, ''[[Left 4 Dead 2]]'', would run at an acceptable frame rate and with a degree of connectivity with the Windows and Mac OS X versions. From there, it began working on porting other games to Ubuntu and expanding to other Linux distributions.<ref name="linux announcement">{{cite web |url=http://blogs.valvesoftware.com/linux/steamd-penguins/ |title=Steam'd Penguins |publisher=[[Valve Corporation|Valve]] |date=July 16, 2012 |access-date=July 24, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130812085002/http://blogs.valvesoftware.com/linux/steamd-penguins/ |archive-date=August 12, 2013}}</ref><ref>{{cite web |url=https://www.theverge.com/gaming/2012/7/16/3163717/left-4-dead-2-to-be-first-valve-game-on-linux |title='Left 4 Dead 2' to be first Valve game on Linux |first=Tracey |last=Lein |date=July 16, 2012 |access-date=July 16, 2012 |work=[[The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20120719064029/http://www.theverge.com/gaming/2012/7/16/3163717/left-4-dead-2-to-be-first-valve-game-on-linux |archive-date=July 19, 2012}}</ref><ref>{{cite web |url=http://blogs.valvesoftware.com/linux/faster-zombies/ |title=Faster Zombies! |first=Valve |last=Linux team |date=August 1, 2012 |access-date=August 12, 2012 |publisher=[[Valve Corporation|Valve]] |url-status=live |archive-url=https://web.archive.org/web/20120810034825/http://blogs.valvesoftware.com/linux/faster-zombies/ |archive-date=August 10, 2012}}</ref> Versions of Steam working under [[Fedora (operating system)|Fedora]] and [[Red Hat Enterprise Linux]] were released by October 2013.<ref>{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=MTQ5OTg |title=[Phoronix&#93; Steam Lands In Fedora / RHEL RPM Fusion Repository |work=Phoronix |date=October 31, 2013 |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131104110903/http://www.phoronix.com/scan.php?page=news_item&px=MTQ5OTg |archive-date=November 4, 2013}}</ref> There were over 500 Linux-compatible games on Steam in June 2014,<ref name="500LinuxGames">{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=MTcxMTY |title=There's Now 500 Games On Steam For Linux |last1=Larabel |first1=Michael |author-link1=Michael Larabel |date=June 5, 2014 |work=[[Phoronix]] |access-date=June 6, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140611010626/http://www.phoronix.com/scan.php?page=news_item&px=MTcxMTY |archive-date=June 11, 2014}}</ref> and in February 2019, Steam for Linux had 5,800 native games and was described as having "the power to keep Linux [gaming] alive" by [[Engadget]].<ref>{{Cite web|last=Conditt|first=J.|date=19 February 2019|title=Linux gaming is on a life-support system called Steam|url=https://www.engadget.com/2019-02-19-linux-gaming-steam-valve-epic-games-store.html|access-date=2022-02-26|website=[[Engadget]]|language=en-US|archive-date=2022-02-26|archive-url=https://web.archive.org/web/20220226035908/https://www.engadget.com/2019-02-19-linux-gaming-steam-valve-epic-games-store.html|url-status=live}}</ref>
The team developing the Linux client had been working for a year before the announcement to validate that such a port would be possible.<ref name="gamasutra linux">{{cite web |url=http://www.gamasutra.com/view/news/174232/Valve_throws_support_behind_Linux_with_Steam_ports_.php |title=Valve throws support behind Linux with Steam, ports |first=Eric |last=Caoili |date=July 17, 2012 |access-date=July 17, 2012 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20120720023033/http://www.gamasutra.com/view/news/174232/Valve_throws_support_behind_Linux_with_Steam_ports_.php |archive-date=July 20, 2012}}</ref> As of the official announcement, a near-feature-complete Steam client for Linux had been developed and successfully run on Ubuntu.<ref name="gamasutra linux" /> Internal [[beta test]]ing of the Linux client started in October 2012; external beta testing occurred in early November the same year.<ref>{{cite web |url=http://www.computerandvideogames.com/370405/valve-to-test-linux-steam-next-week/ |title=Valve to test Linux Steam next week |work=[[Computer and Video Games]] |date=September 27, 2012 |access-date=September 27, 2012 |first=Tamoor |last=Hussain |url-status=live |archive-url=https://web.archive.org/web/20120930002528/http://www.computerandvideogames.com/370405/valve-to-test-linux-steam-next-week/ |archive-date=September 30, 2012}}</ref><ref>{{cite magazine |url=https://www.pcmag.com/article2/0,2817,2411827,00.asp |title=Valve Launches Closed Steam for Linux Beta |first=Stephanie |last=Miot |magazine=[[PC Magazine]] |date=November 6, 2012 |access-date=November 7, 2012 |url-status=live |archive-url=https://web.archive.org/web/20121109022225/http://www.pcmag.com/article2/0,2817,2411827,00.asp |archive-date=November 9, 2012}}</ref> Open beta clients for Linux were made available in late December 2012,<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-12-20-steam-for-linux-beta-opened-to-all |title=Steam for Linux beta opened to all |first=Robert |last=Purchase |date=December 20, 2012 |access-date=December 20, 2012 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20121231052419/http://www.eurogamer.net/articles/2012-12-20-steam-for-linux-beta-opened-to-all |archive-date=December 31, 2012}}</ref> and the client was officially released in mid-February 2013.<ref>{{cite web |url=http://www.gamasutra.com/view/news/186722/Steam_Box_phase_one_complete_Steams_Linux_client_is_out_now.php |title=Steam Box phase one complete: Steam's Linux client is out now |first=Frank |last=Cifaldi |work=[[Gamasutra]] |date=February 14, 2013 |access-date=February 14, 2013 |url-status=live |archive-url=https://web.archive.org/web/20140707121916/http://www.gamasutra.com/view/news/186722/Steam_Box_phase_one_complete_Steams_Linux_client_is_out_now.php |archive-date=July 7, 2014}}</ref> At the time of announcement, Valve's Linux division assured that its first game on the OS, ''[[Left 4 Dead 2]]'', would run at an acceptable frame rate and with a degree of connectivity with the Windows and Mac OS X versions. From there, it began working on porting other games to Ubuntu and expanding to other Linux distributions.<ref name="linux announcement">{{cite web |url=http://blogs.valvesoftware.com/linux/steamd-penguins/ |title=Steam'd Penguins |publisher=[[Valve Corporation|Valve]] |date=July 16, 2012 |access-date=July 24, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130812085002/http://blogs.valvesoftware.com/linux/steamd-penguins/ |archive-date=August 12, 2013}}</ref><ref>{{cite web |url=https://www.theverge.com/gaming/2012/7/16/3163717/left-4-dead-2-to-be-first-valve-game-on-linux |title='Left 4 Dead 2' to be first Valve game on Linux |first=Tracey |last=Lein |date=July 16, 2012 |access-date=July 16, 2012 |work=[[The Verge]] |url-status=live |archive-url=https://web.archive.org/web/20120719064029/http://www.theverge.com/gaming/2012/7/16/3163717/left-4-dead-2-to-be-first-valve-game-on-linux |archive-date=July 19, 2012}}</ref><ref>{{cite web |url=http://blogs.valvesoftware.com/linux/faster-zombies/ |title=Faster Zombies! |first=Valve |last=Linux team |date=August 1, 2012 |access-date=August 12, 2012 |publisher=[[Valve Corporation|Valve]] |url-status=live |archive-url=https://web.archive.org/web/20120810034825/http://blogs.valvesoftware.com/linux/faster-zombies/ |archive-date=August 10, 2012}}</ref> Versions of Steam working under [[Fedora (operating system)|Fedora]] and [[Red Hat Enterprise Linux]] were released by October 2013.<ref>{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=MTQ5OTg |title=[Phoronix&#93; Steam Lands In Fedora / RHEL RPM Fusion Repository |work=Phoronix |date=October 31, 2013 |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131104110903/http://www.phoronix.com/scan.php?page=news_item&px=MTQ5OTg |archive-date=November 4, 2013}}</ref> There were over 500 Linux-compatible games on Steam in June 2014,<ref name="500LinuxGames">{{cite web |url=https://www.phoronix.com/scan.php?page=news_item&px=MTcxMTY |title=There's Now 500 Games On Steam For Linux |last1=Larabel |first1=Michael |author-link1=Michael Larabel |date=June 5, 2014 |work=[[Phoronix]] |access-date=June 6, 2014 |url-status=live |archive-url=https://web.archive.org/web/20140611010626/http://www.phoronix.com/scan.php?page=news_item&px=MTcxMTY |archive-date=June 11, 2014}}</ref> and in February 2019, Steam for Linux had 5,800 native games and was described as having "the power to keep Linux [gaming] alive" by [[Engadget]].<ref>{{Cite web|last=Conditt|first=J.|date=February 19, 2019|title=Linux gaming is on a life-support system called Steam|url=https://www.engadget.com/2019-02-19-linux-gaming-steam-valve-epic-games-store.html|access-date=February 26, 2022|website=[[Engadget]]|language=en-US|archive-date=February 26, 2022|archive-url=https://web.archive.org/web/20220226035908/https://www.engadget.com/2019-02-19-linux-gaming-steam-valve-epic-games-store.html|url-status=live}}</ref>


In August 2018, Valve released a beta version of [[Proton (compatibility layer)|Proton]] (named ''Steam Play''), an open-source Windows compatibility layer for Linux, so that Linux users could run Windows games directly through Steam for Linux. Proton comprises a set of open-source tools including [[Wine (software)|Wine]] and DXVK. The software allows the use of Steam-supported controllers, even those not compatible with Windows.<ref>{{cite web |url=http://www.gamasutra.com/view/news/325051/Valve_makes_Windows_games_playable_on_Linux_with_Steam_Play_update.php |title=Valve makes Windows games playable on Linux with Steam Play update |first=Bryant |last=Francis |date=August 21, 2018 |access-date=August 21, 2018 |work=[[Gamasutra]] |archive-date=August 22, 2018 |archive-url=https://web.archive.org/web/20180822025219/http://www.gamasutra.com/view/news/325051/Valve_makes_Windows_games_playable_on_Linux_with_Steam_Play_update.php |url-status=live }}</ref> Released in February 2022, Valve's handheld computer, the [[Steam Deck]], runs SteamOS 3.0 which is based on the [[Arch Linux]] distribution, and uses Proton to support Windows-based games without native Linux ports.<ref>{{cite web | url = https://www.pcgamer.com/this-is-why-valve-is-switching-from-debian-to-arch-for-steam-decks-linux-os/ | title = This is why Valve is switching from Debian to Arch for Steam Deck's Linux OS | first = Alan | last = Dexter | date = August 9, 2021 | accessdate = August 9, 2021 | work = [[PC Gamer]] | archive-date = May 26, 2023 | archive-url = https://web.archive.org/web/20230526185646/https://www.pcgamer.com/this-is-why-valve-is-switching-from-debian-to-arch-for-steam-decks-linux-os/ | url-status = live }}</ref> Valve worked with various middleware developers to make sure their tools were compatible with Proton on Linux and maximize the number of games that the Steam Deck would support. This included working with various anti-cheat developers such as Easy Anti-Cheat and [[BattlEye]] to make sure their solutions worked with Proton.<ref>{{cite web | url = https://www.theverge.com/2021/9/23/22690670/epic-eac-anti-cheat-linux-valve-steam-deck-support-games | title = One of the Steam Deck's biggest hurdles just disappeared: EAC has come to Linux | first = Sean | last = Hollister | date = September 23, 2021 | accessdate = September 23, 2021 | work = [[The Verge]] | archive-date = September 23, 2021 | archive-url = https://web.archive.org/web/20210923235332/https://www.theverge.com/2021/9/23/22690670/epic-eac-anti-cheat-linux-valve-steam-deck-support-games | url-status = live }}</ref><ref>{{cite web | url = https://www.pcgamer.com/battleye-anti-cheat-confirms-steam-deck-support/ | title = BattlEye anti-cheat confirms Steam Deck support | date = 2021-09-25 | accessdate = 2021-09-25 | work = [[PC Gamer]] | archive-date = 2022-03-20 | archive-url = https://web.archive.org/web/20220320055440/https://www.pcgamer.com/battleye-anti-cheat-confirms-steam-deck-support/ | url-status = live }}</ref> To help with compatibility, Valve developed a classification system that they will populate to rank any game as to how well it works as a Linux native solution or through Proton.<ref name="Archer">{{cite web | url = https://www.rockpapershotgun.com/steam-deck-compatibility-interview | title = Exclusive: Here's how you'll know which games will run on Valve's Steam Deck | first = James | last = Archer | date = October 18, 2021 | accessdate = October 18, 2021 | work = [[Rock Paper Shotgun]] | archive-date = October 18, 2021 | archive-url = https://web.archive.org/web/20211018182004/https://www.rockpapershotgun.com/steam-deck-compatibility-interview | url-status = live }}</ref>
In August 2018, Valve released a beta version of [[Proton (compatibility layer)|Proton]] (named ''Steam Play''), an open-source Windows compatibility layer for Linux, so that Linux users could run Windows games directly through Steam for Linux. Proton comprises a set of open-source tools including [[Wine (software)|Wine]] and [[DXVK]]. The software allows the use of Steam-supported controllers, even those not compatible with Windows.<ref>{{cite web |url=http://www.gamasutra.com/view/news/325051/Valve_makes_Windows_games_playable_on_Linux_with_Steam_Play_update.php |title=Valve makes Windows games playable on Linux with Steam Play update |first=Bryant |last=Francis |date=August 21, 2018 |access-date=August 21, 2018 |work=[[Gamasutra]] |archive-date=August 22, 2018 |archive-url=https://web.archive.org/web/20180822025219/http://www.gamasutra.com/view/news/325051/Valve_makes_Windows_games_playable_on_Linux_with_Steam_Play_update.php |url-status=live }}</ref> Released in February 2022, Valve's handheld computer, the [[Steam Deck]], runs SteamOS 3.0 which is based on the [[Arch Linux]] distribution and uses Proton to support Windows-based games without native Linux ports.<ref>{{cite web | url = https://www.pcgamer.com/this-is-why-valve-is-switching-from-debian-to-arch-for-steam-decks-linux-os/ | title = This is why Valve is switching from Debian to Arch for Steam Deck's Linux OS | first = Alan | last = Dexter | date = August 9, 2021 | accessdate = August 9, 2021 | work = [[PC Gamer]] | archive-date = May 26, 2023 | archive-url = https://web.archive.org/web/20230526185646/https://www.pcgamer.com/this-is-why-valve-is-switching-from-debian-to-arch-for-steam-decks-linux-os/ | url-status = live }}</ref> Valve worked with various middleware developers to make sure their tools were compatible with Proton on Linux and maximize the number of games that the Steam Deck would support. This included working with various anti-cheat developers such as Easy Anti-Cheat and [[BattlEye]] to make sure their solutions worked with Proton.<ref>{{cite web | url = https://www.theverge.com/2021/9/23/22690670/epic-eac-anti-cheat-linux-valve-steam-deck-support-games | title = One of the Steam Deck's biggest hurdles just disappeared: EAC has come to Linux | first = Sean | last = Hollister | date = September 23, 2021 | accessdate = September 23, 2021 | work = [[The Verge]] | archive-date = September 23, 2021 | archive-url = https://web.archive.org/web/20210923235332/https://www.theverge.com/2021/9/23/22690670/epic-eac-anti-cheat-linux-valve-steam-deck-support-games | url-status = live }}</ref><ref>{{cite web | url = https://www.pcgamer.com/battleye-anti-cheat-confirms-steam-deck-support/ | title = BattlEye anti-cheat confirms Steam Deck support | date = September 25, 2021 | accessdate = September 25, 2021 | work = [[PC Gamer]] | archive-date = March 20, 2022 | archive-url = https://web.archive.org/web/20220320055440/https://www.pcgamer.com/battleye-anti-cheat-confirms-steam-deck-support/ | url-status = live }}</ref> To help with compatibility, Valve developed a classification system that they will populate to rank any game as to how well it works as a Linux native solution or through Proton.<ref name="Archer">{{cite web | url = https://www.rockpapershotgun.com/steam-deck-compatibility-interview | title = Exclusive: Here's how you'll know which games will run on Valve's Steam Deck | first = James | last = Archer | date = October 18, 2021 | accessdate = October 18, 2021 | work = [[Rock Paper Shotgun]] | archive-date = October 18, 2021 | archive-url = https://web.archive.org/web/20211018182004/https://www.rockpapershotgun.com/steam-deck-compatibility-interview | url-status = live }}</ref>


Support for [[Nvidia]]'s proprietary [[deep learning super sampling]] (DLSS) on supported video cards and games was added to Proton in June 2021, though this is not available on the Steam Deck which is based on AMD hardware.<ref>{{cite web | url = https://www.pcgamesn.com/linux-gaming-pc-dlss-support | title = Nvidia and Valve bring Steam-based Linux gaming PCs one step closer to Windows 10 | first = Theo | last = Binns | date = June 3, 2021 | access-date = June 3, 2021 | work = [[PCGamesN]] | archive-date = June 3, 2021 | archive-url = https://web.archive.org/web/20210603154303/https://www.pcgamesn.com/linux-gaming-pc-dlss-support | url-status = live }}</ref><ref>{{cite web | url = https://www.pcgamesn.com/steam-deck/proton-dlss-support | title = Proton now officially supports Nvidia DLSS, but it won't come to Valve's Steam Deck | first = Samuel | last = Willetts | date = November 25, 2021 | accessdate = November 25, 2021 | work = [[PCGamesN]] | archive-date = November 25, 2021 | archive-url = https://web.archive.org/web/20211125174337/https://www.pcgamesn.com/steam-deck/proton-dlss-support | url-status = live }}</ref>
Support for [[Nvidia]]'s proprietary [[deep learning super sampling]] (DLSS) on supported video cards and games was added to Proton in June 2021, though this is not available on the Steam Deck which is based on AMD hardware.<ref>{{cite web | url = https://www.pcgamesn.com/linux-gaming-pc-dlss-support | title = Nvidia and Valve bring Steam-based Linux gaming PCs one step closer to Windows 10 | first = Theo | last = Binns | date = June 3, 2021 | access-date = June 3, 2021 | work = [[PCGamesN]] | archive-date = June 3, 2021 | archive-url = https://web.archive.org/web/20210603154303/https://www.pcgamesn.com/linux-gaming-pc-dlss-support | url-status = live }}</ref><ref>{{cite web | url = https://www.pcgamesn.com/steam-deck/proton-dlss-support | title = Proton now officially supports Nvidia DLSS, but it won't come to Valve's Steam Deck | first = Samuel | last = Willetts | date = November 25, 2021 | accessdate = November 25, 2021 | work = [[PCGamesN]] | archive-date = November 25, 2021 | archive-url = https://web.archive.org/web/20211125174337/https://www.pcgamesn.com/steam-deck/proton-dlss-support | url-status = live }}</ref>


In March 2022, Google offered a prerelease version of Steam on [[Chromebook]]s,<ref>{{Cite web |last=Goldman |first=Joshua |title=Steam Is on Chrome OS: Here's How to Start Gaming on a Chromebook |url=https://www.cnet.com/tech/computing/steam-games-are-coming-to-chromebooks-heres-what-you-need-to-try-it-right-now/ |access-date=2022-04-03 |website=CNET |language=en |archive-date=2022-04-03 |archive-url=https://web.archive.org/web/20220403215141/https://www.cnet.com/tech/computing/steam-games-are-coming-to-chromebooks-heres-what-you-need-to-try-it-right-now/ |url-status=live }}</ref> and entered public beta in November 2022.<ref>{{cite web | url = https://www.theverge.com/2022/11/3/23438722/steam-on-chromebook-beta-release-gaming-chrome-os | title = Steam on Chromebook enters beta | first = Monica | last = Chin | date = November 3, 2022 | accessdate = November 6, 2022 | work = [[The Verge]] | archive-date = November 5, 2022 | archive-url = https://web.archive.org/web/20221105115341/https://www.theverge.com/2022/11/3/23438722/steam-on-chromebook-beta-release-gaming-chrome-os | url-status = live }}</ref>
In March 2022, Google offered a prerelease version of Steam on [[Chromebook]]s,<ref>{{Cite web |last=Goldman |first=Joshua |title=Steam Is on Chrome OS: Here's How to Start Gaming on a Chromebook |url=https://www.cnet.com/tech/computing/steam-games-are-coming-to-chromebooks-heres-what-you-need-to-try-it-right-now/ |access-date=April 3, 2022 |website=CNET |language=en |archive-date=April 3, 2022 |archive-url=https://web.archive.org/web/20220403215141/https://www.cnet.com/tech/computing/steam-games-are-coming-to-chromebooks-heres-what-you-need-to-try-it-right-now/ |url-status=live }}</ref> and entered public beta in November 2022.<ref>{{cite web | url = https://www.theverge.com/2022/11/3/23438722/steam-on-chromebook-beta-release-gaming-chrome-os | title = Steam on Chromebook enters beta | first = Monica | last = Chin | date = November 3, 2022 | accessdate = November 6, 2022 | work = [[The Verge]] | archive-date = November 5, 2022 | archive-url = https://web.archive.org/web/20221105115341/https://www.theverge.com/2022/11/3/23438722/steam-on-chromebook-beta-release-gaming-chrome-os | url-status = live }}</ref>


=== Steamworks on consoles ===
=== Steamworks on consoles ===
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=== Mobile apps ===
=== Mobile apps ===
Valve released an official Steam client for [[iOS]] and [[Android (operating system)|Android]] devices in late January 2012, following a short beta period.<ref>{{cite web |url=http://www.vg247.com/2012/01/31/steam-mobile-app-goes-live-for-all/ |title=Steam mobile app goes live for all |first=Patrick |last=Garrett |date=January 31, 2012 |access-date=January 31, 2012 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20120203055639/http://www.vg247.com/2012/01/31/steam-mobile-app-goes-live-for-all/ |archive-date=February 3, 2012}}</ref> The application allows players to log into their accounts to browse the storefront, manage their games, and communicate with friends in the Steam community. The application also incorporates a [[two-factor authentication]] system that works with Steam Guard. Newell stated that the application was a strong request from Steam users and sees it as a means "to make [Steam] richer and more accessible for everyone".<ref>{{cite web |url=http://www.develop-online.net/news/39609/Valve-launches-Steam-app-for-iOS-and-Android |title=Valve launches Steam app for iOS and Android |work=[[Develop (magazine)|Develop]] |date=January 26, 2012 |access-date=January 26, 2012 |first=Rob |last=Crossley |url-status=dead |archive-url=https://web.archive.org/web/20120129160311/http://www.develop-online.net/news/39609/Valve-launches-Steam-app-for-iOS-and-Android |archive-date=January 29, 2012}}</ref> A mobile Steam client for [[Windows Phone]] devices was released in June 2016.<ref>{{cite web |url=https://www.vg247.com/2016/06/29/steam-app-windows-phone-released/ |title=Valve releases official Steam app on Windows Phone, for all five of you who still use it |first=Sharif |last=Saed |date=June 29, 2016 |access-date=June 29, 2016 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20160630164652/http://www.vg247.com/2016/06/29/steam-app-windows-phone-released/ |archive-date=June 30, 2016}}</ref> In May 2019, a mobile chat-only client for Steam was released under the name Steam Chat.<ref>{{cite web |last1=Takahashi |first1=Dean |title=Steam Chat goes live on iOS and Android |url=https://venturebeat.com/2019/05/21/steam-chat-goes-live-on-ios-and-android/ |work=[[VentureBeat]] |date=May 17, 2018 |access-date=November 5, 2019 |archive-date=November 5, 2019 |archive-url=https://web.archive.org/web/20191105163125/https://venturebeat.com/2019/05/21/steam-chat-goes-live-on-ios-and-android/ |url-status=live }}</ref>
Valve released an official Steam client for [[iOS]] and [[Android (operating system)|Android]] devices in late January 2012, following a short beta period.<ref>{{cite web |url=http://www.vg247.com/2012/01/31/steam-mobile-app-goes-live-for-all/ |title=Steam mobile app goes live for all |first=Patrick |last=Garrett |date=January 31, 2012 |access-date=January 31, 2012 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20120203055639/http://www.vg247.com/2012/01/31/steam-mobile-app-goes-live-for-all/ |archive-date=February 3, 2012}}</ref> The application allows players to log into their accounts to browse the storefront, manage their games, and communicate with friends in the Steam community. The application also incorporates a [[two-factor authentication]] system that works with Steam Guard. Newell stated that the application was a strong request from Steam users and sees it as a means "to make [Steam] richer and more accessible for everyone".<ref>{{cite web |url=http://www.develop-online.net/news/39609/Valve-launches-Steam-app-for-iOS-and-Android |title=Valve launches Steam app for iOS and Android |work=[[Develop (UK magazine)|Develop]] |date=January 26, 2012 |access-date=January 26, 2012 |first=Rob |last=Crossley |url-status=dead |archive-url=https://web.archive.org/web/20120129160311/http://www.develop-online.net/news/39609/Valve-launches-Steam-app-for-iOS-and-Android |archive-date=January 29, 2012}}</ref> A mobile Steam client for [[Windows Phone]] devices was released in June 2016.<ref>{{cite web |url=https://www.vg247.com/2016/06/29/steam-app-windows-phone-released/ |title=Valve releases official Steam app on Windows Phone, for all five of you who still use it |first=Sharif |last=Saed |date=June 29, 2016 |access-date=June 29, 2016 |work=[[VG247]] |url-status=live |archive-url=https://web.archive.org/web/20160630164652/http://www.vg247.com/2016/06/29/steam-app-windows-phone-released/ |archive-date=June 30, 2016}}</ref> In May 2019, a mobile chat-only client for Steam was released under the name Steam Chat.<ref>{{cite web |last1=Takahashi |first1=Dean |title=Steam Chat goes live on iOS and Android |url=https://venturebeat.com/2019/05/21/steam-chat-goes-live-on-ios-and-android/ |work=[[VentureBeat]] |date=May 17, 2018 |access-date=November 5, 2019 |archive-date=November 5, 2019 |archive-url=https://web.archive.org/web/20191105163125/https://venturebeat.com/2019/05/21/steam-chat-goes-live-on-ios-and-android/ |url-status=live }}</ref>


