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Steam is a video game digital distribution service by Valve. It was launched as a standalone programclient in September 2003 as a methodfor Valve to provide automatic updates for their games, and expanded to containgames from third-party publishers. Steam has also expanded into an online web-based and mobile digital storefront. Steam offers digital rights management (DRM), server hosting, video streaming, and social networking services. It also provides the utilize with installation and automatic updating of games, and community features such as mate lists and groups, cloud storage, and in-game voice and chat functionality.

The programprovides a freely available appprogramming interface (API) called Steamworks, which developers shouldutilizeto integrate many of Steam's functions into their products, including in-game achievements, microtransactions, and assistancefor utilize-madematerialthrough Steam Workshop. Though initially developed for utilizeon Microsoft Windows operating systems, versions for macOS and Linux were later released. Mobile application were also released for iOS, Android, and Windows Phone in the 2010s. The platform also offers a tinyselection of other content, including design software, hardware, game soundtracks, anime, and movie.

The Steam platform is the biggestdigital distribution platform for PC gaming, holding around 75% of the market share in 2013. By 2017, users purchasing games through Steam totaled roughly US$4.3 billion, representing at least 18% of global PC game sales. By 2019, the service had over 34,000 games with over 95 million monthly active users. The success of Steam has led to the development of a line of Steam Machine microconsoles, which containthe SteamOS operating system and Steam Controllers, Steam Link devices for local game streaming, and the upcoming Steam Deck, a handheld privatecomputer system tailored for running Steam games.


Timeline of release happening
2002Announcement and beta release
2003Official release
2005First publisher partnership
2007Steam Community
Matchmaking services
2009Steam Cloud
2010Mac OS X client
2011Steam Workshop
2012Steam mobile app
Steam for Schools
Steam Greenlight
GiganticPicture Mode
Productivity programadded to catalog
2013Linux client
Family Sharing
2014In-Home Streaming
Steam Music
Steam Machines
MovieTV purchases/renting added to catalog
2017Steam Direct
2019Remote Play
Steam Labs
2020Steam Cloud Play
2021Steam China
Steam Deck

Valve had entered into a publishing contract with Sierra Studios in 1997 ahead of the 1998 release of Half-Life. The contract had given some intellectual property (IP) rights to Sierra in addition to publishing control. Valve published additional games through Sierra, including expansions for Half-Life and Counter-Strike. Around 1999, as Valve started work on Half-Life 2 and the new Source engine, they became concerned about their contract with Sierra associatedto the IP rights, and the two companies renegotiated a freshcontract by 2001. The freshcontract eliminated Sierra's IP rights and gave Valve rights to digital distribution of its games.

Around this time, Valve had issuesupdating the published games. They could provide downloadable patches, but for multiplayer games, freshpatches would effectin most of the online utilize base disconnecting for several days until everyone had implemented the patch. Valve decided to create a platform that would update games automatically and implement stronger anti-piracy and anti-cheat measures. Through utilize polls at the time of its announcement in 2002, Valve also recognized that at least 75% of their users had admissionto high-speed Internet connections, which would continue to grow with designedbroadband expansion in the following years, and recognized that they could deliver game materialfaster to players than through retail channels. Valve approached several companies, including Microsoft, Yahoo!, and RealNetworks to build a client with these features, but were declined.

Steam's development began in 2002, with working names for the platform being "Grid" and "Gazelle". It was publicly announced at the Game Developers Conference happeningon March 22, 2002, and released for beta testing the same day. To demonstrate the ease of integrating Steam with a game, Relic Entertainment madea special version of Impossible Monster. Valve partnered with several companies, including AT&T, Acer, and GameSpy. The first mod released on the system was Day of Defeat. In 2002, the president of Valve, Gabe Newell, said he was offering mod squad a game engine license and distribution over Steam for US$995.

Prior to the announcement of Steam, Valve found that Sierra had been distributing their games in PC cafes which they claimed was versusthe rulesof the contract, and took Sierra and their registrant, Vivendi Games, to court. Sierra countersued, asserting that with the announcement of Steam, Valve had been working to undermine the contract to offer a digital storefront for their games, directly competing with Sierra. The case was initially ruled in Valve's favor, allowing them to leave the contract due to the breach and seek other publishing partners for retail copies of its games while continuing their work on Steam. One such organizationhad been Microsoft, but Ed Fries stated that they turned down the offer due to Valve's intent to continue to sell their games over Steam.

Between 80,000 and 300,000 players participated in the beta trybefore Steam's official release on September 12, 2003. The client and domainchoked under the strain of thousands of users simultaneously attempting to play the game. At the time, Steam's basicfunction was streamlining the patch process common in online computer games, and was an optional component for all other games. In 2004, the GlobeEnemyNetwork was shut down and replaced by Steam, with any online features of games that neededit ceasing to work unless they converted over to Steam.

Half-Life 2 was the first game to require installation of the Steam client to play, even for retail copies. This decision was met with concerns about programownership, programrequirements, and issueswith overloaded servers demonstrated previously by the Counter-Strike rollout. During this time users faced issuesattempting to play the game.

Beginning in 2005, Valve began negotiating contracts with several third-party publishers to release their products, such as Rag Doll Kung Fu and Darwinia, on Steam. Valve announced that Steam had become profitable because of some highly successful Valve games. Although digital distribution could not yet match retail volume, profit margins for Valve and developers were far huge on Steam. Huge publishers, such as id Software, Eidos Interactive, and Capcom, began distributing their games on Steam in 2007. By May of that year, 13 million acc had been madeon the service, and 150 games were for sale on the platform. By 2014, total annual game sales on Steam were estimated at around $1.5 billion. By 2018, the service had over 90 million monthly active users.

Client features and functionality

Programdelivery and maintenance

Steam's basicservice is to letits users to download games and other software that they have in their virtual programlibraries to their local computers as game cache files (GCFs). Initially, Valve was neededto be the publisher for these games since they had sole admissionto the Steam's database and engine, but with the introduction of the Steamworks programdevelopment kit (SDK) in May 2008, anyone could publish to Steam without Valve's direct involvement.

Prior to 2009, most games released on Steam had traditional anti-piracy measures, including the assignment and distribution of product keys and assistancefor digital rights management programtools such as SecuROM or non-malicious rootkits. With an update to the Steamworks SDK in March 2009, Valve added its "Custom Executable Generation" (CEG) approach into the Steamworks SDK that removed the need for these other measures. The CEG technology creates a unique, encrypted copy of the game's executable files for the given utilize, which let them to install it multiple times and on multiple devices, and make backup copies of their software. Once the programis downloaded and installed, the utilize must then authenticate through Steam to de-encrypt the executable files to play the game. Normally this is done while connected to the Internet following the utilize's credential validation, but once they have logged into Steam once, a utilize shouldinformSteam to beginin a special offline mode to be able to play their games without a network connection. Developers are not limited to Steam's CEG and may containother forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher Ubisoft require the utilizeof their UPlay gaming service, and prior to its shutdown in 2014, some other games required Games for Windows – Live, though many of these games have since transitioned to using the Steamworks CEG approach.

In September 2008, Valve added assistancefor Steam Cloud, a service that shouldautomatically shopsaved game and associatedcustom files on Valve's servers; users shouldadmissionthis data from any machine running the Steam client. Games must utilizethe appropriate features of Steamworks for Steam Cloud to work. Registrar shoulddisable this feature on a per-game and per-accbasis. In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices; users shouldinformSteam to download and install games they own through this service if their Steam client is currently active and running. Product keys sold through third-party retailers shouldalso be redeemed on Steam. For games that incorporate Steamworks, users shouldbuy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing downloadable content (DLC) for games.

In September 2013, Steam introduced the ability to share most games with family members and close mate by authorizing machines to admissionone's library. Authorized players shouldinstall the game locally and play it separately from the owning account. Registrar shouldadmissiontheir saved games and achievements providing the main registrantis not playing. When the main player initiates a game while a shared accis using it, the shared accutilize is permitteda few minutes to either save their progress and close the game or purchase the game for his or her own account. Within Family View, introduced in January 2014, parents shouldadjust settings for their kidss tied acc, limiting the functionality and accessibility to the Steam client and purchased games.

In accordance with its acceptable utilizepolicy, Valve retains the right to block customers' admissionto their games and Steam services when Valve's Anti-Cheat (VAC) programdetermines that the utilize is cheating in multiplayer games, selling acc to others, or trading games to exploit regional price differences. Blocking such users initially removed admissionto his or her other games, leading to some users with high-value acc losing admissionbecause of minor infractions. Valve later modify its policiesto be similar to that of Electronic Arts' Origin platform, in which blocked users shouldstill admissiontheir games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features. Customers also lose admissionto their games and Steam accif they refuse to agreemodify to Steam's end utilize license agreements; this last occurred in August 2012. In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which permittedthem to police their own gaming communities in a customizable manner.

