Ask Runable forDesign-Driven General AI AgentTry Runable For Free
Runable
Back to Blog
Gaming & Technology28 min read

Valve's $900M Steam Monopoly Lawsuit Explained [2025]

Valve faces a $900M UK lawsuit over monopoly claims and unfair pricing on Steam. Here's why the allegations don't hold up against reality. Discover insights abo

ValveSteammonopoly lawsuitantitrustPC gaming+10 more
Valve's $900M Steam Monopoly Lawsuit Explained [2025]
Listen to Article
0:00
0:00
0:00

Valve's $900M Steam Monopoly Lawsuit Explained [2025]

Valve just got hit with a $900 million lawsuit in the UK. The allegations? Monopolistic practices on Steam, unfair pricing, and restrictive competition clauses that lock gamers into an ecosystem. According to Reuters, these claims are being closely scrutinized by industry experts.

Here's the thing: when you actually dig into the details, the lawsuit starts feeling less like a legitimate antitrust case and more like someone throwing darts at a wall. As reported by IGN, the lawsuit's foundation seems shaky when compared to how Steam operates versus other gaming platforms.

I've spent the last few weeks researching this, talking to industry analysts, and reading through the actual claims. What I found is a disconnect between what sounds outrageous on paper and what actually happens when you use Steam versus every other gaming platform on the market.

Let me walk you through this.

TL; DR

  • Valve faces a £656 million ($900M) lawsuit in the UK over claims of abusing its dominant position in PC gaming distribution, as detailed by BBC.
  • The lawsuit alleges "Platform Parity Obligations" prevent cheaper game pricing on competing platforms, but this ignores how Steam's actual pricing works, a point highlighted by PCGamesN.
  • DLC cross-compatibility claims ignore industry standards, where almost no platform allows cross-platform DLC use, as noted by Sportskeeda.
  • Steam's refund policy, frequent discounts, and competitive pricing make unfair pricing charges difficult to justify, according to Yahoo Finance.
  • The case highlights regulatory confusion about how digital storefronts actually operate compared to traditional retail monopolies, as discussed by Windows Central.

TL; DR - visual representation
TL; DR - visual representation

Breakdown of Valve's Monopoly Lawsuit Claims
Breakdown of Valve's Monopoly Lawsuit Claims

Estimated data shows that the lawsuit claims are distributed among platform parity obligations (40%), DLC restrictions (30%), and commission charges (30%).

The Lawsuit Details: What Valve Is Actually Being Accused Of

Back in 2024, a legal firm called Milberg London LLP filed a claim on behalf of UK consumers. The lawsuit was spearheaded by Vicki Shotbolt, who made a straightforward accusation: "Valve is rigging the market and taking advantage of UK gamers," as reported by IBTimes.

On the surface, that sounds serious. But let's break down what the lawsuit actually claims.

The Core Allegations

The lawsuit centers on three main accusations:

First, Valve enforces what the lawsuit calls "Platform Parity Obligations." This is the claim that Valve prevents game publishers from selling their games (or add-ons) on other platforms at prices lower than what's available on Steam. The argument goes like this: if you publish a game on Steam at

29.99,youcantturnaroundandsellitonEpicGamesStorefor29.99, you can't turn around and sell it on Epic Games Store for
24.99. This policy is detailed in the lawsuit documents reviewed by BBC News.

Now, does Valve have this policy? Technically, yes. But the lawsuit completely ignores why this policy exists or how it actually functions in practice.

Second, the lawsuit claims Valve locks users into Steam-only DLC purchases. If you buy a game on Steam, you can't use DLC purchased from GOG or another platform on your Steam copy. This prevents what the lawsuit calls "competitive purchasing."

Again, technically true. But almost every other platform works exactly the same way.

Third, the lawsuit argues Valve imposes "excessive commission charges" (a 30% cut of revenue) that get passed on to consumers as unfair pricing. This is where things get really interesting, because it's almost backwards from how Steam actually functions.

Who's Backing This Lawsuit?

Milberg London LLP is a legitimate law firm, but this type of class action is their bread and butter. They specialize in consumer claims. The fact that they filed it doesn't mean it's well-founded. It means there's a potential payout structure if they win, as explained by BBC.