On May 14, 2018, a "Steam Link" app with remote play features was released in beta to allow users to stream games to Android phones, named after discontinued set-top box [[Steam Link]].<ref name="slink mobile">{{cite web |last1=Livingston |first1=Christopher |title=Steam Link app now available for Android, iOS version still pending Apple review |url=https://www.pcgamer.com/steam-link-app-now-available-for-android-ios-version-still-pending-apple-review/ |work=[[PC Gamer]] |date=May 17, 2018 |access-date=May 17, 2018 |archive-date=May 17, 2018 |archive-url=https://web.archive.org/web/20180517184901/https://www.pcgamer.com/steam-link-app-now-available-for-android-ios-version-still-pending-apple-review/ |url-status=live }}</ref> It was also submitted to the [[iOS]] [[App Store (iOS)|App Store]], but was denied by [[Apple Inc.]], who cited "business conflicts with app guidelines".<ref name="slink mobile" /><ref>{{cite web |url=https://www.usgamer.net/articles/apple-rejects-steam-link-app-ios-removes-from-app-store |title=Apple Just Removed Valve's Steam Link App From the iOS App Store |first=Matt |last=Kim |date=May 24, 2018 |access-date=May 24, 2018 |work=[[USGamer]] |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414115827/https://www.usgamer.net/articles/apple-rejects-steam-link-app-ios-removes-from-app-store |url-status=dead }}</ref> Apple later clarified its rule at the following [[Apple Worldwide Developers Conference]] in early June, in that iOS apps may not offer an app-like purchasing store, but does not restrict apps that provide [[Remote desktop software|remote desktop support]].<ref>{{cite web |url=https://www.reuters.com/article/us-apple-steam/apple-issues-new-app-store-rules-aimed-at-streaming-pc-based-games-idUSKCN1J034K |title=Apple issues new App Store rules aimed at streaming PC-based games |first=Stephan |last=Nellis |date=June 4, 2018 |access-date=June 15, 2018 |work=Reuters |archive-date=June 15, 2018 |archive-url=https://web.archive.org/web/20180615001910/https://www.reuters.com/article/us-apple-steam/apple-issues-new-app-store-rules-aimed-at-streaming-pc-based-games-idUSKCN1J034K |url-status=live }}</ref> In response, Valve removed the ability to purchase games or other content through the app and resubmitted it for approval in June 2018, where it was accepted by Apple and allowed on their store in May 2019.<ref>{{cite web |url=https://www.vg247.com/2018/06/15/updated-version-of-steam-link-ios-app-submitted/ |title=Valve submits an updated version of Steam Link iOS app |first=Sharif |last=Saed |date=June 15, 2018 |access-date=June 15, 2018 |work=[[VG247]] |archive-date=June 15, 2018 |archive-url=https://web.archive.org/web/20180615192144/https://www.vg247.com/2018/06/15/updated-version-of-steam-link-ios-app-submitted/ |url-status=live }}</ref><ref>{{cite web |last1=Byford |first1=Sam |title=Valve's Steam Link app is finally available for iOS and Apple TV |url=https://www.theverge.com/2019/5/15/18627110/steam-link-app-ios-apple-tv-released |website=The Verge |date=May 15, 2019 |access-date=May 22, 2019 |archive-date=May 16, 2019 |archive-url=https://web.archive.org/web/20190516012108/https://www.theverge.com/2019/5/15/18627110/steam-link-app-ios-apple-tv-released |url-status=live }}</ref>
On May 14, 2018, a "Steam Link" app with remote play features was released in beta to allow users to stream games to Android phones, named after discontinued set-top box [[Steam Link]].<ref name="slink mobile">{{cite web |last1=Livingston |first1=Christopher |title=Steam Link app now available for Android, iOS version still pending Apple review |url=https://www.pcgamer.com/steam-link-app-now-available-for-android-ios-version-still-pending-apple-review/ |work=[[PC Gamer]] |date=May 17, 2018 |access-date=May 17, 2018 |archive-date=May 17, 2018 |archive-url=https://web.archive.org/web/20180517184901/https://www.pcgamer.com/steam-link-app-now-available-for-android-ios-version-still-pending-apple-review/ |url-status=live }}</ref> It was also submitted to the [[iOS]] [[App Store (iOS)|App Store]], but was denied by [[Apple Inc.]], who cited "business conflicts with app guidelines".<ref name="slink mobile" /><ref>{{cite web |url=https://www.usgamer.net/articles/apple-rejects-steam-link-app-ios-removes-from-app-store |title=Apple Just Removed Valve's Steam Link App From the iOS App Store |first=Matt |last=Kim |date=May 24, 2018 |access-date=May 24, 2018 |work=[[USGamer]] |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414115827/https://www.usgamer.net/articles/apple-rejects-steam-link-app-ios-removes-from-app-store |url-status=dead }}</ref> Apple later clarified its rule at the following [[Apple Worldwide Developers Conference]] in early June, in that iOS apps may not offer an app-like purchasing store, but does not restrict apps that provide [[Remote desktop software|remote desktop support]].<ref>{{cite web |url=https://www.reuters.com/article/us-apple-steam/apple-issues-new-app-store-rules-aimed-at-streaming-pc-based-games-idUSKCN1J034K |title=Apple issues new App Store rules aimed at streaming PC-based games |first=Stephan |last=Nellis |date=June 4, 2018 |access-date=June 15, 2018 |work=Reuters |archive-date=June 15, 2018 |archive-url=https://web.archive.org/web/20180615001910/https://www.reuters.com/article/us-apple-steam/apple-issues-new-app-store-rules-aimed-at-streaming-pc-based-games-idUSKCN1J034K |url-status=live }}</ref> In response, Valve removed the ability to purchase games or other content through the app and resubmitted it for approval in June 2018, where it was accepted by Apple and allowed on their store in May 2019.<ref>{{cite web |url=https://www.vg247.com/2018/06/15/updated-version-of-steam-link-ios-app-submitted/ |title=Valve submits an updated version of Steam Link iOS app |first=Sharif |last=Saed |date=June 15, 2018 |access-date=June 15, 2018 |work=[[VG247]] |archive-date=June 15, 2018 |archive-url=https://web.archive.org/web/20180615192144/https://www.vg247.com/2018/06/15/updated-version-of-steam-link-ios-app-submitted/ |url-status=live }}</ref><ref>{{cite web |last1=Byford |first1=Sam |title=Valve's Steam Link app is finally available for iOS and Apple TV |url=https://www.theverge.com/2019/5/15/18627110/steam-link-app-ios-apple-tv-released |website=The Verge |date=May 15, 2019 |access-date=May 22, 2019 |archive-date=May 16, 2019 |archive-url=https://web.archive.org/web/20190516012108/https://www.theverge.com/2019/5/15/18627110/steam-link-app-ios-apple-tv-released |url-status=live }}</ref>


=== Steam-branded devices ===
=== Steam-branded devices ===
Prior to 2013, industry analysts believed that Valve was developing hardware and tuning features of Steam with apparent use on its own hardware. These computers were pre-emptively dubbed as "Steam Boxes" by the gaming community and expected to be a dedicated machine focused upon Steam functionality and maintaining the core functionality of a traditional video game console.<ref>{{cite web |url=http://kotaku.com/5966860/gabe-newell-living-room-pcs-will-compete-with-next-gen-consoles |title=Gabe Newell: Living Room PCs Will Compete With Next-Gen Consoles |first=Jason |last=Scheirer |date=December 8, 2012 |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20140414083938/http://kotaku.com/5966860/gabe-newell-living-room-pcs-will-compete-with-next-gen-consoles |archive-date=April 14, 2014}}</ref> In September 2013, Valve unveiled [[SteamOS]], a custom [[Linux]]-based operating system they had developed specifically aimed for running Steam and games, and the final concept of the [[Steam Machine (hardware platform)|Steam Machine]] hardware.<ref name="SteamOS">{{cite web |url=http://kotaku.com/valve-announces-steam-os-1371869324 |title=Valve Announces Steam OS |first=Jason |last=Schreier |website=Kotaku |date=September 23, 2013 |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131115012348/http://kotaku.com/valve-announces-steam-os-1371869324 |archive-date=November 15, 2013}}</ref> Unlike other consoles, the Steam Machine does not have set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable, much like a personal computer.<ref>{{cite web |url=http://www.ign.com/articles/2013/11/04/valve-will-announce-steam-machine-partners-at-ces-2014 |title=Valve Will Announce Steam Machine Partners at CES 2014 |work=IGN |first=Andrew |last=Goldfarb |date=November 4, 2013 |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131105042222/http://www.ign.com/articles/2013/11/04/valve-will-announce-steam-machine-partners-at-ces-2014 |archive-date=November 5, 2013}}</ref> In 2018 the Steam Machines were removed from the storefront due to low sales and small user traffic.<ref>{{cite web | url = https://www.eurogamer.net/articles/2018-04-04-its-true-steam-machines-arent-exactly-flying-off-the-shelves | title="It's true Steam Machines aren't exactly flying off the shelves" | first = Tom | last = Phillips | date = April 4, 2018 | access-date = April 4, 2018 | work = [[Eurogamer]] | archive-date = December 7, 2018 | archive-url = https://web.archive.org/web/20181207105453/https://www.eurogamer.net/articles/2018-04-04-its-true-steam-machines-arent-exactly-flying-off-the-shelves | url-status = live }}</ref>
Before 2013, industry analysts believed that Valve was developing hardware and tuning features of Steam with apparent use on its own hardware. These computers were pre-emptively dubbed as "Steam Boxes" by the gaming community and expected to be a dedicated machine focused on Steam functionality and maintaining the core functionality of a traditional video game console.<ref>{{cite web |url=http://kotaku.com/5966860/gabe-newell-living-room-pcs-will-compete-with-next-gen-consoles |title=Gabe Newell: Living Room PCs Will Compete With Next-Gen Consoles |first=Jason |last=Scheirer |date=December 8, 2012 |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20140414083938/http://kotaku.com/5966860/gabe-newell-living-room-pcs-will-compete-with-next-gen-consoles |archive-date=April 14, 2014}}</ref> In September 2013, Valve unveiled [[SteamOS]], a custom [[Linux]]-based operating system they had developed specifically aimed for running Steam and games, and the final concept of the [[Steam Machine (hardware platform)|Steam Machine]] hardware.<ref name="SteamOS">{{cite web |url=http://kotaku.com/valve-announces-steam-os-1371869324 |title=Valve Announces Steam OS |first=Jason |last=Schreier |website=Kotaku |date=September 23, 2013 |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131115012348/http://kotaku.com/valve-announces-steam-os-1371869324 |archive-date=November 15, 2013}}</ref> Unlike other consoles, the Steam Machine does not have set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable, much like a personal computer.<ref>{{cite web |url=http://www.ign.com/articles/2013/11/04/valve-will-announce-steam-machine-partners-at-ces-2014 |title=Valve Will Announce Steam Machine Partners at CES 2014 |work=IGN |first=Andrew |last=Goldfarb |date=November 4, 2013 |access-date=November 6, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131105042222/http://www.ign.com/articles/2013/11/04/valve-will-announce-steam-machine-partners-at-ces-2014 |archive-date=November 5, 2013}}</ref> In 2018 the Steam Machines were removed from the storefront due to low sales and small user traffic.<ref>{{cite web | url = https://www.eurogamer.net/articles/2018-04-04-its-true-steam-machines-arent-exactly-flying-off-the-shelves | title="It's true Steam Machines aren't exactly flying off the shelves" | first = Tom | last = Phillips | date = April 4, 2018 | access-date = April 4, 2018 | work = [[Eurogamer]] | archive-date = December 7, 2018 | archive-url = https://web.archive.org/web/20181207105453/https://www.eurogamer.net/articles/2018-04-04-its-true-steam-machines-arent-exactly-flying-off-the-shelves | url-status = live }}</ref>


In November 2015, Valve released the [[set-top box]] [[Steam Link]] and [[Steam Controller]] (which was discontinued in 2019).<ref>{{cite web | url = https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price | title = Pour One Out for the Steam Controller, now on closeout sale for just $5 plus shipping | first = Sean | last = Hollister | date = November 26, 2019 | website = [[The Verge]] | access-date = November 27, 2019 | archive-url = https://web.archive.org/web/20191127121804/https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price | archive-date = November 27, 2019 | url-status = live }}</ref> The Steam Link removed the need for HDMI cables for displaying a PC's screen and allowed for wireless connection when connecting to a [[TV set|TV]]. That was discontinued in 2018, but now "Steam Link" refers to the Remote Play mobile app that allows users to stream content, such as games, from a PC to a mobile device over a network.<ref>{{cite web |url=https://www.theverge.com/circuitbreaker/2018/11/19/18103672/valve-discontinues-steam-link-streaming-set-top-box |title=Farewell to the Steam Link, the best wireless HDMI gadget ever made |last=Hollister |first=Sean |date=November 19, 2018 |work=[[The Verge]] |access-date=November 19, 2018 |archive-date=November 20, 2018 |archive-url=https://web.archive.org/web/20181120034218/https://www.theverge.com/circuitbreaker/2018/11/19/18103672/valve-discontinues-steam-link-streaming-set-top-box |url-status=live }}</ref><ref>{{Cite web |url=https://www.pcworld.com/article/3322820/gaming/valve-steam-link-dead.html |title=Valve's Steam Link is dead, and that sucks |date=November 20, 2018 |website=PCWorld |access-date=December 15, 2018 |archive-date=March 8, 2021 |archive-url=https://web.archive.org/web/20210308232147/https://www.pcworld.com/article/3322820/gaming/valve-steam-link-dead.html |url-status=live }}</ref><ref>{{cite web |url=https://www.polygon.com/2019/3/14/18266000/steam-link-anywhere-streaming-update |title=Valve's new Steam Link update lets you stream anywhere |first=Michael |last=McWhertor |date=March 14, 2019 |access-date=March 14, 2019 |work=[[Polygon (website)|Polygon]] |archive-date=March 15, 2019 |archive-url=https://web.archive.org/web/20190315012115/https://www.polygon.com/2019/3/14/18266000/steam-link-anywhere-streaming-update |url-status=live }}</ref>
In November 2015, Valve released the [[set-top box]] [[Steam Link]] and [[Steam Controller]] (which was discontinued in 2019).<ref>{{cite web | url = https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price | title = Pour One Out for the Steam Controller, now on closeout sale for just $5 plus shipping | first = Sean | last = Hollister | date = November 26, 2019 | website = [[The Verge]] | access-date = November 27, 2019 | archive-url = https://web.archive.org/web/20191127121804/https://www.theverge.com/good-deals/2019/11/26/20984123/valve-steam-controller-discontinued-sale-price | archive-date = November 27, 2019 | url-status = live }}</ref> The Steam Link removed the need for HDMI cables for displaying a PC's screen and allowed for wireless connection when connecting to a [[TV set|TV]]. That was discontinued in 2018, but now "Steam Link" refers to the Remote Play mobile app that allows users to stream content, such as games, from a PC to a mobile device over a network.<ref>{{cite web |url=https://www.theverge.com/circuitbreaker/2018/11/19/18103672/valve-discontinues-steam-link-streaming-set-top-box |title=Farewell to the Steam Link, the best wireless HDMI gadget ever made |last=Hollister |first=Sean |date=November 19, 2018 |work=[[The Verge]] |access-date=November 19, 2018 |archive-date=November 20, 2018 |archive-url=https://web.archive.org/web/20181120034218/https://www.theverge.com/circuitbreaker/2018/11/19/18103672/valve-discontinues-steam-link-streaming-set-top-box |url-status=live }}</ref><ref>{{Cite web |url=https://www.pcworld.com/article/3322820/gaming/valve-steam-link-dead.html |title=Valve's Steam Link is dead, and that sucks |date=November 20, 2018 |website=PCWorld |access-date=December 15, 2018 |archive-date=March 8, 2021 |archive-url=https://web.archive.org/web/20210308232147/https://www.pcworld.com/article/3322820/gaming/valve-steam-link-dead.html |url-status=live }}</ref><ref>{{cite web |url=https://www.polygon.com/2019/3/14/18266000/steam-link-anywhere-streaming-update |title=Valve's new Steam Link update lets you stream anywhere |first=Michael |last=McWhertor |date=March 14, 2019 |access-date=March 14, 2019 |work=[[Polygon (website)|Polygon]] |archive-date=March 15, 2019 |archive-url=https://web.archive.org/web/20190315012115/https://www.polygon.com/2019/3/14/18266000/steam-link-anywhere-streaming-update |url-status=live }}</ref>


[[File:Steam Deck (front).png|thumb|Steam Deck]]
[[File:Steam Deck (front).png|thumb|Steam Deck]]
Valve released the [[Steam Deck]], a handheld gaming computer running an updated version of [[SteamOS]], with initial shipments starting on February 25, 2022.<ref>{{Cite web|last=Peters|first=Jay|date=2021-11-10|title=Steam Deck launch delayed by two months|url=https://www.theverge.com/2021/11/10/22774888/steam-deck-delayed-two-months-february-2022-launch-shipping|access-date=2021-11-29|website=The Verge|language=en|archive-date=2021-11-13|archive-url=https://web.archive.org/web/20211113043604/https://www.theverge.com/2021/11/10/22774888/steam-deck-delayed-two-months-february-2022-launch-shipping|url-status=live}}</ref> The Deck is designed for the play of Steam games, but can be placed into a separate dock that allows the Deck to output to an external [[Display device|display]].<ref>{{cite web | url = https://www.theverge.com/2021/7/15/22578783/valve-steam-deck-gaming-handheld-pc | title = Valve's gaming handheld is called the Steam Deck and it's shipping in December | first = Jay | last = Peters | date = July 15, 2021 | access-date = July 15, 2021 | work = [[The Verge]] | archive-date = July 16, 2021 | archive-url = https://web.archive.org/web/20210716070029/https://www.theverge.com/2021/7/15/22578783/valve-steam-deck-gaming-handheld-pc | url-status = live }}</ref> The Deck was released on February 25, 2022.<ref>{{Cite web|last=Larabel|first=Michael|date=2022-02-25|title=For Linux Enthusiasts Especially, The Steam Deck Is An Incredible & Fun Device|url=https://www.phoronix.com/scan.php?page=article&item=steam-deck-steamos-linux|access-date=2022-02-28|website=[[Phoronix]]|language=en|archive-date=2022-02-25|archive-url=https://web.archive.org/web/20220225200913/https://www.phoronix.com/scan.php?page=article&item=steam-deck-steamos-linux|url-status=live}}</ref> Among updates to Steam and SteamOS included better Proton layer support for Windows-based games, improved user interface features in the Steam client for the Steam Deck display, and adding Dynamic Cloud Saves to Steam to allow synchronizing saved games while a game is being played.<ref name="Mackovich" /> Valve began marking all games on the service through a Steam Deck Validated program to indicate how compatible they were with the Steam Deck software.<ref name="Archer" />
Valve released the [[Steam Deck]], a handheld gaming computer running an updated version of [[SteamOS]], with initial shipments starting on February 25, 2022.<ref>{{Cite web|last=Peters|first=Jay|date=November 10, 2021|title=Steam Deck launch delayed by two months|url=https://www.theverge.com/2021/11/10/22774888/steam-deck-delayed-two-months-february-2022-launch-shipping|access-date=November 29, 2021|website=The Verge|language=en|archive-date=November 13, 2021|archive-url=https://web.archive.org/web/20211113043604/https://www.theverge.com/2021/11/10/22774888/steam-deck-delayed-two-months-february-2022-launch-shipping|url-status=live}}</ref> The Deck is designed for the play of Steam games, but can be placed into a separate dock that allows the Deck to output to an external [[Display device|display]].<ref>{{cite web | url = https://www.theverge.com/2021/7/15/22578783/valve-steam-deck-gaming-handheld-pc | title = Valve's gaming handheld is called the Steam Deck and it's shipping in December | first = Jay | last = Peters | date = July 15, 2021 | access-date = July 15, 2021 | work = [[The Verge]] | archive-date = July 16, 2021 | archive-url = https://web.archive.org/web/20210716070029/https://www.theverge.com/2021/7/15/22578783/valve-steam-deck-gaming-handheld-pc | url-status = live }}</ref> The Deck was released on February 25, 2022.<ref>{{Cite web|last=Larabel|first=Michael|date=February 25, 2022|title=For Linux Enthusiasts Especially, The Steam Deck Is An Incredible & Fun Device|url=https://www.phoronix.com/scan.php?page=article&item=steam-deck-steamos-linux|access-date=February 28, 2022|website=[[Phoronix]]|language=en|archive-date=February 25, 2022|archive-url=https://web.archive.org/web/20220225200913/https://www.phoronix.com/scan.php?page=article&item=steam-deck-steamos-linux|url-status=live}}</ref> Among updates to Steam and SteamOS included better Proton layer support for Windows-based games, improved user interface features in the Steam client for the Steam Deck display, and adding Dynamic Cloud Saves to Steam to allow synchronizing saved games while a game is being played.<ref name="Mackovich" /> Valve began marking all games on the service through a Steam Deck Validated program to indicate how compatible they were with the Steam Deck software.<ref name="Archer" />


=== Steam Cloud Play ===
=== Steam Cloud Play ===
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Following a Chinese government-ordered temporary block of many of Steam's functions in December 2017,<ref>{{cite web |url=https://www.pcgamer.com/steam-community-access-has-been-blocked-in-china/ |title=Steam Community access has been blocked in China |first=Andy |last=Chalk |date=December 19, 2017 |access-date=June 11, 2018 |work=[[PC Gamer]] |archive-date=April 16, 2021 |archive-url=https://web.archive.org/web/20210416213428/https://www.pcgamer.com/steam-community-access-has-been-blocked-in-china/ |url-status=live }}</ref> Valve and [[Perfect World (company)|Perfect World]] announced they would help to provide an officially sanctioned version of Steam that meets Chinese Internet requirements. Perfect World has worked with Valve before to help bring ''Dota 2'' and ''Counter-Strike: Global Offensive'' to the country through approved government processes.<ref name="eg steam china" /><ref>{{cite web |url=https://www.pcgamer.com/valve-and-perfect-world-are-bringing-steam-to-china/ |title=Valve and Perfect World are bringing Steam to China |first=Andy |last=Chalk |date=June 11, 2018 |access-date=June 11, 2018 |work=[[PC Gamer]] |archive-date=April 16, 2021 |archive-url=https://web.archive.org/web/20210416213347/https://www.pcgamer.com/valve-and-perfect-world-are-bringing-steam-to-china/ |url-status=live }}</ref> All games to be released on Steam China are expected to pass through the government approval process and meet other governmental requirements, such as requiring a Chinese company to run any game with an online presence.<ref name="eg steam china" />
Following a Chinese government-ordered temporary block of many of Steam's functions in December 2017,<ref>{{cite web |url=https://www.pcgamer.com/steam-community-access-has-been-blocked-in-china/ |title=Steam Community access has been blocked in China |first=Andy |last=Chalk |date=December 19, 2017 |access-date=June 11, 2018 |work=[[PC Gamer]] |archive-date=April 16, 2021 |archive-url=https://web.archive.org/web/20210416213428/https://www.pcgamer.com/steam-community-access-has-been-blocked-in-china/ |url-status=live }}</ref> Valve and [[Perfect World (company)|Perfect World]] announced they would help to provide an officially sanctioned version of Steam that meets Chinese Internet requirements. Perfect World has worked with Valve before to help bring ''Dota 2'' and ''Counter-Strike: Global Offensive'' to the country through approved government processes.<ref name="eg steam china" /><ref>{{cite web |url=https://www.pcgamer.com/valve-and-perfect-world-are-bringing-steam-to-china/ |title=Valve and Perfect World are bringing Steam to China |first=Andy |last=Chalk |date=June 11, 2018 |access-date=June 11, 2018 |work=[[PC Gamer]] |archive-date=April 16, 2021 |archive-url=https://web.archive.org/web/20210416213347/https://www.pcgamer.com/valve-and-perfect-world-are-bringing-steam-to-china/ |url-status=live }}</ref> All games to be released on Steam China are expected to pass through the government approval process and meet other governmental requirements, such as requiring a Chinese company to run any game with an online presence.<ref name="eg steam china" />


The platform is known locally as "Steam Platform" ({{lang-zh|s=蒸汽平台|p=Zhēngqì píngtái}}) and runs independently from the rest of Steam. It was made to comply with [[Video gaming in China|China's strict regulations on video games]].<ref>{{cite web |url=https://www.gamasutra.com/view/news/349206/Steam_is_heading_to_China_as_a_standalone_marketplace.php |title=Steam is heading to China as a standalone marketplace |first=Chris |last=Kerr |date=August 21, 2019 |access-date=August 21, 2019 |work=[[Gamasutra]] |archive-date=April 15, 2021 |archive-url=https://web.archive.org/web/20210415162320/https://www.gamasutra.com/view/news/349206/Steam_is_heading_to_China_as_a_standalone_marketplace.php |url-status=live }}</ref> Valve does not plan to prevent Chinese users from accessing the global Steam platform and will try to assure that a player's cloud data remains usable between the two.<ref name="eg steam china">{{cite web |url=https://www.eurogamer.net/articles/2019-08-21-valve-talks-steam-china-curation-exclusivity |title=Valve talks Steam China, curation and exclusivity |first=Chris |last=Tapsell |date=August 21, 2019 |access-date=August 21, 2019 |work=[[Eurogamer]] |archive-date=August 29, 2019 |archive-url=https://web.archive.org/web/20190829204002/https://www.eurogamer.net/articles/2019-08-21-valve-talks-steam-china-curation-exclusivity |url-status=live }}</ref> The client launched as an open beta on February 9, 2021, with about 40 games available at launch.<ref>{{cite web | url = https://www.theverge.com/2021/2/8/22273273/steam-official-china-client-ps5-launch | title = Steam has officially come to China, and Sony's PS5 is officially coming too | first = Mitchell | last = Clark | date = February 8, 2021 | access-date = February 8, 2021 | work = [[The Verge]] | archive-date = February 26, 2021 | archive-url = https://web.archive.org/web/20210226102308/https://www.theverge.com/2021/2/8/22273273/steam-official-china-client-ps5-launch | url-status = live }}</ref> As of December 2021, only around 100 games that have been reviewed and licensed by the government are available through Steam China.<ref name=":0">{{Cite web|date=2021-12-29|title=Chinese regulators ban game distributor Steam citing 'unlawful behaviors'|url=https://kr-asia.com/chinese-regulators-ban-game-distributor-steam-citing-unlawful-behaviors|access-date=2022-01-11|website=KrASIA|language=en|archive-date=2022-01-11|archive-url=https://web.archive.org/web/20220111071828/https://kr-asia.com/chinese-regulators-ban-game-distributor-steam-citing-unlawful-behaviors|url-status=live}}</ref>
The platform is known locally as "Steam Platform" ({{lang-zh|s=蒸汽平台|p=Zhēngqì píngtái}}) and runs independently from the rest of Steam. It was made to comply with [[Video gaming in China|China's strict regulations on video games]].<ref>{{cite web |url=https://www.gamasutra.com/view/news/349206/Steam_is_heading_to_China_as_a_standalone_marketplace.php |title=Steam is heading to China as a standalone marketplace |first=Chris |last=Kerr |date=August 21, 2019 |access-date=August 21, 2019 |work=[[Gamasutra]] |archive-date=April 15, 2021 |archive-url=https://web.archive.org/web/20210415162320/https://www.gamasutra.com/view/news/349206/Steam_is_heading_to_China_as_a_standalone_marketplace.php |url-status=live }}</ref> Valve does not plan to prevent Chinese users from accessing the global Steam platform and will try to assure that a player's cloud data remains usable between the two.<ref name="eg steam china">{{cite web |url=https://www.eurogamer.net/articles/2019-08-21-valve-talks-steam-china-curation-exclusivity |title=Valve talks Steam China, curation and exclusivity |first=Chris |last=Tapsell |date=August 21, 2019 |access-date=August 21, 2019 |work=[[Eurogamer]] |archive-date=August 29, 2019 |archive-url=https://web.archive.org/web/20190829204002/https://www.eurogamer.net/articles/2019-08-21-valve-talks-steam-china-curation-exclusivity |url-status=live }}</ref> The client launched as an open beta on February 9, 2021, with about 40 games available at launch.<ref>{{cite web | url = https://www.theverge.com/2021/2/8/22273273/steam-official-china-client-ps5-launch | title = Steam has officially come to China, and Sony's PS5 is officially coming too | first = Mitchell | last = Clark | date = February 8, 2021 | access-date = February 8, 2021 | work = [[The Verge]] | archive-date = February 26, 2021 | archive-url = https://web.archive.org/web/20210226102308/https://www.theverge.com/2021/2/8/22273273/steam-official-china-client-ps5-launch | url-status = live }}</ref> As of December 2021, only around 100 games that have been reviewed and licensed by the government are available through Steam China.<ref name=":0">{{Cite web|date=December 29, 2021|title=Chinese regulators ban game distributor Steam citing 'unlawful behaviors'|url=https://kr-asia.com/chinese-regulators-ban-game-distributor-steam-citing-unlawful-behaviors|access-date=January 11, 2022|website=KrASIA|language=en|archive-date=January 11, 2022|archive-url=https://web.archive.org/web/20220111071828/https://kr-asia.com/chinese-regulators-ban-game-distributor-steam-citing-unlawful-behaviors|url-status=live}}</ref>