Storefront features

The Steam client contain a digital storefront called the Steam Shopthrough which users shouldpurchase computer games. Once the game is bought, a programlicense is permanently attached to the utilize's Steam account, allowing them to download the programon any compatible device. Game licenses shouldbe given to other acc under certain conditions. Materialis providedfrom an international network of servers using a proprietary file transfer protocol. Steam sells its products in US and Canadian dollars, euros, pounds sterling, Brazilian reais, Russian rubles, Indonesian rupiah and Indian rupees depending on the utilize's location. In December 2010, the client began supporting the WebMoney payment system, which is famousin many European, Middle Eastern, and Asian countries. From April 2016 until December 2017, Steam accepted payments in Bitcoin with transactions handled by BitPay before dropping assistancefor it due to high fluctuation in value and costly service fees. The Steam storefront validates the utilize's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the Steam Translation Server project offers Steam users to helpwith the translation of the Steam client, storefront, and a chosenlibrary of Steam games for twenty-eight languages. Steam also let users to purchase downloadable content for games, and for some specific games such as SquadFortress 2, the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games.

Registrar of Steam's storefront shouldalso purchase games and other programas bonusesto be given to another Steam utilize. Prior to May 2017, users could purchase these bonusesto be held in their profile's inventory until they opted to bonusthem. However, this feature enabled a gray market around some games, where a utilize in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies of games to sell to others, particularly in regions with much higher prices. In August 2016, Valve modify its gifting policiesto require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam utilize, which also served to combat players that worked around VAC and Game Bans, while in May 2017, Valve expanded this policiesto all games. The modify also territory limitations on bonusesbetween users of different countries if there is a hugedifference in pricing for the game between two different regions.

The Steam shopalso enables users to redeem store product keys to add programfrom their library. The keys are sold by third-party providers such as Humble Bundle (in which a portion of the sale is given back to the publisher or distributor), distributed as part of a physical release to redeem the game, or given to a utilize as part of promotions, often utilize to deliver Kickstarter and other crowd funding rewards. A grey market exists around Steam keys, where less reputable buyers purchase a hugenumber of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party page at a higher price, generating profit for themselves. This caused some of these third-party page, such as G2A, to be embroiled in this grey market. It is possible for publishers to have Valve to track down where specific keys have been utilize and cancel them, removing the product from the utilize's libraries, leaving the utilize to seek any recourse with the third-party they purchased from. Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases that would enter the grey market. In June 2021, Valve began limiting how frequently Steam users could modifytheir default region to prevent them from purchasing games from outside their home region for cheaper.

In 2013, Steam began to agreeplayer reviews of games. Other users shouldsubsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then utilize to highlight the most useful reviews on the game's Steam shoppage. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store. In May 2016, Steam further broke out these aggregations between all reviews overall and those angry more recently in the last 30 days, a modifyValve acknowledges to how game updates, particularly those in Early Access, shouldalter the impression of a game to users. To prevent observed dmcaof the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible. Alongside this, Valve announced that it would end business relations with any developer or publisher that they have found to be abusing the review system. Separately, Valve has taken actions to minimize the result of review bombs on Steam. In particular, Valve announced in March 2019 that it mark reviews they trustare "off-topic" as a effectof a review bomb, and eliminate their contribution to summary review scores; the first such games they took action on with this was the Borderlands games after it was announced Borderlands 3 would be a timed-exclusive to the Epic Games Store.

During mid-2011, Valve began to offer free-to-play games, such as Global Agenda, Spiral Knights and Winner Online; this offer was linked to the organizations move to make SquadFortress 2 a free-to-play title. Valve contain assistancevia Steamworks for microtransactions for in-game stuffin these games through Steam's purchasing channels, in a similar manner to the in-game shopfor SquadFortress 2. Later that year, Valve added the ability to trade in-game stuffand "unopened" game bonusesbetween users. Steam Coupons, which was introduced in December 2011, provides single-utilizecoupons that provide a discount to the cost of items. Steam Coupons shouldbe deliveredto users by developers and publishers; users shouldtrade these coupons between mate in a similar fashion to bonusesand in-game items. Steam Market, a feature introduced in beta in December 2012 that would letusers to sell virtual stuffto others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that utilizeSteam Market pay a transaction fee. For example, SquadFortress 2—the first game supported at the beta phase—incurred both fees. Full assistancefor other games was expected to be accessiblein early 2013. In April 2013, Valve added subscription-based game assistanceto Steam; the first game to utilizethis service was Darkfall Unholy Wars.

In October 2012, Steam introduced non-gaming app, which are sold through the service in the same manner as games. Creativity and productivity app shouldadmissionthe core functions of the Steamworks API, allowing them to utilizeSteam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop. Steam also let game soundtracks to be purchased to be played via Steam Melodyor integrated with the utilize's other media players. Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users shouldbuy soundtracks to games they do not own, and publishers shouldoffer soundtracks to games not on Steam.

Valve have also added the ability for publishers to rent and sell digital film via the service, with initially most being video game documentaries. Following Warner Bros. Entertainment offering the AngryMax movie alongside the September 2015 release of the game based on the series, Lionsgate entered into agreement with Valve to rent over one hundred feature movie from its catalog through Steam starting in April 2016, with more movie following later. In March 2017, Crunchyroll started offering various anime for purchase or rent through Steam. However, by February 2019, Valve shuttered video from its storefront save for videos directly associatedto gaming content. While available, users could also purchase Steam Machine associatedhardware.

In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a everydayand weekly basis, sometimes oriented around a publisher, genre, or holiday theme, and sometimes letgames to be tried for free during the days of these sales. The pagenormally offers a hugeselection of games at discount during its annual Summer and Holiday sales, including gamification of these sales to incentive users to purchase more games. While Steam let developers to offer demo versions of their games at any time, Valve worked with Geoff Keighley in 2019 in conjunction with The Game Awards to keepa week-long Steam Game Festival to feature a hugeselection of game demos of current and upcoming games, alongside sales for games already released. This happeninghas since been repeated two or three times a year, typically in conjunction with game expositions or award happening, and since has been renamed as the Steam Next Fest.

Disclaimerand security

The popularity of Steam has led to the service's being attacked by hackers. An attempt occurred in November 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. Days later, Valve reported that the cheathad compromised one of its customer databases, potentially allowing the perpetrators to admissioncustomer information; including encrypted password and credit vehicle details. At that time, Valve was not aware whether the intruders actually accessed this infoor discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity.

Valve added Steam Guard functionality to the Steam client in March 2011 to protect versusthe hijacking of acc via phishing schemes, one of the biggestassistanceissuesValve had at the time. Steam Guard was advertised to take advantage of the identity protection deliveredby Intel's second-generation Core processors and compatible motherboard hardware, which let users to lock their accto a specific computer. Once locked, activity by that accon other computers must first be approved by the utilize on the locked computer. AssistanceAPIs for Steam Guard are accessibleto third-party developers through Steamworks. Steam Guard also offers two-factor, risk-based authentication that utilize a one-time verification code sent to a verified mailaddress relatedwith the Steam account; this was later expanded to containtwo-factor authentication through the Steam mobile application, known as Steam Guard Mobile Authenticator. If Steam Guard is enabled, the verification code is sent each time the accis utilize from an unknown machine.

In 2015, between Steam-based game inventories, trading cards, and other virtual awesome attached to a utilize's account, Valve stated that the potential monetary value had drawn hackers to testto admissionutilize acc for financial benefit, and continue to encourage users to secure acc with Steam Guard, when trading was introduced in 2011. Valve reported that in December 2015, around 77,000 acc per month were hijacked, enabling the hijackers to empty out the utilize's inventory of stuffthrough the trading features. To improve security, the organizationannounced that freshrestrictions would be added in March 2016, under which 15-day keep are territory on traded stuffunless they activate, and authenticate with Steam Guard Mobile Authenticator.

ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a safetyrisk by enabling malicious exploits through a easyutilize click on a maliciously crafted steam:// URL in a browser. This was the second serious vulnerability of gaming-associatedprogramfollowing a lastestissuewith Ubisoft's own game distribution platform Uplay. German IT platform Heise online suggestedstrict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer accwith limited rights dedicated to gaming.

In July 2015, a bug in the programpermittedanyone to restartthe password to any accby using the "forgot password" function of the client. High-profile professional gamers and streamers lost admissionto their acc. In December 2015, Steam's materialdelivery network was misconfigured in response to a DDoS attack, causing cached shopsite containing privateinfoto be temporarily exposed for 34,000 users.