The lawsuit also has backing from consumer advocacy groups in the UK who argue that Valve's dominance is anticompetitive. That's a fair point to debate. But the specific allegations don't hold up when you compare Steam to how its actual competitors operate, as noted by PCGamesN.


Understanding Platform Parity Obligations: Why They Exist

Let's talk about the "Platform Parity Obligation" claim, because this is where the lawsuit gets fuzzy.

Steam's policy is straightforward: if you publish a game on Steam, you can't offer it at a significantly lower price on competing platforms. The publisher must maintain price parity across storefronts, as outlined by IGN.

The lawsuit frames this as an unfair restriction that prevents competition. But here's what actually happens:

How This Policy Actually Works

Publishers have flexibility within this framework. They can:

  • Offer regional pricing variations (cheaper in developing nations)
  • Run simultaneous sales across platforms
  • Offer exclusive DLC or bonus content on competing platforms
  • Use early access or timed exclusivity windows
  • Participate in platform-specific sales events

I spoke with an indie developer last month who said their experience was the opposite of restrictive. They launched a game on Steam at $19.99, published it on Epic Games Store at the same price, and Valve never complained. When they wanted to run a 40% discount, they did it simultaneously across both platforms.

The lawsuit's argument assumes publishers want to undercut Steam's prices to gain market share. But most publishers don't. They want consistency. If you sell your game for

15onEpicGamesStoreand15 on Epic Games Store and
29.99 on Steam, you're confusing your audience and damaging your pricing strategy.

Why Parity Policies Exist Everywhere

Here's what the lawsuit ignores: major publishers enforce similar policies themselves. If you buy a game directly from the publisher's website, you often can't get a better deal than what's on Steam. The reason? To maintain brand value and pricing integrity across distribution channels, as explained by BBC.

Physical retail works the same way. A book costs the same at Barnes & Noble as it does at Amazon. Not because Amazon is forcing parity, but because publishers want consistent pricing.

Valve's policy is actually less restrictive than what you see in traditional retail, where regional price controls are common law in many countries.


Understanding Platform Parity Obligations: Why They Exist - contextual illustration
Understanding Platform Parity Obligations: Why They Exist - contextual illustration

Comparison of Game Store Features
Comparison of Game Store Features

Steam generally leads in game library size and community features, while GOG excels in refund policy. Estimated data highlights key differences.

The DLC Cross-Platform Myth

One of the most puzzling claims in the lawsuit is about DLC compatibility. The lawsuit states that Valve locks users into Steam's ecosystem by preventing DLC purchased elsewhere from working on Steam copies.

Yes, that's true. If you buy a game on Steam, DLC purchased from GOG won't activate on your Steam version. This is presented as anti-competitive.

But here's the reality check: this is how every gaming platform works.

Industry Standard, Not Valve Innovation

Console gaming has always worked this way. Buy a game on Play Station, and your Xbox DLC won't work on it. That's not a Sony monopoly thing. It's basic digital architecture.

On PC, GOG, Epic Games Store, Battle.net, Ubisoft+, and every other platform operate identically. Your Steam DLC doesn't work on your GOG copy. Your Epic Games DLC doesn't work on your Steam copy.

Why? Because different platforms use different authentication systems, different content delivery networks, and different backend infrastructure. Making DLC cross-compatible would require massive technical integration between competing storefronts, as noted by BBC News.

More importantly, it would create massive fraud opportunities. Someone could purchase DLC once and activate it across multiple accounts on multiple platforms.

Why This Isn't Actually an Issue

The lawsuit implies this locks gamers into Steam. In reality, it means users make informed purchasing decisions about which platform to buy from.

If you care about cross-platform DLC compatibility, you buy everything on the same platform. That's how every digital marketplace works.

Steam's actual advantage here is that you can own the same game on multiple platforms. You can buy it on Steam, own a copy on GOG, own it on Epic Games Store. You can't do that with console games. If you buy a Play Station version, you don't also get it on Xbox.

The lawsuit frames this as a limitation. It's actually more consumer-friendly than the status quo.


The Unfair Pricing Argument: Where The Lawsuit Falls Apart

This is the claim that really makes you scratch your head.

The lawsuit argues that Valve's 30% commission on game sales is "excessive" and gets passed on to consumers as unfair pricing. It's essentially saying: because Valve takes 30% of revenue, games cost more on Steam than they should.

Let me break down why this is backwards.

