I recently wrote about Steam’s insane revenue and success. They are still progressing despite their rivals Epic Games making such good progress too. Epic Games has been giving free games mostly daily and weekly. They are also partnering with other stores to introduce many discounts. Their sales are also very good, and not to forget Fortnite is just getting better.
Despite all these facts, Steam broke its previous player base record by a staggering number. Their previous number was 18.5 million, and now it is 18.8 million. This sort of playerbase rise is because of Witcher 3 or Monster World: Iceborne. Again, there are reasons behind progress, and we know that Netflix Series The Witcher is the reason behind Witcher 3’s weird player base increase out of nowhere.
Furthermore, today we have more overview of Steam’s latest yearly stats. The Year in Review suggests that Steam users have played more than 21 billion hours in 2019. Additionally, 4.3 million items were uploaded on Steam’s workshop. More than 44 review bombs were addressed, 2.3 million used remote play together, 3.7 million people used remote play. This is pretty insane, we are talking about millions and billions of hours. Furthermore, these stats are taken from the whole of 2019, and I’m sure gamers can cross these numbers easily next year.
Steam also has many plans ahead of 2020, and they have made a list for everything. Here are Steam’s future goals in 2020
- Data Deep Dives – We’ve seen a lot of analysis from third parties that have taken a stab at figuring out how games are doing on Steam (and overall health of the platform), based on the limited amount of data that is publicly available. Since we have access to more data, we thought it would be useful to do our own analysis and share the results as a multi-part series of blog posts.
- Soundtracks – We’re adding new functionality to better support gaming soundtracks.
- Steam Trust – Trust (the tech behind Trust Factor Matchmaking in CS:GO) shipped in a closed beta to several partners last year and is being rolled out to all partners later this year.
- Steam PC Café Program – Launched in an open beta last year to over 8 thousand sites, we’re working on bringing the program to schools and libraries, along with the expected Cybercafés, PC Bangs, VR Arcades, etc.
- Steam Labs – More top secret experiments are actively being tinkered with, and we’re planning on graduating some of these features so that they are available to everyone.
- SteamVR – The team is hard at work on SteamVR 2.0, which will feature a number of customer experience improvements.
- Top Lists – We’re taking what we learned from the top lists posted in Steam News this past year to develop new store destinations designed to display compelling trending content to customers.
- Steam Mobile App – The mobile app is getting a refresh to add more login types and help users secure their accounts.
- Sale Events – Building on features that first shipped in the 2019 Lunar New Year sale, we’re exploring more ways to reward users for participating in sale events throughout the year.
Steam did not share some other results like Steam Sales from events, time spent chatting, and Steam activity. The stats already shared by Steam are pretty mind-blowing, I don’t think you need more.
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Fortnite made the most revenue in 2019.
Epic Games is giving away Superhot for free.
The Wolf Among Us goes free to play on the Epic Games Store
Epic Games is giving away new Falling Leaf Warp Skin