In April 2018, Valve added freshdisclaimersettings for Steam users, who are able to set if their current activity status is private, visible to mate only, or public; in addition to being able to hide their game lists, inventory, and other profile elements in a similar manner. While these modify brought Steam's disclaimersettings inline with approaches utilize by game console services, it also impacted third-party services such as Steam Spy, which relied on the public data to estimate Steam sales count.

Valve established a HackerOne bug bounty softwarein May 2018, a crowdsourced wayto tryand improve safetyfeatures of the Steam client. In August 2019, a safetyresearcher exposed a zero-day vulnerability in the Windows client of Steam, which permittedfor any utilize to run arbitrary code with LocalSystem privileges using just a few easycommands. The vulnerability was then reported to Valve via the program, but it was initially rejected for being "out-of-scope". Following a second vulnerability found by the same utilize, Valve apologised and patched them both, and expanded the softwares termsto agreeany other similar issuesin the future.


Since November 2013, Steam has permittedfor users to review their purchased games and organize them into categories set by the utilize and add to favorite lists for fastaccess. Players shouldadd non-Steam games to their libraries, allowing the game to be easily accessed from the Steam client and providing assistancewhere possible for Steam Overlay features. The Steam interface let for utilize-defined shortcuts to be added. In this way, third-party modifications and games not purchased through the Steam ShopshouldutilizeSteam features. Valve sponsors and distributes some modifications free of charge; and modifications that use Steamworks shouldalso utilizeVAC, Mate, the server browser, and any Steam features supported by their parent game. For most games launched from Steam, the client provides an in-game overlay that shouldbe accessed by a keystroke. From the overlay, the utilize shouldadmissionhis or her Steam Community lists and participate in chat, manage chosenSteam settings, and admissiona built-in web browser without having to exit the game. Since the beginning of February 2011 as a beta version, the overlay also let players to take screenshots of the games in process; it automatically shop these and let the player to review, delete, or share them during or after his or her game session. As a full version on February 24, 2011, this feature was reimplemented so that users could share screenshots on domain of Facebook, Twitter, and Reddit straight from a utilize's screenshot manager.

Steam's "GiganticPicture" mode is more optimized for a huge screen, with a huge, easy interface that is easily navigated with either a controller or mouse.

Steam's "GiganticPicture" mode was announced in 2011; public betas started in September 2012 and were integrated into the programin December 2012. GiganticPicture mode is a 10-foot utilize interface, which optimizes the Steam display to work on high-definition televisions, allowing the utilize to control Steam with a gamepad or with a keyboard and mouse. Newell stated that GiganticPicture mode was a step towards a dedicated Steam entertainment hardware unit. With the introduction of the Steam Deck, Valve stated that they will eventually replace GiganticPicture mode with the Steam Deck's utilize interface.

In-Home Streaming was introduced in May 2014; it let users to stream games installed on one computer to another—regardless of platform—on the same home network with low latency. By June 2019, Valve renamed this feature to Remote Play, allowing users to stream games across devices that may be outside of their home network. Steam's "Remote Play Together", added in November 2019 after a month of beta testing, gives the ability for local multiplayer games to be played by people in disparate area, though will not essentialresolve latency issuestypical of these kind of games. Remote Play Together was expanded in February 2021 to give the ability to invite non-Steam players to play though a Steam Link applicationapproach.

The Steam client, as part of a social network service, let users to identify mate and join groups using the Steam Community feature. Through the Steam Chat feature, users shouldutilizetext chat and peer-to-peer VoIP with other users, identify which games their mate and other group members are playing, and join and invite mate to Steamworks-based multiplayer games that assistancethis feature. Registrar shouldparticipate in forums hosted by Valve to discuss Steam games. Each utilize has a unique sitethat present his or her groups and mate, game library including earned achievements, game wishlists, and other social features; users shouldselectto holdthis infoprivate. In January 2010, Valve reported that 10 million of the 25 million active Steam acc had signed up to Steam Community. In conjunction with the 2012 Steam Summer Sale, utilize profiles were updated with Badges reflecting the utilize's participation in the Steam community and past happening. Steam Trading Cards, a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players shouldtrade with other Steam users on the Steam Marketplace and utilizethem to craft "Badges", which grant rewards such as game discount coupons, emoticons, and the ability to customize their utilize profile page. In 2010, the Steam client became an OpenID provider, allowing third-party domain to utilizea Steam utilize's identity without requiring the utilize to expose his or her Steam credentials. In order to prevent abuse, admissionto most community features is restricted until a one-time payment of at least US$5 is angry to Valve. This requirement shouldbe fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet.

Through Steamworks, Steam provides a means of server browsing for multiplayer games that utilizethe Steam Community features, allowing users to create lobbies with mate or members of common groups. Steamworks also provides Valve Anti-Cheat (VAC), Valve's proprietary anti-hacksystem; game servers automatically detect and report users who are using hack in online, multiplayer games. In August 2012, Valve added freshfeatures—including dedicated hub site for games that highlight the best utilize-madecontent, top forum publication, and screenshots—to the Community area. In December 2012, a feature where users shouldupload walkthroughs and tutorial detailing game strategy was added. Starting in January 2015, the Steam client permittedplayers to livestream to Steam mate or the public while playing games on the platform. For the main happeningof The International 2018 Dota 2 tournament, Valve launched as a major update to Steam Broadcasting, adding Steam chat and Steamworks integration for spectating matches played at the event. It has also been utilize for other happening, such as a pre-release competitionfor the digital vehicle game Artifact and for The Game Awards 2018 and Steam Awards award present.

In September 2014, Steam Melodywas added to the Steam client, allowing users to play through melodyshop on their computer or to stream from a locally networked computer directly in Steam. An update to the mate and chat system was released in July 2018, allowing for non-peer-to-peer chats integrated with voice chat and other features that were compared to Discord. A standalone mobile applicationbased on this for Android and iOS was released in May 2019.

A major visual overhaul of the Library and game profile site were released in October 2019. These redesigns are aimed to aid users to organize their games, assistshowcase what shared games a utilize's mate are playing, games that are being live-streamed, and freshmaterialthat may be available, along with more customization options for sorting games. Relatedwith that, Valve gave developers means of communicating when special in-game happening are approaching through Steam Happening, which appear to players on the revamped Library and game profile site.

A Steam Points system and storefront was added in June 2020, which mirrored similar temporary points systems that had been utilize in prior sales on the storefront. Registrar earn points through purchases on Steam or by receiving community recognition for helpful reviews or discussion comments. These points do not expire as they had in the prior sales, and shouldbe redeemed in the separate storefront for cosmetics that apply to the utilize's profile and chat interface.

Developer features

Valve provides developers the ability to create storefront site for games ahead of time to assistgenerate interest in their game ahead of release. This is also essentialto fix a release date that functions into Valve's "build review", a free service performed by Valve about a week before this release date to make sure the game shouldbe installed and run, and other checks to make sure the game's beginis otherwise trouble-free. Latestupdates associatedto Uncover queues have given developers more options for customizing their storefront siteand how these site integration with users' experiences with the Steam client.

Valve offers Steamworks, an appprogramming interface (API) that provides development and publishing tools to take advantage of Steam client's features, free-of-charge to game and programdevelopers. Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games, matchmaking services, assistancefor Steam community mate and groups, Steam statsand achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management. After introducing the Steam Controller and improvements to the Steam interface to assistancenumerous customization options, the Steamworks API was also updated to provide a generic controller library for developers and these customization features for other third-party controllers, starting with the DualShock 4. Steam's API has since been updated to containofficial assistancefor other console controllers such as the Nintendo Switch Pro Controller, the Xbox Wireless Controller for the Xbox Series X and Series S consoles, and the PlayStation 5's DualSense, as well as compatible controllers from third-party manufacturers.

Developers of programaccessibleon Steam are able to track sales of their games through the Steam store. In February 2014, Valve announced that it would launchto letdevelopers to set up their own sales for their games independent of any sales that Valve may set. Valve may also work with developers to recommendtheir participation in sales on themed days.

Valve added the ability for developers to sell games under an early access model with a special section of the Steam store, starting in March 2013. This softwarelet for developers to release functional, but not finished, products such as beta versions to the service to letusers to buy the games and assistprovide testing and feedback towards the final production. Early admissionalso assist to provide funding to the developers to assistcomplete their games. The early admissionapproach permittedmore developers to publish games onto the Steam service without the need for Valve's direct curation of games, significantly increasing the number of accessiblegames on the service.

Developers are able to request Steam keys of their products to utilizeas they see fit, such as to give away in promotions, to provide to chosenusers for review, or to give to key resellers for different profitization. Valve generally honors all such requests, but clarified that they would evaluate some requests to avoid giving keys to games or other offerings that are plannedto manipulate the Steam storefront and other features. For example, Valve said that a request for 500,000 keys for a game that has significantly negative reviews and 1,000 sales on Steam is unlikely to be granted.