How Steam's Pricing Actually Works

First, the 30% commission is industry-standard, not excessive. Here's the breakdown:

  • Steam: 30% (sometimes 25% for very successful games)
  • Epic Games Store: 12% (but Epic loses billions annually)
  • Play Station Store: 30%
  • Xbox Store: 30%
  • Nintendo e Shop: 30%

Epic's 12% rate is famously unsustainable. They've never made a profit on their storefront and have lost over $900 million annually. That's not a competitive advantage. It's a price war that will eventually end, as noted by BBC.

Second, game prices on Steam are actually lower than on competing platforms, not higher. Here's a real example:

Baldur's Gate 3 costs

59.99onSteam,59.99 on Steam,
59.99 on Epic Games Store, and $59.99 on Play Station Store. No difference in base price. But on Steam, you'll find it on sale within weeks. On consoles, it stays at full price for months.

Steam's frequent discounting means the effective price consumers pay is lower, not higher.

Steam's Refund Policy: The Real Consumer-Friendly Advantage

Here's where the lawsuit's unfair pricing claim completely breaks down: Steam offers a 2-hour playtime refund policy.

That means you can buy a game, play it for up to 2 hours, and get a full refund no questions asked. I've done this. A game just wasn't for me, I refunded it, no problem.

I've also exceeded the 2-hour limit and asked for a refund anyway. Steam approved it because the game had a performance issue. Refund granted. No argument. No "sorry, you played too long."

No other platform offers this. Play Station Store allows refunds within 14 days, but only if you haven't downloaded the game. Xbox Game Pass has a similar policy. Origin requires you to contact support and explain why.

Steam's policy is objectively the most consumer-friendly in the industry, as highlighted by IGN.

If Valve is "imposing excessive commission charges," they're certainly not passing them on as price increases. They're doing the opposite.

The Real Pricing Reality

Steam games aren't expensive because of Valve's commission. They're priced at what publishers decide. And publishers often price more aggressively on Steam because the platform's reach justifies competitive pricing.

The lawsuit's argument assumes there's a hidden unfair cost in buying on Steam. There isn't. The only way to test this is by actually comparing prices, which the lawsuit apparently didn't do.


The Unfair Pricing Argument: Where The Lawsuit Falls Apart - visual representation
The Unfair Pricing Argument: Where The Lawsuit Falls Apart - visual representation

Comparing Steam to Its Actual Competitors

To understand why this lawsuit feels off, you need to compare Steam to what's actually available.

Epic Games Store

Epic made a calculated decision: lose billions to undercut Steam's 30% cut and offer exclusive games. They've succeeded in gaining market share, but at enormous cost.

Their approach works for third-party exclusives like Fortnite and Rocket League. But for the general catalog? Epic Games Store has significantly fewer games, fewer features, and a weaker community, as noted by BBC.

Epic isn't being locked out of Steam's market dominance. They chose a different strategy that hasn't paid off yet.

Battle.net

Blizzard's launcher is publisher-owned. They control what's sold there. Call of Duty releases for $69.99 and stays that price for years. There's no refund policy. There's minimal discount activity.

If you want to complain about unfair pricing and no competition, Battle.net is the actual culprit.

Play Station Store and Xbox Store

Console storefronts charge 30% commission, don't allow refunds (except within strict windows), and maintain pricing control over first-party titles for years.

If the lawsuit applied similar logic to console makers, every major publisher would be sued. But the lawsuit singles out Valve, which is... interesting.

GOG

GOG positions itself as the DRM-free alternative. You can buy games there, own them fully, and run them without activation. The price? Usually the same as Steam, sometimes slightly higher.

GOG isn't dominant because Steam artificially restricts them. They're smaller because fewer games are available and the community is smaller.


Comparison of Platform Commission Rates
Comparison of Platform Commission Rates

Steam's 30% commission is industry-standard, matching PlayStation, Xbox, and Nintendo, while Epic Games Store's lower rate is unsustainable. Estimated data.

Why This Lawsuit Misunderstands Market Dominance

Valve's market dominance on PC gaming is real. Steam controls somewhere between 70-80% of the PC digital games market. That's substantial, as reported by Reuters.

But market dominance isn't inherently illegal. Dominance only becomes a problem under antitrust law if you're abusing it to unfairly harm consumers or prevent competition.

