Field note · November 18, 2025
Is Free-to-Play Dead on Steam?
I've seen a few recent posts proclaiming the "death of Free-to-Play" on Steam.
Meanwhile, I've for years wondered whether F2P (our bread and butter) would ever gain real traction there.
So we dug into 10 years of Steam launch + revenue data to see how F2P is actually doing.
Our findings
- F2P is rare on Steam—about 9% of yearly launches.
- That rate has barely moved since 2015.
- So, Steam hasn't shifted meaningfully toward or away from F2P. % Launches, rev have been flat for a decade.
- F2P accounts for 9% of launches but ~30% of annual revenue, while the overall pie keeps growing.
- Every top-performing F2P title since 2015 comes from AA/AAA publishers. Indies (wisely) avoid F2P on Steam.
- The median successful Steam F2P title is a different species than mobile—CORE, skill-driven, PvP-forward, monetized mostly by cosmetics plus light progression boosts that flirt with P2W without crossing the line.
- Huge CCUs are necessary for this gambit to pay off.
- UA dynamics aside, in terms of cost and scope, F2P success looks harder on Steam than on Mobile.
- Given that, I'm quite curious to compare success rates, a topic for another post.
What do you think? Is F2P still viable on Steam?
(Steam Data from Gamalytic)
Turbine helps mobile game & app publishers drive UA and product KPIs.
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