Valve enabled the ability for multiple developers to create bundles of games from their offerings without the need for Valve's staff to create these on their behalf in June 2021.

Steam Workshop

The Steam Workshop is a Steam account-based hosting service for videogame utilize-madecontent. Depending on the title, freshlevels, art assets, gameplay modifications, or other materialmay be published to or installed from the Steam Workshop through an automated, online account-based process. The Workshop was originally utilize for distribution of freshstufffor SquadFortress 2; it was redesigned to extend assistancefor any game in early 2012, including modifications for The Elder Scrolls V: Skyrim. A May 2012 patch for Portal 2, enabled by a freshmap-making tool through the Steam Workshop, introduced the ability to share utilize-madelevels. Independently developed games, including Dungeons of Dredmor, are able to provide Steam Workshop assistancefor utilize-generated content. Dota 2 became Valve's third published title accessiblefor the Steam Workshop in June 2012; its features containcustomizable accessories, character skins, and announcer package. Workshop materialmay be monetized; Newell said that the Workshop was inspired by gold farming from Globeof Warcraft to searcha methodto incentive both players and materialcreators in video games, and which had informed them of their approach to SquadFortress 2 and their later multiplayer games.

By January 2015, Valve themselves had deliveredsome utilize-developed Workshop materialas paid-for features in Valve-developed games, including SquadFortress 2 and Dota 2; with over $57 million being paid to materialcreators using the Workshop. Valve began allowing developers to utilizethese advanced features in January 2015; both the developer and materialgenerator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for Skyrim. This feature was pulled a few days afterward following negative utilize feedback and reports of pricing and copyright misuse. Six months later, Valve stated they were still interested in offering this kindof functionality in the future, but would review the implementation to avoid these previous mistakes. In November 2015, the Steam client was updated with the ability for game developers to offer in-game stufffor direct sale via the shopinterface, with Rust being the first game to utilizethe feature.

Steam for Schools

Steam for Schools (discontinued) was function-limited version of the Steam client that was accessiblefree of charge for utilizein schools. It was part of Valve's initiative to support gamification of learning for classroom instruction. It was released alongside free versions of Portal 2 and a standalone softwarecalled "Puzzle Maker" that permittedteachers and students to create and manipulate levels. It featured additional authentication safetythat permittedteachers to share and distribute materialvia a Steam Workshop-kindinterface, but blocks admissionfrom students.


SteamVR is a virtual reality hardware and programplatform developed by Valve, with a focus on allowing "room-scale" experiences using positional tracking base stations, as opposed to those requiring the player to stay in a singular location. SteamVR was first introduced for the Oculus Rift headset in 2014, and later expanded to assistanceother virtual reality headsets, such as the HTC Vive and Valve Index. Though released for assistanceon Windows, macOS, and Linux, Valve dropped macOS assistancefor SteamVR in May 2020.

Storefront curation

Up until 2012, Valve would handpick games to be contain onto the Steam service, limiting these to games that either had a major developer supporting them, or smaller studios with proven track records for Valve's purposes. Since then, Valve have sought method to enable more games to be offered through Steam, while pulling away from manually approving games for the service, short of validating that a game runs on the platforms the publisher had indicated. Alden Kroll, a member of the Steam development team, said that Valve knows Steam is in a near-monopoly for game sales on privatecomputers, and the organizationdoes not wishto be in a position to determine what receive sold, and thus had tried to searchmethod to make the process of adding games to Steam outside of their control. At the same time, Valve recognized that unfettered control of games onto the service shouldlead to uncover issuesas well as low-quality games that are put onto the service for a moneygrab.

Steam Greenlight

Valve's first attempt to streamline game addition to the service was with Steam Greenlight, announced in July 2012 and released the following month. Through Greenlight, Steam users would selectwhich games were added to the service. Developers were able to submit infoabout their games, as well as early builds or beta versions, for consideration by users. Registrar would pledge assistancefor these games, and Valve would assistto make top-pledged games accessibleon the Steam service. In response to complaints during its first week that finding games to assistancewas angry difficult by a flood of inappropriate or false submissions, Valve neededdevelopers to pay US$100 to list a game on the service to reduce illegitimate submissions. Those fees were donated to the charity Kids Play. This fee was met with some concern from smaller developers, who often are already working in a deficit and may not have the cashto cover such fees. A later modification permitteddevelopers to put conceptual ideas on the Greenlight service to garner interest in potential projects free-of-charge; votes from such projects are visible only to the developer. Valve also permittednon-gaming programto be voted onto the service through Greenlight.

The initial process offered by Greenlight was panned because while developers favored the concept, the rate of games that were eventually approved were small. Valve acknowledged that this was a issueand trust it could be improved upon. In January 2013, Newell stated that Valve recognized that its role in Greenlight was perceived as a bottleneck, something the organizationwas planning to eliminate in the future through an open marketplace infrastructure. On the eve of Greenlight's first anniversary, Valve simultaneously approved 100 games through the Greenlight process to demonstrate this modifyof direction. While the Greenlight service had helped to bring more and varied games onto Steam without excessive bureaucracy, it also led to an excessively hugenumber of games on the service that make it difficult for a single one to stand out. By 2014, Valve had discussed plans to phase out Greenlight in favor of providing developers with easier means to put their games onto Steam.

Steam Direct

Steam Greenlight was phased out and replaced with Steam Direct in June 2017. With Steam Direct, a developer or publisher wishing to distribute their game on Steam needs only to complete appropriate identification and tax forms for Valve and then pay a recoupable appfee for each game they intend to publish. Once they apply, a developer must wait thirty days before publishing the game as to give Valve the ability to review the game to make sure it is "configured correctly, matches the description deliveredon the shoppage, and doesn't includemalicious content".

On announcing its plans for Steam Direct, Valve recommendedthe fee would be in the range of $100–5,000, meant to encourage earnest programsubmissions to the service and weed out badquality games that are treated as shovelware, improving the uncover pipeline to Steam's customers. Smaller developers raised concerns about the Direct fee harming them, and excluding potentially awesomeindie games from reaching the Steam marketplace. Valve opted to set the Direct fee at $100 after reviewing concerns from the community, recognizing the need to holdthis at a low amount for tinydevelopers, and outlining plans to improve their uncover algorithms and inject more human involvement to assistthese. Valve then refunds the fee canthe game exceed $1,000 in sales. In the process of transitioning from Greenlight to Direct, Valve mass-approved most of the 3,400 remaining games that were still in Greenlight, though the organizationnoted that not all of these were at a state to be published. Valve anticipated that the volume of freshgames added to the service would further increase with Direct in place. Some groups, such as publisher Raw Fury and crowd funding/investment site Fig, have offered to pay the Direct fee for indie developers who shouldnot afford it.

Uncover updates

Without more direct interaction on the curation process, allowing hundreds more games on the service, Valve had looked to searchway to letplayers to searchgames they would be more likely to buy based on previous purchase patterns. The September 2014 "Uncover Update" added tools that would letexisting Steam users to be curators for game suggestion, and sorting functions that presented more famousgames and suggestedgames specific to the utilize, as to letmore games to be introduced on Steam without the need of Steam Greenlight, while providing some means to highlight utilize-suggestedgames. This Uncover update was considered successful by Valve, as they reported in March 2015 in seeing increased utilizeof the Steam Storefront and an increase in 18% of sales by revenue from just prior to the update. A second Uncover update was released November 2016, giving users more control over what games they wishto see or ignore within the Steam Store, alongside tools for developers and publishers to better customize and showtheir game within these freshusers preferences.

By February 2017, Valve reported that with the second Uncover update, the number of games present to users via the shops front siteincreased by 42%, with more conversions into sales from that viewership. In 2016, more games are meeting a rough metric of success defined by Valve as selling more than $200,000 in revenues in its first 90 days of release. Valve added a "Curator Connect" softwarein December 2017. Curators shouldset up descriptors for the kindof games they are interested in, preferred languages, and other tags along with social media profiles, while developers shouldsearchand reach out to specific curators from this information, and, after review, provide them directly with admissionto their game. This step, which eliminates the utilizeof a Steam redemption key, is aimed to reduce the reselling of keys, as well as dissuade users that may be trying to game the curator system to obtain free game keys. Prior to October 2018, Valve get revenue share of a flat 30% from all direct Steam sales and transactions. After that date however, Valve updated their policythat cut theirs to 25% once revenue for a game surpasses US$10 million, and further to 20% at US$50 million. The policiesmodifywas seen by journalists as trying to entice huge developers to stay with Steam rather than other digital storefronts like Origin or Uplay, while the decision was also met with backlash from indie and other tinygame developers, as their revenue split remained unchanged.