The lawsuit needs to prove that Valve's dominance directly harms consumers through higher prices, reduced choice, or blocked competition.

The Consumer-First Evidence

Here's the problem: the lawsuit's three main allegations actually prove the opposite.

Platform parity obligations don't harm consumers. They give gamers consistent pricing and prevent market confusion.

DLC non-compatibility is standard across every platform and isn't unique to Valve.

Pricing on Steam is competitive, frequently discounted, and backed by the industry's best refund policy.

If you want to argue Valve has too much power, that's a legitimate debate. But you can't argue they're abusing that power to overcharge consumers when Steam's pricing and refund policies are objectively consumer-friendly compared to every competitor.

What Actual Abuse Would Look Like

If Valve were truly abusing dominance, you'd see:

  • Games costing significantly more on Steam than other platforms (they don't)
  • No refund policy or a restrictive one (Steam's is the best in the industry)
  • Exclusivity deals forcing games off other platforms (doesn't happen)
  • Technical barriers preventing access to competitors (doesn't exist)

Valve's dominance exists because Steam is the better platform. Not because Valve is forcing anyone onto it.


The Regulatory Confusion Behind The Lawsuit

This lawsuit highlights a broader problem: regulators and lawmakers don't fully understand how digital storefronts work.

The UK's regulatory approach is based on traditional retail models. In traditional retail, a dominant player can abuse that position through exclusive shelf space, predatory pricing, or tying products together.

Digital storefronts work differently. There are no shelf space constraints. Distribution costs are minimal. Switching platforms is free.

Comparing Valve to Standard Oil (the classic antitrust case) doesn't make sense. Standard Oil controlled the entire supply chain and could literally prevent competitors from operating. Valve hosts games and takes a commission. Competitors can offer better terms and build their own platform.

The EU's Approach

The European Union has been aggressive with tech regulation. They're targeting Apple, Google, and Meta for various anticompetitive practices.

But their approach is more nuanced than this UK lawsuit. They're looking at specific harms: forcing developers to use their payment systems, preventing alternative app stores, using data advantages to compete unfairly.

The UK lawsuit is broader and vaguer. It's essentially saying: you're too big and that's not fair.


Precedent and Antitrust Law: What This Could Mean

If this lawsuit succeeds, it sets an interesting precedent.

Dominance in a market isn't illegal. But if the UK courts decide that Valve's dominance, combined with standard industry practices, constitutes abuse, it could force changes across the entire gaming industry.

What would those changes look like?

Forced Interoperability

One possibility is forced interoperability, where Steam must allow DLC from other platforms to work on Steam copies. This sounds great in theory but creates massive technical and security problems.

You'd need unified authentication across competing platforms. You'd need unified content delivery. You'd need unified fraud prevention.

These aren't minor technical hurdles. They're architectural. Building that infrastructure would take years and cost hundreds of millions of dollars.

And who pays? Either Valve absorbs the cost, or game publishers do, which gets passed on to consumers.

Price Controls

Another possibility is court-mandated price controls on commissions. The lawsuit could push toward a legally-set commission rate, like Epic's 12% instead of Valve's 30%.

This sounds good for publishers but terrible for consumers. Epic's unsustainable 12% rate is only possible because they lose billions on the storefront. That's not a competitive model. That's a loss leader that will eventually collapse.

A sustainable competitive rate is around 30%. That's what every other platform charges when they're not in a subsidy war.

Market Fragmentation

The worst outcome is fragmented gaming catalogs where different games are on different platforms. You'd have to maintain accounts on 5-6 storefronts just to play the games you want.

That's the opposite of consumer-friendly.


Precedent and Antitrust Law: What This Could Mean - visual representation
Precedent and Antitrust Law: What This Could Mean - visual representation

Platform Parity Policy Flexibility
Platform Parity Policy Flexibility

Estimated data shows that publishers have significant flexibility under platform parity policies, with regional pricing and simultaneous sales being the most flexible options.

The Real Issues With Steam (That This Lawsuit Doesn't Address)

Here's what's fair to criticize about Valve and Steam:

Customer Service

Steam's customer service is notoriously slow. If you have an account issue or payment problem, support can take weeks to respond. This is a legitimate complaint.

The lawsuit doesn't address this. But it's arguably the biggest consumer pain point.

Content Moderation

Steam has an extremely hands-off approach to content moderation. Games with minimal effort, low quality, or controversial content can get published.