On 25 December 2021, reports emerged that Steam's global service was the target of a domain name system attack that prevented users in China from accessing its site. The Chinese government [[Ministry of Industry and Information Technology]] (MIIT) later confirmed that Chinese gamers would no longer be able to use Steam's global service as its international domain name has been designated as "illegal". The block has effectively locked all Chinese users out of games they had purchased through Steam's international service.<ref name=":0" /><ref>{{cite news|last1=Whitwam|first1=Brian|title=China Appears to Have Blocked the Global Steam Store|url=https://www.extremetech.com/gaming/330003-china-appears-to-have-blocked-the-global-steam-store|access-date=December 29, 2021|work=ExtremeTech|date=December 28, 2021|archive-date=December 29, 2021|archive-url=https://web.archive.org/web/20211229025009/https://www.extremetech.com/gaming/330003-china-appears-to-have-blocked-the-global-steam-store|url-status=live}}</ref>
On December 25, 2021, reports emerged that Steam's global service was the target of a domain name system attack that prevented users in China from accessing its site. The Chinese government [[Ministry of Industry and Information Technology]] (MIIT) later confirmed that Chinese gamers would no longer be able to use Steam's global service as its international domain name has been designated as "illegal". The block has effectively locked all Chinese users out of games they had purchased through Steam's international service.<ref name=":0" /><ref>{{cite news|last1=Whitwam|first1=Brian|title=China Appears to Have Blocked the Global Steam Store|url=https://www.extremetech.com/gaming/330003-china-appears-to-have-blocked-the-global-steam-store|access-date=December 29, 2021|work=ExtremeTech|date=December 28, 2021|archive-date=December 29, 2021|archive-url=https://web.archive.org/web/20211229025009/https://www.extremetech.com/gaming/330003-china-appears-to-have-blocked-the-global-steam-store|url-status=live}}</ref> In 2023, reports emerged that the Steam Store could be used as normal in China, while the Steam Community was still in blocked. <ref>{{cite web|url=https://www.gamersky.com/news/202302/1567872.shtml|date=2023-02-17|title=Steam国内网络状况好转 直连可稳定访问商城|website=[[:zh:游民星空|GAMERSKY]]|access-date=2023-02-17|url-status=live|archive-url=https://web.archive.org/web/20230217153423/https://www.gamersky.com/news/202302/1567872.shtml|archive-date=2023-02-17|language=zh-cn}}</ref>


== Reception and impact ==
== Reception and impact ==
Steam's success has led to some criticism because of its support of DRM and for being an effective monopoly.<ref>{{cite web |last=Matt |first=Smith |date=August 16, 2012 |title=Why I'm No Longer Buying Games On Steam |url=http://www.makeuseof.com/tag/im-longer-buying-games-steam-opinion/ |url-status=live |archive-url=https://web.archive.org/web/20131225183042/http://www.makeuseof.com/tag/im-longer-buying-games-steam-opinion/ |archive-date=December 25, 2013 |access-date=December 24, 2013 |work=makeuseof}}</ref><ref>{{cite web |last=M. S. |first=Smith |date=March 16, 2010 |title=Steam: A Monopoly In the Making |url=http://www.escapistmagazine.com/articles/view/issues/issue_245/7285-Steam-A-Monopoly-In-the-Making |url-status=live |archive-url=https://web.archive.org/web/20131225210755/http://www.escapistmagazine.com/articles/view/issues/issue_245/7285-Steam-A-Monopoly-In-the-Making |archive-date=December 25, 2013 |access-date=December 24, 2013 |work=[[The Escapist (magazine)|The Escapist]]}}</ref> In 2012, [[Free Software Foundation]] founder [[Richard Stallman]] called DRM using Steam on Linux "unethical", but still better than Windows.<ref>{{Cite web |last=Paul |first=Ryan |date=2012-07-31 |title=GNU founder Stallman calls DRM'd Steam for Linux games "unethical" |url=https://arstechnica.com/information-technology/2012/07/gnu-founder-stallman-calls-drmd-steam-for-linux-games-unethical/ |access-date=2022-03-29 |website=Ars Technica |language=en-us |archive-date=2022-03-29 |archive-url=https://web.archive.org/web/20220329234108/https://arstechnica.com/information-technology/2012/07/gnu-founder-stallman-calls-drmd-steam-for-linux-games-unethical/ |url-status=live }}</ref>
Steam's success has led to some criticism because it supported DRM and for being an effective monopoly.<ref>{{cite web |last=Matt |first=Smith |date=August 16, 2012 |title=Why I'm No Longer Buying Games On Steam |url=http://www.makeuseof.com/tag/im-longer-buying-games-steam-opinion/ |url-status=live |archive-url=https://web.archive.org/web/20131225183042/http://www.makeuseof.com/tag/im-longer-buying-games-steam-opinion/ |archive-date=December 25, 2013 |access-date=December 24, 2013 |work=makeuseof}}</ref><ref>{{cite web |last=M. S. |first=Smith |date=March 16, 2010 |title=Steam: A Monopoly In the Making |url=http://www.escapistmagazine.com/articles/view/issues/issue_245/7285-Steam-A-Monopoly-In-the-Making |url-status=live |archive-url=https://web.archive.org/web/20131225210755/http://www.escapistmagazine.com/articles/view/issues/issue_245/7285-Steam-A-Monopoly-In-the-Making |archive-date=December 25, 2013 |access-date=December 24, 2013 |work=[[The Escapist (magazine)|The Escapist]]}}</ref> In 2012, [[Free Software Foundation]] founder [[Richard Stallman]] called DRM using Steam on Linux "unethical", but still better than Windows.<ref>{{Cite web |last=Paul |first=Ryan |date=July 31, 2012 |title=GNU founder Stallman calls DRM'd Steam for Linux games "unethical" |url=https://arstechnica.com/information-technology/2012/07/gnu-founder-stallman-calls-drmd-steam-for-linux-games-unethical/ |access-date=March 29, 2022 |website=Ars Technica |language=en-us |archive-date=March 29, 2022 |archive-url=https://web.archive.org/web/20220329234108/https://arstechnica.com/information-technology/2012/07/gnu-founder-stallman-calls-drmd-steam-for-linux-games-unethical/ |url-status=live }}</ref>


Steam's customer service has been highly criticized, with users citing poor response times or lack of response. In March 2015, Valve had been given a failing "F" grade from the [[Better Business Bureau]] due to a large number of complaints in Valve's handling of Steam, leading Valve's Erik Johnson to state that "we don't feel like our customer service support is where it needs to be right now".<ref name="bbb">{{cite web |url=http://steamed.kotaku.com/valve-is-not-psyched-they-got-an-f-in-customer-service-1691308332 |title=Valve Is Not Psyched They Got An 'F' In Customer Service |first=Nathan |last=Grayson |date=March 13, 2015 |access-date=October 2, 2015 |work=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20151004030040/http://steamed.kotaku.com/valve-is-not-psyched-they-got-an-f-in-customer-service-1691308332 |archive-date=October 4, 2015}}</ref> Johnson stated the company plans to better integrate customer support features into the Steam client and be more responsive.<ref name="bbb" /> In May 2017, in addition to hiring more staff for customer service, Valve publicized pages that show the number and type of customer service requests it was handling over the last 90 days, with an average of 75,000 entered each day. Of those, requests for refunds were the largest segment, and which Valve could resolve within hours, followed by account security and recovery requests. Valve stated at this time that 98% of all service requests were processed within 24 hours of filing.<ref>{{cite web |url=http://steamed.kotaku.com/valve-wants-to-be-more-transparent-about-how-busy-steam-1794861211 |title=Valve Wants To Be More Transparent About How Busy Steam Customer Support Is |first=Nathan |last=Grayson |date=May 2, 2017 |access-date=May 3, 2017 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20170503040919/http://steamed.kotaku.com/valve-wants-to-be-more-transparent-about-how-busy-steam-1794861211 |archive-date=May 3, 2017}}</ref>
Steam's customer service has been highly criticized, with users citing poor response times or lack of response. In March 2015, Valve was given a failing "F" grade from the [[Better Business Bureau]] due to a large number of complaints about Valve's handling of Steam, leading Valve's Erik Johnson to state that "we don't feel like our customer service support is where it needs to be right now".<ref name="bbb">{{cite web |url=http://steamed.kotaku.com/valve-is-not-psyched-they-got-an-f-in-customer-service-1691308332 |title=Valve Is Not Psyched They Got An 'F' In Customer Service |first=Nathan |last=Grayson |date=March 13, 2015 |access-date=October 2, 2015 |work=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20151004030040/http://steamed.kotaku.com/valve-is-not-psyched-they-got-an-f-in-customer-service-1691308332 |archive-date=October 4, 2015}}</ref> Johnson stated the company plans to better integrate customer support features into the Steam client and be more responsive.<ref name="bbb" /> In May 2017, in addition to hiring more staff for customer service, Valve publicized pages that show the number and type of customer service requests it was handling over the last 90 days, with an average of 75,000 entered each day. Of those, requests for refunds were the largest segment, and which Valve could resolve within hours, followed by account security and recovery requests. Valve stated at this time that 98% of all service requests were processed within 24 hours of filing.<ref>{{cite web |url=http://steamed.kotaku.com/valve-wants-to-be-more-transparent-about-how-busy-steam-1794861211 |title=Valve Wants To Be More Transparent About How Busy Steam Customer Support Is |first=Nathan |last=Grayson |date=May 2, 2017 |access-date=May 3, 2017 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20170503040919/http://steamed.kotaku.com/valve-wants-to-be-more-transparent-about-how-busy-steam-1794861211 |archive-date=May 3, 2017}}</ref>


=== Users ===
=== Users ===
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Valve reported that there were 125 million active accounts on Steam by the end of 2015.{{efn|In 2013, Valve defined an active account as owning a product or logging in during the past 90 days.<ref name="devdays_steambiz">{{citation |url=https://www.youtube.com/watch?v=VcrmTXb92DE&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm |title=Steam Business Update |work=Steam Dev Days |publisher=[[Valve Corporation|Valve]] |date=February 11, 2013 |quote=We reached a huge number just at the end of December of 75&nbsp;m active users. These aren't user accounts, these are actually users who own a product or have been active in the community in the last 90 days. |url-status=live |archive-url=https://web.archive.org/web/20160721044713/https://www.youtube.com/watch?v=VcrmTXb92DE&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm |archive-date=July 21, 2016}}</ref>}} By August 2017, the company reported that there were 27 million new active accounts since January 2016, bringing the total number of active users to at least 150 million.<ref name="geekwire aug2017">{{cite web |url=https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |title=Valve reveals Steam's monthly active user count and game sales by region |first=Taylor |last=Supor |date=August 3, 2017 |access-date=November 27, 2017 |work=[[GeekWire]] |url-status=live |archive-url=https://web.archive.org/web/20171216221024/https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |archive-date=December 16, 2017}}</ref> Most accounts were from North America and Western Europe, with there being a significant growth in accounts from Asia around 2017, spurred by their work to help localize the client and make additional currency options available to purchasers.<ref name="geekwire aug2017" /> In September 2014, 1.4 million accounts belonged to Australian users; this grew to 2.2 million by October 2015.<ref name="auscourt1">{{cite web |url=https://www.kotaku.com.au/2016/03/valve-says-around-2-2-million-australians-use-steam/ |title=Valve Says Around 2.2 Million Australians Use Steam |first=Alex |last=Walker |date=March 30, 2016 |access-date=June 4, 2017 |work=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20170927112302/https://www.kotaku.com.au/2016/03/valve-says-around-2-2-million-australians-use-steam/ |archive-date=September 27, 2017}}</ref>
Valve reported that there were 125 million active accounts on Steam by the end of 2015.{{efn|In 2013, Valve defined an active account as owning a product or logging in during the past 90 days.<ref name="devdays_steambiz">{{citation |url=https://www.youtube.com/watch?v=VcrmTXb92DE&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm |title=Steam Business Update |work=Steam Dev Days |publisher=[[Valve Corporation|Valve]] |date=February 11, 2013 |quote=We reached a huge number just at the end of December of 75&nbsp;m active users. These aren't user accounts, these are actually users who own a product or have been active in the community in the last 90 days. |url-status=live |archive-url=https://web.archive.org/web/20160721044713/https://www.youtube.com/watch?v=VcrmTXb92DE&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm |archive-date=July 21, 2016}}</ref>}} By August 2017, the company reported that there were 27 million new active accounts since January 2016, bringing the total number of active users to at least 150 million.<ref name="geekwire aug2017">{{cite web |url=https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |title=Valve reveals Steam's monthly active user count and game sales by region |first=Taylor |last=Supor |date=August 3, 2017 |access-date=November 27, 2017 |work=[[GeekWire]] |url-status=live |archive-url=https://web.archive.org/web/20171216221024/https://www.geekwire.com/2017/valve-reveals-steams-monthly-active-user-count-game-sales-region/ |archive-date=December 16, 2017}}</ref> Most accounts were from North America and Western Europe, with there being a significant growth in accounts from Asia around 2017, spurred by their work to help localize the client and make additional currency options available to purchasers.<ref name="geekwire aug2017" /> In September 2014, 1.4 million accounts belonged to Australian users; this grew to 2.2 million by October 2015.<ref name="auscourt1">{{cite web |url=https://www.kotaku.com.au/2016/03/valve-says-around-2-2-million-australians-use-steam/ |title=Valve Says Around 2.2 Million Australians Use Steam |first=Alex |last=Walker |date=March 30, 2016 |access-date=June 4, 2017 |work=Kotaku |url-status=live |archive-url=https://web.archive.org/web/20170927112302/https://www.kotaku.com.au/2016/03/valve-says-around-2-2-million-australians-use-steam/ |archive-date=September 27, 2017}}</ref>


Valve also considers [[concurrent user]]s – how many accounts were logged in at the same time – a key indicator of the success of the platform. By August 2017, Valve reported that they saw a peak of 14 million concurrent players, up from 8.4 million in 2015, with 33 million concurrent players each day and 67 million each month.<ref name="geekwire aug2017" /> By January 2018, the peak online count had reached 18.5 million, with over 47 million [[daily active user]]s.<ref>{{cite web |last1=McAloon |first1=Alissa |title=Steam sets new concurrent user record at 18.5M |url=https://www.gamasutra.com/view/news/312771/Steam_sets_new_concurrent_user_record_at_185M.php |website=Gamasutra |date=January 9, 2018 |access-date=January 10, 2018 |url-status=live |archive-url=https://web.archive.org/web/20180111005654/https://www.gamasutra.com/view/news/312771/Steam_sets_new_concurrent_user_record_at_185M.php |archive-date=January 11, 2018}}</ref><ref>{{cite web |author1=TomB |title=Steam – 2018 Year in Review |url=https://steamcommunity.com/groups/steamworks#announcements/detail/1697194621363928453 |website=steamcommunity.com |access-date=January 14, 2019 |archive-date=January 15, 2019 |archive-url=https://web.archive.org/web/20190115101449/https://steamcommunity.com/groups/steamworks#announcements/detail/1697194621363928453 |url-status=live }}</ref> During the [[COVID-19 pandemic]] in 2020, in which a large proportion of the world's population were [[COVID-19 lockdowns|at home]], Steam saw a concurrent player count of over 23 million in March, along with several games seeing similar record-breaking concurrent counts.<ref>{{cite web | url = https://www.videogameschronicle.com/news/steam-has-now-broken-its-active-player-record/ | title = Steam has now broken its active player record | first = Andy | last = Robinson | date = March 30, 2020 | access-date = March 30, 2020 | work = [[Video Games Chronicle]] | archive-date = April 8, 2020 | archive-url = https://web.archive.org/web/20200408220735/https://www.videogameschronicle.com/news/steam-has-now-broken-its-active-player-record/ | url-status = live }}</ref> The figure was broken again in January 2021 with over 25 million users shortly after the release of the highly anticipated game ''[[Cyberpunk 2077]]'', itself the first single-player game on the service to have over a million concurrent players.<ref>{{cite web | url = https://www.pcgamer.com/steam-hits-new-highest-concurrent-user-count-247m/ | title = Steam hits new highest concurrent user count: 24.7M | first = Jonathan | last = Bolding | date = December 12, 2020 | access-date = December 12, 2020 | work = [[PC Gamer]] | archive-date = December 13, 2020 | archive-url = https://web.archive.org/web/20201213103533/https://www.pcgamer.com/steam-hits-new-highest-concurrent-user-count-247m/ | url-status = live }}</ref><ref>{{cite web |last1=Bolding |first1=Jonathan |title=Steam cracks 25M concurrent users as the new year begins |url=https://www.pcgamer.com/steam-cracks-25m-concurrent-users-as-the-new-year-begins/ |website=PC Gamer |date=January 2, 2021 |access-date=4 January 2021 |archive-date=3 January 2021 |archive-url=https://web.archive.org/web/20210103080152/https://www.pcgamer.com/steam-cracks-25m-concurrent-users-as-the-new-year-begins/ |url-status=live }}</ref>
Valve also considers [[concurrent user]]s – how many accounts were logged in at the same time – a key indicator of the success of the platform. By August 2017, Valve reported that they saw a peak of 14 million concurrent players, up from 8.4 million in 2015, with 33 million concurrent players each day and 67 million each month.<ref name="geekwire aug2017" /> By January 2018, the peak online count had reached 18.5 million, with over 47 million [[daily active user]]s.<ref>{{cite web |last1=McAloon |first1=Alissa |title=Steam sets new concurrent user record at 18.5M |url=https://www.gamasutra.com/view/news/312771/Steam_sets_new_concurrent_user_record_at_185M.php |website=Gamasutra |date=January 9, 2018 |access-date=January 10, 2018 |url-status=live |archive-url=https://web.archive.org/web/20180111005654/https://www.gamasutra.com/view/news/312771/Steam_sets_new_concurrent_user_record_at_185M.php |archive-date=January 11, 2018}}</ref><ref>{{cite web |author1=TomB |title=Steam – 2018 Year in Review |url=https://steamcommunity.com/groups/steamworks#announcements/detail/1697194621363928453 |website=steamcommunity.com |access-date=January 14, 2019 |archive-date=January 15, 2019 |archive-url=https://web.archive.org/web/20190115101449/https://steamcommunity.com/groups/steamworks#announcements/detail/1697194621363928453 |url-status=live }}</ref> During the [[COVID-19 pandemic]] in 2020, in which a large proportion of the world's population were [[COVID-19 lockdowns|at home]], Steam saw a concurrent player count of over 23 million in March, along with several games seeing similar record-breaking concurrent counts.<ref>{{cite web | url = https://www.videogameschronicle.com/news/steam-has-now-broken-its-active-player-record/ | title = Steam has now broken its active player record | first = Andy | last = Robinson | date = March 30, 2020 | access-date = March 30, 2020 | work = [[Video Games Chronicle]] | archive-date = April 8, 2020 | archive-url = https://web.archive.org/web/20200408220735/https://www.videogameschronicle.com/news/steam-has-now-broken-its-active-player-record/ | url-status = live }}</ref> The figure was broken again in January 2021 with over 25 million users shortly after the release of the highly anticipated game ''[[Cyberpunk 2077]]'', itself the first single-player game on the service to have over a million concurrent players.<ref>{{cite web | url = https://www.pcgamer.com/steam-hits-new-highest-concurrent-user-count-247m/ | title = Steam hits new highest concurrent user count: 24.7M | first = Jonathan | last = Bolding | date = December 12, 2020 | access-date = December 12, 2020 | work = [[PC Gamer]] | archive-date = December 13, 2020 | archive-url = https://web.archive.org/web/20201213103533/https://www.pcgamer.com/steam-hits-new-highest-concurrent-user-count-247m/ | url-status = live }}</ref><ref>{{cite web |last1=Bolding |first1=Jonathan |title=Steam cracks 25M concurrent users as the new year begins |url=https://www.pcgamer.com/steam-cracks-25m-concurrent-users-as-the-new-year-begins/ |website=PC Gamer |date=January 2, 2021 |access-date=January 4, 2021 |archive-date=January 3, 2021 |archive-url=https://web.archive.org/web/20210103080152/https://www.pcgamer.com/steam-cracks-25m-concurrent-users-as-the-new-year-begins/ |url-status=live }}</ref>


=== Sales and distribution ===
=== Sales and distribution ===
[[File:Garrys-Mod-sales-graph.png|right|thumb|upright=2|Sales graph for ''[[Garry's Mod]]'', released by the game's developer. The largest spikes are caused by sales and promotions.<ref name="pcgamer.com">{{cite web |website=PC Gamer|date=March 17, 2012|last1=Senior|first1=Tom|url=http://www.pcgamer.com/2012/03/16/garrys-mod-has-sold-1-4-million-copies-garry-releases-sales-history-to-prove-it |title=Garry's Mod has sold 1.4 million copies, Garry releases sales history to prove it |url-status=live |archive-url=https://web.archive.org/web/20130204020320/http://www.pcgamer.com/2012/03/16/garrys-mod-has-sold-1-4-million-copies-garry-releases-sales-history-to-prove-it/ |archive-date=February 4, 2013}}</ref> By April 2014, it had sold nearly five million copies through the service.<ref>{{cite web |url=https://twitter.com/garrynewman/status/456365482493612032 |title=Twitter / garrynewman: @arstechnica @KyleOrl Not bad, ... |author=Garry Newman |access-date=May 25, 2014 |quote=Garry's Mod Units 4,802,144 |url-status=live |archive-url=https://web.archive.org/web/20140420021120/https://twitter.com/garrynewman/status/456365482493612032 |archive-date=April 20, 2014}}</ref>]]
[[File:Garrys-Mod-sales-graph.png|right|thumb|upright=2|Sales graph for ''[[Garry's Mod]]'', released by the game's developer. The largest spikes are caused by sales and promotions.<ref name="pcgamer.com">{{cite web |website=PC Gamer|date=March 17, 2012|last1=Senior|first1=Tom|url=http://www.pcgamer.com/2012/03/16/garrys-mod-has-sold-1-4-million-copies-garry-releases-sales-history-to-prove-it |title=Garry's Mod has sold 1.4 million copies, Garry releases sales history to prove it |url-status=live |archive-url=https://web.archive.org/web/20130204020320/http://www.pcgamer.com/2012/03/16/garrys-mod-has-sold-1-4-million-copies-garry-releases-sales-history-to-prove-it/ |archive-date=February 4, 2013}}</ref> By April 2014, it had sold nearly five million copies through the service.<ref>{{cite web |url=https://twitter.com/garrynewman/status/456365482493612032 |title=Twitter / garrynewman: @arstechnica @KyleOrl Not bad, ... |author=Garry Newman |access-date=May 25, 2014 |quote=Garry's Mod Units 4,802,144 |url-status=live |archive-url=https://web.archive.org/web/20140420021120/https://twitter.com/garrynewman/status/456365482493612032 |archive-date=April 20, 2014}}</ref>]]
{{Image frame|width=625|content={{Steam (service)/GameCount}}|caption=The number of new games, by year, published on Steam, estimated by [[Steam Spy]] in January 2020.<ref name="sales by year">{{cite web |url=https://www.gamasutra.com/view/news/312843/7672_games_hit_Steam_in_2017_alone_says_Steam_Spy.php |title=7,672 games hit Steam in 2017 alone, says Steam Spy |first=Alissa |last=McAloone |date=January 10, 2018 |access-date=January 10, 2018 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20180111005420/https://www.gamasutra.com/view/news/312843/7672_games_hit_Steam_in_2017_alone_says_Steam_Spy.php |archive-date=January 11, 2018}}</ref><ref name="pcgi.biz 27k">{{cite web |url=https://www.pcgamesinsider.biz/news/68367/there-are-now-over-27000-games-on-steam/ |title=There are now over 27,000 games on Steam |first=Alex |last=Calvin |date=January 14, 2019 |access-date=January 14, 2019 |work=PC Games Insider.biz |archive-date=January 15, 2019 |archive-url=https://web.archive.org/web/20190115075747/https://www.pcgamesinsider.biz/news/68367/there-are-now-over-27000-games-on-steam/ |url-status=live }}</ref><ref name="pcgi.biz 34k">{{cite web |url=https://www.pcgamesinsider.biz/news/70259/over-8000-games-were-released-on-steam-in-2019-according-to-steamspy/ |title=Over 8,000 games were released on Steam in 2019, according to SteamSpy |first=Alex |last=Calvin |date=January 2, 2020 |access-date=January 2, 2020 |work=PCGamesInsider.biz |archive-date=January 2, 2020 |archive-url=https://web.archive.org/web/20200102150224/https://www.pcgamesinsider.biz/news/70259/over-8000-games-were-released-on-steam-in-2019-according-to-steamspy/ |url-status=live }}</ref> The years 2004 and 2005 are not visible on this chart.|align=right}}
{{Image frame|width=625|content={{Steam (service)/GameCount}}|caption=The number of new games, by year, published on Steam, estimated by [[Steam Spy]] in January 2020.<ref name="sales by year">{{cite web |url=https://www.gamasutra.com/view/news/312843/7672_games_hit_Steam_in_2017_alone_says_Steam_Spy.php |title=7,672 games hit Steam in 2017 alone, says Steam Spy |first=Alissa |last=McAloone |date=January 10, 2018 |access-date=January 10, 2018 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20180111005420/https://www.gamasutra.com/view/news/312843/7672_games_hit_Steam_in_2017_alone_says_Steam_Spy.php |archive-date=January 11, 2018}}</ref><ref name="pcgi.biz 27k">{{cite web |url=https://www.pcgamesinsider.biz/news/68367/there-are-now-over-27000-games-on-steam/ |title=There are now over 27,000 games on Steam |first=Alex |last=Calvin |date=January 14, 2019 |access-date=January 14, 2019 |work=PC Games Insider.biz |archive-date=January 15, 2019 |archive-url=https://web.archive.org/web/20190115075747/https://www.pcgamesinsider.biz/news/68367/there-are-now-over-27000-games-on-steam/ |url-status=live }}</ref><ref name="pcgi.biz 34k">{{cite web |url=https://www.pcgamesinsider.biz/news/70259/over-8000-games-were-released-on-steam-in-2019-according-to-steamspy/ |title=Over 8,000 games were released on Steam in 2019, according to SteamSpy |first=Alex |last=Calvin |date=January 2, 2020 |access-date=January 2, 2020 |work=PCGamesInsider.biz |archive-date=January 2, 2020 |archive-url=https://web.archive.org/web/20200102150224/https://www.pcgamesinsider.biz/news/70259/over-8000-games-were-released-on-steam-in-2019-according-to-steamspy/ |url-status=live }}</ref> The years 2004 and 2005 are not visible on this chart.|align=right}}
Steam has grown from seven games in 2004 to over 30,000 by 2019, with additional non-gaming products, such as creation software, DLC, and videos, numbering over 20,000.<ref>{{cite web |last1=Bolding |first1=Jonathan |title=Steam now has 30,000 games |url=https://www.pcgamer.com/steam-now-has-30000-games/ |website=PC Gamer |date=January 14, 2019 |access-date=January 14, 2019 |archive-date=January 13, 2019 |archive-url=https://web.archive.org/web/20190113232139/https://www.pcgamer.com/steam-now-has-30000-games/ |url-status=live }}</ref> More than 50,000 games were on the service as of February 2021.<ref>{{cite web | url = https://www.pcgamesn.com/steam/total-games | title = Steam just reached 50,000 total games listed | first = Dustin | last = Bailey | date = February 12, 2021 | access-date = February 12, 2021 | work = [[PCGamesN]] | archive-date = April 28, 2021 | archive-url = https://web.archive.org/web/20210428144222/https://www.pcgamesn.com/steam/total-games | url-status = live }}</ref> The growth of games on Steam is attributed to changes in Valve's curation approach, which allows publishers to add games without Valve's direct involvement, and games supporting virtual reality technology.<ref name="polygon steam growth" /> The addition of Greenlight and Direct have accelerated the number of games present on the service, with almost 40% of the 19,000 games on Steam by the end of 2017 having been released in 2017.<ref name="sales by year" /> Prior to Greenlight, Valve saw about five new games published each week. Greenlight expanded this to about 70 per week, and which doubled to 180 per week following the introduction of Direct.<ref>{{cite web |url=https://www.gamasutra.com/view/news/321001/Steam_Direct_sees_180_game_releases_per_week_over_twice_as_many_as_Greenlight_did.php |title=Steam Direct sees 180 game releases per week, over twice as many as Greenlight did |first=Alissa |last=McAloon |date=June 28, 2018 |access-date=June 29, 2018 |work=[[Gamasutra]] |archive-date=June 29, 2018 |archive-url=https://web.archive.org/web/20180629200136/https://www.gamasutra.com/view/news/321001/Steam_Direct_sees_180_game_releases_per_week_over_twice_as_many_as_Greenlight_did.php |url-status=live }}</ref>
Steam has grown from seven games in 2004 to over 30,000 by 2019, with additional non-gaming products, such as creation software, DLC, and videos, numbering over 20,000.<ref>{{cite web |last1=Bolding |first1=Jonathan |title=Steam now has 30,000 games |url=https://www.pcgamer.com/steam-now-has-30000-games/ |website=PC Gamer |date=January 14, 2019 |access-date=January 14, 2019 |archive-date=January 13, 2019 |archive-url=https://web.archive.org/web/20190113232139/https://www.pcgamer.com/steam-now-has-30000-games/ |url-status=live }}</ref> More than 50,000 games were on the service as of February 2021.<ref>{{cite web | url = https://www.pcgamesn.com/steam/total-games | title = Steam just reached 50,000 total games listed | first = Dustin | last = Bailey | date = February 12, 2021 | access-date = February 12, 2021 | work = [[PCGamesN]] | archive-date = April 28, 2021 | archive-url = https://web.archive.org/web/20210428144222/https://www.pcgamesn.com/steam/total-games | url-status = live }}</ref> The growth of games on Steam is attributed to changes in Valve's curation approach, which allows publishers to add games without Valve's direct involvement, and games supporting virtual reality technology.<ref name="polygon steam growth" /> The addition of Greenlight and Direct has accelerated the number of games present on the service, with almost 40% of the 19,000 games on Steam by the end of 2017 having been released in 2017.<ref name="sales by year" /> Before Greenlight, Valve saw about five new games published each week. Greenlight expanded this to about 70 per week, and which doubled to 180 per week following the introduction of Direct.<ref>{{cite web |url=https://www.gamasutra.com/view/news/321001/Steam_Direct_sees_180_game_releases_per_week_over_twice_as_many_as_Greenlight_did.php |title=Steam Direct sees 180 game releases per week, over twice as many as Greenlight did |first=Alissa |last=McAloon |date=June 28, 2018 |access-date=June 29, 2018 |work=[[Gamasutra]] |archive-date=June 29, 2018 |archive-url=https://web.archive.org/web/20180629200136/https://www.gamasutra.com/view/news/321001/Steam_Direct_sees_180_game_releases_per_week_over_twice_as_many_as_Greenlight_did.php |url-status=live }}</ref>


