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Witchfire Lead Calls EGS 'a Shop,' Steam 'a Community'

Witchfire's lead told FRVR that 'EGS is a shop, Steam is a community' and Epic 'has nothing to do but to buy' — a verdict sharpened by Witchfire's own Steam pivot.

Epic fails to compete with Steam because “EGS is a shop, Steam is a community”, says Witchfire lead, as Epic has “nothin
Epic fails to compete with Steam because “EGS is a shop, Steam is a community”, says Witchfire lead, as Epic has “nothinstevepb / pixabay

Patch notes

  • Witchfire's lead told FRVR that 'EGS is a shop, Steam is a community'.

  • The same developer told FRVR that Epic 'has nothing to do but to buy'.

  • Witchfire reached Steam Early Access in 2023 after The Astronauts reversed an earlier Epic Games Store exclusivity commitment.

  • Epic's standard developer revenue split is 88/12, against Steam's 70/30 in publishers' favour.

  • Steam's peak concurrent users have repeatedly cleared the 30-million mark in 2024–2025, per SteamDB, while Epic Games Store does not disclose comparable figures.

Witchfire's lead has drawn a sharp distinction between Steam and the Epic Games Store, telling outlet FRVR that "EGS is a shop, Steam is a community" — a one-line summary of a storefront gap that Epic's $20 weekly free-game cadence has not closed.

The comment, attributed to The Astronauts' project lead in an FRVR-published piece, frames the rivalry in operational terms. Community features — user reviews, Workshop mod hosting, forums, community hubs and discovery feeds — give Valve a structural moat that Epic's wallet cannot replicate, the studio argues.

"Epic has nothing to do but to buy," the Witchfire lead told FRVR, a verdict that doubles as a tactical reading of how storefront wars are actually won.

The headline obscures one number worth keeping in view: Witchfire's own release path.

The Astronauts' first-person roguelite shooter reached Steam Early Access in 2023 after the studio publicly walked back an earlier Epic Games Store exclusivity commitment. That reversal made Witchfire a working example of the cost of EGS exclusive deals. A studio choosing Steam over Epic after taking Epic money is not a neutral data point.

What does the storefront split look like in practice?

The community-versus-shop framing has obvious merit, and a few specifics sharpen it:

  • Steam's user reviews, Workshop, community hubs and Curator lists run as first-class storefront features, not add-ons bolted onto a checkout page.
  • The Epic Games Store has iterated on cloud saves, achievements, a friends list and wishlists, but its social and modding toolkit still trails Steam's at parity.
  • Epic's 88/12 revenue split (against Steam's standard 70/30 in publishers' favour) and its free-game programme attack price and margin, not the social layer underneath.

The structural read is that Epic's exclusivity spending bought shelf space but not community muscle — and that distinction shows up in launch concurrency more than in any one review aggregate. Peak concurrent users on Steam have repeatedly cleared the 30-million mark in 2024 and 2025, per SteamDB; the Epic Games Store does not disclose comparable figures at the same granularity.

What changes for studios picking a storefront today?

For developers mapping the same arithmetic, the calculus is uneven by genre:

  • Live-service, PvP and competitive titles, where Discord wiring and community crossover matter, lean on Steam's network effect.
  • Single-player, narrative-led and one-shot games, where the storefront is mostly a checkout, can stomach EGS's better margin more easily.
  • Witchfire sits in the latter camp on paper — a finite-run roguelite shooter — yet The Astronauts still routed it to Steam.

That choice is what turns a tweet-length critique into a market signal: the studio that publicly took Epic's money, then publicly left for Steam, is now publicly saying the storefront is a shop and not a community.

Two sentences from the FRVR piece do most of the analytical work. The "shop, not a community" line reduces a multi-year storefront war to a single capability gap. The "nothing to do but to buy" line describes Epic's strategic position as a buyer with no community balance sheet to draw against. Both are blunt. Neither is wrong in the narrow sense.

What to watch next: Epic's 2025 storefront roadmap, which has signalled incremental work on social features and creator tools but has not, on the public spec sheet, matched Steam's review-workshop-mod triad. Worth tracking alongside that — The Astronauts' post-launch Witchfire updates, and where the studio steers its next title. Studios parsing the same arithmetic will read both signals carefully.

via Google News - Epic Games Store Steam (Source)

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Amara Osei

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Correspondent covering money, funding and market shifts around video game industry at Game Dev Wire.

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