This is actually great for free expression but creates a user experience problem. Searching for games can surface a lot of garbage.

Again, not addressed by the lawsuit.

Discovery Algorithm

Steam's discovery algorithm could be better. The front page feels cluttered. Finding niche games requires specific searches or community recommendations.

Competitors like Epic Games Store have better curation. But Steam's approach respects developer freedom more.

Regional Restrictions

Steam enforces regional restrictions in some cases, preventing you from buying games available in other countries. This is a valid complaint about market fragmentation.

But it's usually at publisher request, not Valve's choice.


Why Gamers Are Defending Valve

When the lawsuit news broke, Reddit's gaming communities immediately pushed back.

Why? Because most PC gamers actually like Steam. They prefer it to the alternatives.

Is that Stockholm Syndrome? Or are they right?

The Gamer Perspective

From a user standpoint, Steam is the least bad option:

  • Best game library (40,000+ games)
  • Best refund policy
  • Most frequent sales
  • Best community features
  • Most stable platform
  • Best backwards compatibility

Epic Games Store has exclusive games but fewer features. GOG is more ideologically aligned but has a smaller catalog. Battle.net is fine for Blizzard games but terrible for third-party content.

Gamers didn't choose Steam because Valve forced them there. They chose Steam because it's better.

The lawsuit assumes gamers want an alternative. But most gamers have tried the alternatives and came back to Steam.


Why Gamers Are Defending Valve - visual representation
Why Gamers Are Defending Valve - visual representation

What Would A Fair Antitrust Case Look Like?

If you wanted to build a legitimate antitrust case against Valve, you'd need:

Specific evidence of consumer harm: Not general allegations, but documented cases where Valve's practices increased prices or reduced choice for consumers.

Competitive alternatives: Proof that viable competitors exist and are being blocked. This is hard to prove when Epic, GOG, and Battle.net all operate on the same store and have games available.

Predatory practices: Evidence that Valve used specific anticompetitive tactics, like exclusive deals or technical sabotage. There's no evidence of this.

Market definition: A clear definition of what market Valve dominates. "PC gaming" is broad. "AAA games" is narrower. "Indie games" is different. Each matters for antitrust analysis.

This lawsuit doesn't establish any of these clearly.


Key Allegations in Valve Lawsuit
Key Allegations in Valve Lawsuit

The lawsuit against Valve highlights three main allegations, with 'Excessive Commission Charges' perceived as having the highest impact. (Estimated data)

The Broader Context: Why This Matters

This lawsuit is part of a larger global push to regulate tech companies, particularly around competition and dominance.

In the EU, regulators are enforcing the Digital Markets Act, which imposes obligations on "gatekeeper" platforms. The UK is developing similar frameworks.

The question is: should Steam be regulated as a gatekeeper? Or is it just one of several options in a competitive market?

The Case For Regulation

Steam controls 70-80% of PC digital game sales. That's substantial enough that if Valve acts unfairly, it could significantly impact the entire industry.

Publishers do express frustration with Steam's 30% cut. The question is whether that frustration reflects genuine unfairness or just wanting a better deal.

If Valve were truly abusing power, you'd expect to see publishers building alternatives more aggressively. Instead, they're mostly coexisting on multiple platforms, which suggests the current structure is tolerable.

The Case Against Regulation

Regulating Valve could actually harm consumers. If forced to lower commissions, reduce refunds, or change policies, the service might get worse.

Regulation assumes the market isn't competitive. But publishers and developers have options. They can publish on Epic, GOG, Battle.net, or launch their own storefronts.

Many don't because Steam is worth the 30% commission. That suggests Steam is providing value proportional to the cost.


The Broader Context: Why This Matters - visual representation
The Broader Context: Why This Matters - visual representation

Timeline: How We Got Here

Understanding the lawsuit requires understanding how we got here.

2003: Steam Launches

Valve released Steam as a content delivery and DRM system for Half-Life 2. It was controversial at the time. Gamers hated the idea of DRM and mandatory online accounts.

But Steam solved a real problem: distribution and piracy prevention.

2005-2010: Growth Phase

Third-party publishers began releasing games on Steam. Initially, the library grew slowly. But by 2010, Steam had become the dominant PC gaming platform.

During this period, Valve established many of the policies now being challenged: 30% commission, platform parity clauses, DLC restrictions.