Although Steam provides direct sales data to a game's developer and publisher, it does not provide any public sales data. In 2011, Valve's Jason Holtman stated that the company felt that such sales data was outdated for a digital market.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2011-04-21-valve-no-steam-data-for-digital-sales-charts |date=April 21, 2011|title=Valve: no Steam data for digital sales charts |work=GamesIndustry.biz|last1=Pearson|first1=Dan |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131111042707/http://www.gamesindustry.biz/articles/2011-04-21-valve-no-steam-data-for-digital-sales-charts |archive-date=November 11, 2013}}</ref><ref>{{cite web |last=Parfitt |first=Ben |url=http://www.mcvuk.com/news/read/digital-charts-wont-pick-up-steam |title=Digital charts won't pick up Steam |work=MCV |date=April 21, 2011 |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131111050219/http://www.mcvuk.com/news/read/digital-charts-wont-pick-up-steam |archive-date=November 11, 2013}}</ref> Data that Valve does provide cannot be released without permission because of a [[non-disclosure agreement]].<ref>{{cite web |last=Kuchera |first=Ben |url=http://penny-arcade.com/report/editorial-article/its-time-for-the-gaming-press-to-grow-up-and-ignore-the-npd-group |title=Why it's time to grow up and start ignoring the monthly NPD reports |work=Penny Arcade Report |date=July 2, 2012 |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130306103524/http://penny-arcade.com/report/editorial-article/its-time-for-the-gaming-press-to-grow-up-and-ignore-the-npd-group |archive-date=March 6, 2013}}</ref><ref>{{cite web |url=http://ve3d.ign.com/articles/news/61425/Garrys-Mod-Breaks-1-Million-Sold-First-Peek-At-Sales-Chart |title=Garry's Mod Breaks 1 Million Sold, First Peek At Sales Chart |work=Voodoo Extreme |author=OhmWrecker|publisher=IGN |access-date=November 22, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20131111042651/http://ve3d.ign.com/articles/news/61425/Garrys-Mod-Breaks-1-Million-Sold-First-Peek-At-Sales-Chart |archive-date=November 11, 2013}}</ref>
Although Steam provides direct sales data to a game's developer and publisher, it does not provide any public sales data. In 2011, Valve's Jason Holtman stated that the company felt that such sales data was outdated for a digital market.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2011-04-21-valve-no-steam-data-for-digital-sales-charts |date=April 21, 2011|title=Valve: no Steam data for digital sales charts |work=GamesIndustry.biz|last1=Pearson|first1=Dan |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131111042707/http://www.gamesindustry.biz/articles/2011-04-21-valve-no-steam-data-for-digital-sales-charts |archive-date=November 11, 2013}}</ref><ref>{{cite web |last=Parfitt |first=Ben |url=http://www.mcvuk.com/news/read/digital-charts-wont-pick-up-steam |title=Digital charts won't pick up Steam |work=MCV |date=April 21, 2011 |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20131111050219/http://www.mcvuk.com/news/read/digital-charts-wont-pick-up-steam |archive-date=November 11, 2013}}</ref> Data that Valve does provide cannot be released without permission because of a [[non-disclosure agreement]].<ref>{{cite web |last=Kuchera |first=Ben |url=http://penny-arcade.com/report/editorial-article/its-time-for-the-gaming-press-to-grow-up-and-ignore-the-npd-group |title=Why it's time to grow up and start ignoring the monthly NPD reports |work=Penny Arcade Report |date=July 2, 2012 |access-date=November 22, 2013 |url-status=live |archive-url=https://web.archive.org/web/20130306103524/http://penny-arcade.com/report/editorial-article/its-time-for-the-gaming-press-to-grow-up-and-ignore-the-npd-group |archive-date=March 6, 2013}}</ref><ref>{{cite web |url=http://ve3d.ign.com/articles/news/61425/Garrys-Mod-Breaks-1-Million-Sold-First-Peek-At-Sales-Chart |title=Garry's Mod Breaks 1 Million Sold, First Peek At Sales Chart |work=Voodoo Extreme |author=OhmWrecker|publisher=IGN |access-date=November 22, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20131111042651/http://ve3d.ign.com/articles/news/61425/Garrys-Mod-Breaks-1-Million-Sold-First-Peek-At-Sales-Chart |archive-date=November 11, 2013}}</ref>


Developers and publishers have expressed the need to have some metrics of sales for games on Steam, as this allows them to judge the potential success of a title by reviewing how similar games had performed. Algorithms that worked on publicly available data through user profiles to estimate sales data with some accuracy led to the creation of the website [[Steam Spy]] in 2015.<ref>{{cite web |url=http://www.polygon.com/2015/4/3/8340537/steam-spy-scrapes-steam-user-accounts-to-estimate-sales-data |title=Steam Spy scrapes Steam user accounts to estimate sales data |first=Charlie |last=Hall |date=April 3, 2015 |access-date=September 1, 2015 |work=[[Polygon (website)|Polygon]] |archive-date=August 15, 2015 |archive-url=https://web.archive.org/web/20150815181138/http://www.polygon.com/2015/4/3/8340537/steam-spy-scrapes-steam-user-accounts-to-estimate-sales-data |url-status=live }}</ref> Steam Spy was credited with being reasonably accurate, but in April 2018, Valve added new privacy settings that defaulted to hiding user game profiles, stating this was part of compliance with the [[General Data Protection Regulation]] (GDPR) in the [[European Union]]. The change broke the method by which Steam Spy had collected data, rendering it unusable.<ref>{{cite web |url=https://www.eurogamer.net/articles/2018-04-11-why-steam-spy-has-to-close-from-the-creator-himself |title=Why Steam Spy has to close, from the creator himself |first=Chriss |last=Bratt |date=April 11, 2018 |access-date=April 11, 2018 |work=[[Eurogamer]] |archive-date=February 27, 2019 |archive-url=https://web.archive.org/web/20190227022342/https://www.eurogamer.net/articles/2018-04-11-why-steam-spy-has-to-close-from-the-creator-himself |url-status=live }}</ref> A few months later, another method had been developed using game achievements to estimate sales with similar accuracy, but Valve shortly changed the Steam API that reduced the functionality of this service. Some have asserted that Valve used the GDPR change as a means to block methods of estimating sales data,<ref>{{cite web |url=https://www.pcgamesn.com/steam-sales-estimates |title=Valve shuts down another way to estimate Steam sales, and indie devs aren't happy |first=Dustin |last=Bailey |date=July 4, 2018 |access-date=July 5, 2018 |work=[[PCGamesN]] |archive-date=July 4, 2018 |archive-url=https://web.archive.org/web/20180704224519/https://www.pcgamesn.com/steam-sales-estimates |url-status=live }}</ref> though Valve has since promised to provide tools to developers to help gain such insights that they say will be more accurate.<ref>{{cite web |url=https://www.pcgamesn.com/steam-spy-alternative |title=Valve plans to replace Steam Spy with 'something better' |first=Dustin |last=Bailey |date=June 28, 2018 |access-date=June 29, 2018 |work=[[PCGamesN]] |archive-date=June 29, 2018 |archive-url=https://web.archive.org/web/20180629024116/https://www.pcgamesn.com/steam-spy-alternative |url-status=live }}</ref> In 2020, [[Simon Carless]] revised an approach originally proposed by [[Mike Boxleiter]] as early as 2013, with Carless's method used to estimate sales of a game based on the number of reviews it has on Steam based on a modified "Boxlieter number" used as a multiplication factor.<ref>{{cite web | url = https://www.pcgamesn.com/steam/number-of-copies-sold | title = You can estimate how many copies a game has sold on Steam using reviews | first = Ian | last = Bourdeau | date = August 7, 2020 | access-date = August 7, 2020 | work = [[PCGamesN]] | archive-date = August 26, 2020 | archive-url = https://web.archive.org/web/20200826193829/https://www.pcgamesn.com/steam/number-of-copies-sold | url-status = live }}</ref>
Developers and publishers have expressed the need to have some metrics of sales for games on Steam, as this allows them to judge the potential success of a title by reviewing how similar games have performed. Algorithms that worked on publicly available data through user profiles to estimate sales data with some accuracy led to the creation of the website [[Steam Spy]] in 2015.<ref>{{cite web |url=http://www.polygon.com/2015/4/3/8340537/steam-spy-scrapes-steam-user-accounts-to-estimate-sales-data |title=Steam Spy scrapes Steam user accounts to estimate sales data |first=Charlie |last=Hall |date=April 3, 2015 |access-date=September 1, 2015 |work=[[Polygon (website)|Polygon]] |archive-date=August 15, 2015 |archive-url=https://web.archive.org/web/20150815181138/http://www.polygon.com/2015/4/3/8340537/steam-spy-scrapes-steam-user-accounts-to-estimate-sales-data |url-status=live }}</ref> Steam Spy was credited with being reasonably accurate, but in April 2018, Valve added new privacy settings that defaulted to hiding user game profiles, stating this was part of compliance with the [[General Data Protection Regulation]] (GDPR) in the [[European Union]]. The change broke the method by which Steam Spy had collected data, rendering it unusable.<ref>{{cite web |url=https://www.eurogamer.net/articles/2018-04-11-why-steam-spy-has-to-close-from-the-creator-himself |title=Why Steam Spy has to close, from the creator himself |first=Chriss |last=Bratt |date=April 11, 2018 |access-date=April 11, 2018 |work=[[Eurogamer]] |archive-date=February 27, 2019 |archive-url=https://web.archive.org/web/20190227022342/https://www.eurogamer.net/articles/2018-04-11-why-steam-spy-has-to-close-from-the-creator-himself |url-status=live }}</ref> A few months later, another method had been developed using game achievements to estimate sales with similar accuracy, but Valve shortly changed the Steam API that reduced the functionality of this service. Some have asserted that Valve used the GDPR change as a means to block methods of estimating sales data,<ref>{{cite web |url=https://www.pcgamesn.com/steam-sales-estimates |title=Valve shuts down another way to estimate Steam sales, and indie devs aren't happy |first=Dustin |last=Bailey |date=July 4, 2018 |access-date=July 5, 2018 |work=[[PCGamesN]] |archive-date=July 4, 2018 |archive-url=https://web.archive.org/web/20180704224519/https://www.pcgamesn.com/steam-sales-estimates |url-status=live }}</ref> though Valve has since promised to provide tools to developers to help gain such insights that they say will be more accurate.<ref>{{cite web |url=https://www.pcgamesn.com/steam-spy-alternative |title=Valve plans to replace Steam Spy with 'something better' |first=Dustin |last=Bailey |date=June 28, 2018 |access-date=June 29, 2018 |work=[[PCGamesN]] |archive-date=June 29, 2018 |archive-url=https://web.archive.org/web/20180629024116/https://www.pcgamesn.com/steam-spy-alternative |url-status=live }}</ref> In 2020, [[Simon Carless]] revised an approach originally proposed by [[Mike Boxleiter]] as early as 2013, with Carless's method used to estimate sales of a game based on the number of reviews it has on Steam based on a modified "Boxlieter number" used as a multiplication factor.<ref>{{cite web | url = https://www.pcgamesn.com/steam/number-of-copies-sold | title = You can estimate how many copies a game has sold on Steam using reviews | first = Ian | last = Bourdeau | date = August 7, 2020 | access-date = August 7, 2020 | work = [[PCGamesN]] | archive-date = August 26, 2020 | archive-url = https://web.archive.org/web/20200826193829/https://www.pcgamesn.com/steam/number-of-copies-sold | url-status = live }}</ref>


=== Curation impact ===
=== Curation impact ===
The accessibility of publishing games on digital storefronts like Steam since its launch has been described as key to the popularity of [[indie game]]s.<ref>{{cite web |last1=Cobbett |first1=Richard |title=Is indie gaming the future? |url=https://www.techradar.com/news/gaming/is-indie-gaming-the-future-716500/ |website=[[TechRadar]] |language=en |date=19 September 2010 |access-date=22 June 2023 |archive-date=4 December 2022 |archive-url=https://web.archive.org/web/20221204082932/https://www.techradar.com/news/gaming/is-indie-gaming-the-future-716500 |url-status=live }}</ref> As these processes allow developers to publish games on Steam with minimal oversight from Valve, journalists have criticized Valve for lacking curation policies that make it difficult to find quality games among poorly produced games, aka "shovelware".<ref>{{cite web |url=https://tay.kinja.com/valve-has-a-serious-curation-problem-and-it-could-ruin-1825512273 |title=Valve Has A Serious Curation Problem, And It Could Ruin Steam For Everyone |first=Babak |last=Abrishamchian |date=April 24, 2018 |access-date=June 7, 2018 |work=[[Kinja]] |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612162109/https://tay.kinja.com/valve-has-a-serious-curation-problem-and-it-could-ruin-1825512273 |url-status=dead }}</ref><ref>{{cite web |url=https://www.pastemagazine.com/articles/2018/02/steam-has-failed-at-curation-and-moderation.html |title=Steam Has Failed at Curation and Moderation |first=Dante |last=Douglas |date=February 5, 2018 |access-date=June 7, 2018 |work=[[Paste (magazine)|Paste]] |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612140242/https://www.pastemagazine.com/articles/2018/02/steam-has-failed-at-curation-and-moderation.html |url-status=live }}</ref>
The accessibility of publishing games on digital storefronts like Steam since its launch has been described as key to the popularity of [[indie game]]s.<ref>{{cite web |last1=Cobbett |first1=Richard |title=Is indie gaming the future? |url=https://www.techradar.com/news/gaming/is-indie-gaming-the-future-716500/ |website=[[TechRadar]] |language=en |date=September 19, 2010 |access-date=June 22, 2023 |archive-date=December 4, 2022 |archive-url=https://web.archive.org/web/20221204082932/https://www.techradar.com/news/gaming/is-indie-gaming-the-future-716500 |url-status=live }}</ref> As these processes allow developers to publish games on Steam with minimal oversight from Valve, journalists have criticized Valve for lacking curation policies that make it difficult to find quality games among poorly produced games, aka "shovelware".<ref>{{cite web |url=https://tay.kinja.com/valve-has-a-serious-curation-problem-and-it-could-ruin-1825512273 |title=Valve Has A Serious Curation Problem, And It Could Ruin Steam For Everyone |first=Babak |last=Abrishamchian |date=April 24, 2018 |access-date=June 7, 2018 |work=[[Kinja]] |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612162109/https://tay.kinja.com/valve-has-a-serious-curation-problem-and-it-could-ruin-1825512273 |url-status=dead }}</ref><ref>{{cite web |url=https://www.pastemagazine.com/articles/2018/02/steam-has-failed-at-curation-and-moderation.html |title=Steam Has Failed at Curation and Moderation |first=Dante |last=Douglas |date=February 5, 2018 |access-date=June 7, 2018 |work=[[Paste (magazine)|Paste]] |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612140242/https://www.pastemagazine.com/articles/2018/02/steam-has-failed-at-curation-and-moderation.html |url-status=live }}</ref>


Following the launch of Steam Direct, members of the video game industry were split on Valve's hands-off approach. Some praised Valve in favoring to avoid trying to be a moral adjudicator of content and letting consumers decide what content they want to see, while others felt that this would encourage some developers to publish games on Steam that are purposely hateful, and that Valve's reliance on user filters and algorithms may not succeed in blocking undesirable content. Some further criticized the decision based on the financial gain from avoid blocking any game content, as Valve collects a cut from sales through Steam.<ref>{{cite web |url=https://www.bbc.com/news/technology-44393415 |title=Steam games store to 'allow everything' |first=Dave |last=Lee |date=June 7, 2018 |access-date=June 7, 2018 |work=[[BBC]] |archive-date=June 8, 2018 |archive-url=https://web.archive.org/web/20180608130403/https://www.bbc.com/news/technology-44393415 |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/the-games-industry-reacts-to-valves-divisive-steam-store-curation-policy/ |title=The games industry reacts to Valve's divisive Steam Store curation policy |first=Joe |last=Donnelly |date=June 7, 2018 |access-date=June 7, 2018 |work=[[PC Gamer]] |archive-date=June 7, 2018 |archive-url=https://web.archive.org/web/20180607182546/https://www.pcgamer.com/the-games-industry-reacts-to-valves-divisive-steam-store-curation-policy/ |url-status=live }}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2018/06/op-ed-valve-takes-a-side-by-not-taking-sides-in-curation-controversy/ |title=Op-ed: Valve takes a side by not 'taking sides' in curation controversy |first=Kyle |last=Orland |date=June 7, 2018 |access-date=June 7, 2018 |work=[[Ars Technica]] |archive-date=June 7, 2018 |archive-url=https://web.archive.org/web/20180607193717/https://arstechnica.com/gaming/2018/06/op-ed-valve-takes-a-side-by-not-taking-sides-in-curation-controversy/ |url-status=live }}</ref><ref>{{cite web |url=https://www.gamasutra.com/view/news/319594/Devs_hold_differing_opinions_over_Valves_new_policy_on_Steam_games.php |title=Valve's new policy on Steam games splits opinions among devs |first=Emma |last=Kidwell |date=June 7, 2018 |access-date=June 7, 2018 |work=[[Gamasutra]] |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612140818/https://www.gamasutra.com/view/news/319594/Devs_hold_differing_opinions_over_Valves_new_policy_on_Steam_games.php |url-status=live }}</ref> The [[National Center on Sexual Exploitation]] denounced the policy for avoiding corporate and social responsibility "in light of the rise of sexual violence and exploitation games being hosted on Steam".<ref>{{cite web |url=https://variety.com/2018/gaming/news/ncose-denounces-new-steam-policy-1202836254/ |title=National Center on Sexual Exploitation Denounces New Steam Policy |first=Stefanie |last=Fogel |date=June 8, 2018 |access-date=June 8, 2018 |work=[[Variety (magazine)|Variety]] |archive-date=June 8, 2018 |archive-url=https://web.archive.org/web/20180608162011/https://variety.com/2018/gaming/news/ncose-denounces-new-steam-policy-1202836254/ |url-status=live }}</ref>
Following the launch of Steam Direct, members of the video game industry were split on Valve's hands-off approach. Some praised Valve for favoring avoiding trying to be a moral adjudicator of content and letting consumers decide what content they want to see, while others felt that this would encourage some developers to publish games on Steam that are purposely hateful, and that Valve's reliance on user filters and algorithms may not succeed in blocking undesirable content. Some further criticized the decision based on the financial gain from avoiding blocking any game content, as Valve collects a cut from sales through Steam.<ref>{{cite web |url=https://www.bbc.com/news/technology-44393415 |title=Steam games store to 'allow everything' |first=Dave |last=Lee |date=June 7, 2018 |access-date=June 7, 2018 |work=[[BBC]] |archive-date=June 8, 2018 |archive-url=https://web.archive.org/web/20180608130403/https://www.bbc.com/news/technology-44393415 |url-status=live }}</ref><ref>{{cite web |url=https://www.pcgamer.com/the-games-industry-reacts-to-valves-divisive-steam-store-curation-policy/ |title=The games industry reacts to Valve's divisive Steam Store curation policy |first=Joe |last=Donnelly |date=June 7, 2018 |access-date=June 7, 2018 |work=[[PC Gamer]] |archive-date=June 7, 2018 |archive-url=https://web.archive.org/web/20180607182546/https://www.pcgamer.com/the-games-industry-reacts-to-valves-divisive-steam-store-curation-policy/ |url-status=live }}</ref><ref>{{cite web |url=https://arstechnica.com/gaming/2018/06/op-ed-valve-takes-a-side-by-not-taking-sides-in-curation-controversy/ |title=Op-ed: Valve takes a side by not 'taking sides' in curation controversy |first=Kyle |last=Orland |date=June 7, 2018 |access-date=June 7, 2018 |work=[[Ars Technica]] |archive-date=June 7, 2018 |archive-url=https://web.archive.org/web/20180607193717/https://arstechnica.com/gaming/2018/06/op-ed-valve-takes-a-side-by-not-taking-sides-in-curation-controversy/ |url-status=live }}</ref><ref>{{cite web |url=https://www.gamasutra.com/view/news/319594/Devs_hold_differing_opinions_over_Valves_new_policy_on_Steam_games.php |title=Valve's new policy on Steam games splits opinions among devs |first=Emma |last=Kidwell |date=June 7, 2018 |access-date=June 7, 2018 |work=[[Gamasutra]] |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612140818/https://www.gamasutra.com/view/news/319594/Devs_hold_differing_opinions_over_Valves_new_policy_on_Steam_games.php |url-status=live }}</ref> The [[National Center on Sexual Exploitation]] denounced the policy for avoiding corporate and social responsibility "in light of the rise of sexual violence and exploitation games being hosted on Steam".<ref>{{cite web |url=https://variety.com/2018/gaming/news/ncose-denounces-new-steam-policy-1202836254/ |title=National Center on Sexual Exploitation Denounces New Steam Policy |first=Stefanie |last=Fogel |date=June 8, 2018 |access-date=June 8, 2018 |work=[[Variety (magazine)|Variety]] |archive-date=June 8, 2018 |archive-url=https://web.archive.org/web/20180608162011/https://variety.com/2018/gaming/news/ncose-denounces-new-steam-policy-1202836254/ |url-status=live }}</ref>


=== Sector competition and retailers boycott ===
=== Sector competition and retailers boycott ===
Steam was estimated to have the largest share in the PC [[Digital distribution in video games|digital distribution]] market in the 2010s.<ref>{{cite web |title=Does Steam have an unfair monopoly over PC gaming? |url=http://www.techradar.com/us/news/gaming/does-steam-have-an-unfair-monopoly-over-pc-gaming-681773 |last1=Hartley|first1=Adam|date=|website=TechRadar |access-date=February 23, 2016 |url-status=dead |archive-url=https://web.archive.org/web/20160303200739/http://www.techradar.com/us/news/gaming/does-steam-have-an-unfair-monopoly-over-pc-gaming-681773 |archive-date=March 3, 2016}}</ref><ref>{{cite web |title=Steam games market worth $3.5 billion in 2015 |url=http://www.pcgamer.com/steam-games-market-worth-35-billion-in-2015/ |website=PC Gamer |last1=Morrison|first1=Angus|date=January 5, 2016|access-date=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160217204658/http://www.pcgamer.com/steam-games-market-worth-35-billion-in-2015/ |archive-date=February 17, 2016}}</ref> In 2013, sales via the Steam catalog are estimated to be between 50 and 75 percent of the total PC gaming market.<ref name="Graft">{{cite web |last=Graft |first=Kris |date=November 19, 2009 |title=Stardock Reveals Impulse, Steam Market Share Estimates |url=http://www.gamasutra.com/php-bin/news_index.php?story=26158 |url-status=live |archive-url=https://web.archive.org/web/20091121184129/http://www.gamasutra.com/php-bin/news_index.php?story=26158 |archive-date=November 21, 2009 |access-date=November 21, 2009 |work=[[Gamasutra]]}}</ref><ref name="bloomberg 2013" /> In 2010 and 2013, with an increase in retail copies of major [[video game publisher|game publishers]] integrating or requiring Steam, retailers and journalists referred to the service as a [[monopoly]], which they claimed can be detrimental to the industry and that sector competition would yield positive results for consumers.<ref>{{cite web |url=http://www.eurogamer.net/articles/2010-11-11-shops-slam-steam-monopoly |title=Shops slam Steam 'monopoly' |first=Wesley |last=Yin-Poole |date=November 11, 2010 |access-date=February 23, 2016 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20160304072539/http://www.eurogamer.net/articles/2010-11-11-shops-slam-steam-monopoly |archive-date=March 4, 2016}}</ref><ref>{{cite web |url=http://www.mcvuk.com/news/read/breaking-the-steam-monopoly/0123983 |title=Breaking the Steam monopoly |first=Greg |last=Lockley |date=November 8, 2013 |access-date=February 23, 2016 |work=[[MCV (magazine)|MCV]] |url-status=dead |archive-url=https://web.archive.org/web/20160306205538/http://www.mcvuk.com/news/read/breaking-the-steam-monopoly/0123983 |archive-date=March 6, 2016}}</ref> Several developers also noted that Steam's influence on the PC gaming market is powerful and one that smaller developers cannot afford to ignore or work with, but believe that Valve's corporate practices for the service make it a type of "benevolent dictator".<ref>{{cite web |url=http://www.pcgamesn.com/is-steam-too-powerful |title=Is Steam too powerful? Indie devs consider Valve's dominant position |first=Ben |last=Barrett |date=April 11, 2016 |access-date=April 11, 2016 |work=[[PCGamesN]] |publisher=[[Network N]] |url-status=live |archive-url=https://web.archive.org/web/20160411183253/http://www.pcgamesn.com/is-steam-too-powerful |archive-date=April 11, 2016}}</ref>
Steam was estimated to have the largest share in the PC [[Digital distribution in video games|digital distribution]] market in the 2010s.<ref>{{cite web |title=Does Steam have an unfair monopoly over PC gaming? |url=http://www.techradar.com/us/news/gaming/does-steam-have-an-unfair-monopoly-over-pc-gaming-681773 |last1=Hartley|first1=Adam|date=|website=TechRadar |access-date=February 23, 2016 |url-status=dead |archive-url=https://web.archive.org/web/20160303200739/http://www.techradar.com/us/news/gaming/does-steam-have-an-unfair-monopoly-over-pc-gaming-681773 |archive-date=March 3, 2016}}</ref><ref>{{cite web |title=Steam games market worth $3.5 billion in 2015 |url=http://www.pcgamer.com/steam-games-market-worth-35-billion-in-2015/ |website=PC Gamer |last1=Morrison|first1=Angus|date=January 5, 2016|access-date=February 23, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160217204658/http://www.pcgamer.com/steam-games-market-worth-35-billion-in-2015/ |archive-date=February 17, 2016}}</ref> In 2013, sales via the Steam catalog are estimated to be between 50 and 75 percent of the total PC gaming market.<ref name="Graft">{{cite web |last=Graft |first=Kris |date=November 19, 2009 |title=Stardock Reveals Impulse, Steam Market Share Estimates |url=http://www.gamasutra.com/php-bin/news_index.php?story=26158 |url-status=live |archive-url=https://web.archive.org/web/20091121184129/http://www.gamasutra.com/php-bin/news_index.php?story=26158 |archive-date=November 21, 2009 |access-date=November 21, 2009 |work=[[Gamasutra]]}}</ref><ref name="bloomberg 2013" /> In 2010 and 2013, with an increase in retail copies of major [[video game publisher|game publishers]] integrating or requiring Steam, retailers and journalists referred to the service as a [[monopoly]], which they claimed can be detrimental to the industry and that sector competition would yield positive results for consumers.<ref>{{cite web |url=http://www.eurogamer.net/articles/2010-11-11-shops-slam-steam-monopoly |title=Shops slam Steam 'monopoly' |first=Wesley |last=Yin-Poole |date=November 11, 2010 |access-date=February 23, 2016 |work=[[Eurogamer]] |url-status=live |archive-url=https://web.archive.org/web/20160304072539/http://www.eurogamer.net/articles/2010-11-11-shops-slam-steam-monopoly |archive-date=March 4, 2016}}</ref><ref>{{cite web |url=http://www.mcvuk.com/news/read/breaking-the-steam-monopoly/0123983 |title=Breaking the Steam monopoly |first=Greg |last=Lockley |date=November 8, 2013 |access-date=February 23, 2016 |work=[[MCV (magazine)|MCV]] |url-status=dead |archive-url=https://web.archive.org/web/20160306205538/http://www.mcvuk.com/news/read/breaking-the-steam-monopoly/0123983 |archive-date=March 6, 2016}}</ref> Several developers also noted that Steam's influence on the PC gaming market is powerful and one that smaller developers cannot afford to ignore or work with, but believe that Valve's corporate practices for the service make it a type of "benevolent dictator".<ref>{{cite web |url=http://www.pcgamesn.com/is-steam-too-powerful |title=Is Steam too powerful? Indie devs consider Valve's dominant position |first=Ben |last=Barrett |date=April 11, 2016 |access-date=April 11, 2016 |work=[[PCGamesN]] |publisher=[[Network N]] |url-status=live |archive-url=https://web.archive.org/web/20160411183253/http://www.pcgamesn.com/is-steam-too-powerful |archive-date=April 11, 2016}}</ref>


