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Sweeney Says Steam Misses Billions Without a Fortnite of Its Own

Epic Games CEO Tim Sweeney argued that Steam is missing out on billions of dollars in revenue because Valve's storefront lacks a first-party title on the scale of Fortnite or Genshin Impact, framing the platform's catalog depth as a strategic ceiling.

Epic Games CEO Tim Sweeney says Steam “has a nice thing going”, but misses billions because they don’t have Fortnite or
Epic Games CEO Tim Sweeney says Steam “has a nice thing going”, but misses billions because they don’t have Fortnite orAI-generated

Patch notes

  • Tim Sweeney, CEO of Epic Games, said Steam "has a nice thing going" but is "missing billions" without a Fortnite- or Genshin-scale title under Valve's direct control (FRVR)

  • Epic Games Store launched in December 2018 with an 88/12 revenue split favoring developers

  • Steam's standard publisher cut is 30%, falling to 25% above $10M and 20% above $50M in gross revenue

  • Valve's active first-party roster has shrunk to Counter-Strike 2, Dota 2, and Deadlock (in development)

  • Epic pulled Fortnite from Steam in 2019 to consolidate first-party distribution

Epic Games CEO Tim Sweeney told an audience that Steam leaves billions of dollars on the table because Valve's storefront lacks a flagship live-service title on the scale of Fortnite or Genshin Impact, casting the platform's catalog depth as a competitive ceiling rather than a strength.

The remarks, surfaced by FRVR, extend a years-long sequence of public critiques directed at Valve's platform economics.

"Steam has a nice thing going," Sweeney said in comments reported by FRVR, before arguing that Valve is missing billions in revenue because it does not own a Fortnite- or Genshin-scale audience directly.

What is Sweeney actually arguing?

Sweeney's framing collapses platform value into a question of first-party tentpole engagement. Valve's internal development footprint has narrowed to a small active roster: Counter-Strike 2, Dota 2, and Deadlock, the last still in development. Steam's live-service ecosystem runs on third-party operators, and Valve does not control Counter-Strike 2 or Dota 2 roadmaps the way Epic controls Fortnite's pipeline. The Genshin reference is pointed: miHoYo's title launched and continues to operate outside Steam on PC via miHoYo's own launcher, a distribution model Epic has studied closely.

What changes for studios?

For developers weighing where to ship, the remarks reinforce Epic's long-running commercial pitch. The Epic Games Store, launched in December 2018, splits revenue 88/12 in favor of developers, a structure Epic has paired with a free-game program that has, by Epic's own published tallies, distributed hundreds of millions of game claims cumulatively. Steam's standard 30% cut, stepping down to 25% above $10 million and 20% above $50 million in gross revenue, remains the comparative baseline studios negotiate against.

Whether the rhetoric moves developer behavior at the margin is doubtful. Steam's monthly active user base — measured in the low hundreds of millions by third-party trackers such as SteamDB — materially exceeds the Epic Games Store's reported install base, and Steam's workshop tools, community infrastructure, and discovery surface remain the default for most PC releases. Epic's exclusivity spend produced high-profile pulls, including Metro Exodus, Control, and Borderlands 3, alongside a long tail of smaller indie titles.

Why compare to Genshin rather than a Western rival?

Sweeney's choice to invoke Genshin Impact rather than, say, an Activision or Take-Two live-service flagship signals where Epic sees the next competitive battleground. Steam's share of Asia-Pacific PC spending has historically lagged its dominance in North America and Europe, and Epic's own multi-platform efforts — including its renewed mobile push and the Epic Online Services stack — appear oriented toward closing that gap. Genshin, which generated an estimated several billion dollars in its first three years on mobile and PC combined by third-party analyst estimates, is the benchmark on Epic's mind, not Call of Duty.

What is worth watching next?

Sweeney's posture toward Valve has toggled between public criticism and operational pragmatism. Epic pulled Fortnite from Steam in 2019 to consolidate first-party distribution, and the open question is whether the Epic Games Store's exclusivity and free-game spend holds at current run rates, or compresses as Epic reportedly reallocates resources toward broader platform ambitions. Sweeney's wording in this appearance — "they don't have a Fortnite or a Genshin-sized audience they own directly" — is the framing Epic will likely repeat as its antitrust posture against Apple and Google continues, and as Valve negotiates its own 30% structure against mounting scrutiny of app-store gatekeeping on both sides of the platform debate.

via Google News - Epic Games Store Steam (Source)

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Elena Vasquez

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Staff writer covering marketplaces and e-commerce at Game Dev Wire.

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