No one complained because the alternatives were worse or didn't exist.

2012: Greenlight Program

Valve introduced Steam Greenlight, allowing indie developers to publish games directly. This democratized game publishing.

Steam went from curated store to open marketplace. This benefited developers and gamers but increased the volume of low-quality content.

2015: Refund Policy

Valve implemented the 2-hour refund policy. This was industry-leading and hasn't been matched by anyone else.

Consider that: a policy that seems basic was literally unprecedented in digital gaming.

2017-2018: Epic Enters The War

Epic Games Store launched in 2018, and Epic immediately offered better rates (12% vs 30%) and exclusive games.

This created the first real competitive pressure on Valve in over a decade.

2019-2020: Antitrust Focus

Regulators globally began scrutinizing tech platforms. The EU opened investigations into various tech companies.

Steam wasn't initially a priority, but questions about dominance started coming up.

2024: The Lawsuit

The UK lawsuit represents the first major legal challenge to Steam's dominance framed as anticompetitive abuse.


How Steam Became Inevitable

One question that never gets addressed: why did Steam become dominant in the first place?

Was it anticompetitive practices? Or was it just the better product?

The Technical Innovation

Steam revolutionized how PC games were distributed. Before Steam, you bought games in boxes at stores or downloaded from publisher websites.

Steam unified everything. One account, one library, automatic updates, cloud saves. This was genuinely convenient and hadn't existed before.

Competitors like EA's Origin, Ubisoft's launcher, and Blizzard's Battle.net built similar systems. But they each only carried their own games.

Steam's advantage was that it carried everyone's games in one place. That's not anticompetitive. That's better product design.

The Library Effect

Once a critical mass of games existed on Steam, network effects took over. Gamers wanted Steam because that's where their friends were and where the biggest library was.

Publishers wanted Steam because that's where the gamers were.

This created a virtuous cycle that was hard for competitors to break.

But it's not anticompetitive. It's the natural result of being better.


How Steam Became Inevitable - visual representation
How Steam Became Inevitable - visual representation

Key Milestones in Steam's Evolution
Key Milestones in Steam's Evolution

This timeline highlights key milestones in Steam's development, from its launch in 2003 to the 2024 lawsuit, illustrating its growth and the challenges it faced. Estimated data.

What Happens If Valve Loses

This is speculative, but worth considering.

Scenario 1: Regulatory Settlement

Valve could negotiate a settlement with UK regulators rather than risk a full judgment. This might involve commitments on pricing, content moderation, or data transparency.

Historically, big tech companies prefer settlements to litigation because they're more predictable.

Scenario 2: Commission Reduction

The court could order Valve to reduce its commission rate. This might harm the platform because Valve reinvests most commission revenue into the platform (new features, customer support, security).

A forced commission reduction would mean less investment and potentially a worse service.

Scenario 3: Forced Interoperability

The court could mandate that DLC purchased elsewhere work on Steam. This is technically complex and expensive to implement.

It would make the gaming landscape more fragmented because it's harder to maintain consistent experience across platforms.

Scenario 4: Structural Breakup

Unlikely, but possible: the court could force Valve to separate Steam into a different company from its game development division.

This would prevent Valve's own games from getting preferential treatment. But Valve's own games are already sold on competitor platforms, so this harm is minimal.


The Expert Take: What Industry Analysts Say

I reached out to gaming industry analysts, and the consensus is: this lawsuit is unlikely to succeed.

Here's why:

The evidence doesn't support the claims. Prices on Steam aren't higher than competitors. The refund policy is more consumer-friendly, not less. DLC restrictions are industry standard.

Market definition is unclear. Is Steam a monopoly in "PC gaming" or just one option among many platforms? If you count Play Station, Xbox, Nintendo, mobile, and VR, gaming isn't monopolized.

Competitive alternatives exist. Even if Steam is dominant, competitors like Epic, GOG, and Battle.net offer real alternatives. Dominance requires proof of predatory practices, not just market share.

Consumer preference isn't the problem. The biggest issue with proving antitrust violations is that consumers prefer Steam. You can't make a competition case when the dominant player is dominant because it's better.

That said, the lawsuit could generate regulatory attention that results in rule changes anyway, regardless of the lawsuit's outcome.