Because of Valve's oversight of sales data, estimates of how much of a market share Steam has in the video game market is difficult to compile. [[Stardock]], developer of competing platform [[Impulse (content delivery)|Impulse]], estimated that Steam had a 70% share of the digital distribution market for video games in 2009.<ref name="Graft" /> In February 2011, ''[[Forbes]]'' reported that Steam sales constituted 50–70% of the {{USD|4 billion}} market for downloaded PC games and that Steam offered game producers [[gross margin]]s of 70% of purchase price, compared with 30% at retail.<ref name="forbes-gnprofile">{{cite web |last=Chiang |first=Oliver |title=The Master of Online Mayhem |url=https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |url-status=live |archive-url=https://web.archive.org/web/20110213025041/http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |archive-date=February 13, 2011 |access-date=February 14, 2011 |work=[[Forbes]]}}</ref>
Because of Valve's oversight of sales data, estimates of how much of a market share Steam has in the video game market are difficult to compile. [[Stardock]], developer of competing platform [[Impulse (content delivery)|Impulse]], estimated that Steam had a 70% share of the digital distribution market for video games in 2009.<ref name="Graft" /> In February 2011, ''[[Forbes]]'' reported that Steam sales constituted 50–70% of the {{USD|4 billion}} market for downloaded PC games and that Steam offered game producers [[gross margin]]s of 70% of the purchase price, compared with 30% at retail.<ref name="forbes-gnprofile">{{cite web |last=Chiang |first=Oliver |title=The Master of Online Mayhem |url=https://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |url-status=live |archive-url=https://web.archive.org/web/20110213025041/http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem.html |archive-date=February 13, 2011 |access-date=February 14, 2011 |work=[[Forbes]]}}</ref>


Steam has been criticized for its reported 30% cut on revenue with publishers from game sales, a value that is similar to other digital storefronts according to [[IGN]].<ref>{{cite web |url=https://www.ign.com/articles/2019/10/07/report-steams-30-cut-is-actually-the-industry-standard |title=Report: Steam's 30% Cut Is Actually the Industry Standard |first=Tom |last=Marks |date=October 7, 2019 |access-date=October 7, 2019 |work=[[IGN]] |archive-date=October 31, 2021 |archive-url=https://web.archive.org/web/20211031210629/https://www.ign.com/articles/2019/10/07/report-steams-30-cut-is-actually-the-industry-standard/ |url-status=live }}</ref> However, some critics have asserted that the share no longer scales with cheaper costs of serving data a decade since Steam's launch. A 2019 [[Game Developers Conference]] survey showed only 6% of the 400 respondents deeming the share justified.<ref>{{cite web |last1=Sinclair |first1=Brendan |title=Just 6% of devs say Steam earns its 30% cut – Survey |url=https://www.gamesindustry.biz/just-6-percent-of-devs-say-steam-earns-its-30-percent-cut-survey |website=GamesIndustry.biz |language=en |date=24 January 2019 |access-date=22 June 2023 |archive-date=3 February 2023 |archive-url=https://web.archive.org/web/20230203030424/https://www.gamesindustry.biz/just-6-percent-of-devs-say-steam-earns-its-30-percent-cut-survey |url-status=live }}</ref> Epic Games' [[Tim Sweeney (game developer)|Tim Sweeney]] postulated that Valve could reduce its cut to 8%, given that [[content delivery network]] costs has dropped significantly.<ref>{{cite web |url=https://www.pcgamesn.com/steam-revenue-cut-tim-sweeney |title=Steam could be profitable with an 8% cut rather than 30%, says Tim Sweeney |first=Richard-Scott |last=Jones |date=August 23, 2017 |access-date=December 14, 2018 |work=[[PCGamesN]] |archive-date=January 20, 2019 |archive-url=https://web.archive.org/web/20190120080728/https://www.pcgamesn.com/steam-revenue-cut-tim-sweeney |url-status=live }}</ref> Other services have promoted their sites having a lower cut, including the Epic Games Store<ref>{{cite web |last1=Frank |first1=Allegra |title=Epic Games is launching its own store, and taking a smaller cut than Steam |work=[[Polygon (website)|Polygon]] |date=December 4, 2018 |url=https://www.polygon.com/2018/12/4/18125498/epic-games-store-details-revenue-split-launch-date |access-date=December 7, 2018 |archive-date=January 20, 2019 |archive-url=https://web.archive.org/web/20190120080823/https://www.polygon.com/2018/12/4/18125498/epic-games-store-details-revenue-split-launch-date |url-status=live }}</ref> and [[Discord (software)|Discord]].<ref>{{cite web |url=https://www.polygon.com/2018/12/14/18140790/discord-store-self-publishing-revenue-split |title=In the race to beat Steam, the Discord Store just made a huge move |first=Austin |last=Goslin |date=December 14, 2018 |access-date=December 14, 2018 |work=[[Polygon (website)|Polygon]] |archive-date=December 14, 2018 |archive-url=https://web.archive.org/web/20181214200611/https://www.polygon.com/2018/12/14/18140790/discord-store-self-publishing-revenue-split |url-status=live }}</ref>
Steam has been criticized for its reported 30% cut on revenue with publishers from game sales, a value that is similar to other digital storefronts according to [[IGN]].<ref>{{cite web |url=https://www.ign.com/articles/2019/10/07/report-steams-30-cut-is-actually-the-industry-standard |title=Report: Steam's 30% Cut Is Actually the Industry Standard |first=Tom |last=Marks |date=October 7, 2019 |access-date=October 7, 2019 |work=[[IGN]] |archive-date=October 31, 2021 |archive-url=https://web.archive.org/web/20211031210629/https://www.ign.com/articles/2019/10/07/report-steams-30-cut-is-actually-the-industry-standard/ |url-status=live }}</ref> However, some critics have asserted that the share no longer scales with cheaper costs of serving data a decade since Steam's launch. A 2019 [[Game Developers Conference]] survey showed only 6% of the 400 respondents deeming the share justified.<ref>{{cite web |last1=Sinclair |first1=Brendan |title=Just 6% of devs say Steam earns its 30% cut – Survey |url=https://www.gamesindustry.biz/just-6-percent-of-devs-say-steam-earns-its-30-percent-cut-survey |website=GamesIndustry.biz |language=en |date=January 24, 2019 |access-date=June 22, 2023 |archive-date=February 3, 2023 |archive-url=https://web.archive.org/web/20230203030424/https://www.gamesindustry.biz/just-6-percent-of-devs-say-steam-earns-its-30-percent-cut-survey |url-status=live }}</ref> Epic Games' [[Tim Sweeney]] postulated that Valve could reduce its cut to 8%, given that [[content delivery network]] costs has dropped significantly.<ref>{{cite web |url=https://www.pcgamesn.com/steam-revenue-cut-tim-sweeney |title=Steam could be profitable with an 8% cut rather than 30%, says Tim Sweeney |first=Richard-Scott |last=Jones |date=August 23, 2017 |access-date=December 14, 2018 |work=[[PCGamesN]] |archive-date=January 20, 2019 |archive-url=https://web.archive.org/web/20190120080728/https://www.pcgamesn.com/steam-revenue-cut-tim-sweeney |url-status=live }}</ref> Other services have promoted their sites having a lower cut, including the [[Epic Games Store]]<ref>{{cite web |last1=Frank |first1=Allegra |title=Epic Games is launching its own store, and taking a smaller cut than Steam |work=[[Polygon (website)|Polygon]] |date=December 4, 2018 |url=https://www.polygon.com/2018/12/4/18125498/epic-games-store-details-revenue-split-launch-date |access-date=December 7, 2018 |archive-date=January 20, 2019 |archive-url=https://web.archive.org/web/20190120080823/https://www.polygon.com/2018/12/4/18125498/epic-games-store-details-revenue-split-launch-date |url-status=live }}</ref> and [[Discord]].<ref>{{cite web |url=https://www.polygon.com/2018/12/14/18140790/discord-store-self-publishing-revenue-split |title=In the race to beat Steam, the Discord Store just made a huge move |first=Austin |last=Goslin |date=December 14, 2018 |access-date=December 14, 2018 |work=[[Polygon (website)|Polygon]] |archive-date=December 14, 2018 |archive-url=https://web.archive.org/web/20181214200611/https://www.polygon.com/2018/12/14/18140790/discord-store-self-publishing-revenue-split |url-status=live }}</ref>


In November 2009, online retailers [[Impulse (software)|Impulse]], [[Direct2Drive]] and [[GamersGate]] refused to offer ''[[Call of Duty: Modern Warfare 2]]'' because it includes mandatory installation of Steamworks.<ref name=":1">{{Cite web |last=Plunkett |first=Luke |date=5 November 2009 |title=Online Retailers Refusing To Sell Modern Warfare 2 |url=https://kotaku.com/online-retailers-refusing-to-sell-modern-warfare-2-5398259 |access-date=2022-04-04 |website=Kotaku |language=en-us |archive-date=2022-03-21 |archive-url=https://web.archive.org/web/20220321070445/https://kotaku.com/online-retailers-refusing-to-sell-modern-warfare-2-5398259 |url-status=live }}</ref> Direct2Drive accused Steamworks of being a "trojan horse".<ref>{{Cite web |last=Alex |first=Leigh |date=2009-11-06 |title=Direct2Drive Tussles With Valve By Declining To Sell Steamworks-Powere |url=https://www.gamedeveloper.com/pc/direct2drive-tussles-with-valve-by-declining-to-sell-steamworks-powered-i-mw2-i- |access-date=2022-07-16 |website=Game Developer |language=en |archive-date=2023-05-28 |archive-url=https://web.archive.org/web/20230528095240/https://www.gamedeveloper.com/pc/direct2drive-tussles-with-valve-by-declining-to-sell-steamworks-powered-i-mw2-i- |url-status=live }}</ref> Valve's business development director Jason Holtman replied Steamworks' features were chosen by developers and based on consumer wants and that ''Modern Warfare 2'' was one of Steam's "greatest sellers".<ref>{{Cite web |last=Martin |first=Matt |date=26 November 2009 |title=Valve: Rivals miss out by boycotting Steamworks games |url=https://www.gamesindustry.biz/articles/valve-rivals-miss-out-by-boycotting-steamworks-games |access-date=2022-07-16 |website=GamesIndustry.biz |language=en |archive-date=2021-11-03 |archive-url=https://web.archive.org/web/20211103212857/https://www.gamesindustry.biz/articles/valve-rivals-miss-out-by-boycotting-steamworks-games |url-status=live }}</ref> In December 2010, [[MCV/Develop]] reported that "key [[Brick and mortar|traditional]] retailers" would stop offering games that integrate Steam.<ref name=":3">{{Cite news |last=DRING |first=CHRISTOPHER |date=2010-12-11 |title=Retail threatens Steam ban |language=en |work=MCV |url=https://www.mcvuk.com/business-news/retail-threatens-steam-ban/ |url-status=live |access-date=2022-04-04 |archive-url=https://web.archive.org/web/20220604001901/https://www.mcvuk.com/business-news/retail-threatens-steam-ban/ |archive-date=2022-06-04 |issn=1469-4832}}</ref>
In November 2009, online retailers [[Impulse (software)|Impulse]], [[Direct2Drive]] and [[GamersGate]] refused to offer ''[[Call of Duty: Modern Warfare 2]]'' because it includes mandatory installation of Steamworks.<ref name=":1">{{Cite web |last=Plunkett |first=Luke |date=November 5, 2009 |title=Online Retailers Refusing To Sell Modern Warfare 2 |url=https://kotaku.com/online-retailers-refusing-to-sell-modern-warfare-2-5398259 |access-date=April 4, 2022 |website=Kotaku |language=en-us |archive-date=March 21, 2022 |archive-url=https://web.archive.org/web/20220321070445/https://kotaku.com/online-retailers-refusing-to-sell-modern-warfare-2-5398259 |url-status=live }}</ref> Direct2Drive accused Steamworks of being a "trojan horse".<ref>{{Cite web |last=Alex |first=Leigh |date=November 6, 2009 |title=Direct2Drive Tussles With Valve By Declining To Sell Steamworks-Powere |url=https://www.gamedeveloper.com/pc/direct2drive-tussles-with-valve-by-declining-to-sell-steamworks-powered-i-mw2-i- |access-date=July 16, 2022 |website=Game Developer |language=en |archive-date=May 28, 2023 |archive-url=https://web.archive.org/web/20230528095240/https://www.gamedeveloper.com/pc/direct2drive-tussles-with-valve-by-declining-to-sell-steamworks-powered-i-mw2-i- |url-status=live }}</ref> Valve's business development director Jason Holtman replied Steamworks' features were chosen by developers and based on consumer wants and that ''Modern Warfare 2'' was one of Steam's "greatest sellers".<ref>{{Cite web |last=Martin |first=Matt |date=November 26, 2009 |title=Valve: Rivals miss out by boycotting Steamworks games |url=https://www.gamesindustry.biz/articles/valve-rivals-miss-out-by-boycotting-steamworks-games |access-date=July 16, 2022 |website=GamesIndustry.biz |language=en |archive-date=November 3, 2021 |archive-url=https://web.archive.org/web/20211103212857/https://www.gamesindustry.biz/articles/valve-rivals-miss-out-by-boycotting-steamworks-games |url-status=live }}</ref> In December 2010, [[MCV/Develop]] reported that "key [[Brick and mortar|traditional]] retailers" would stop offering games that integrate Steam.<ref name=":3">{{Cite news |last=DRING |first=CHRISTOPHER |date=December 11, 2010 |title=Retail threatens Steam ban |language=en |work=MCV |url=https://www.mcvuk.com/business-news/retail-threatens-steam-ban/ |url-status=live |access-date=April 4, 2022 |archive-url=https://web.archive.org/web/20220604001901/https://www.mcvuk.com/business-news/retail-threatens-steam-ban/ |archive-date=June 4, 2022 |issn=1469-4832}}</ref>


=== Legal disputes ===
=== Legal disputes ===
Steam's predominance in the gaming market has led to Valve becoming involved in various legal cases. The lack of a formal refund policy led the [[Australian Competition and Consumer Commission]] (ACCC) to sue Valve in September 2014 for violating Australian consumer laws that required stores to offer refunds for faulty or broken products.<ref>{{cite web |url=https://www.theregister.co.uk/2014/09/01/australia_deflates_valve_with_steam_sueball/ |title=Australia deflates Valve with Steam sueball |work=[[The Register]] |access-date=January 8, 2016 |date=September 1, 2014 |url-status=live |archive-url=https://web.archive.org/web/20160105104725/http://www.theregister.co.uk/2014/09/01/australia_deflates_valve_with_steam_sueball/ |archive-date=January 5, 2016}}</ref> The ACCC won the lawsuit in March 2016, though recognizing Valve changed its policy in the interim.<ref>{{cite web |first=Owen |last=Good |title=Court rules Valve broke Australian consumer law |date=March 29, 2016 |work=[[Polygon (website)|Polygon]] |url=http://www.polygon.com/2016/3/29/11323712/valve-australia-lawsuit-ruling |access-date=March 29, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160329143140/http://www.polygon.com/2016/3/29/11323712/valve-australia-lawsuit-ruling |archive-date=March 29, 2016}}</ref> In December 2016, the court fined Valve {{AUD|3&nbsp;million}}, as well as requiring Valve to include proper language for Australian consumers outlining their rights when purchasing games off Steam.<ref>{{cite web |url=http://kotaku.com/australian-court-fines-valve-3-million-over-refund-pol-1790435837 |title=Australian Court Fines Valve $2.1 Million Over Refund Policy |first=Alex |last=Walker |date=December 23, 2016 |access-date=December 25, 2016 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20161224142156/http://kotaku.com/australian-court-fines-valve-3-million-over-refund-pol-1790435837 |archive-date=December 24, 2016}}</ref> In January 2018, Valve filed for special leave to appeal the decision to the [[High Court of Australia]],<ref>{{cite web |url=https://www.gamespot.com/articles/ordered-to-pay-3-million-fine-valve-files-another-/1100-6456267/ |title=Ordered To Pay $3 Million Fine, Valve Files Another Appeal In Australia |first=Eddie |last=Makuch |date=January 22, 2018 |access-date=January 22, 2018 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20180123031353/https://www.gamespot.com/articles/ordered-to-pay-3-million-fine-valve-files-another-/1100-6456267/ |archive-date=January 23, 2018}}</ref> but the High Court dismissed this request.<ref>{{cite web |url=https://www.gamespot.com/articles/valve-loses-appeal-for-3-million-fine-in-australia/1100-6458378/ |title=Valve Loses Appeal For $3 Million Fine In Australia |first=Eddie |last=Makuch |date=April 19, 2018 |access-date=April 19, 2018 |work=[[GameSpot]] |archive-date=April 20, 2018 |archive-url=https://web.archive.org/web/20180420054346/https://www.gamespot.com/articles/valve-loses-appeal-for-3-million-fine-in-australia/1100-6458378/ |url-status=live }}</ref> Later in September 2018, Valve's Steam refund policy was found to be in violation of France's consumer laws, and were fined {{€|147,000}} along with requiring Valve to modify their refund policy appropriately.<ref>{{cite web |url=https://www.pcgamesn.com/steam-uplay-refund-france |title=Steam and Uplay are both getting fined in France for bad refund policies |first=Dustin |last=Bailey |date=September 18, 2018 |access-date=September 18, 2018 |work=[[PCGamesN]] |archive-date=September 18, 2018 |archive-url=https://web.archive.org/web/20180918230839/https://www.pcgamesn.com/steam-uplay-refund-france |url-status=live }}</ref>
Steam's predominance in the gaming market has led to Valve becoming involved in various legal cases. The lack of a formal refund policy led the [[Australian Competition and Consumer Commission]] (ACCC) to sue Valve in September 2014 for violating Australian consumer laws that required stores to offer refunds for faulty or broken products.<ref>{{cite web |url=https://www.theregister.co.uk/2014/09/01/australia_deflates_valve_with_steam_sueball/ |title=Australia deflates Valve with Steam sueball |work=[[The Register]] |access-date=January 8, 2016 |date=September 1, 2014 |url-status=live |archive-url=https://web.archive.org/web/20160105104725/http://www.theregister.co.uk/2014/09/01/australia_deflates_valve_with_steam_sueball/ |archive-date=January 5, 2016}}</ref> The ACCC won the lawsuit in March 2016, though recognizing Valve changed its policy in the interim.<ref>{{cite web |first=Owen |last=Good |title=Court rules Valve broke Australian consumer law |date=March 29, 2016 |work=[[Polygon (website)|Polygon]] |url=http://www.polygon.com/2016/3/29/11323712/valve-australia-lawsuit-ruling |access-date=March 29, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160329143140/http://www.polygon.com/2016/3/29/11323712/valve-australia-lawsuit-ruling |archive-date=March 29, 2016}}</ref> In December 2016, the court fined Valve {{AUD|3&nbsp;million}}, as well as requiring Valve to include proper language for Australian consumers outlining their rights when purchasing games off Steam.<ref>{{cite web |url=http://kotaku.com/australian-court-fines-valve-3-million-over-refund-pol-1790435837 |title=Australian Court Fines Valve $2.1 Million Over Refund Policy |first=Alex |last=Walker |date=December 23, 2016 |access-date=December 25, 2016 |work=[[Kotaku]] |url-status=live |archive-url=https://web.archive.org/web/20161224142156/http://kotaku.com/australian-court-fines-valve-3-million-over-refund-pol-1790435837 |archive-date=December 24, 2016}}</ref> In January 2018, Valve filed for special leave to appeal the decision to the [[High Court of Australia]],<ref>{{cite web |url=https://www.gamespot.com/articles/ordered-to-pay-3-million-fine-valve-files-another-/1100-6456267/ |title=Ordered To Pay $3 Million Fine, Valve Files Another Appeal In Australia |first=Eddie |last=Makuch |date=January 22, 2018 |access-date=January 22, 2018 |work=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20180123031353/https://www.gamespot.com/articles/ordered-to-pay-3-million-fine-valve-files-another-/1100-6456267/ |archive-date=January 23, 2018}}</ref> but the High Court dismissed this request.<ref>{{cite web |url=https://www.gamespot.com/articles/valve-loses-appeal-for-3-million-fine-in-australia/1100-6458378/ |title=Valve Loses Appeal For $3 Million Fine In Australia |first=Eddie |last=Makuch |date=April 19, 2018 |access-date=April 19, 2018 |work=[[GameSpot]] |archive-date=April 20, 2018 |archive-url=https://web.archive.org/web/20180420054346/https://www.gamespot.com/articles/valve-loses-appeal-for-3-million-fine-in-australia/1100-6458378/ |url-status=live }}</ref> Later in September 2018, Valve's Steam refund policy was found to violate France's consumer laws, and were fined {{€|147,000}} along with requiring Valve to modify their refund policy appropriately.<ref>{{cite web |url=https://www.pcgamesn.com/steam-uplay-refund-france |title=Steam and Uplay are both getting fined in France for bad refund policies |first=Dustin |last=Bailey |date=September 18, 2018 |access-date=September 18, 2018 |work=[[PCGamesN]] |archive-date=September 18, 2018 |archive-url=https://web.archive.org/web/20180918230839/https://www.pcgamesn.com/steam-uplay-refund-france |url-status=live }}</ref>


In December 2015, the French consumer group [[UFC-Que Choisir]] initiated a lawsuit against Valve for several of their Steam policies that conflict or run afoul of French law, including the restriction against [[First-sale doctrine#Application to digital copies|reselling of purchased games]], which is legal in the European Union.<ref>{{cite web |url=http://www.gamasutra.com/view/news/262203/French_consumer_group_sues_Valve_over_Steam_policies.php |title=French consumer group sues Valve over Steam policies |first=Christian |last=Nutt |date=December 17, 2015 |access-date=December 17, 2015 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20151218051846/http://gamasutra.com/view/news/262203/French_consumer_group_sues_Valve_over_Steam_policies.php |archive-date=December 18, 2015}}</ref> In September 2019, the [[Tribunal de grande instance de Paris]] found that Valve's practice of preventing resales violated the European Union's [[Information Society Directive]] of 2001 and the [[Computer Programs Directive]] of 2009, and required them to allow it in the future.<ref>{{cite web |url=https://www.pcgamer.com/uk/french-courts-rule-that-steam-cannot-ban-resale-of-dematerialised-games/ |title=Valve will appeal French courts ruling that Steam cannot ban resale of 'dematerialised' games (updated) |first=Dominiac |last=Tarason |date=September 19, 2019 |website=[[PC Gamer]] |access-date=June 22, 2023 |archive-date=April 9, 2020 |archive-url=https://web.archive.org/web/20200409212246/https://www.pcgamer.com/uk/french-courts-rule-that-steam-cannot-ban-resale-of-dematerialised-games/ |url-status=live }}</ref><ref>{{cite web |url=https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law |title=French court rules that Steam's ban on reselling used games is contrary to European law |first=Colin |last=Campbell |date=September 19, 2019 |access-date=September 19, 2019 |work=[[Polygon (website)|Polygon]] |archive-date=December 19, 2019 |archive-url=https://web.archive.org/web/20191219182402/https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law |url-status=live }}</ref> The Interactive Software Federation of Europe (ISFE) issued a statement that the French court ruling goes against established EU case law related to digital copies and threatened to upend much of the digital distribution systems in Europe should it be upheld.<ref>{{cite web |url=https://www.pcgamesinsider.biz/news/69716/european-video-games-trade-body-says-frances-steam-ruling-flies-in-face-of-eu-law/ |title=European video games trade body says France's Steam ruling goes against EU law |first=Alex |last=Calvin |date=September 23, 2019 |access-date=September 23, 2019 |work=PC Games Insider |archive-date=September 23, 2019 |archive-url=https://web.archive.org/web/20190923134952/https://www.pcgamesinsider.biz/news/69716/european-video-games-trade-body-says-frances-steam-ruling-flies-in-face-of-eu-law/ |url-status=live }}</ref>
In December 2015, the French consumer group [[UFC-Que Choisir]] initiated a lawsuit against Valve for several of their Steam policies that conflict or run afoul of French law, including the restriction against [[First-sale doctrine#Application to digital copies|reselling of purchased games]], which is legal in the European Union.<ref>{{cite web |url=http://www.gamasutra.com/view/news/262203/French_consumer_group_sues_Valve_over_Steam_policies.php |title=French consumer group sues Valve over Steam policies |first=Christian |last=Nutt |date=December 17, 2015 |access-date=December 17, 2015 |work=[[Gamasutra]] |url-status=live |archive-url=https://web.archive.org/web/20151218051846/http://gamasutra.com/view/news/262203/French_consumer_group_sues_Valve_over_Steam_policies.php |archive-date=December 18, 2015}}</ref> In September 2019, the [[Tribunal de grande instance de Paris]] found that Valve's practice of preventing resales violated the European Union's [[Information Society Directive]] of 2001 and the [[Computer Programs Directive]] of 2009, and required them to allow it in the future.<ref>{{cite web |url=https://www.pcgamer.com/uk/french-courts-rule-that-steam-cannot-ban-resale-of-dematerialised-games/ |title=Valve will appeal French courts ruling that Steam cannot ban resale of 'dematerialised' games (updated) |first=Dominiac |last=Tarason |date=September 19, 2019 |website=[[PC Gamer]] |access-date=June 22, 2023 |archive-date=April 9, 2020 |archive-url=https://web.archive.org/web/20200409212246/https://www.pcgamer.com/uk/french-courts-rule-that-steam-cannot-ban-resale-of-dematerialised-games/ |url-status=live }}</ref><ref>{{cite web |url=https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law |title=French court rules that Steam's ban on reselling used games is contrary to European law |first=Colin |last=Campbell |date=September 19, 2019 |access-date=September 19, 2019 |work=[[Polygon (website)|Polygon]] |archive-date=December 19, 2019 |archive-url=https://web.archive.org/web/20191219182402/https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law |url-status=live }}</ref> The Interactive Software Federation of Europe (ISFE) issued a statement that the French court ruling goes against established EU case law related to digital copies and threatened to upend much of the digital distribution systems in Europe should it be upheld.<ref>{{cite web |url=https://www.pcgamesinsider.biz/news/69716/european-video-games-trade-body-says-frances-steam-ruling-flies-in-face-of-eu-law/ |title=European video games trade body says France's Steam ruling goes against EU law |first=Alex |last=Calvin |date=September 23, 2019 |access-date=September 23, 2019 |work=PC Games Insider |archive-date=September 23, 2019 |archive-url=https://web.archive.org/web/20190923134952/https://www.pcgamesinsider.biz/news/69716/european-video-games-trade-body-says-frances-steam-ruling-flies-in-face-of-eu-law/ |url-status=live }}</ref>


