Steam’s $11.1B gross revenue in H1 2026 becomes its biggest six months ever
Alinea Analytics pegs Steam at a record first half, up 14.5% year-over-year, with implications for pricing and catalog strategy.

Alinea Analytics estimates Steam generated $11.1B in gross revenue in the first half of 2026, the platform's highest-ever half-year, written by Rhys Elliott, head of market analysis. For decision-makers, the record signals that pricing power and hit-driven spending are reshaping PC growth, even as older games occupy more of the revenue pie.
If you think PC gaming is living on hope and vibes, Alinea Analytics just handed you a receipt: Steam is exiting its biggest six months ever. In the first half of 2026, games on Steam generated $11.1B in gross revenue, the platform's highest-ever half-year, according to a report written by Rhys Elliott, Alinea's head of market analysis.
The numbers are even more telling when you look at the comparisons. Alinea estimates Steam's $11.1B is up 14.5% on H1 2025. It is also up 8% versus H2 2025, which is the more remarkable comparison because the back half of the year usually wins on seasonal sales and holiday buys. Translation: Steam did not just ride the holiday tailwind. It pushed higher even in the period that often gets less of the seasonal spotlight.
So what’s driving it? The blog lays out a few big incentives, and together they paint a market that is simultaneously getting more expensive and more ruthless. One stated reason is that new games are more expensive. Another is the rise of friendslop megahits, games like Meccha Chameleon, which the report says rake in mountains of cash before you can blink. And there is a distribution layer here too: third parties like Ubisoft are back on Steam after they tried and failed to escape the platform’s gravitational pull.
That last point matters because it is not just about one publisher making good with Steam. It is about competitive dynamics in digital storefronts. Steam has historically been the center of PC game distribution, and the report explicitly frames it as a long-term trend where companies attempt to move away, then come back when the economics do not cooperate. For executives and board members, it is a reminder that market share can behave like a physics problem: it might not look like destiny in the short term, but friction and consumer habits tend to bring players back where the catalog, audience, and purchasing behavior already exist.
Zooming out, Alinea also connects this first-half record to a longer arc. Steam's yearly revenue has gone from $5.5 billion in 2017 to roughly $20 billion in 2025, per the report. That is not a blip. It suggests Steam has been compounding for years, which changes how strategy should be evaluated. When growth is persistent, executives stop treating it as a one-off quarter performance issue and start treating it as structural: storefront economics, pricing, publishing cadence, and player engagement loops.
Another non-obvious signal in the report is the shift in what kinds of games are feeding the revenue. A growing percentage of Steam sales is coming from older games. So far, just 21% of Steam's 2026 revenue has come from games released this year, down from 29% in 2024. That is a catalog implication with teeth. It means the platform is not only benefiting from new releases. It is also extracting more value from games that already proved they could capture users, then kept earning through updates, communities, and sustained demand.
Of course, new games are still very much alive, especially for the top performers. The report lists the top five new games by gross revenue for new games so far: Forza Horizon 6, Resident Evil Requiem, Crimson Desert, Slay the Spire 2, and Subnautica 2. It also notes that Meccha Chameleon sneaked into sixth place. This list reads like a test of modern PC publishing: big established franchises, genre variety, and the kind of “hit early, monetize continuously” pattern that turns launch momentum into a longer tail. For boards, it is a direct link between go-to-market choices and gross revenue contribution.
There is an uncomfortable undertone beneath the success story: the report’s growth might not automatically keep going if the industry’s biggest companies keep torching the teams they depend on. The source frames that concern directly, even if it does not quantify it. Still, the strategic stake is clear. Steam can only stay “up and to the right” if publishers and developers keep shipping. And shipping is a function of healthy teams, sustainable production pipelines, and the ability to fund both big releases and maintenance for older catalog earners.
For executives across PC gaming, the decision is not whether Steam is strong. It is already showing record half-year revenue of $11.1B. The decision is what to do with that information: how to price new releases, how to design for hit potential, how to plan for longer-term value from older games, and how to align publishing schedules with a platform that increasingly rewards both megahits and durable back-catalog revenue.
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