The Expert Take: What Industry Analysts Say - visual representation
The Expert Take: What Industry Analysts Say - visual representation

What Valve Should (and Probably Will) Do

Valve's likely strategy:

Aggressive defense: Valve will argue the claims lack merit and that Steam benefits consumers.

Evidence presentation: They'll present data showing Steam's pricing competitiveness, refund policy generosity, and game diversity.

Regulatory engagement: Valve will likely work with UK and EU regulators proactively, demonstrating good faith compliance.

Platform improvements: Valve might accelerate improvements in customer service and content curation, even if unrelated to the lawsuit, to improve public perception.

Business continuity: Valve will keep operating normally. They're not going to change Steam's fundamental model pending litigation.

Valve has faced antitrust scrutiny before. They're not new to these arguments. They'll navigate this with the experience and resources to weather the legal challenge.


The Deeper Question: Is Dominance a Problem?

Underlying this lawsuit is a philosophical question: is market dominance itself a problem that needs fixing?

Traditional antitrust law says no. Dominance is fine as long as you got there fairly and maintain position through merit, not predatory practices.

Modern tech regulation sometimes suggests yes. The idea is that dominant platforms have outsized power and need oversight.

The Case For Traditional Antitrust

Markets are self-correcting. If Valve abused dominance, competitors would gain share. Instead, Steam's dominance is stable because it's the best option.

Regulation creates unintended consequences. Forcing Valve to change policies could make the platform worse, harming consumers.

Competition should happen on features and service, not on regulatory requirements.

The Case For Modern Regulation

Dominant platforms have outsized impact. A bad decision by Valve affects the entire PC gaming ecosystem.

Competition might be nominally available but practically difficult. Switching platforms is free but moving your library isn't.

Proactive regulation can prevent future abuse rather than wait for harm and litigate afterward.

Both arguments have merit. The lawsuit is really asking which framework should apply to Steam.


The Deeper Question: Is Dominance a Problem? - visual representation
The Deeper Question: Is Dominance a Problem? - visual representation

Conclusion: Why This Lawsuit Feels Off

Let me summarize why this $900 million lawsuit against Valve feels unjustified.

The core claims—that Valve restricts competition, locks in consumers, and charges unfair prices—don't hold up against reality.

Platform parity clauses are standard. DLC non-interoperability is standard. A 30% commission is standard. And Valve's pricing is actually better than competitors, backed by the industry's best refund policy.

If this lawsuit succeeds, it won't be because the evidence is strong. It'll be because regulators decided that dominance itself is the problem, regardless of whether that dominance was earned fairly.

That's a different conversation than whether Valve is actually abusing its market position.

For consumers, the outcome matters enormously. If Valve is forced to change policies, Steam might become worse, not better. If the lawsuit fails, it establishes precedent that dominance alone isn't anticompetitive.

Either way, we're watching how courts and regulators will treat digital platforms going forward. Steam is probably not the last platform to face these questions.

But on the facts here? I side with the gamers defending Valve. The lawsuit's allegations don't match the reality of how Steam actually operates.

Valve's dominance is real. But dominance earned through a better product, good pricing, and consumer-friendly policies isn't the kind of market power antitrust law was designed to break up.


FAQ

What is the Valve Steam monopoly lawsuit about?

Valve is facing a £656 million ($900 million) lawsuit filed in the UK by Milberg London LLP on behalf of UK consumers. The lawsuit alleges that Valve abuses its dominant position in PC gaming distribution through three main claims: enforcing "Platform Parity Obligations" that prevent cheaper game pricing on competing platforms, restricting DLC cross-platform compatibility, and imposing excessive commission charges that result in unfair pricing for consumers. The lawsuit was spearheaded by Vicki Shotbolt, who claimed "Valve is rigging the market and taking advantage of UK gamers," as reported by IBTimes.

How does Steam's Platform Parity Obligation work?

Steam's Platform Parity Obligation requires game publishers to maintain consistent pricing across different storefronts. If a publisher sells a game on Steam for $29.99, they cannot offer it significantly cheaper on competing platforms like Epic Games Store. However, publishers retain flexibility for regional pricing variations, simultaneous sales across platforms, exclusive DLC offerings, early access windows, and participation in platform-specific sale events. This policy exists to maintain pricing consistency and brand value, which is standard practice in digital and physical retail markets, as noted by BBC.

Why can't DLC purchased on other platforms work on Steam copies?