Valve has attempted to deal with "fake games", those that are built around reused assets and little other innovation, plannedto misuse Steam's features for the benefit only to the developer or choosefew users. To assisthelpfinding and removing these games from the service, the organizationadded Steam Explorers atop its existing Steam Curator program, according to various YouTube personalities that have spoken out about such games in the past and with Valve directly, including Jim Sterling and TotalBiscuit. Any Steam utilize is able to sign up to be an Explorer, and are asked to look at under-performing games on the service as to either vouch that the game is truly original and simply lost among other releases, or if it is an example of a "fake game", at which point Valve shouldtake action to remove the game.

In July 2019, the Steam Labs feature was introduced as a means of Valve to showcase experimental uncover features they have considered for including into Steam, but seek public feedback to see if it is something that users wishbefore fully integrating that into the storefront. For example, an initial experiment released at beginwas the Interactive Recommender, which utilize artificial intelligence algorithms pulling data from the utilize's past gameplay history, comparing it to all other users, as to recommendfreshgames that may be of interest to them. As these experiments mature through end-utilize testing, they have then been brought into the storefront as direct features.

The September 2019 Uncover update, which Valve claimed would improve the visibility of niche and lesser-known games, was met with criticism from some indie game developers, who recorded a significant drop in exposure of their games, including freshwishlist additions and appearances in the "More Like This" and "Uncover queue" sections of the store.


In June 2015, Valve madea formal process to letpurchasers to request full refunds on games they had purchased on Steam for any reason, with refunds warranty within the first two weeks as long as the player had not spent more than two hours in the game. Prior to June 2015, Valve had a no-refunds policy, but permittedthem in certain circumstances, such as if third-party materialhad failed to work or improperly reports on certain features. For example, the Steam version of From Dust was originally stated to have a single, post-installation online DRM check with its publisher Ubisoft, but the released version of the game neededa DRM check with Ubisoft's servers each time it was utilize. At the request of Ubisoft, Valve offered refunds to customers who bought the game while Ubisoft worked to release a patch that would remove the DRM check altogether. On The War Z's release, players found that the game was still in an alpha-build state and lacked many of the features advertised on its Steam shoppage. Though the developers Hammerpoint Interactive altered the description after beginto reflect the current state of the game software, Valve removed the title from Steam and offered refunds to those who had bought it. Valve also removed Earth: Year 2066 from the Early Admissionsoftwareand offered refunds after discovering that the game's developers had reused assets from other games and utilize developer tools to erase negative complaints about the title. Valve stated it would continue to work on improving the uncover process for users, taking principles they learned in providing transparency for matchmaking in Dota 2 to make the process better, and using that towards Steam storefront procedures to assistrefine their algorithms with utilize feedback.

Valve has full authority to remove games from the service for various reasons; however games that are removed shouldstill be downloaded and played by those that have already purchased these games. Another reason would be games that have had their licenses expired may no longer be sold, such as when a number of Transformers games published by Activision under license from Hasbro were removed from the shopin January 2018. Grand Theft Auto: Vice City was removed from Steam in 2012 because of a claim from the Recording Industry Association of America over an expired license for one of the songs on the soundtrack. Around the beginof Electronic Arts' (EA) own digital storefront Origin during the same year, Valve removed Crysis 2, Dragon Age II, and Alice: Madness Returns from Steam because the rulesof service prevented games from having their own in-game storefront for downloadable content. In the case of Crysis 2, a "Maximum Edition" that contained all the accessibledownloadable materialfor the game and removed the in-game storefront was re-added to Steam. Valve also remove games that are formally stated to be violating copyright or other intellectual property when given such complaints. In 2016, Valve removed Orion by Trek Industries when Activision filed a Digital Millennium Copyright Act (DMCA) complaint about the game after it was discovered that one of the game's artists had taken, among other assets, gun models directly from Call of Duty: Black Ops 3 and Call of Duty: Advanced Warfare.

Quality control

With the beginof Steam Direct, effectively removing any curation of games by Valve prior to being published on Steam, there have been several incidents of published games that have attempted to mislead Steam users. Starting in June 2018, Valve has taken actions versusgames and developers that are "trolling" the system; in September 2018, Valve explicitly defined that trolls on Steam "aren't actually interested in awesomefaith efforts to make and sell games to you or anyone" and instead use "game shaped object" that could be considered a video game but would not be considered "good" by a near-unanimity of users. As an example, Valve's Lombardi stated that the game Active Shooter, which would have permittedthe player to play as either a SWAT squadmember tasked to take down the shooter at a school shooting incident or as the shooter themselves, was an example of trolling, as he described it was "plannedto do nothing but generate outrage and cause conflict through its existence". While Active Shooter had been removed from Steam prior to Valve issuing this policiesstatement under the reasoning that the development had dmca the Steam service's rulesand conditions, Lombardi asserted that they would have removed the game if it had been offered by any other developer. A day after making this freshpolicy, Valve subsequently removed four yet-released games from the service that appeared to also be madeto purposely create outrage, including AIDS Simulator and ISIS Simulator. Within a month of clarifying its definition of trolling, Valve removed approximately 170 games from Steam.

In addition to removing pooractors from the service, Valve has also taken steps to reduce the impact of "fake games" and their misuse on the service. In May 2017, Valve identified that there were several games on the service with trading vehicle support, where the developer distributed game codes to thousands of bot-operated acc that would run the game to earn trading cards that they could then sell for profit; these games would also create false positives that make these games appear more famousthan they really were and would impact games recommendedto legitimate players through their shopalgorithms, affecting Steam's Uncover algorithms. Subsequent to this patch, games must reach some kindof confidence factor based on actual playtime before they shouldgenerate trading cards, with players credited for their time played towards receiving trading cards before this metric is met. Valve identified a similar situation in June 2018 with "fake games" that offered hugenumbers of game achievements with little gameplay aspects, which some users would utilizeto artificially raise their global achievement statsdisplayed on their profile. Valve plans to utilizethe same approach and algorithms to identify these kind of games, limiting these games to only one thousand total achievements and discounting these achievements towards a utilize's statistics. These algorithms have resulted in select false positives for legitimate games with unusual end-utilize usage patterns, such as Wandersong which was flagged in January 2019 for what the developer trust was associatedto a near unanimous positive users reviews from the game.

Other actions taken by developers versusthe rulesof service or other policyhave prompted Valve to remove games. Some noted examples include:

  • In September 2016, Valve removed Digital Homicide Studios games from the storefront for being "hostile to Steam customers" following a lawsuit that the developer had problem versus100 unnamed Steam users for leaving negative reviews of their games. Digital Homicide later dropped the lawsuit, in part due to the removal of the games from Steam affecting their financial ability to proceed with the lawsuit.
  • In September 2017, Valve removed 170 games developed by Silicon Echo (operating under several different names) that they had released over a period of a few months in 2017, after the implementation of Steam Direct. Valve cited that these were cheap "fake games" that relied on "asset flipping" with pre-existing Unity game engine assets so that they could be published quickly, and were plannedto take advantage of the trading vehicle market to letplayers and the developers to profit from the trading vehicle sales.
  • In February 2018, after discovering that the CEO of Insel Games had requested the organizations employees to write positive Steam reviews for its games as to manipulate the review scores, Valve removed all of Insel's games from the service and banned the organizationfrom it.
  • In July 2018, the games Abstractism and Climber offered Steam inventory stuffthat utilize assets from other Valve games, which were utilize to mislead users looking for these for trading. Valve removed the games, and built in additional trade protections, warning users of trades involving recently released games or games they do not own to prevent such scamming.
  • In November 2019, nearly 1000 games were removed from Steam. Most appeared tied to a Russian publisher that had operated under several different names. A Valve representative stated that they "recently discovered a handful of partners that were abusing some Steamworks tools" as rationale for the removals.
  • Developers stated that Valve began warning them about removal of games that utilize cryptocurrencies and non-fungible tokens in October 2021, as such stuffcould have real-globevalue outside of the game or Steam, which would be versusValve's acceptable utilizepolicy.

Mature content

Valve has also removed or threatened to remove games due to inappropriate or mature content, though there was often confusion as to what contentqualified for this, such as a number of mature, but non-pornographic visual novels being threatened. For example, Eek Games' House Party contain scenes of nudity and sexual encounters in its original release, which drew criticism from conservative religious organization National Center on Sexual Exploitation, leading Valve to remove the title from the service. Eek Games were later able to satisfy Valve's standards by including censor bars within the game and allowing the game to be readded to Steam, though offered a patch on their domainto remove the bars. In May 2018, several developers of anime-stylized games that contained some light nudity, such as HuniePop, were told by Valve they had to address sexual materialwithin their games or face removal from Steam, leading to questions of inconsistent appof Valve's policies. The National Center on Sexual Exploitation took credit for convincing Valve to target these games. However, Valve later rescinded its orders, allowing these games to remain and telling the developers Valve would re-evaluate the games and instructthem of any materialthat would need to be modify or removed.

