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Franchise games and free-to-play item sales carry Steam toward its first $20 billion year

Steam is on pace for its first $20 billion year after an estimated $5.5 billion third quarter, up 12%, according to Alinea Analytics. Most of it goes to established franchises and free-to-play games, so a new PC launch draws from a much smaller pool.

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Photograph accompanying Franchise games and free-to-play item sales carry Steam toward its first $20 billion year
Photo: valvesoftware.com

What happened

  • Steam's September came in at an estimated $1.7 billion, 13% above the previous September record, which was set in 2025.
  • Through the first nine months of 2026 the estimate stands at $16.5 billion, against $14.5 billion over the same stretch of 2025.
  • Counter-Strike 2, Apex Legends, PUBG and Dota 2 together brought in almost $168 million in September, nearly 10% of Steam's monthly total.
  • PvP shooter Wardogs earned an estimated $86.9 million in roughly three weeks after entering Early Access on September 10.
  • As of October 1, Steam listed 20,220 game releases for 2026, and 1,156 more were scheduled for October.

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Why it matters

  • constraint A studio launching new IP is planning against about a fifth of top-500 revenue, since franchises with built-in audiences take the rest of a total that is still growing.
  • contradiction If TechSpot's phrasing is the right reading, new IP took about 6.9% of top-500 revenue, a third of the Tom's Hardware figure, and a launch forecast sized on the larger share would be about three times too high.
  • decision Wardogs' result makes Early Access a launch-timing decision for multiplayer studios, because paid access before full release also builds the player community that recurring item sales depend on.

Steam's monthly total mixes two kinds of sales that behave differently over time. A new release produces a sharp burst of revenue, while Counter-Strike 2 and Dota 2 keep earning through active player communities and digital-item sales, TechSpot reported [10]. In September the two kinds came out about even. The four paid titles Alinea singled out, Wardogs, Onimusha: Way of the Sword, The Blood of Dawnwalker and EA Sports FC 27, add up to $164.9 million [20]. The four free-to-play games took slightly more [5].

The free-to-play side recurs because its money comes from item sales in games people already play [10]. The paid side has to be refilled by next month's launches. TechSpot reads the numbers as showing Steam no longer depends on a single kind of game sale [18]. Nine-month revenue is up 13.8% on 2025 [19].

A studio planning a launch sees the same data from the other side. Among September's 500 top-grossing titles, established IP took 79.5% of revenue, including 3.8% from remakes and remasters, and new IP took 20.5%, according to Tom's Hardware [24]. Cut by release year instead, games released in 2026 took about 33.6% [12]. A 2026 sequel counts in both slices [13]. Add the two shares and Steam earns 113.1% of its revenue [22].

The two write-ups disagree on what the 20.5% measures. TechSpot wrote that "new intellectual property made up 20.5% of that," where "that" is the 2026 slice [25]. On that reading, new IP is about 6.9% of top-500 revenue [26]. Tom's Hardware pairs 20.5% for new IP with 79.5% for established IP, and the two sum to 100 [24]. TechSpot itself puts established franchises at almost 80% [8]. I think the Tom's Hardware reading is correct. It still leaves new names a fifth of the money at the top of the chart [24].

The field is getting bigger too. If October's scheduled releases ship, 2026 reaches 21,376 releases by the end of the month, passing 2025's full-year count with two months still to go [23]. Alinea's ranking covers 500 titles from all release years [12]. TechSpot describes the games that do best inside it as those with recognizable names, built-in audiences and frequent content updates [14].

The September launch that borrows most from the free-to-play pattern is Wardogs. Its Early Access take was about 5.1% of Steam's estimated monthly total [21]. Early Access lets a developer charge before the game is finished and shape updates from player feedback, TechSpot noted. For a multiplayer game it also builds a community before full launch [17].

Both reports rest on Alinea Analytics estimates [1], and neither describes how Alinea produces them. Tom's Hardware reads the totals as evidence that expensive PC hardware has not yet slowed spending on PC games [16].

What to watch

  • Alinea's fourth-quarter estimate, and whether Steam clears the roughly $3.5 billion it needs to pass $20 billion for the year.
  • Whether Alinea states the base for its 20.5% new-IP share: all top-500 revenue, or only the 2026-release slice.
  • Whether the four free-to-play titles hold near their September total in October, after the September launch revenue drops off.
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