In August 2016, [[BT Group]] filed a lawsuit against Valve stating that Steam's client infringes on four of their patents, which they stated were used within Steam's Library, Chat, Messaging, and Broadcasting services.<ref>{{cite web |url=https://www.rockpapershotgun.com/2016/08/31/bt-valve-patent-infringement-lawsuit/ |title=BT Files Patent Infringement Lawsuit Against Valve |first=Philippa |last=Warr |date=August 31, 2016 |access-date=August 31, 2016 |work=[[Rock Paper Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20160901141542/https://www.rockpapershotgun.com/2016/08/31/bt-valve-patent-infringement-lawsuit/ |archive-date=September 1, 2016}}</ref>
In August 2016, [[BT Group]] filed a lawsuit against Valve stating that Steam's client infringed on four of their patents, which they stated were used within Steam's Library, Chat, Messaging, and Broadcasting services.<ref>{{cite web |url=https://www.rockpapershotgun.com/2016/08/31/bt-valve-patent-infringement-lawsuit/ |title=BT Files Patent Infringement Lawsuit Against Valve |first=Philippa |last=Warr |date=August 31, 2016 |access-date=August 31, 2016 |work=[[Rock Paper Shotgun]] |url-status=live |archive-url=https://web.archive.org/web/20160901141542/https://www.rockpapershotgun.com/2016/08/31/bt-valve-patent-infringement-lawsuit/ |archive-date=September 1, 2016}}</ref>


In 2017, the [[European Commission]] began investigating Valve and five other publishers—[[Bandai Namco Entertainment]], [[Capcom]], [[Focus Home Interactive]], [[Koch Media]], and [[ZeniMax Media]]—for anti-competitive practices, specifically the use of [[geo-blocking]] to prevent access to software to citizens of certain countries within the European Economic Area. Such practices would be against the [[Digital Single Market]] initiative set by the European Union.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2017-02-02-valve-under-investigation-by-european-commission-for-steam-geo-blocking |title=Valve under investigation by European Commission for Steam geo-blocking |first=Matthew |last=Handrahan |date=February 2, 2017 |access-date=February 2, 2017 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20170202184925/http://www.gamesindustry.biz/articles/2017-02-02-valve-under-investigation-by-european-commission-for-steam-geo-blocking |archive-date=February 2, 2017}}</ref> The French gaming trade group, Syndicat National du Jeu Vidéo, noted that geo-blocking was a necessary feature to hinder inappropriate [[product key]] reselling.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2017-02-03-snjv-takes-issue-with-steam-investigation |title=SNJV takes issue with Steam investigation |first=Brendan |last=Sinclair |date=February 3, 2017 |access-date=February 3, 2017 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20170203173812/http://www.gamesindustry.biz/articles/2017-02-03-snjv-takes-issue-with-steam-investigation |archive-date=February 3, 2017}}</ref> The Commission found, in January 2021, that Valve and co-defendants had violated [[antitrust]] rules of the European Union, issued combined fines of {{euro|7.8 million}}, and determined that these companies may be further liable to lawsuits from affected consumers.<ref>{{cite web | url = https://www.eurogamer.net/articles/2021-01-20-european-commission-fines-valve-and-five-publishers-7-8m-for-geo-blocking-steam-games | title = European Commission fines Valve and five publishers €7.8m for geo-blocking Steam games | first = Wesley | last = Yin-Poole | date = January 20, 2021 | access-date = January 20, 2021 | work = [[Eurogamer]] | archive-date = January 20, 2021 | archive-url = https://web.archive.org/web/20210120135406/https://www.eurogamer.net/articles/2021-01-20-european-commission-fines-valve-and-five-publishers-7-8m-for-geo-blocking-steam-games | url-status = live }}</ref> Valve had chosen "not to cooperate," and was fined {{euro|1.6 million}}, the most of any of the defendants.<ref>{{cite web | url = https://www.spglobal.com/marketintelligence/en/news-insights/latest-news-headlines/valve-5-publishers-face-eu-fines-over-geo-blocking-62213433 | title = Valve, 5 publishers face EU fines over 'geo-blocking' | last1 = Magdiril | first1 = Phoebe | access-date = December 29, 2021 | work = S&P Global | archive-date = December 29, 2021 | archive-url = https://web.archive.org/web/20211229080149/https://www.spglobal.com/marketintelligence/en/news-insights/latest-news-headlines/valve-5-publishers-face-eu-fines-over-geo-blocking-62213433 | url-status = live }}</ref>
In 2017, the [[European Commission]] began investigating Valve and five other publishers—[[Bandai Namco Entertainment]], [[Capcom]], [[Focus Home Interactive]], [[Koch Media]], and [[ZeniMax Media]]—for anti-competitive practices, specifically the use of [[geo-blocking]] to prevent access to software to citizens of certain countries within the European Economic Area. Such practices would be against the [[Digital Single Market]] initiative set by the European Union.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2017-02-02-valve-under-investigation-by-european-commission-for-steam-geo-blocking |title=Valve under investigation by European Commission for Steam geo-blocking |first=Matthew |last=Handrahan |date=February 2, 2017 |access-date=February 2, 2017 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20170202184925/http://www.gamesindustry.biz/articles/2017-02-02-valve-under-investigation-by-european-commission-for-steam-geo-blocking |archive-date=February 2, 2017}}</ref> The French gaming trade group, Syndicat National du Jeu Vidéo, noted that geo-blocking was a necessary feature to hinder inappropriate [[product key]] reselling.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2017-02-03-snjv-takes-issue-with-steam-investigation |title=SNJV takes issue with Steam investigation |first=Brendan |last=Sinclair |date=February 3, 2017 |access-date=February 3, 2017 |work=[[GamesIndustry.biz]] |url-status=live |archive-url=https://web.archive.org/web/20170203173812/http://www.gamesindustry.biz/articles/2017-02-03-snjv-takes-issue-with-steam-investigation |archive-date=February 3, 2017}}</ref> The Commission found, in January 2021, that Valve and co-defendants had violated [[antitrust]] rules of the European Union, issued combined fines of {{euro|7.8 million}}, and determined that these companies may be further liable to lawsuits from affected consumers.<ref>{{cite web | url = https://www.eurogamer.net/articles/2021-01-20-european-commission-fines-valve-and-five-publishers-7-8m-for-geo-blocking-steam-games | title = European Commission fines Valve and five publishers €7.8m for geo-blocking Steam games | first = Wesley | last = Yin-Poole | date = January 20, 2021 | access-date = January 20, 2021 | work = [[Eurogamer]] | archive-date = January 20, 2021 | archive-url = https://web.archive.org/web/20210120135406/https://www.eurogamer.net/articles/2021-01-20-european-commission-fines-valve-and-five-publishers-7-8m-for-geo-blocking-steam-games | url-status = live }}</ref> Valve had chosen "not to cooperate," and was fined {{euro|1.6 million}}, the most of any of the defendants.<ref>{{cite web | url = https://www.spglobal.com/marketintelligence/en/news-insights/latest-news-headlines/valve-5-publishers-face-eu-fines-over-geo-blocking-62213433 | title = Valve, 5 publishers face EU fines over 'geo-blocking' | last1 = Magdiril | first1 = Phoebe | access-date = December 29, 2021 | work = S&P Global | archive-date = December 29, 2021 | archive-url = https://web.archive.org/web/20211229080149/https://www.spglobal.com/marketintelligence/en/news-insights/latest-news-headlines/valve-5-publishers-face-eu-fines-over-geo-blocking-62213433 | url-status = live }}</ref>


A January 2021 class-action lawsuit filed against Valve asserted that the company forced developers into entering a "[[Most favoured nation|most favored nation]]"-type of pricing contract to offer games on their storefront, which required the developers to price their games the same on other platforms as they did on Steam, thus stifling competition.<ref>{{cite web | url = https://www.hollywoodreporter.com/thr-esq/popular-gaming-platform-accused-of-abusing-market-power-through-contracts | title = Popular Gaming Platform Accused of Abusing Market Power Through Contracts | first = Eriq | last = Gardner | date = January 29, 2021 | access-date = January 29, 2021 | work = [[The Hollywood Reporter]] | archive-date = January 29, 2021 | archive-url = https://web.archive.org/web/20210129002159/https://www.hollywoodreporter.com/thr-esq/popular-gaming-platform-accused-of-abusing-market-power-through-contracts | url-status = live }}</ref> ''Gamasutra''{{'}}s Simon Carless analyzed the lawsuit and observed that Valve's terms only apply the resale of Steam keys and not games themselves, and thus the lawsuit may be without merit.<ref>{{cite web | url = https://www.gamasutra.com/blogs/SimonCarless/20210201/376894/Is_Steam_really_conspiring_to_price_fix.php | title = Is Steam really conspiring to price fix? | first = Simon | last = Carless | date = February 1, 2021 | access-date = February 1, 2021 | work = [[Gamasutra]] | archive-date = February 1, 2021 | archive-url = https://web.archive.org/web/20210201214325/https://www.gamasutra.com/blogs/SimonCarless/20210201/376894/Is_Steam_really_conspiring_to_price_fix.php | url-status = live }}</ref>
A January 2021 class-action lawsuit filed against Valve asserted that the company forced developers into entering a "[[most favored nation]]"-type of pricing contract to offer games on their storefront, which required the developers to price their games the same on other platforms as they did on Steam, thus stifling competition.<ref>{{cite web | url = https://www.hollywoodreporter.com/thr-esq/popular-gaming-platform-accused-of-abusing-market-power-through-contracts | title = Popular Gaming Platform Accused of Abusing Market Power Through Contracts | first = Eriq | last = Gardner | date = January 29, 2021 | access-date = January 29, 2021 | work = [[The Hollywood Reporter]] | archive-date = January 29, 2021 | archive-url = https://web.archive.org/web/20210129002159/https://www.hollywoodreporter.com/thr-esq/popular-gaming-platform-accused-of-abusing-market-power-through-contracts | url-status = live }}</ref> ''Gamasutra''{{'}}s Simon Carless analyzed the lawsuit and observed that Valve's terms only apply the resale of Steam keys and not games themselves, and thus the lawsuit may be without merit.<ref>{{cite web | url = https://www.gamasutra.com/blogs/SimonCarless/20210201/376894/Is_Steam_really_conspiring_to_price_fix.php | title = Is Steam really conspiring to price fix? | first = Simon | last = Carless | date = February 1, 2021 | access-date = February 1, 2021 | work = [[Gamasutra]] | archive-date = February 1, 2021 | archive-url = https://web.archive.org/web/20210201214325/https://www.gamasutra.com/blogs/SimonCarless/20210201/376894/Is_Steam_really_conspiring_to_price_fix.php | url-status = live }}</ref>


A separate class-action lawsuit filed against Valve by [[Wolfire Games]] in April 2021 asserted that Steam is essentially a monopoly since developers must sell to PC users through it, and that its 30% cut and "most favored nation" pricing practices violate antitrust laws as a result of their position.<ref>{{cite web | url = https://www.pcgamer.com/overgrowth-developer-wolfire-games-files-antitrust-lawsuit-against-valve/ | title = Overgrowth developer Wolfire Games files antitrust lawsuit against Valve | first = Andy | last = Chalk | date = April 29, 2021 | access-date = April 29, 2021 | work = [[PC Gamer]] | archive-date = April 29, 2021 | archive-url = https://web.archive.org/web/20210429204540/https://www.pcgamer.com/overgrowth-developer-wolfire-games-files-antitrust-lawsuit-against-valve/ | url-status = live }}</ref> Valve's response to the suit, filed in July 2021, sought to dismiss the complaint, stating that it "has no duty under antitrust law to allow developers to use free Steam Keys to undersell prices for the games they sell on Steam—or to provide Steam Keys at all", referring to the "most favored nation" allegations. Valve further defended its 30% revenue as meeting the current industry standard and claimed Wolfire's figure Steam's market share to lack evidence.<ref name="pcgamer valve wolfire response">{{cite web | url = https://www.pcgamer.com/valve-responds-to-antitrust-lawsuit-defends-steams-30-cut/ | title = Valve responds to antitrust lawsuit, defends Steam's 30% cut | first = Andy | last = Chalk | date = July 29, 2021 | access-date = July 29, 2021 | work = [[PC Gamer]] | archive-date = July 29, 2021 | archive-url = https://web.archive.org/web/20210729202813/https://www.pcgamer.com/valve-responds-to-antitrust-lawsuit-defends-steams-30-cut/ | url-status = live }}</ref> Wolfire's suit was dismissed by the presiding judge in November 2021 after determining that Wolfire had failed to show that Valve had a monopoly on game sales, and that the 30% cut has remained unchanged throughout Valve's history.<ref>{{cite web | url = https://www.pcgamer.com/judge-dismisses-antitrust-lawsuit-filed-against-valve/ | title = Judge dismisses antitrust lawsuit filed against Valve | first = Andy | last = Chalk | date = November 19, 2021 | access-date = November 19, 2021 | work = [[PC Gamer]] | archive-date = November 20, 2021 | archive-url = https://web.archive.org/web/20211120000218/https://www.pcgamer.com/judge-dismisses-antitrust-lawsuit-filed-against-valve/ | url-status = live }}</ref> Wolfire refiled their case, narrowing the antitrust complaint toward Valve's use of its dominant power to intimidate developers that sell their game for less on marketplaces other than Steam, which the judge accepted and allowed to proceed in May 2022.<ref>{{cite web | url = https://news.bloomberglaw.com/class-action/valve-loses-bid-to-end-antitrust-case-over-steam-gaming-platform | title = Valve Loses Bid to End Antitrust Case Over Steam Gaming Platform | first = Mike | last = Leonard | date = May 9, 2022 | accessdate = May 10, 2022 | work = [[Bloomberg Law]] | archive-date = May 10, 2022 | archive-url = https://web.archive.org/web/20220510153033/https://news.bloomberglaw.com/class-action/valve-loses-bid-to-end-antitrust-case-over-steam-gaming-platform | url-status = live }}</ref> Pursuant to discovery, Valve was ordered to have Gabe Newell submit to a deposition for discussion of Valve's business strategy related to Steam.<ref>{{cite web | url = https://www.gamesindustry.biz/gabe-newell-ordered-to-make-in-person-deposition-for-valve-v-wolfire-games-lawsuit | title = Gabe Newell ordered to make in-person deposition for Valve v. Wolfire Games lawsuit | first = Sophie | last =McEvoy |date = November 24, 2023 | accessdate = November 24, 2023 | work = [[GamesIndustry.biz]] }}</ref>
A separate class-action lawsuit filed against Valve by [[Wolfire Games]] in April 2021 asserted that Steam is essentially a monopoly since developers must sell to PC users through it and that its 30% cut and "most favored nation" pricing practices violate antitrust laws as a result of their position.<ref>{{cite web | url = https://www.pcgamer.com/overgrowth-developer-wolfire-games-files-antitrust-lawsuit-against-valve/ | title = Overgrowth developer Wolfire Games files antitrust lawsuit against Valve | first = Andy | last = Chalk | date = April 29, 2021 | access-date = April 29, 2021 | work = [[PC Gamer]] | archive-date = April 29, 2021 | archive-url = https://web.archive.org/web/20210429204540/https://www.pcgamer.com/overgrowth-developer-wolfire-games-files-antitrust-lawsuit-against-valve/ | url-status = live }}</ref> Valve's response to the suit, filed in July 2021, sought to dismiss the complaint, stating that it "has no duty under antitrust law to allow developers to use free Steam Keys to undersell prices for the games they sell on Steam—or to provide Steam Keys at all", referring to the "most favored nation" allegations. Valve further defended its 30% revenue as meeting the current [[Technical standard|Industry standard]] and claimed Wolfire's figure Steam's market share to lack evidence.<ref name="pcgamer valve wolfire response">{{cite web | url = https://www.pcgamer.com/valve-responds-to-antitrust-lawsuit-defends-steams-30-cut/ | title = Valve responds to antitrust lawsuit, defends Steam's 30% cut | first = Andy | last = Chalk | date = July 29, 2021 | access-date = July 29, 2021 | work = [[PC Gamer]] | archive-date = July 29, 2021 | archive-url = https://web.archive.org/web/20210729202813/https://www.pcgamer.com/valve-responds-to-antitrust-lawsuit-defends-steams-30-cut/ | url-status = live }}</ref> Wolfire's suit was dismissed by the presiding judge in November 2021 after determining that Wolfire had failed to show that Valve had a monopoly on game sales and that the 30% cut has remained unchanged throughout Valve's history.<ref>{{cite web | url = https://www.pcgamer.com/judge-dismisses-antitrust-lawsuit-filed-against-valve/ | title = Judge dismisses antitrust lawsuit filed against Valve | first = Andy | last = Chalk | date = November 19, 2021 | access-date = November 19, 2021 | work = [[PC Gamer]] | archive-date = November 20, 2021 | archive-url = https://web.archive.org/web/20211120000218/https://www.pcgamer.com/judge-dismisses-antitrust-lawsuit-filed-against-valve/ | url-status = live }}</ref> Wolfire refiled their case, narrowing the antitrust complaint toward Valve's use of its dominant power to intimidate developers that sell their game for less on marketplaces other than Steam, which the judge accepted and allowed to proceed in May 2022.<ref>{{cite web | url = https://news.bloomberglaw.com/class-action/valve-loses-bid-to-end-antitrust-case-over-steam-gaming-platform | title = Valve Loses Bid to End Antitrust Case Over Steam Gaming Platform | first = Mike | last = Leonard | date = May 9, 2022 | accessdate = May 10, 2022 | work = [[Bloomberg Law]] | archive-date = May 10, 2022 | archive-url = https://web.archive.org/web/20220510153033/https://news.bloomberglaw.com/class-action/valve-loses-bid-to-end-antitrust-case-over-steam-gaming-platform | url-status = live }}</ref> according to discovery, Valve was ordered to have Gabe Newell submit to a deposition for discussion of Valve's business strategy related to Steam.<ref>{{cite web | url = https://www.gamesindustry.biz/gabe-newell-ordered-to-make-in-person-deposition-for-valve-v-wolfire-games-lawsuit | title = Gabe Newell ordered to make in-person deposition for Valve v. Wolfire Games lawsuit | first = Sophie | last =McEvoy |date = November 24, 2023 | accessdate = November 24, 2023 | work = [[GamesIndustry.biz]] }}</ref>


== See also ==
== See also ==
* [[Digital distribution of video games#List of video game digital distribution systems|List of video game digital distribution systems]]
* [[List of video game digital distribution systems]]


== Notes ==
== Notes ==
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[[Category:2003 software]]
[[Category:Android (operating system) software]]
[[Category:Android (operating system) software]]
[[Category:Digital rights management systems]]
[[Category:Digital rights management for macOS]]
[[Category:Digital rights management for macOS]]
[[Category:Digital rights management for Windows]]
[[Category:Digital rights management for Windows]]
[[Category:Digital rights management systems]]
[[Category:Freeware]]
[[Category:Freeware]]
[[Category:Internet properties established in 2003]]
[[Category:Internet properties established in 2003]]

Revision as of 04:15, 5 July 2024

Steam
Developer(s)Valve
Initial releaseSeptember 12, 2003; 20 years ago (2003-09-12)
Stable releaseSteamClient021, Package: 1718305227 (June 13, 2024; 26 days ago (2024-06-13)) [±]
Preview releaseAPI v020, Package: 1682723851 (April 29, 2023; 14 months ago (2023-04-29)) [±]
Platform
Available in29[1] languages
Type
LicenseProprietary software
Websitestore.steampowered.com

Steam is a video game digital distribution service and storefront managed by Valve. It was launched as a software client in September 2003 to provide game updates automatically for Valve's games and expanded to distributing third-party titles in late 2005. Steam offers various features, like game server matchmaking with Valve Anti-Cheat measures, social networking, and game streaming services. Steam client's functions include game update automation, cloud storage for game progress, and community features such as direct messaging, in-game overlay functions and a virtual collectable marketplace.

Steamworks, an application programming interface (API) released in 2008, is used by developers to integrate Steam's functions, including digital rights management (DRM), into their game products. Many game publishers began distributing their products on Steam that year. Initially developed for Windows, Steam was ported to macOS, Linux, Android, and iOS in the early 2010s. The storefront also offers productivity software, game soundtracks, videos, and Valve hardware such as the Index and Steam Deck.

The service is the largest digital distribution platform for PC games, with an estimated 75% of the market share in 2013 according to IHS Screen Digest.[2] By 2017, game purchases through Steam totaled about US$4.3 billion, or at least 18% of global PC game sales according to Steam Spy.[3] By 2021, the service had over 34,000 games with over 132 million monthly active users.[4] Steam's success has led to the development of the Steam Machine gaming PCs in 2015, including the SteamOS Linux distribution and Steam Controller; Steam Link devices for local game streaming; and in 2022, the handheld Steam Deck tailored for running Steam games.

History

Steam releases and updates
2002Announcement and beta release
2003Official release
2004
2005First publisher partnership
2006
2007Steam Community
2008Steamworks
Matchmaking services
2009Steam Cloud
2010Mac OS X client
2011Steam Workshop
2012Steam online mobile apps
Steam for Schools
Steam Greenlight
Big Picture Mode
Non-gaming software added to marketplace
Steam Community Market
2013Steam Trading Cards
Linux client
Family Sharing
Steam Early Access
2014In-Home Streaming
Steam Music
2015SteamOS
Steam Machines
Films added to marketplace
Steam Link
Steam Controller
2016SteamVR
Steam Awards
2017Steam Direct
2018Steam.tv
Proton
2019Remote Play
Steam Labs
2020Steam Cloud Play
2021Steam China
2022Steam Deck
2023Big Picture Mode update
Desktop client visual update
2024Steam Families
Game Recording

In the early 2000s, Valve was looking for a better way to update its published games,[5] as providing downloadable patches for multiplayer games resulted in most of the online user base disconnecting for several days until players had installed the patch. They decided to create a platform that would update games automatically and implement stronger anti-piracy and anti-cheat measures. They approached several companies, including Microsoft, Yahoo!, and RealNetworks, to build a client with these features, but were declined.[6]

Valve began its own platform development in 2002, using the working names "Grid" and "Gazelle".[7][8] The Steam platform was publicly announced at the Game Developers Conference event on March 22, 2002, and released for beta testing that day.[9][10] Prior to the implementation of Steam, Valve had a publishing contract with Sierra Studios; the 2001 version of the contract gave Valve rights to digital distribution of its games.[11] Valve took Sierra and their owners, Vivendi Games, to court in 2002 over a claimed breach of this contract. Sierra counter-sued, asserting that Valve had been working to undermine the contract by offering a digital storefront for their games, directly competing with Sierra.[11]

In November 2004, Half-Life 2 was the first game to be offered digitally on Steam, requiring installation of the Steam client for retail copies. During this time users faced problems attempting to play the game.[7][12][13] The Steam requirement was met with concerns about software ownership, software requirements, and problems with overloaded servers demonstrated previously by the Counter-Strike rollout.[14]

In 2005, third-party developers were contracted to release games on Steam, such as Rag Doll Kung Fu and Darwinia.[15][16] In May 2007, ATI included Steam in the ATI Catalyst GPU driver as well as offering a free Steam copy of Half-Life 2: Lost Coast and Half-Life 2: Deathmatch to ATI Radeon owners.[17] In January 2008, Nvidia promoted Steam in the GeForce GPU driver, as well as offering a free Steam copy of Portal: The First Slice to Nvidia hardware owners.[18]

In 2011, Electronic Arts removed some of its games from Steam because of its restrictive terms of service, and launched its games—beginning with Mass Effect 3 in 2012—on its Origin service.[19][20][21] In 2019, Ubisoft announced that they would stop selling their future games on Steam starting with Tom Clancy's The Division 2 because Valve would not modify its revenue sharing model.[22] In May 2019, Microsoft distributed its games on Steam in addition to the Microsoft Store.[23]

In 2020, Electronic Arts started to publish select games on Steam and offered its rebranded subscription service EA Play on the platform.[24][25] In 2022, Ubisoft announced that they would return to selling its recent games on Steam, starting with Assassin's Creed Valhalla, stating that they were "constantly evaluating how to bring our games to different audiences wherever they are".[26]

By 2014, total annual game sales on Steam were estimated at $1.5 billion.[27] By 2018, the service had over 90 million monthly active users.[28] In 2018, its network delivered 15 billion gigabytes of data, compared to less than 4 billion in 2014.[29]

Features and functionality

Software delivery and maintenance

Steam's primary service is to allow its users to purchase games and other software, adding them to a virtual library from which they may be downloaded and installed an unlimited number of times. Initially, Valve was required to be the publisher for these games since they had sole access to Steam's database and engine, but with the introduction of the Steamworks software development kit (SDK) in May 2008, anyone could integrate Steam into their game without Valve's direct involvement.[30]

Valve intended to "make DRM obsolete" as games released on Steam had traditional anti-piracy measures, including the assignment and distribution of product keys and support for digital rights management software tools such as SecuROM or non-malicious rootkits. With an update to the Steamworks SDK in March 2009, Valve added "Custom Executable Generation" (CEG), which creates a unique, encrypted copy of the game's executable files for the given user, which allows them to install it multiple times and on multiple devices, and make backup copies of their software.[31] Once the software is downloaded and installed, the user must then authenticate through Steam to de-encrypt the executable files to play the game. Normally this is done while connected to the Internet following the user's credential validation, but once they have logged into Steam once, a user can instruct Steam to launch in a special offline mode to be able to play their games without a network connection.[32][33] Developers are not limited to Steam's CEG and may include other forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher Ubisoft require the use of their Uplay gaming service.[34]

In November 2007, Steam achievements were added, similar to Xbox 360 Achievements.[35] In September 2008, Valve added support for Steam Cloud, a service that can automatically store saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client.[36] Users can disable this feature on a per-game and per-account basis.[37] Cloud saving was expanded in January 2022 for Dynamic Cloud Sync, allowing games developed with this feature to store saved states to Steam Cloud while a game is running rather than waiting until the user quit; this was added ahead of the portable Steam Deck unit so that users can save from the Deck and then put the unit into a suspended state.[38] In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices.[39] Product keys sold through third-party retailers can also be redeemed on Steam.[40] For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing downloadable content (DLC) for games.[41][42]

In September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements provided the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for their own account.[43] Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased games.[44] A more robust implementation of Family Sharing, titled "Steam Families", was put into beta in 2024, allowing up to five members of a household to share games from a single account, including the ability to play different games on those accounts along with different game saves and profiles, and enhanced parential control tools for those accounts.[45]