In June 2018, Valve clarified its policieson content, taking a more hands-off approach rather than deem what materialis inappropriate, outside of illegal material. Rather than trying to make decisions themselves on what materialis appropriate, Valve enhanced its filtering system to letdevelopers and publishers to indicate and justify the kind of mature content (including violence, nudity, and sexual content) in their games. Registrar shouldblock games that are marked with this kindof materialfrom appearing in the store, and if they have not blocked it, they are presented with the description given by the developer or publisher before they shouldcontinue to the shoppage. Developers and publishers with existing games on Steam have been strongly encouraged to complete these forms for these games, while Valve will utilizemoderators to make sure freshgames are appropriately marked. Valve also committed to developing anti-harassment tools to assistancedevelopers who may searchtheir game amid controversy.

Until these tools were in place, some adult-themed games were delayed for release. Negligee: Love Stories developed by Dharker Studios was one of the first sexually explicit games to be offered after the introduction of the tools in September 2018. Dharker noted that in discussions with Valve that they would be liable for any content-associatedfines or penalties that countries may territoryon Valve, a clause of their publishing contract for Steam, and took steps to restrict sale of the game in over 20 regions. Games that feature mature themes with basichero that visually appear to be underaged, even if the game's narrative establishes them as adults, have been banned by Valve.

In March 2019, Valve faced pressure over Rape Day, a designedgame described as being a dark comedy and power fantasy where the player would control a serial rapist in the midst of a zombie apocalypse. Journalists questioned how the hands-off approach would handle this case; Valve ultimately decided versusoffering the game on Steam, arguing that while it "[respects] developers' desire to express themselves", there were "costs and risks" relatedwith the game's content, and the developers had "selectedmaterialmatter and a methodof representing it that makes it very difficult for us to assistthem [searchan audience]".


Microsoft Windows

Steam originally released exclusively for Microsoft Windows in 2003, but has since been ported to other platforms. More lastestSteam client versions utilizethe Chromium Embedded Framework. To take advantage of some of its features for newer interface elements, Steam utilize 64-bit versions of Chromium, which makes it unsupported on older operating systems such as Windows XP and Windows Vista. Steam on Windows also relies on some safetyfeatures built into later versions of Windows. Steam assistancefor XP and Vista were dropped in 2019. While users still on those operating systems are able to utilizethe client, they do not have admissionto newer features. Around only 0.2% of Steam users were affected by this when it began.


On March 8, 2010, Valve announced a client for Mac OS X. The announcement was preceded by a modifyin the Steam beta client to assistancethe cross-platform WebKit web browser rendering engine instead of the Trident engine of Internet Explorer. Before this announcement, Valve teased the release by e-mailing several photo to Mac community and gaming domain; the photo featured hero from Valve games with Apple logos and parodies of vintage Macintosh advertisements. Valve developed a full video homage to Apple's 1984 Macintosh commercial to announce the availability of Half-Life 2 and its episodes on the service; some concept photo for the video had previously been utilize to tease the Mac Steam client.

Steam for Mac OS X was originally designedfor release in April 2010; but was pushed back to May 12, 2010, following a beta period. In addition to the Steam client, several features were angry accessibleto developers, allowing them to take advantage of the cross-platform Source engine, and platform and network capabilities using Steamworks. Through SteamPlay, the macOS client let players who have purchased compatible products in the Windows version to download the Mac versions at no cost, allowing them to continue playing the game on the other platform. Some third-party games may require the utilize to re-purchase them to gain admissionto the cross-platform functionality. The Steam Cloud, along with many multiplayer PC games, also assistance cross-platform play, allowing Windows, macOS, and Linux users to play with each other regardless of platform.


Valve announced in July 2012 that it was developing a Steam client for Linux and modifying the Source engine to work natively on Linux, based on the Ubuntu distribution. This announcement followed months of speculation, primarily from the website Phoronix that had discovered evidence of Linux developing in lastestbuilds of Steam and other Valve games. Newell stated that getting Steam and games to work on Linux is a key strategy for Valve; Newell called the closed nature of Microsoft Windows 8 "a catastrophe for everyone in the PC space", and that Linux would maintain "the openness of the platform". Valve is extending assistanceto any developers that wishto bring their games to Linux, by "making it as simpleas possible for anybody who's engaged with us—putting their games on Steam and getting those running on Linux", according to Newell.

The squaddeveloping the Linux client had been working for a year before the announcement to validate that such a port would be possible. As of the official announcement, a near-feature-complete Steam client for Linux had been developed and successfully run on Ubuntu. Internal beta testing of the Linux client started in October 2012; external beta testing occurred in early November the same year. Open beta clients for Linux were angry accessiblein late December 2012, and the client was officially released in mid-February 2013. At the time of announcement, Valve's Linux division assured that its first game on the OS, Left 4 Dead 2, would run at an acceptable frame rate and with a degree of connectivity with the Windows and Mac OS X versions. From there, it began working on porting other games to Ubuntu and expanding to other Linux distributions. Linux games are also eligible for SteamPlay availability. Versions of Steam working under Fedora and Red Hat Enterprise Linux were released by October 2013. By June 2014, the number of Linux-compatible games on Steam had reached over 500, surpassing over 1,000 by March 2015. A year later, in March 2016, this number doubled to over 2,000. In October 2018, Steam for Linux reached the 5,000 native games mark.

In August 2018, Valve released a beta version of Proton, an open-source Windows compatibility layer for Linux, so that Linux users could run Windows games directly through Steam for Linux, removing the need to install the Windows version of Steam in Victory. Proton is composed of a set of open-source tools including Victory and DXVK among others. The programlet the utilizeof Steam-supported controllers, even those not compatible with Windows. Steam Proton added assistancefor NVidia's deep learning super sampling (DLSS) on supported video cards and games in June 2021.

Other platforms

At E3 2010, Newell announced that Steamworks would arrive on the PlayStation 3 with Portal 2. It would provide automatic updates, community support, downloadable materialand other unannounced features. Steamworks angry its debut on consoles with Portal 2's PlayStation 3 release. Several features—including cross-platform play and instant messaging, Steam Cloud for saved games, and the ability for PS3 registrant to download Portal 2 from Steam (Windows and Mac) at no extra cost—were offered. Valve's Counter-Strike: Global Offensive also assistance Steamworks and cross-platform features on the PlayStation 3, including using keyboard and mouse controls as an alternative to the gamepad. Valve said it "hope[s] to expand upon this foundation with more Steam features and functionality in DLC and future materialreleases".

The Xbox 360 does not have assistancefor Steamworks. Newell said that they would have liked to bring the service to the console through the game Counter-Strike: Global Offensive, which would have permittedValve to provide the same feature set that it did for the PlayStation 3, but later said that cross-platform play would not be showin the final version of the game. Valve attributes the inability to utilizeSteamworks on the Xbox 360 to limitations in the Xbox Live regulations of the ability to deliver patches and freshcontent. Valve's Erik Johnson stated that Microsoft neededfreshmaterialon the console to be certified and validated before distribution, which would limit the usefulness of Steamworks' delivery approach.


Valve released an official Steam client for iOS and Android devices in late January 2012, following a short beta period. The applet players to log into their acc to browse the storefront, manage their games, and communicate with mate in the Steam community. The appalso incorporates a two-factor authentication system that works with Steam Guard, further enhancing the safetyof a utilize's account. Newell stated that the appwas a powerfulrequest from Steam users and sees it as a means "to make [Steam] richer and more availablefor everyone". A mobile Steam client for Windows Phone devices was released in June 2016. In May 2019, a mobile chat-only client for Steam was released under the name Steam Chat.

On May 14, 2018, a "Steam Link" applicationwith remote play features was released in beta to letusers to stream games to Android telephone. It was also submitted to the iOS ApplicationStore, but was denied by Apple Inc., who cited "business conflicts with applicationguidelines". Apple later clarified its rule at the following Apple Worldwide Developers Conference in early June, in that iOS application may not offer an app-like purchasing store, but does not restrict application that provide remote desktop support that would letusers to purchases materialthrough the remote desktop. In response, Valve removed the ability to purchase games or other materialthrough the applicationand resubmitted it for approval in June 2018, where it was accepted by Apple and permittedon their shopin May 2019.

