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Valve are talking a lot more lately, actually telling us what's been going on and what some of their plans are. In their latest blog post, they had plenty to share.

A nice recap of what they've been up to, which started off with a small announcement on how they've increased their monthly active user count to "nearly 95 million", meaning they added close to 5 million new monthly active users over last year. Using the current operating system figures from the Hardware Survey, that could put the number of monthly active Linux users at around 855,000.

That's not all, they said revenue actually made by developers was up "year over year" and the last sale in 2019 was the most successful they've ever done. So even with competition heating up from Epic Games, game streaming and more it doesn't seem to have affected Valve much overall.

It goes over what happened during 2019 like the new store experiments with Steam Labs, as Valve work with community developers to build new tools to help people find games. I quite like the Deep Dive feature that Valve worked on with Lars Doucet, letting you click through games as it gives you new suggestions.

Steam Play got a mention too, with compatibility increasing as more reports come in on ProtonDB which is very good news for anyone switching to Linux.

As for what's to come next, surprisingly Valve even gave some information on that. Shocking—I know! Who is this Valve and what have they done with the silence we're used to having? Jokes aside, it's good to see.

One thing they're going to do that I'm quite interested in are their "Deep Dives", as they said others have tried figuring out how games on Steam are doing so they're going to do their "own analysis and share the results as a multi-part series of blog posts". Steam Trust, part of their newer matchmaking system is in a "closed beta" with some developers having access and it seems every developer will be able to use it later this year. They're also working on new Steam Labs experiments, SteamVR is getting big upgrades and there's plenty more sales to come.

Article taken from GamingOnLinux.com.
Tags: Steam, Valve
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Purple Library Guy 6 February 2020 at 5:35 pm UTC
I'm not too surprised Epic's store hasn't taken much of a bite. In another conversation around here, I was motivated to go try to find out just how much share Epic was taking. I found a recent article citing how much Epic said sales on their store had been, and it was one of those numbers that sounds fairly big until you realize the size of the broader context (in this case, the size of the total PC game market), at which point you realize it's actually very small. Also notable was that sales of non-Epic games accounted for like a third of total store sales, so like the big-sounding number was mostly Fortnite.
I don't think they've taken much of a bite out of GoG, let alone Steam.
mirv 6 February 2020 at 5:45 pm UTC
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Purple Library GuyI'm not too surprised Epic's store hasn't taken much of a bite. In another conversation around here, I was motivated to go try to find out just how much share Epic was taking. I found a recent article citing how much Epic said sales on their store had been, and it was one of those numbers that sounds fairly big until you realize the size of the broader context (in this case, the size of the total PC game market), at which point you realize it's actually very small. Also notable was that sales of non-Epic games accounted for like a third of total store sales, so like the big-sounding number was mostly Fortnite.
I don't think they've taken much of a bite out of GoG, let alone Steam.

I suspect this is mostly because Valve cater to the end users, who are the ones that end up buying games, as well as developers. Part of this is trying to be convenient, at least to the end user. Make a store that's convenient to use, offers features that are useful, and...well, Steam dominance is proof of what happens.

From what I've read, Epic haven't bought into that idea. Not to say they won't eventually (they have the money to make a lot of mistakes), but I'm not surprised at all that Epic hasn't really impacted Steam that much yet.
Lin_Soldar 6 February 2020 at 6:06 pm UTC
Due to the consistent nagging from my nephew, for whom I built a mid range gaming rig and persuaded his parents that a PC is far superior to any console hands down any-day mostly due to the vast number of things one can do on a PC, his nagging me to install Window$ so that he may join his peers from school to play Fortnite - I gave in and too installed a dual boot system for myself to give it a try.

I gotta be honest, the Epic Store is a far way off from being complete. Yes I grabbed some of their free games but from a price point of view, there's nothing really there that I want and will wait out the games I really want and hopefully they'll be ported to and or have Linux builds too. I'm of the opinion that I'd rather have my software all in one accessible place, competition from other store fronts is always necessary to keep things in check and welcome but still I like where Steam is and what it has done and contributed in every way.

Anyone got contact with the devs for Crazy Justice? That had some potential and could have been a great alternative to Fortnite and running natively on Linux. I see where Fortnite makes it's money and do see it's appeal amongst especially teens just looking at the gameplay. There is something similar in the way of Creative Destruction which seems to run well with Proton/Steam Play. A highly popular equivalent to Fortnite is required running solely on Mac and Linux just to get the masses interested - just my 2c
Hori 6 February 2020 at 6:25 pm UTC
IIRC they hired someone for managing their public relations recently? Might this be coming from there?
Salvatos 6 February 2020 at 8:06 pm UTC
Happy to hear that despite all the noise EGS is making, Steam is still going strong when it comes to actual results
ElectricPrism 6 February 2020 at 8:10 pm UTC
Purple Library GuyI'm not too surprised Epic's store hasn't taken much of a bite. [...] at which point you realize it's actually very small.

Sounds like EPIC [FAIL] is .... (drum roll) Running Out of Steam.

For serious now -- this is a very important metric and data collected today -- 95 million and EST ~855K Active Steam Linuxers.

Very cool they are mentioning proton, though I think it's just a "Bering land bridge" to get gamers from Windows to Linux -- I am very choosy about what Proton-only games I buy and I suspect many others are too as they don't want to pay money only to be disappointed.

My gaming library is packed like a fridge full of good stuff thanks for Valve and awesome devs making Linux their-own.
pete910 6 February 2020 at 8:26 pm UTC
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ElectricPrismSounds like EPIC [FAIL] is .... (drum roll) Running Out of Steam.



Hope that was very early morning when wrote that
ElectricPrism 6 February 2020 at 8:37 pm UTC
pete910
ElectricPrismSounds like EPIC [FAIL] is .... (drum roll) Running Out of Steam.
Hope that was very early morning when wrote that

Lol, don't worry it's eternal morning when the coffee takes hours get its job done XD Yeah I know it's silly, but it's so much fun
TheSHEEEP 6 February 2020 at 9:24 pm UTC
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Guys, what are you even talking about?!

PC gaming is dead!
TheRiddick 7 February 2020 at 5:10 am UTC
Problem with EPIC GAMES is they don't support Mac and Linux, and their webstore app is DRM based (worse then Steam) with very few features for the community to use. No*** Discussion / Review / Forums / VR / Offline / Modding / Cross Store Support / Steamplay or Proton can't be pulled in like GOG2 allows. Jesus the list is endless.

Ultimately these issues will gradually grind players down to the point of returning to Steam. EPIC is just winning atm due to BIG exclusives...
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