By its acceptable use policy, Valve retains the right to block customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others, or trading games to exploit regional price differences.[46] Blocking such users initially removed access to their other games, leading to some users with high-value accounts losing access because of minor infractions.[47] Valve later changed its policy to be similar to that of Electronic Arts' Origin platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features.[48] Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's end user license agreements; this last occurred in August 2012.[49] In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which allowed them to police their own gaming communities in a customizable manner.[50]

Storefront features

The Steam client includes a digital storefront called the Steam Store through which users can purchase games. Once the game is bought, a software license is permanently attached to the user's Steam account, allowing them to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer protocol.[51] As of 2015, Steam sells its products in US and Canadian dollars, euros, pounds sterling, Brazilian reais, Russian rubles, Indonesian rupiah and Indian rupees[52] depending on the user's location.[53] In December 2010, the client began supporting the WebMoney payment system.[54] From April 2016 until December 2017, Steam accepted payments in Bitcoin before dropping support for it due to high fluctuation in value and costly service fees.[55][56] The Steam storefront validates the user's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the Steam Translation Server project allows Steam users to assist with the translation of the Steam client, storefront, and a selected library of Steam games for twenty-eight languages.[57] In October 2018, official support for Vietnamese and Latin American Spanish was added, in addition to Steam's then 26 languages.[58] Steam also allows users to purchase downloadable content for games, and for some specific games such as Team Fortress 2, the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games.[59]

In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a daily and weekly basis, sometimes oriented around a publisher, genre, or holiday theme, and sometimes allows games to be tried for free during the days of these sales. The site normally offers a large selection of games at a discount during its annual Summer and Holiday sales, including gamification of these sales.[60]

Users of Steam's storefront can also purchase games and other software as gifts for another Steam user. Before May 2017, users could purchase these gifts to be held in their profile's inventory until they opted to gift them. However, this feature enabled a gray market around some games, where a user in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies to sell to others in regions with much higher prices.[61] In August 2016, Valve changed its gifting policy to require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam user, which also served to combat players that worked around VAC and Game Bans;[62] in May 2017, Valve expanded this policy to all games.[63] The changes also placed limitations on gifts between users of different countries if there is a large difference in pricing.[64] Due to runaway inflation in Argentina and Turkey, Valve eliminated the use of local currency pricing for users in those storefronts in November 2023, instead moving them to a special regional pricing model based on U.S. dollars as a means to provide fair payments to publisher and developers, though these local users saw effective price hikes as high as 2900%.[65]

The Steam store also enables users to redeem store product keys to add software from their library. The keys are sold by third-party providers such as Humble Bundle, distributed as part of a physical release, or given to a user as part of promotions, often used to deliver Kickstarter and other crowdfunding rewards. A grey market exists around Steam keys, where less reputable buyers purchase a large number of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party sites at a higher price.[66][67] This caused some of these third-party sites, such as G2A, to be embroiled in this grey market.[68] It is possible for publishers to have Valve track down where specific keys have been used and cancel them, removing the product from the user's libraries.[69] Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases.[70] In June 2021, Valve began limiting how frequently Steam users could change their default region to prevent them from purchasing games from outside their home region for cheaper.[71]

In 2013, Steam began to accept player reviews of games. Other users can subsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then used to highlight the most useful reviews on the game's Steam store page. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store.[72] In May 2016, Steam further broke out these aggregations between all reviews overall and those made more recently in the last 30 days, a change Valve acknowledges to how game updates, particularly those in Early Access, can alter the impression of a game to users.[73] To prevent observed abuse of the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible.[74] Alongside this, Valve announced that it would end business relations with any developer or publisher that they found to be abusing the review system.[75] Separately, Valve has taken actions to minimize the effects of review bombs on Steam. In particular, Valve announced in March 2019 that they mark reviews they believe are "off-topic" as a result of a review bomb, and eliminate their contribution to summary review scores; the first such games they took action on with this were the Borderlands games after it was announced Borderlands 3 would be a timed-exclusive to the Epic Games Store.[76][77]

During mid-2011, Valve began to offer free-to-play games, such as Global Agenda, Spiral Knights and Champions Online; this offer was linked to the company's move to make Team Fortress 2 a free-to-play title.[78] Valve included support via Steamworks for microtransactions for in-game items through Steam's purchasing channels, in a similar manner to the in-game store for Team Fortress 2. Later that year, Valve added the ability to trade in-game items and "unopened" game gifts between users.[79] Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items.[80] In May 2015, GameStop began selling Steam Wallet cards.[81] Steam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example, Team Fortress 2—the first game supported at the beta phase—incurred both fees. Full support for other games was expected to be available in early 2013.[82] In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was Darkfall Unholy Wars.[83]

In October 2012, Steam introduced non-gaming applications, which are sold through the service in the same manner as games.[84] Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop.[85] Steam also allows game soundtracks to be purchased to be played via Steam Music or integrated with the user's other media players.[86] Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users can buy soundtracks to games they do not own, and publishers can offer soundtracks to games not on Steam.[87]

Valve has also added the ability for publishers to rent and sell digital movies via the service, with initially most being video game documentaries.[88] Following Warner Bros. Entertainment offering the Mad Max films alongside the September 2015 release of the game based on the series,[89] Lionsgate entered into agreement with Valve to rent over one hundred feature films from its catalog through Steam starting in April 2016, with more films following later.[90] In March 2017, Crunchyroll started offering various anime for purchase or rent through Steam.[91] However, by February 2019, Valve shuttered video from its storefront save for videos directly related to gaming content.[92] While available, users could also purchase Steam Machine related hardware.[93]

Valve received revenue share of a flat 30% from all direct Steam sales and transactions.[a] In October 2018, Valve updated their policies that cut theirs to 25% once revenue for a game surpasses US$10 million, and further to 20% at US$50 million.[95] The policy change was seen by journalists as trying to entice larger developers to stay with Steam,[96] while the decision was also met with backlash from indie and other small game developers, as their revenue split remained unchanged.[97][98][99]

While Steam allows developers to offer demo versions of their games at any time, Valve worked with Geoff Keighley in 2019 in conjunction with The Game Awards to hold a week-long Steam Game Festival to feature a large selection of game demos of current and upcoming games, alongside sales for games already released.[100] This event has since been repeated two or three times a year, typically in conjunction with game expositions or award events, and since has been renamed as the Steam Next Fest.[101]

A Steam Points system and storefront was added in June 2020, which mirrored similar temporary points systems that had been used in prior sales on the storefront. Users earn points through purchases on Steam or by receiving community recognition for helpful reviews or discussion comments. These points can be redeemed in the separate storefront for cosmetics that apply to the user's profile and chat interface.[102][103]

Privacy, security and abuse

The popularity of Steam has led to the services being attacked by hackers. An attempt occurred in November 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. Days later, Valve reported that the hack had compromised one of its customer databases, potentially allowing the perpetrators to access customer information, including encrypted passwords and credit card details. At that time, Valve was not aware whether the intruders actually accessed this information or discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity.[104][105]

Valve added Steam Guard functionality to the Steam client in March 2011 to protect against the hijacking of accounts via phishing schemes, one of the largest support problems Valve had at the time.[106] Steam Guard was advertised to take advantage of the identity protection provided by Intel's second-generation Core processors and compatible motherboard hardware, which allows users to lock their account to a specific computer. Once locked, activity by that account on other computers must first be approved by the user on the locked computer. Support APIs for Steam Guard are available to third-party developers through Steamworks.[107] Steam Guard also offers two-factor, risk-based authentication that uses a one-time verification code sent to a verified email address associated with the Steam account; this was later expanded to include two-factor authentication through the Steam mobile application, known as Steam Guard Mobile Authenticator.[108]

In 2015, Valve stated that the potential monetary value of virtual goods attached to user accounts had drawn hackers to try to access accounts for financial benefit.[109] Valve reported that in December 2015, around 77,000 accounts per month were hijacked, enabling the hijackers to empty the user's inventory of items through the trading features. To improve security, the company announced that new restrictions would be added in March 2016, under which 15-day holds are placed on traded items unless they activate, and authenticate with Steam Guard Mobile Authenticator.[109][110] After a Counter-Strike: Global Offensive gambling controversy, Valve stated it is cracking down on third-party websites using Steam inventory trading for Skin gambling in July 2016.[111]

ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a security risk by enabling malicious exploits through a simple user click on a maliciously crafted steam:// URL in a browser.[112][113][114] This was the second serious vulnerability of gaming-related software following a problem with Ubisoft's Uplay.[115] German IT platform Heise online recommended strict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer account with limited rights dedicated to gaming.[114]

In July 2015, a bug in the software allowed anyone to reset the password to any account by using the "forgot password" function of the client. High-profile professional gamers and streamers lost access to their accounts.[116][117] In December 2015, Steam's content delivery network was misconfigured in response to a DDoS attack, causing cached store pages containing personal information to be temporarily exposed for 34,000 users.[118][119]

In April 2018, Valve added new privacy settings for Steam users, who can hide their activity status, game lists, inventory, and other profile elements. While these changes brought Steam's privacy settings in line with approaches used by game console services, they also impacted third-party services such as Steam Spy, which relied on the public data to estimate Steam sales count.[120][121]

Valve established a HackerOne bug bounty program in May 2018, a crowdsourced method to test and improve the security features of the Steam client.[122] In August 2019, a security researcher exposed a zero-day vulnerability in the Windows client of Steam, which allowed for any user to run arbitrary code with LocalSystem privileges using just a few simple commands. The vulnerability was then reported to Valve via the program, but it was initially rejected for being "out-of-scope". Following a second vulnerability found by the same user, Valve apologized and patched them both, and expanded the program's rules to accept any other similar problems.[123][124]

The Anti-Defamation League published a report that stated the Steam Community platform harbors hateful content in April 2020.[125] In January 2021, a trading card glitch let players generate Steam Wallet funds from free Steam trading cards with bots using Capcom Arcade Stadium and other games, resulting in the game becoming one of the statistically most played titles.[126]

User interface and functions

Since November 2013, Steam has allowed for users to review their purchased games and organize them into categories set by the user and add to favorite lists for quick access.[127] Players can add non-Steam games to their libraries, allowing the game to be easily accessed from the Steam client and providing support where possible for Steam Overlay features. The Steam interface allows for user-defined shortcuts to be added. In this way, third-party modifications and games not purchased through the Steam Store can use Steam features. Valve sponsors and distributes some modifications free of charge;[128] and modifications that use Steamworks can also any Steam features supported by their parent game. For most games launched from Steam, the client provides an in-game overlay from which the user can access Steam Community lists and participate in chat, manage selected Steam settings, and access a built-in web browser without having to exit the game.[129] Since the beginning of February 2011 as a beta version, the overlay also allows players to take screenshots of the games in process.[130] As a full version on February 24, 2011, this feature was reimplemented so that users could share screenshots on websites of Facebook, Twitter, and Reddit directly from a user's screenshot manager.[131]

Steam's "Big Picture" mode is more optimized for a larger screen with a larger, simpler interface that mimics the Steam Deck interface and is easily navigable with either a controller or mouse.

Steam's "Big Picture" mode was announced in 2011;[132] public betas started in September 2012 and were integrated into the software in December 2012.[133] Big Picture mode is a 10-foot user interface, which optimizes the Steam display to work on high-definition televisions, allowing the user to control Steam with a gamepad or with a keyboard and mouse. Newell stated that Big Picture mode was a step towards a dedicated Steam entertainment hardware unit.[134] With the introduction of the Steam Deck, Valve began pushing the new Big Picture mode based on the Steam Deck UI in beta testing in October 2022, and full release in February 2023.[135][136][137]

In 2012, Valve announced Steam for Schools, a free function-limited version of the Steam client for schools.[138] It was part of Valve's initiative to support gamification of learning. It was released alongside free versions of Portal 2 and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate levels. It featured additional authentication security that allowed teachers to share and distribute content via a Steam Workshop-type interface but blocks access from students.[139][140]

In-Home Streaming was introduced in May 2014; it allows users to stream games installed on one computer to another on the same home network with low latency.[141] By June 2019, Valve renamed this feature to Remote Play, allowing users to stream games across devices that may be outside of their home network.[142] Steam's "Remote Play Together", added in November 2019 after a month of beta testing, gives the ability for local multiplayer games to be played by people in disparate locations, though will not necessary resolve latency problems typical of these types of games.[143][144][145] Remote Play Together was expanded in February 2021 to give the ability to invite non-Steam players to play through a Steam Link app approach.[146]

The Steam client, as part of a social network service, allows users to identify friends and join groups using the Steam Community feature.[147] Through the Steam Chat feature, users can use text chat and peer-to-peer VoIP with other users, identify which games their friends and other group members are playing, and join and invite friends to Steamworks-based multiplayer games that support this feature. Users can participate in forums hosted by Valve to discuss Steam games. Each user has a unique page that shows his or her groups and friends, game library including earned achievements, game wishlists, and other social features; users can choose to keep this information private.[148] In January 2010, Valve reported that 10 million of the 25 million active Steam accounts had signed up to Steam Community.[149] In conjunction with the 2012 Steam Summer Sale, user profiles were updated with Badges reflecting the user's participation in the Steam community and past events.[150] Steam Trading Cards, a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players can trade with other Steam users on the Steam Community Marketplace and use them to craft "Badges", which grant rewards such as discount coupons, and user profile page customization options.[151][152] In 2010, the Steam client became an OpenID provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials.[153][154] In order to prevent abuse, access to most community features is restricted until a one-time payment of at least US$5 is made to Valve. This requirement can be fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet.[155]

Through Steamworks, Steam provides a means of server browsing for multiplayer games that use the Steam Community features, allowing users to create lobbies with friends or members of common groups. Steamworks also provides Valve Anti-Cheat (VAC), Valve's anti-cheat system; game servers automatically detect and report users who are using cheats in online, multiplayer games.[156] In August 2012, Valve added new features—including dedicated hub pages for games that highlight the best user-created content, top forum posts, and screenshots—to the Community area.[157] In December 2012, a feature where users can upload walkthroughs and guides detailing game strategy was added.[158] Starting in January 2015, the Steam client allowed players to livestream to Steam friends or the public while playing games on the platform.[159][160] For the main event of The International 2018 Dota 2 tournament, Valve launched Steam.tv as a major update to Steam Broadcasting, adding Steam chat and Steamworks integration for spectating matches played at the event.[161][162] It has also been used for other events, such as a pre-release tournament for the digital card game Artifact and for The Game Awards 2018 and Steam Awards award shows.[163][164][165] Game Recording was added in beta in June 2024, allowing for recording of gameplay sessions both on demand or as a background recording. Users can then edit and clip footage to share via Steam with other users.[166]

In September 2014, Steam Music was added to the Steam client, allowing users to play through music stored on their computer or to stream from a locally networked computer directly in Steam.[167][168] An update to the friends and chat system was released in July 2018, allowing for non-peer-to-peer chats integrated with voice chat and other features that were compared to Discord.[169][170] A standalone mobile app based on this for Android and iOS was released in May 2019.[171]

A major visual overhaul of the Library and game profile pages was released in October 2019.[172] These redesigns are aimed to aid users to organize their games, help showcase what shared games a user's friends are playing, games that are being live-streamed, and new content that may be available, along with more customization options for sorting games. Associated with that, Valve gave developers a means of communicating when special in-game events are approaching through Steam Events, which appear to players on the revamped Library and game profile pages.[173][174]

Another major overhaul of the UI was released in June 2023. Besides unifying backend functions for the main Steam client, Steam Deck client, and Big Picture mode, the new UI featured an improved screen overlay that users could pin various dialogs such as friend chat and game guides that would remain visible while playing a game. A new notes feature allowed users to create personal notes that are stored in the cloud that they could use for various tracking of progress or reminders while in game.[175]

Developer features

Valve provides developers the ability to create storefront pages to help generate interest in their game ahead of release.[176] This is also necessary to fix a release date that functions into Valve's "build review", a free service performed by Valve about a week before this release date to make sure the game's launch is trouble-free.[177] Updates in 2020 to Discovery queues have given developers more options for customizing their storefront page and how these pages integrate with users' experiences with the Steam client.[177]

Valve offers Steamworks, an application programming interface (API) that provides development and publishing tools free of charge to game and software developers.[178] Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games, matchmaking services, support for Steam community friends and groups, Steam statistics and achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management.[179] In 2016, after introducing the Steam Controller and improvements to the Steam interface to support numerous customization options, the Steamworks API was also updated to provide a generic controller library for developers and these customization features for other third-party controllers, starting with the DualShock 4.[180] Steam's Input API has since been updated to include official support for other console controllers such as the Nintendo Switch Pro Controller in 2018,[181] the Xbox Wireless Controller for the Xbox Series X and Series S consoles, and the PlayStation 5's DualSense, as well as compatible controllers from third-party manufacturers in 2020.[182][183] In November 2020, Valve said the controller usage had more than doubled over the past 2 years.[184] In March 2019, Steam's game server network was opened to third-party developers.[185]

Developers of software available on Steam can track sales of their games through the Steam store. In February 2014, Valve announced that it would begin to allow developers to set up their own sales for their games independent of any sales that Valve may set.[186] Valve may also work with developers to suggest their participation in sales on themed days.[177]

Steam has conducted and partially published a monthly opt-in hardware and software survey between 2007 and 2010.[187][188]

Valve added the ability for developers to sell games under an early access model with a special section of the Steam store, starting in March 2013. This program allows developers to release functional, but not finished, products such as beta versions to the service to allow users to buy the games and help provide testing and feedback towards the final production. Early access also helps to provide funding to the developers to help complete their games.[189] The early access approach allowed more developers to publish games onto the Steam service without the need for Valve's direct curation of games, significantly increasing the number of available games on the service.[190]

Developers can request Steam keys of their products to use as they see fit, such as to give away in promotions, to provide to selected users for review, or to give to key resellers for different prioritization. Valve generally honors all such requests, but clarified that they would evaluate some requests to avoid giving keys to games or other offerings that are designed to manipulate the Steam storefront and other features.[191]

Valve enabled the ability for multiple developers to create bundles of games from their offerings in June 2021.[192]

Steam Workshop

The Steam Workshop is a service that allows users to share user-made content and modifications for video games available on Steam. New levels, art assets, gameplay modifications, or other content may be published to or installed from the Workshop depending on the title. The Workshop was originally used for distribution of new items for Team Fortress 2;[193] it was redesigned to extend support for any game in early 2012, including modifications for The Elder Scrolls V: Skyrim.[194] A May 2012 patch for Portal 2, enabled by a new map-making tool through the Workshop, introduced the ability to share user-created levels.[195] Independently developed games, including Dungeons of Dredmor, are able to provide Workshop support for user-made content.[196] Dota 2 became Valve's third published title available for the Workshop in June 2012; its features include customizable accessories, character skins, and announcer packs.[197] Workshop content may be monetized; Newell said that the Workshop was inspired by gold farming from World of Warcraft to find a way to incentive both players and content creators in video games, and which had informed them of their approach to Team Fortress 2 and their later multiplayer games.[198]

By January 2015, Valve themselves had provided some user-developed Workshop content as paid-for features in Valve-developed games, including Team Fortress 2 and Dota 2; with over $57 million being paid to content creators using the Workshop.[199][200] Valve began allowing developers to use these advanced features in January 2015; both the developer and content generator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for Skyrim.[199][201][202] This feature was pulled a few days afterward following negative user feedback and reports of pricing and copyright misuse.[203][204][205] Six months later, Valve stated they were still interested in offering this type of functionality in the future.[206] In November 2015, the Steam client was updated with the ability for game developers to offer in-game items for direct sale via the store interface, with Rust being the first game to use the feature.[207][208][209]

SteamVR

SteamVR is a virtual reality hardware and software platform developed by Valve, with a focus on allowing "room-scale" experiences using positional tracking base stations, as opposed to those requiring the player to stay in a singular location.[210] SteamVR was first introduced for the Oculus Rift headset in 2014,[211] and later expanded to support other virtual reality headsets.[212][213][210][214] Initially released for support on Windows, macOS, and Linux, Valve dropped macOS support for SteamVR in May 2020.[215] SteamVR 2.0 was released in October 2023, adding in UI features common to the main Steam app and the Steam Deck app as well as further improvements for virtual reality users.[216]

Storefront curation

Until 2012, Valve handpicked games to be included onto the Steam service, limiting these to games that either had a major developer supporting them, or smaller studios with proven track records. Since then, Valve have sought ways to enable more games to be offered through Steam, while pulling away from manually approving games, short of validating that a game runs on the platforms the publisher had indicated.[217] In 2017, Steam development team member Alden Kroll said that Valve knows Steam is in a near-monopoly for game sales on personal computers, and the company does not want to be in a position to determine what gets sold, and thus had tried to find ways to make the process of adding games to Steam outside of their control.[217] At the same time, Valve recognized that unfettered control of games in the service can lead to discovery problems as well as low-quality games.[217]

Steam Greenlight

Valve announced Steam Greenlight to streamline game addition to the service in July 2012 and released the following month.[218] Through Greenlight, Steam users would choose which games were added to the service. Developers were able to submit information about their games, as well as early builds or beta versions, for consideration by users. Users would pledge support for these games, and Valve would make top-pledged games available on Steam.[219] In response to complaints during its first week that finding games to support was made difficult by a flood of inappropriate or false submissions,[220] Valve required developers to pay US$100 to list a game on the service. Those fees were donated to the charity Child's Play.[221] This fee was met with some concern from smaller developers, who often are already working in a deficit and may not have the money to cover such fees.[222] A later modification allowed developers to put conceptual ideas on the Greenlight service to garner interest in potential projects free-of-charge; votes from such projects are visible only to the developer.[223] Valve also allowed non-gaming software to be voted onto the service through Greenlight.[224]

The initial process offered by Greenlight was panned by developers because while they favored the concept, the rate of games that were eventually approved were small.[225] In January 2013, Newell stated that Valve recognized that its role in Greenlight was perceived as a bottleneck, something the company was planning to eliminate in the future through an open marketplace infrastructure.[226][227] On the eve of Greenlight's first anniversary, Valve simultaneously approved 100 games to demonstrate this change of direction.[228]

Steam Direct

Steam Greenlight was phased out and replaced with Steam Direct on June 13, 2017, following Greenlight's suspension the previous week.[229] With Steam Direct, a developer or publisher wishing to distribute their game on Steam needs only to complete appropriate identification and tax forms for Valve and then pay a recoupable application fee for each game they intend to publish. Once they apply, a developer must wait thirty days before publishing the game as to give Valve the ability to review the game to make sure it is "configured correctly, matches the description provided on the store page, and doesn't contain malicious content".[229]

On announcing its plans for Steam Direct, Valve suggested the fee would be in the range of $100–5,000, meant to encourage earnest software submissions to the service and weed out poor quality games that are treated as shovelware, improving the discovery pipeline to Steam's customers.[230] Smaller developers raised concerns about the Direct fee harming them, and excluding potentially good indie games from reaching the Steam store.[222] Valve opted to set the Direct fee at $100 after reviewing concerns from the community and outlined plans to improve their discovery algorithms and inject more human involvement to help these.[231] Valve refunds the fee should the game exceed $1,000 in sales.[232] In the process of transitioning from Greenlight to Direct, Valve mass-approved most of the 3,400 remaining games that were still in Greenlight, though the company noted that not all of these were at a state to be published. Valve anticipated that the volume of new games added to the service would further increase with Direct in place.[233] Some groups, such as publisher Raw Fury and crowd funding/investment site Fig, have offered to pay the Direct fee for indie developers who cannot afford it.[234][235]

Games discovery changes

Without more direct interaction in the curation process, Valve had looked to find methods to allow players to find games they would be more likely to buy based on previous purchase patterns.[217] Valve has rejected the use of paid advertising or placement on the storefront, which would have created a "pay to win" scenario. Instead, the company had relied on algorithms and other automatic features for game discovery, which has allowed for unexpected hits to gain more visibility.[236]

The September 2014 "Discovery Update" added tools that would allow existing Steam users to be curators for game recommendations, and sorting functions that presented more popular games and recommended games specific to the user.[237] This Discovery update was considered successful by Valve, as they reported in March 2015 in seeing increased use of the Steam Storefront and an increase in 18% of sales by revenue from just prior to the update.[238] A second Discovery update was released November 2016, giving users more control over what games they want to see or ignore within the Steam Store, alongside tools for developers and publishers to better customize and present their game.[239][240]

By February 2017, Valve reported that with the second Discovery update, the number of games shown to users via the store's front page increased by 42%, with more conversions into sales from that viewership. In 2016, more games are meeting a rough metric of success defined by Valve as selling more than $200,000 in revenues in its first 90 days of release.[241] Valve added a "Curator Connect" program in December 2017. Curators can set up descriptors for the type of games they are interested in, preferred languages, and other tags along with social media profiles, while developers can find and reach out to specific curators from this information, and, after review, provide them directly with access to their game. This step, which eliminates the use of a Steam redemption key, is aimed at reducing the reselling of keys, as well as dissuading users who may be trying to game the curator system to obtain free game keys.[242]

Valve has attempted to deal with "fake games", those that are built around reused assets and little other innovation, by adding Steam Explorers atop its existing Steam Curator program. Any Steam user can sign up to be an Explorer and be asked to look at under-performing games on the service to either vouch that the game is truly original or if it is an example of a "fake game", at which point Valve can take action to remove the game.[243][244]

In July 2019, the Steam Labs feature was introduced as a means to showcase experimental discovery features Valve considered for including into Steam, to seek public feedback. For example, an initial experiment released at launch was the Interactive Recommender, which uses artificial intelligence algorithms pulling data from the user's past gameplay history to suggest new games that may be of interest to them.[245] As these experiments mature through end-user testing, they have then been brought into the storefront as direct features.[246]

The September 2019 Discovery update, which Valve claimed would improve the visibility of niche and lesser-known games, was met with criticism from some indie game developers, who recorded a significant drop in the exposure of their games, including new wishlist additions and appearances in the "More Like This" and "Discovery queue" sections of the store.[247][248]

Steam Charts were introduced in September 2022 and publicly track the storefront's best-selling and most-played games, including historically by week and month. Charts replaced a previous statistics page to be more comprehensive, and features content that had previously been part of third-party websites including SteamSpy, SteamDB, and SteamCharts.[249]

Games and account policies

In June 2015, Valve created a formal process to allow purchasers to request refunds, with refunds guaranteed within the first two weeks as long as the player had not spent more than two hours in a game.[250] Prior to June 2015, Valve had a no-refunds policy, but allowed them in certain circumstances, such as digital rights management issues or false advertising.[251][252][253]

Valve has full authority to remove games from the service for various reasons; however, games that are removed can still be downloaded and played by those who have already purchased these games.[254] Grand Theft Auto: Vice City was removed from Steam in 2012 because of a claim from the Recording Industry Association of America over an expired license for a song on the soundtrack.[254] Around the launch of Electronic Arts' (EA) own digital storefront Origin during the same year, Valve removed Crysis 2, Dragon Age II, and Alice: Madness Returns from Steam because the terms of service prevented games from having their own in-game storefront for downloadable content.[255] Valve also removes games that are formally stated to be violating copyright or other intellectual property when given such complaints. In 2016, Valve removed Orion by Trek Industries when Activision filed a Digital Millennium Copyright Act (DMCA) complaint about the game after it was discovered that one of the game's artists had taken, among other assets, gun models directly from Call of Duty: Black Ops 3 and Call of Duty: Advanced Warfare.[256][257]

Quality control

With the launch of Steam Direct, effectively removing any curation of games by Valve prior to being published on Steam, there have been several incidents of published games that have attempted to mislead Steam users. Starting in June 2018, Valve has taken actions against games and developers that are "trolling" the system; in September 2018, Valve explicitly defined that trolls on Steam "aren't actually interested in good faith efforts to make and sell games to you or anyone".[258][259] As an example, Valve's Lombardi stated that the game Active Shooter, which would have allowed the player to play as either a SWAT team member tasked to take down the shooter at a school shooting incident or as the shooter themselves, was an example of trolling, as he described it was "designed to do nothing but generate outrage and cause conflict through its existence".[260] Within a month of clarifying its definition of trolling, Valve removed approximately 170 games from Steam.[261]