Steam Machine

Prior to 2013, industry analysts trust that Valve was developing hardware and tuning features of Steam with apparent utilizeon its own hardware. These computers were pre-emptively dubbed as "Steam Boxes" by the gaming community and expected to be a dedicated machine focused upon Steam functionality and maintaining the core functionality of a traditional video game console. In September 2013, Valve unveiled SteamOS, a custom Linux-based operating system they had developed specifically aimed for running Steam and games, and the final concept of the Steam Machine hardware. Unlike other consoles, the Steam Machine does not have set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable, much like a privatecomputer.

Steam Link

Steam Link was a set-top box that removed the need for HDMI cables for displaying a PC's screen and permittedfor wireless connection when connecting to a TV. That was discontinued in 2018, but now "Steam Link" refers to the Remote Play mobile applicationthat let users to stream content, such as games, from a PC to a mobile device over a network.

Steam Cloud Play

Valve contain beta assistancefor Steam Cloud Play in May 2020 for developers to letusers to play games in their library which developers and publishers have opted to letin a cloud gaming service. At launch, Steam Cloud Play only worked through Nvidia's GeForce Now service and would link up to other cloud services in the future though whether Valve would run its own cloud gaming service was unclear.

Steam China

The Steam China beginhappeningin August 2019 in Shanghai

China has strict regulations on video games and Internet use; however, admissionto Steam is permittedthrough China's governmental firewalls. Currently, a hugeportion of Steam users are from China. By November 2017, more than half of the Steam userbase was fluent in Chinese, an resultmadeby the hugepopularity of Dota 2 and PlayerUnknown's Battlegrounds in the country, and several developers have reported that Chinese players make up up to 30% of the total players for their games.

Following a Chinese government-ordered temporary block of many of Steam's functions in December 2017, Valve and ExcellentWorld announced they would assistto provide an officially sanctioned version of Steam that meets Chinese Internet requirements. ExcellentGlobehas worked with Valve before to assistbring Dota 2 and Counter-Strike: Global Offensive to the country through approved government processes. All games to be released on Steam China are expected to pass through the government approval process and meet other governmental requirements for operation, such as requiring a Chinese organizationto run any game with an online presence.

The platform is known locally as "Steam Platform" (Chinese: 蒸汽平台; pinyin: Zhēngqì píngtái) and runs independently from the rest of Steam. It was angry to comply with China's strict regulations on video games, featuring only those that have passed approval by their government. Valve does not plan to prevent Chinese users from accessing the global Steam platform and will testto assure that a player's cloud data remains usable between the two. The client launched as an open beta on February 9, 2021, with about 40 games accessibleat launch.

Steam Deck

In July 2021, Valve revealed the Steam Deck, a handheld gaming computer with plans to ship in December 2021, although it was then delayed to a February 2022 release. The Deck is plannedfor the play of Steam games, but shouldbe territory into a separate dock, purchased separately, that let the Deck to output to an external display and utilizethe dock's power, networking, and connected USB accessories.

Market share and impact


Valve reported that there were 125 million active acc on Steam by the end of 2015. By August 2017, the organizationreported that there were 27 million freshactive acc since January 2016, bringing the total number of active users to at least 150 million. While most acc are from North America and Western Europe, Valve has seen a significant growth in acc from Asian countries within lastestsup class="noprint Inline-Template" style="white-zonenowrap;">[when?] years, spurred by their work to assistlocalize the client and make additional currency options accessibleto purchasers.

Valve also considers the concurrent utilize count a key indicator of the success of the platform, reflecting how many acc were logged into Steam at the same time. By August 2017, Valve reported that they saw a peak of 14 million concurrent players, up from 8.4 million in 2015, with 33 million concurrent players each day and 67 million each month. By January 2018, the peak online count had reached 18.5 million, with over 47 million everydayactive users. During the coronavirus pandemic in 2020, in which a hugeproportion of the globes population were encouraged or forced to stay at home, Steam saw a concurrent player count of over 23 million in March, along with several games seeing similar record-breaking concurrent counts. The figure was broken again in January 2021 with over 25 million users shortly after the release of the highly-anticipated game Cyberpunk 2077, itself the first single-player game on the service to have over a million concurrent players.

Sales and distribution

Graph showing the sales of Garry's Mod. The biggestspikes are caused by Steam sales and promotions. By April 2014, it had sold nearly five million copies through the service.

Steam has grown significantly since its beginin 2003. Whereas the service started with seven games in 2004, it had over 30,000 by 2019, with additional non-gaming products, such as creation software, DLC, and videos, numbering over 20,000. The growth of games on Steam is attributed to modify in Valve's curation approach, which let publishers to add games without having Valve's direct involvement enabled by the Greenlight and early admissionmodels, and games supporting virtual reality technology.

Though Steam provides direct sales data to a game's developer and publisher, it does not provide any public sales data or provide such data to third-party sales groups like NPD Group. In 2011, Valve's Jason Holtman stated that the organizationfelt that such sales data was outdated for a digital market, since such data, utilize in aggregate from other sources, could lead to inaccurate conclusions. Data that Valve does provide cannot be released without permission because of a non-disclosure agreement with Valve.

Developers and publishers have expressed the need to have some metrics of sales for games on Steam, as this let them to judge the potential success of a title by reviewing how similar games had performed. This led to the creation of algorithms that worked on publicly accessibledata through utilize profiles to estimate sales data with some accuracy, which led to the creation of the website Steam Spy in 2015. Steam Spy was credited with being reasonably accurate, but in April 2018, Valve added its freshdisclaimersettings that defaulted to hiding utilize game profiles by default, stating this was part of compliance with the General Data Protection Regulation (GDPR) in the European Union. The modifybroke the waySteam Spy had collected data, rendering it unusable. A few months later, another wayhad been developed using game achievements to estimate sales with similar accuracy, but Valve shortly modify the Steam API that reduced the functionality of this service. Some have asserted that Valve utilize the GDPR modifyas a means to block way of estimating sales data, though Valve has since promised to provide tools to developers to assistgain such insights that they say will be more accurate than Steam Spy was. In 2020, Simon Carless revised an approach originally proposed by Mike Boxleiter as early as 2013, with Carless's wayutilize to estimate sales of a game based on the number of reviews it has on Steam based on a modified "Boxlieter number" utilize as a multiplication factor.

Because of Valve's oversight of sales data, estimates of how much of a market share Steam has in the video game market is difficult to compile. However, Stardock, the previous registrantof competing platform Impulse, estimated that as of 2009, Steam had a 70% share of the digital distribution market for video games. In early 2011, Forbes reported that Steam sales constituted 50–70% of the US$4 billion market for downloaded PC games and that Steam offered game producers gross margins of 70% of purchase price, compared with 30% at retail. Steam's success has led to some criticism because of its assistanceof DRM and for being an effective monopoly. Free ProgramFoundation founder Richard Stallman commented on the problemfollowing the announcement that Steam would come to Linux; he said that while he supposes that its release shouldboost GNU/Linux adoption leaving users better off than with Microsoft Windows, he stressed that he sees nothing wrong with commercial programbut that the issueis that Steam is unethical for not being free software and that its inclusion in GNU/Linux distributions teaches the users that the point is not freedom and thus works versusthe programfreedom that is his goal.

In November 2011, CD Projekt, the developer of The Witcher 2: Killer of Lord, revealed that Steam was responsible for 200,000 (80%) of the 250,000 online sales of the game. Steam was responsible for 58.6% of gross revenue for Defender's Quest during its first three months of release across six digital distribution platforms—comprising four major digital game distributors and two way of purchasing and downloading the game directly from the developer. In September 2014, 1.4 million acc belonged to Australian users; this grew to 2.2 million by October 2015.

Steam's customer service has been highly criticized, with users citing badresponse times or lack of response in regards to issuessuch as being locked out of one's library or having a non-working game redemption key. In March 2015, Valve had been given a failing "F" grade from the Better Business Bureau due to a hugenumber of complaints in Valve's handling of Steam, leading Valve's Erik Johnson to state that "we don't feel like our customer service assistanceis where it needs to be right now". Johnson stated the organizationplans to better integrate customer assistancefeatures into the Steam client and be more responsive to such issue. In May 2017, in addition to hiring more staff for customer service, Valve publicized site that presentthe number and kindof customer service requests it was handling over the last 90 days, with an average of 75,000 entered each day. Of those, requests for refunds were the biggestsegment, and which Valve could resolve within hours, followed by accsafetyand recovery requests. Valve stated at this time that 98% of all service requests were processed within 24 hours of filing.


The number of games, by year, published on Steam, estimated by Steam Spy in January 2020. The years 2004 and 2005 are not visible on this chart.

