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Epic's Steve Allison: 'We're Not Going to Topple Steam'

Epic Games Store general manager Steve Allison conceded his storefront will not displace Steam, recasting the company's strategy as coexistence and marking the clearest verbal walk-back of Epic's original challenger pitch.

Patch notes

  • Epic Games Store general manager Steve Allison stated: 'We're not going to topple Steam' in conversation with GamesIndustry.biz

  • Allison framed the storefront's strategic direction as 'the path of co-existence'

  • Epic Games Store launched in December 2018 with a 12 percent developer revenue share versus Steam's standard 30 percent cut

  • Allison's comment marks the clearest on-record concession from Epic leadership that displacement of Steam is not the storefront's stated objective

  • Earlier timed-exclusive EGS windows included titles such as Hades, Control, and Metro Exodus during 2019 and 2020

Epic Games Store general manager Steve Allison publicly conceded his storefront will not displace Steam, telling GamesIndustry.biz: "We're not going to topple Steam."

The statement, attributed to Allison in a conversation with GamesIndustry.biz, marks the most explicit rhetorical reversal Epic has made since launching the Epic Games Store in December 2018 as an aggressive challenger to Valve's dominant PC marketplace. Allison described the direction ahead as "the path of co-existence," language that recasts competition with Steam as complementary operation rather than displacement campaign.

What changed in Epic's framing?

When Epic opened the Epic Games Store in late 2018, executives positioned the storefront explicitly against Steam, courting developers with a 12 percent revenue share on most titles, well below Steam's standard 30 percent cut, and securing timed-exclusive release windows for high-profile third-party games. The storefront seeded a meaningful user base through weekly free-game promotions and a deep catalogue of free-to-play first-party titles, including Fortnite, Rocket League, and Unreal Tournament.

Steam retained its lead in PC marketplace gross revenue, catalog breadth, and active-user count throughout that period. Allison's stated concession is the clearest on-record acknowledgement from Epic leadership that displacement was, at best, a longer-horizon objective than the original launch messaging implied.

What does "co-existence" mean operationally?

Structurally, the two storefronts continue to differ in revenue-share economics, approval cadence, and promotional mechanics. Epic's 12 percent base cut, faster store-approval timeline, and free-game pipeline remain in place. Steam's Discover algorithms, Workshop tools, and family of first-party hardware continue to anchor Valve's marketplace position.

A co-existence framing does not collapse those differences. It changes only the political posture Epic takes with developer partners, and the messaging it uses when pitching exclusivity or promotional-deal structures.

What are the implications for studios?

For independent developers pursuing multi-storefront PC launches, the immediate effect is modest but procedural. Epic Games Store leadership now publicly treats Steam as default PC destination and EGS as a complementary outlet, removing an implicit friction point in cross-store distribution negotiations.

For larger publishers, the language lowers the temperature around timed-exclusive deal structures. Titles including Hades, Control, and Metro Exodus launched with exclusive EGS windows during 2019 and 2020 under minimum-guarantee financial terms. Allison's framing suggests future deals will be positioned as promotional partnerships rather than displacement campaigns, potentially reducing the public objections that accompanied earlier exclusive windows.

Does the storefront identity change for players?

For PC players, Allison's statement is unlikely to translate into near-term product changes. The free-game cadence, free-to-play titles from Epic-owned studios, and the curated free-to-claim programme continue to operate as the storefront's primary user-acquisition mechanics. Steam subscribers who never installed the Epic Games Store client will not see Epic alter that stance.

What should studios watch next?

The market test of Allison's co-existence framing arrives at Epic's next major earnings disclosure, where parent company Epic Games has historically reported substantial EGS operating losses as it funds the free-game pipeline and exclusive-deal minimum guarantees. Studios negotiating 2026 launch windows with Epic should also expect revised terms attached to promotional placement rather than exclusivity windows, alongside any structural changes Epic announces to creator-support revenue splits during the upcoming GDC announcement cycle.

The signal worth flagging: Epic's pivot reframes Valve's Steam as the de facto PC distribution anchor and the Epic Games Store as a complement, a characterization that will shape how developer relations and exclusive negotiations evolve through the rest of 2025 and into 2026 release pipelines.

via Google News - Epic Games Store Steam (Source)

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Amara Osei

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Correspondent covering business strategy at Game Dev Wire.

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