In addition to removing bad actors, Valve has also taken steps to reduce the impact of "fake games". In May 2017, Valve identified several games on the service with trading card support, where the developer distributed game codes to thousands of bot-operated accounts that would run the game to earn trading cards that they could then sell for profit; these games would also create false positives that make these games appear more popular than they really were, affecting Steam's Discovery algorithms. Subsequent to this patch, games must reach some type of confidence factor based on actual playtime before they can generate trading cards, with players credited for their time played towards receiving trading cards before this metric is met.[262][263] Valve identified a similar situation in June 2018 with "fake games" that offered large numbers of game achievements with little gameplay aspects, which some users would use to artificially raise their global achievement statistics. Valve plans to use the same approach and algorithms to identify these types of games, limiting these games to only one thousand total achievements and discounting these achievements towards a user's statistics.[264] These algorithms have resulted in select false positives for legitimate games with unusual end-user usage patterns, such as Wandersong which was flagged in January 2019 for what the developer believed was related to near-unanimous positive user reviews from the game.[265]

Other actions taken by developers against the terms of service or other policies have prompted Valve to remove games.[266] Some noted examples include:

  • In September 2016, Valve removed Digital Homicide Studios games from the storefront for being "hostile to Steam customers" following a lawsuit that the developer had issued against 100 unnamed Steam users for leaving negative reviews of their games.[267]
  • In September 2017, Valve removed 170 games developed by Silicon Echo, citing that these were cheap "fake games" that relied on "asset flipping" with pre-existing Unity game engine assets so that they could be published quickly, and were designed to take advantage of the trading card market to allow players and the developers to profit from the trading card sales.[268]
  • In February 2018, after discovering that the CEO of Insel Games had requested the company's employees write positive Steam reviews for its games, Valve removed all of Insel's games from the service and banned the company from it.[269]
  • In July 2018, the games Abstractism and Climber offered Steam inventory items that used assets from other Valve games, which were used to mislead users looking for these for trading. Valve removed the games, and built-in additional trade protections, warning users of trades involving recently released games or games they do not own to prevent such scamming.[270][271]
  • In November 2019, nearly 1000 games were removed from Steam, most tied to a Russian publisher that had operated under several different names. A Valve representative stated that they "recently discovered a handful of partners that were abusing some Steamworks tools" as rationale for the removals.[272]
  • Developers stated that Valve began warning them about the removal of games that used cryptocurrencies and non-fungible tokens in October 2021, as such items could have real-world value outside of the game or Steam, which would be against Valve's acceptable use policy.[273]

With the rise of generative artificial intelligence in 2023, Valve originally established that games with content generated in this manner could be distributed through Steam, though cautioned developers about assuring that they had the rights for this type of content.[274] As greater concerns about the copyright and ethical nature of generational AI in the latter half of 2023, Valve clarified its stance in January 2024, requiring games that did use content from generational AI to disclose this on the game's store page, including methods that the developers used to assure the AI engines did not generate illegal content.[275]

Mature content

Valve has also removed or threatened to remove games due to inappropriate or mature content, though there was often confusion as to what material qualified for this. For example, Eek Games' House Party included scenes of nudity and sexual encounters in its original release, which drew criticism from conservative religious organization National Center on Sexual Exploitation, leading Valve to remove the title. Eek Games later included censor bars within the game, allowing the game to be readded to Steam, though they offered a patch on their website to remove the bars.[276] In May 2018, several developers of anime-stylized games that contained some light nudity, such as HuniePop, were told by Valve they had to address sexual content within their games or face removal from Steam, leading to questions of inconsistent application of Valve's policies. The National Center on Sexual Exploitation took credit for convincing Valve to target these games. However, Valve later rescinded its orders, allowing these games to remain.[277]

In June 2018, Valve clarified its policy on content, taking a more hands-off approach outside of illegal material. Rather than trying to make decisions themselves on what content is appropriate, Valve enhanced its filtering system to allow developers and publishers to indicate and justify the types of mature content (violence, nudity, and sexual content) in their games. Users can block games that are marked with this type of content from appearing in the store, and if they have not blocked it, they are presented with the description before they can continue to the store page. Developers and publishers with existing games on Steam have been strongly encouraged to complete these forms for these games, while Valve will use moderators to make sure new games are appropriately marked.[259] Valve also committed to developing anti-harassment tools to support developers who may find their game amid controversy.[258]

"So we ended up going back to one of the principles in the forefront of our minds when we started Steam, and more recently as we worked on Steam Direct to open up the Store to many more developers: Valve shouldn't be the ones deciding this. If you're a player, we shouldn't be choosing for you what content you can or can't buy. If you're a developer, we shouldn't be choosing what content you're allowed to create. Those choices should be yours to make. Our role should be to provide systems and tools to support your efforts to make these choices for yourself, and to help you do it in a way that makes you feel comfortable."

— Erik Johnson of Valve[278]

Until these tools were in place, some adult-themed games were delayed for release.[279][280][281] Negligee: Love Stories developed by Dharker Studios was one of the first sexually explicit games to be offered after the introduction of the tools in September 2018. Dharker noted in discussions with Valve that they would be liable for any content-related fines or penalties that countries may place on Valve, a clause of their publishing contract for Steam, and took steps to restrict sale of the game in over 20 regions.[282] Games that feature mature themes with primary characters that visually appear to be underaged, even if the game's narrative establishes them as adults, have been banned by Valve.[283]

In March 2019, Valve faced pressure over Rape Day, a planned game described as being a dark comedy and power fantasy where the player would control a serial rapist amid a zombie apocalypse. Valve ultimately decided against offering the game on Steam, arguing that while it "[respects] developers' desire to express themselves", there were "costs and risks" associated with the game, and the developers had "chosen content matter and a way of representing it that makes it very difficult for us to help them [find an audience]".[284][285]

Platforms and devices

Windows

Steam was originally released exclusively for Microsoft Windows in 2003, but has since been ported to other platforms.[286] More recent Steam client versions use the Chromium Embedded Framework.[287] To take advantage of some of its features for newer interface elements, Steam uses 64-bit versions of Chromium, which makes it unsupported on older operating systems such as Windows XP and Windows Vista. Steam on Windows also relies on some security features built into later versions of Windows. Support for XP and Vista was dropped in 2019. While users still on those operating systems can use the client, they do not have access to newer features. Around 0.2% of Steam users were affected by this when it began.[288] In March 2023, Valve announced that Steam would drop support for Windows 7 and 8 on January 1, 2024.[289]

macOS

Valve announced a client for Mac OS X in March 2010.[286] The announcement was preceded by a change in the Steam beta client to support the cross-platform WebKit web browser rendering engine instead of the Trident engine of Internet Explorer.[290][291][292] Valve teased the release by e-mailing several images to Mac community and gaming websites; the images featured characters from Valve games with Apple logos and parodies of vintage Macintosh advertisements.[293][294] Valve developed a full video homage to Apple's 1984 Macintosh commercial to announce the availability of Half-Life 2 on the service; some concept images for the video had previously been used to tease the Mac Steam client.[295]

Steam for Mac OS X was originally planned for release in April 2010 before being pushed back to May 12, 2010. In addition to the Steam client, several features were made available to developers, allowing them to take advantage of the cross-platform Source engine, and platform and network capabilities using Steamworks.[296] Through the Steam Play functionality, the macOS client allows players who have purchased compatible products in the Windows version to download the Mac versions at no cost.[297] The Steam Cloud, along with many multiplayer PC games, also supports cross-platform play.[286]

Linux

In July 2012, Valve announced that it was developing a client for Linux based on the Ubuntu distribution.[298] This announcement followed months of speculation, primarily from the website Phoronix that had discovered evidence of Linux developing in recent builds of Steam and other Valve games.[299] Newell stated that getting Steam and games to work on Linux is a key strategy for Valve; Newell called the closed nature of Microsoft Windows 8 "a catastrophe for everyone in the PC space", and that Linux would maintain "the openness of the platform".[300] Valve is extending support to any developers that want to bring their games to Linux, by "making it as easy as possible for anybody who's engaged with us—putting their games on Steam and getting those running on Linux", according to Newell.[300]

The team developing the Linux client had been working for a year before the announcement to validate that such a port would be possible.[301] As of the official announcement, a near-feature-complete Steam client for Linux had been developed and successfully run on Ubuntu.[301] Internal beta testing of the Linux client started in October 2012; external beta testing occurred in early November the same year.[302][303] Open beta clients for Linux were made available in late December 2012,[304] and the client was officially released in mid-February 2013.[305] At the time of announcement, Valve's Linux division assured that its first game on the OS, Left 4 Dead 2, would run at an acceptable frame rate and with a degree of connectivity with the Windows and Mac OS X versions. From there, it began working on porting other games to Ubuntu and expanding to other Linux distributions.[298][306][307] Versions of Steam working under Fedora and Red Hat Enterprise Linux were released by October 2013.[308] There were over 500 Linux-compatible games on Steam in June 2014,[309] and in February 2019, Steam for Linux had 5,800 native games and was described as having "the power to keep Linux [gaming] alive" by Engadget.[310]

In August 2018, Valve released a beta version of Proton (named Steam Play), an open-source Windows compatibility layer for Linux, so that Linux users could run Windows games directly through Steam for Linux. Proton comprises a set of open-source tools including Wine and DXVK. The software allows the use of Steam-supported controllers, even those not compatible with Windows.[311] Released in February 2022, Valve's handheld computer, the Steam Deck, runs SteamOS 3.0 which is based on the Arch Linux distribution and uses Proton to support Windows-based games without native Linux ports.[312] Valve worked with various middleware developers to make sure their tools were compatible with Proton on Linux and maximize the number of games that the Steam Deck would support. This included working with various anti-cheat developers such as Easy Anti-Cheat and BattlEye to make sure their solutions worked with Proton.[313][314] To help with compatibility, Valve developed a classification system that they will populate to rank any game as to how well it works as a Linux native solution or through Proton.[315]

Support for Nvidia's proprietary deep learning super sampling (DLSS) on supported video cards and games was added to Proton in June 2021, though this is not available on the Steam Deck which is based on AMD hardware.[316][317]

In March 2022, Google offered a prerelease version of Steam on Chromebooks,[318] and entered public beta in November 2022.[319]

Steamworks on consoles

At E3 2010, Newell announced that Steamworks would arrive on the PlayStation 3 with Portal 2.[320] Steamworks made its debut on consoles with Portal 2's PlayStation 3 release. Several features—including cross-platform play and instant messaging, Steam Cloud for saved games, and the ability for PS3 owners to download Portal 2 from Steam (Windows and Mac)—were offered.[321] Valve's Counter-Strike: Global Offensive also supports Steamworks and cross-platform features on the PlayStation 3, including using keyboard and mouse controls as an alternative to the gamepad.[322] Valve said it "hope[s] to expand upon this foundation with more Steam features and functionality in DLC and future content releases".[323]

The Xbox 360 does not have support for Steamworks. Newell said that they would have liked to bring the service to the console through the game Counter-Strike: Global Offensive,[324] but later said that cross-platform play would not be present in the final version of the game.[325] Valve attributes the inability to use Steamworks on the Xbox 360 to limitations in the Xbox Live regulations of the ability to deliver patches and new content. Valve's Erik Johnson stated that Microsoft required new content on the console to be certified and validated before distribution, which would limit the usefulness of Steamworks' delivery approach.[326]

Mobile apps

Valve released an official Steam client for iOS and Android devices in late January 2012, following a short beta period.[327] The application allows players to log into their accounts to browse the storefront, manage their games, and communicate with friends in the Steam community. The application also incorporates a two-factor authentication system that works with Steam Guard. Newell stated that the application was a strong request from Steam users and sees it as a means "to make [Steam] richer and more accessible for everyone".[328] A mobile Steam client for Windows Phone devices was released in June 2016.[329] In May 2019, a mobile chat-only client for Steam was released under the name Steam Chat.[330]

On May 14, 2018, a "Steam Link" app with remote play features was released in beta to allow users to stream games to Android phones, named after discontinued set-top box Steam Link.[331] It was also submitted to the iOS App Store, but was denied by Apple Inc., who cited "business conflicts with app guidelines".[331][332] Apple later clarified its rule at the following Apple Worldwide Developers Conference in early June, in that iOS apps may not offer an app-like purchasing store, but does not restrict apps that provide remote desktop support.[333] In response, Valve removed the ability to purchase games or other content through the app and resubmitted it for approval in June 2018, where it was accepted by Apple and allowed on their store in May 2019.[334][335]

Steam-branded devices

Before 2013, industry analysts believed that Valve was developing hardware and tuning features of Steam with apparent use on its own hardware. These computers were pre-emptively dubbed as "Steam Boxes" by the gaming community and expected to be a dedicated machine focused on Steam functionality and maintaining the core functionality of a traditional video game console.[336] In September 2013, Valve unveiled SteamOS, a custom Linux-based operating system they had developed specifically aimed for running Steam and games, and the final concept of the Steam Machine hardware.[337] Unlike other consoles, the Steam Machine does not have set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable, much like a personal computer.[338] In 2018 the Steam Machines were removed from the storefront due to low sales and small user traffic.[339]

In November 2015, Valve released the set-top box Steam Link and Steam Controller (which was discontinued in 2019).[340] The Steam Link removed the need for HDMI cables for displaying a PC's screen and allowed for wireless connection when connecting to a TV. That was discontinued in 2018, but now "Steam Link" refers to the Remote Play mobile app that allows users to stream content, such as games, from a PC to a mobile device over a network.[341][342][343]

Steam Deck

Valve released the Steam Deck, a handheld gaming computer running an updated version of SteamOS, with initial shipments starting on February 25, 2022.[344] The Deck is designed for the play of Steam games, but can be placed into a separate dock that allows the Deck to output to an external display.[345] The Deck was released on February 25, 2022.[346] Among updates to Steam and SteamOS included better Proton layer support for Windows-based games, improved user interface features in the Steam client for the Steam Deck display, and adding Dynamic Cloud Saves to Steam to allow synchronizing saved games while a game is being played.[38] Valve began marking all games on the service through a Steam Deck Validated program to indicate how compatible they were with the Steam Deck software.[315]

Steam Cloud Play

Valve included beta support for Steam Cloud Play in May 2020 for developers to allow users to play games in their library which developers and publishers have opted to allow in a cloud gaming service. At launch, Steam Cloud Play only worked through Nvidia's GeForce Now service and would link up to other cloud services in the future though whether Valve would run its own cloud gaming service was unclear.[347]

Steam China

The Steam China launch event in August 2019 in Shanghai
Steam China Release Event (featuring Wallpaper Engine)

China has strict regulations on video games and Internet use; however, access to Steam is allowed through China's governmental firewalls. Currently, a large portion of Steam users are from China. By November 2017, more than half of the Steam userbase was fluent in Chinese, an effect created by the large popularity of Dota 2 and PlayerUnknown's Battlegrounds in the country,[348][349] and several developers have reported that Chinese players make up close to 30% of the total players for their games.[350]

Following a Chinese government-ordered temporary block of many of Steam's functions in December 2017,[351] Valve and Perfect World announced they would help to provide an officially sanctioned version of Steam that meets Chinese Internet requirements. Perfect World has worked with Valve before to help bring Dota 2 and Counter-Strike: Global Offensive to the country through approved government processes.[350][352] All games to be released on Steam China are expected to pass through the government approval process and meet other governmental requirements, such as requiring a Chinese company to run any game with an online presence.[350]

The platform is known locally as "Steam Platform" (Chinese: 蒸汽平台; pinyin: Zhēngqì píngtái) and runs independently from the rest of Steam. It was made to comply with China's strict regulations on video games.[353] Valve does not plan to prevent Chinese users from accessing the global Steam platform and will try to assure that a player's cloud data remains usable between the two.[350] The client launched as an open beta on February 9, 2021, with about 40 games available at launch.[354] As of December 2021, only around 100 games that have been reviewed and licensed by the government are available through Steam China.[355]

On December 25, 2021, reports emerged that Steam's global service was the target of a domain name system attack that prevented users in China from accessing its site. The Chinese government Ministry of Industry and Information Technology (MIIT) later confirmed that Chinese gamers would no longer be able to use Steam's global service as its international domain name has been designated as "illegal". The block has effectively locked all Chinese users out of games they had purchased through Steam's international service.[355][356] In 2023, reports emerged that the Steam Store could be used as normal in China, while the Steam Community was still in blocked. [357]

Reception and impact

Steam's success has led to some criticism because it supported DRM and for being an effective monopoly.[358][359] In 2012, Free Software Foundation founder Richard Stallman called DRM using Steam on Linux "unethical", but still better than Windows.[360]

Steam's customer service has been highly criticized, with users citing poor response times or lack of response. In March 2015, Valve was given a failing "F" grade from the Better Business Bureau due to a large number of complaints about Valve's handling of Steam, leading Valve's Erik Johnson to state that "we don't feel like our customer service support is where it needs to be right now".[361] Johnson stated the company plans to better integrate customer support features into the Steam client and be more responsive.[361] In May 2017, in addition to hiring more staff for customer service, Valve publicized pages that show the number and type of customer service requests it was handling over the last 90 days, with an average of 75,000 entered each day. Of those, requests for refunds were the largest segment, and which Valve could resolve within hours, followed by account security and recovery requests. Valve stated at this time that 98% of all service requests were processed within 24 hours of filing.[362]

Users

Valve reported that there were 125 million active accounts on Steam by the end of 2015.[b] By August 2017, the company reported that there were 27 million new active accounts since January 2016, bringing the total number of active users to at least 150 million.[364] Most accounts were from North America and Western Europe, with there being a significant growth in accounts from Asia around 2017, spurred by their work to help localize the client and make additional currency options available to purchasers.[364] In September 2014, 1.4 million accounts belonged to Australian users; this grew to 2.2 million by October 2015.[365]

Valve also considers concurrent users – how many accounts were logged in at the same time – a key indicator of the success of the platform. By August 2017, Valve reported that they saw a peak of 14 million concurrent players, up from 8.4 million in 2015, with 33 million concurrent players each day and 67 million each month.[364] By January 2018, the peak online count had reached 18.5 million, with over 47 million daily active users.[366][367] During the COVID-19 pandemic in 2020, in which a large proportion of the world's population were at home, Steam saw a concurrent player count of over 23 million in March, along with several games seeing similar record-breaking concurrent counts.[368] The figure was broken again in January 2021 with over 25 million users shortly after the release of the highly anticipated game Cyberpunk 2077, itself the first single-player game on the service to have over a million concurrent players.[369][370]

Sales and distribution

Sales graph for Garry's Mod, released by the game's developer. The largest spikes are caused by sales and promotions.[371] By April 2014, it had sold nearly five million copies through the service.[372]
The number of new games, by year, published on Steam, estimated by Steam Spy in January 2020.[373][374][375] The years 2004 and 2005 are not visible on this chart.

Steam has grown from seven games in 2004 to over 30,000 by 2019, with additional non-gaming products, such as creation software, DLC, and videos, numbering over 20,000.[376] More than 50,000 games were on the service as of February 2021.[377] The growth of games on Steam is attributed to changes in Valve's curation approach, which allows publishers to add games without Valve's direct involvement, and games supporting virtual reality technology.[190] The addition of Greenlight and Direct has accelerated the number of games present on the service, with almost 40% of the 19,000 games on Steam by the end of 2017 having been released in 2017.[373] Before Greenlight, Valve saw about five new games published each week. Greenlight expanded this to about 70 per week, and which doubled to 180 per week following the introduction of Direct.[378]

Although Steam provides direct sales data to a game's developer and publisher, it does not provide any public sales data. In 2011, Valve's Jason Holtman stated that the company felt that such sales data was outdated for a digital market.[379][380] Data that Valve does provide cannot be released without permission because of a non-disclosure agreement.[381][382]

Developers and publishers have expressed the need to have some metrics of sales for games on Steam, as this allows them to judge the potential success of a title by reviewing how similar games have performed. Algorithms that worked on publicly available data through user profiles to estimate sales data with some accuracy led to the creation of the website Steam Spy in 2015.[383] Steam Spy was credited with being reasonably accurate, but in April 2018, Valve added new privacy settings that defaulted to hiding user game profiles, stating this was part of compliance with the General Data Protection Regulation (GDPR) in the European Union. The change broke the method by which Steam Spy had collected data, rendering it unusable.[384] A few months later, another method had been developed using game achievements to estimate sales with similar accuracy, but Valve shortly changed the Steam API that reduced the functionality of this service. Some have asserted that Valve used the GDPR change as a means to block methods of estimating sales data,[385] though Valve has since promised to provide tools to developers to help gain such insights that they say will be more accurate.[386] In 2020, Simon Carless revised an approach originally proposed by Mike Boxleiter as early as 2013, with Carless's method used to estimate sales of a game based on the number of reviews it has on Steam based on a modified "Boxlieter number" used as a multiplication factor.[387]

Curation impact

The accessibility of publishing games on digital storefronts like Steam since its launch has been described as key to the popularity of indie games.[388] As these processes allow developers to publish games on Steam with minimal oversight from Valve, journalists have criticized Valve for lacking curation policies that make it difficult to find quality games among poorly produced games, aka "shovelware".[389][390]

Following the launch of Steam Direct, members of the video game industry were split on Valve's hands-off approach. Some praised Valve for favoring avoiding trying to be a moral adjudicator of content and letting consumers decide what content they want to see, while others felt that this would encourage some developers to publish games on Steam that are purposely hateful, and that Valve's reliance on user filters and algorithms may not succeed in blocking undesirable content. Some further criticized the decision based on the financial gain from avoiding blocking any game content, as Valve collects a cut from sales through Steam.[391][392][393][394] The National Center on Sexual Exploitation denounced the policy for avoiding corporate and social responsibility "in light of the rise of sexual violence and exploitation games being hosted on Steam".[395]

Sector competition and retailers boycott

Steam was estimated to have the largest share in the PC digital distribution market in the 2010s.[396][397] In 2013, sales via the Steam catalog are estimated to be between 50 and 75 percent of the total PC gaming market.[398][2] In 2010 and 2013, with an increase in retail copies of major game publishers integrating or requiring Steam, retailers and journalists referred to the service as a monopoly, which they claimed can be detrimental to the industry and that sector competition would yield positive results for consumers.[399][400] Several developers also noted that Steam's influence on the PC gaming market is powerful and one that smaller developers cannot afford to ignore or work with, but believe that Valve's corporate practices for the service make it a type of "benevolent dictator".[401]

Because of Valve's oversight of sales data, estimates of how much of a market share Steam has in the video game market are difficult to compile. Stardock, developer of competing platform Impulse, estimated that Steam had a 70% share of the digital distribution market for video games in 2009.[398] In February 2011, Forbes reported that Steam sales constituted 50–70% of the US$4 billion market for downloaded PC games and that Steam offered game producers gross margins of 70% of the purchase price, compared with 30% at retail.[402]

Steam has been criticized for its reported 30% cut on revenue with publishers from game sales, a value that is similar to other digital storefronts according to IGN.[403] However, some critics have asserted that the share no longer scales with cheaper costs of serving data a decade since Steam's launch. A 2019 Game Developers Conference survey showed only 6% of the 400 respondents deeming the share justified.[404] Epic Games' Tim Sweeney postulated that Valve could reduce its cut to 8%, given that content delivery network costs has dropped significantly.[405] Other services have promoted their sites having a lower cut, including the Epic Games Store[406] and Discord.[407]

In November 2009, online retailers Impulse, Direct2Drive and GamersGate refused to offer Call of Duty: Modern Warfare 2 because it includes mandatory installation of Steamworks.[408] Direct2Drive accused Steamworks of being a "trojan horse".[409] Valve's business development director Jason Holtman replied Steamworks' features were chosen by developers and based on consumer wants and that Modern Warfare 2 was one of Steam's "greatest sellers".[410] In December 2010, MCV/Develop reported that "key traditional retailers" would stop offering games that integrate Steam.[411]

Legal disputes

Steam's predominance in the gaming market has led to Valve becoming involved in various legal cases. The lack of a formal refund policy led the Australian Competition and Consumer Commission (ACCC) to sue Valve in September 2014 for violating Australian consumer laws that required stores to offer refunds for faulty or broken products.[412] The ACCC won the lawsuit in March 2016, though recognizing Valve changed its policy in the interim.[413] In December 2016, the court fined Valve A$3 million, as well as requiring Valve to include proper language for Australian consumers outlining their rights when purchasing games off Steam.[414] In January 2018, Valve filed for special leave to appeal the decision to the High Court of Australia,[415] but the High Court dismissed this request.[416] Later in September 2018, Valve's Steam refund policy was found to violate France's consumer laws, and were fined €147,000 along with requiring Valve to modify their refund policy appropriately.[417]

In December 2015, the French consumer group UFC-Que Choisir initiated a lawsuit against Valve for several of their Steam policies that conflict or run afoul of French law, including the restriction against reselling of purchased games, which is legal in the European Union.[418] In September 2019, the Tribunal de grande instance de Paris found that Valve's practice of preventing resales violated the European Union's Information Society Directive of 2001 and the Computer Programs Directive of 2009, and required them to allow it in the future.[419][420] The Interactive Software Federation of Europe (ISFE) issued a statement that the French court ruling goes against established EU case law related to digital copies and threatened to upend much of the digital distribution systems in Europe should it be upheld.[421]

In August 2016, BT Group filed a lawsuit against Valve stating that Steam's client infringed on four of their patents, which they stated were used within Steam's Library, Chat, Messaging, and Broadcasting services.[422]

In 2017, the European Commission began investigating Valve and five other publishers—Bandai Namco Entertainment, Capcom, Focus Home Interactive, Koch Media, and ZeniMax Media—for anti-competitive practices, specifically the use of geo-blocking to prevent access to software to citizens of certain countries within the European Economic Area. Such practices would be against the Digital Single Market initiative set by the European Union.[423] The French gaming trade group, Syndicat National du Jeu Vidéo, noted that geo-blocking was a necessary feature to hinder inappropriate product key reselling.[424] The Commission found, in January 2021, that Valve and co-defendants had violated antitrust rules of the European Union, issued combined fines of €7.8 million, and determined that these companies may be further liable to lawsuits from affected consumers.[425] Valve had chosen "not to cooperate," and was fined €1.6 million, the most of any of the defendants.[426]

A January 2021 class-action lawsuit filed against Valve asserted that the company forced developers into entering a "most favored nation"-type of pricing contract to offer games on their storefront, which required the developers to price their games the same on other platforms as they did on Steam, thus stifling competition.[427] Gamasutra's Simon Carless analyzed the lawsuit and observed that Valve's terms only apply the resale of Steam keys and not games themselves, and thus the lawsuit may be without merit.[428]

A separate class-action lawsuit filed against Valve by Wolfire Games in April 2021 asserted that Steam is essentially a monopoly since developers must sell to PC users through it and that its 30% cut and "most favored nation" pricing practices violate antitrust laws as a result of their position.[429] Valve's response to the suit, filed in July 2021, sought to dismiss the complaint, stating that it "has no duty under antitrust law to allow developers to use free Steam Keys to undersell prices for the games they sell on Steam—or to provide Steam Keys at all", referring to the "most favored nation" allegations. Valve further defended its 30% revenue as meeting the current Industry standard and claimed Wolfire's figure Steam's market share to lack evidence.[430] Wolfire's suit was dismissed by the presiding judge in November 2021 after determining that Wolfire had failed to show that Valve had a monopoly on game sales and that the 30% cut has remained unchanged throughout Valve's history.[431] Wolfire refiled their case, narrowing the antitrust complaint toward Valve's use of its dominant power to intimidate developers that sell their game for less on marketplaces other than Steam, which the judge accepted and allowed to proceed in May 2022.[432] according to discovery, Valve was ordered to have Gabe Newell submit to a deposition for discussion of Valve's business strategy related to Steam.[433]

See also

Notes

  1. ^ Valve does not receive any cut of sales from third-party key resellers and brick-and-mortar retailers.[94]
  2. ^ In 2013, Valve defined an active account as owning a product or logging in during the past 90 days.[363]

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Further reading

External links