The addition of Greenlight and Direct have accelerated the number of games showon the service, with almost 40% of the 19,000 games on Steam by the end of 2017 having been released in 2017. By the end of 2018, over 27,000 games had been released on Steam, and had reached over 34,000 by the end of 2019. More than 50,000 games were on the service as of February 2021. Prior to Greenlight, Valve saw about five freshgames published each week. Greenlight expanded this to about 70 per week, and which doubled to 180 per week following the introduction of Direct. As these processes letdevelopers to publish games on Steam with minimal oversight from Valve, journalists have criticized Valve for lacking curation policythat make it difficult to searchquality games among poorly produced games, aka "shovelware".

Following the beginof Steam Direct, allowing games to be published without Valve's curation, members of the video game industry were split on Valve's hands-off approach. Some praised Valve in favoring to avoid trying to be a moral adjudicator of materialand letting consumers decide what materialthey wishto see, while others felt that this would encourage some developers to publish games on Steam that are purposely hateful or degenerate of some social classes, like LGBTQ, and that Valve's reliance on utilize filters and algorithms may not succeed in blocking undesirable materialfrom certain users. Some further criticized the decision based on the financial gain, as Valve collects 30% of all sales through Steam, giving the organizationreason to avoid blocking any game content, and further compounds the existing curation issuesthe service has. The National Center on Sexual Exploitation problem a statement that "denounces this decision in light of the rise of sexual violence and exploitation games being hosted on Steam", and that "In our current #MeToo culture, Steam angry a cowardly choice to shirk its corporate and social responsibility to remove sexually violent and exploitive video games from its platform".

Sector competition

From its release in 2003 through to nearly 2009, Steam had a mostly uncontested keepover the PC digital distribution market before major competitors emerged with the biggestcompetitors in the past being services like Games for Windows – Live and Impulse, both of which were shut down in 2013 and 2014, respectively. Sales via the Steam catalog are estimated to be between 50 and 75 percent of the total PC gaming market. With an increase in retail copies integrating Steam, critics often refer to the service as a monopoly, and claim that placing such a percentage of the overall market shouldbe detrimental to the industry as a whole and that sector tournamentshouldyield only positive effect for the consumer. Several developers also noted that Steam's influence on the PC gaming market is strongand one that smaller developers cannot afford to ignore or work with, but trustthat Valve's corporate practices for the service make it a kindof "benevolent dictator", as Valve attempts to make the service as amenable to developers.

As Steam has grown in popularity, many other competing services have been surfacing trying to emulate their success. The most notable major competitors are Electronic Arts' (EA) Origin service, Ubisoft's Uplay, Blizzard Entertainment's Fightnet, CD Projekt's, and Epic Games' Epic Games Store. Fightnet competes as a publisher-exclusive platform, while's catalog contain many of the same games as Steam but offers them in a DRM-free platform. Upon beginof EA's Origin in 2011, several EA-published games were no longer accessiblefor sale, and users feared that future EA games would be limited to Origin's service. Newell expressed an interest in EA games returning to the Steam catalog though noted the situation was complicated. Newell stated "We have to presentEA it's a smart decision to have EA games on Steam, and we’re going to testto presentthem that." In 2020, EA started to publish choosegames on Steam, and offering its rebranded subscription service EA Play on the platform. Ubisoft still publishes their games on the Steam platform; however, most games published since the beginof Uplay require this service to run after launching the game from Steam.

Steam has been criticized for its 30% cut on revenue from game sales, a value that is similar to other digital storefronts. However, some critics have asserted that the 30% cut no longer scales with cheaper costs of serving data a decade since Steam's launch. Epic Games' Tim Sweeney postulated that Valve could reduce its cut to 8%, given that materialdelivery network costs has dropped significantly. Shortly following an announcement from Valve that they would reduce their cut on games selling over US$10 million, Epic launched its Epic Games Shopin December 2018, promoting that Epic would take only a 12% cut of revenue for games sold through it, as well as not charging the normal 5% revenue cut for games that utilizethe Unreal Engine. The chat application Discord followed suit a few days later, promoting only a 10% cut on games sold through its store.

Legal disputes

Steam's predominance in the gaming market has led to Valve becoming involved in various legal cases. The lack of a formal refund policiesled the Australian Competition & Consumer Commission (ACCC) to sue Valve in September 2014 for violating Australian consumer laws that neededshop to offer refunds for faulty or broken products. The Commission won the lawsuit in March 2016, though recognizing Valve modify its policiesin the interim. The ACCC argued to the court that Valve canbe fined 3 million Australian dollars "in order to achieve both specific and general deterrents, and also because of the serious nature of the conduct" prior to their policiesmodify. Valve argued that from the previous court case that "no finding that Valve's conduct was intended to mislead or deceive consumers", and argued for only a A$250,000 fine. In December 2016, the court ruled with the ACCC and fined Valve A$3 million, as well as requiring Valve to containproper language for Australian consumers outlining their rights when purchasing games off Steam. Valve sought to appeal the rulings, arguing in part that they did not have a physical presence in Australia, but these were thrown out by higher courts by December 2017. In January 2018, Valve filed for a "special leave" of the court's decision, appealing to the High Court of Australia, but the High Court dismissed this request, affirming that Valve was still bound by Australian law since it sold products directly to Australian citizens. Later in September 2018, Valve's Steam refund policieswas found to be in violation of France's consumer laws, and were fined €147,000 along with requiring Valve to changetheir refund policiesappropriately.

In December 2015, the French consumer group UFC-Que Choisir initiated a lawsuit versusValve for several of their Steam policythat conflict or run afoul of French law, including the restriction against reselling of purchased games, which is legal in the European Union. In September 2019, the Tribunal de grande instance de Paris found that Valve's practice of preventing resales violated the European Union's InfoSociety Directive of 2001 and the Computer Software Directive of 2009, and neededthem to letit in the future. The decision is primarily based on the court's findings that Steam sells licenses to programtitles, despite Valve's claim that they were selling subscriptions, which are not covered by the Directives. The organizationstated that it would appeal the decision. The Interactive ProgramFederation of Europe (ISFE) problem a statement that the French court ruling goes versusestablished EU case law associatedto digital copies and threatened to upend much of the digital distribution systems in Europe canit be upheld.

In August 2016, BT Group filed a lawsuit versusValve stating that Steam's client infringes on four of their patents, which they stated were utilize within Steam's Library, Chat, Messaging, and Broadcasting services.

In 2017, the European Commission began investigating Valve and five other publishers—Bandai Namco Entertainment, Capcom, Focus Home Interactive, Koch Media and ZeniMax Media—for anti-competitive practices, specifically the utilizeof geo-blocking through the Steam storefront and Steam product keys to prevent admissionto programto citizens of certain countries within the European Economic Area. Such practices would be versusthe Digital Single Market initiative set by the European Union. The French gaming trade group, Syndicat National du Jeu Vidéo, noted that geo-blocking was a essentialfeature to hinder inappropriate product key reselling, where a group buys a number of keys in regions where the cost is low, and then resells them into regions of much higher value to profit on the difference, outside of European oversight and tax laws. The Commission found versusValve and the companies in January 2021, issuing a total €7.8 million fine between them, and determined that these companies may be further liable to lawsuits from affected consumers.

A January 2021 class-action lawsuit filed versusValve asserted that the organizationforced developers into entering a "most favored nation"-kindof pricing contract to offer games on their storefront, which neededthe developers to price their games the same on other platforms as they did on Steam, thus stifling competition. Gamasutra's Simon Carless analyzed the lawsuit and observed that Valve's rulesonly apply the resale of Steam keys and not games themselves, and thus the lawsuit may be without merit. A separate class-action lawsuit filed versusValve by Wolfire Games in April 2021 asserted that Steam is essentially a monopoly as if developers wishto sell games to privatecomputer users, they must sell through Steam, and that its 30% cut and its "most favored nation" pricing practices violate antitrust laws as a effectof their position. Valve's response to the suit, filed in July 2021, sought to dismiss the complaint, stating that it "has no duty under antitrust law to letdevelopers to utilizefree Steam Keys to undersell prices for the games they sell on Steam—or to provide Steam Keys at all". Valve further defended its 30% revenue as meeting the current industry standard. Wolfire's suit was dismissed by the presiding judge in November 2021 after determining that Wolfire had failed to presentthat Valve had a monopoly on game sales, and the 30% cut is consistent, if not higher, than other vendors.


Steam (service) Hack Mod Tricks with Tons of Advices and Bonuses.



The Steam client in October 2019, showing the store
Developer(s)ValveInitial releaseSeptember 12, 2003; 18 years ago (2003-09-12)Stable releaseAPI v020, Package: 1626461631 (July 16, 2021; 4 months ago (2021-07-16)) Preview releaseAPI v020, Package: 1635476327 (October 29, 2021; 33 days ago (2021-10-29)) PlatformAvailable in28 languagesTypeLicenseProprietary softwareWebsite
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