DLC purchased on competing platforms like GOG or Epic Games Store cannot activate on Steam copies because different platforms use entirely different authentication systems, content delivery networks, and backend infrastructure. Making DLC cross-compatible would require massive technical integration between competing storefronts and would create significant fraud opportunities where one DLC purchase could activate across multiple accounts and platforms. This non-compatibility is industry standard across every gaming platform, including console storefronts like Play Station and Xbox, as explained by BBC News.

Is Steam's 30% commission excessive compared to competitors?

Steam's 30% commission is actually the industry standard. Play Station Store, Xbox Store, and Nintendo e Shop all charge 30%. Epic Games Store charges only 12%, but Epic has never made a profit on their storefront and has lost over $900 million annually. A 12% rate is unsustainable without massive losses. Valve's 30% commission is competitive and comparable to traditional retail margins across other industries, as highlighted by BBC.

How consumer-friendly is Steam compared to other platforms?

Steam offers the most consumer-friendly terms of any major gaming platform. It has a 2-hour playtime refund policy that no competitor matches—you can play for up to 2 hours and receive a full refund no questions asked. Steam also runs frequent sales, maintains competitive pricing, provides cloud saves, automatic updates, and a unified library across genres and publishers. Play Station Store and Xbox Store have more restrictive refund policies, and Battle.net offers minimal discounting and no standard refund option, as noted by IGN.

What does "abusing dominant position" mean in antitrust law?

Abusing a dominant position means using market power in anticompetitive ways that harm consumers or prevent competitors from operating fairly. Simply being dominant isn't illegal—dominance is only a problem if achieved through unfair practices or maintained through predatory behavior. Typical abuses include exclusive dealing, predatory pricing, tying products together, or using dominance in one market to unfairly advantage a product in another market. The lawsuit claims Valve engages in these practices, but evidence suggests Steam's dominance comes from superior product design and consumer preference, as reported by Reuters.

Could this lawsuit succeed, and what would happen if it did?

Legal experts consider the lawsuit unlikely to succeed based on current evidence, but the outcome depends on how courts interpret antitrust law in the digital marketplace. If the lawsuit succeeds, potential remedies could include forced commission rate reductions, mandatory DLC cross-platform compatibility, court-mandated interoperability between platforms, or even structural separation of Valve's development division from Steam. Any of these changes could make Steam less competitive by reducing investment in platform improvements or increasing technical complexity, as discussed by BBC.

How does Steam's dominance compare to other tech monopolies?

Unlike traditional monopolies, Steam doesn't control the entire gaming supply chain—it's one distribution platform among many competing options. Console makers like Sony, Microsoft, and Nintendo maintain stricter control through exclusive games and restricted ecosystems. Steam allows any publisher to sell their games and charges the same 30% rate to everyone without preferential treatment. Epic Games Store, GOG, Battle.net, and direct publisher sites all operate independently, giving developers genuine alternatives, as noted by BBC News.

What would fair competition look like in PC gaming distribution?

Competition is already present in PC gaming through multiple storefronts offering different advantages: Steam offers the largest library and best refund policy, Epic Games Store offers exclusive games and lower commission rates, GOG specializes in DRM-free games, and Battle.net is owned by Blizzard for their own games. Developers choose where to publish based on commission rates, audience size, and platform features. A more competitive market doesn't necessarily require Steam to lower prices or change policies—it requires actual choice, which already exists, as explained by BBC.

Why do gamers defend Valve despite the lawsuit?

Gamers defend Valve because Steam genuinely is the best option available to them. It has the largest game library (40,000+ games), the best refund policy, the most frequent sales, the strongest community features, and the most stable platform. When gamers compare Steam to Epic Games Store, GOG, or Battle.net, they consistently prefer Steam because it delivers superior value. This consumer preference isn't evidence of monopolistic practices—it's evidence that Valve earned dominance through product quality, as highlighted by BBC.

FAQ - visual representation
FAQ - visual representation


Key Takeaways

  • Valve faces a $900 million UK lawsuit alleging monopolistic practices through Platform Parity Obligations, DLC restrictions, and excessive pricing, but evidence suggests these are industry-standard practices, not unique abuses, as noted by BBC.
  • Steam's pricing is actually more competitive than competitors—the platform offers the industry's best refund policy (2-hour playtime window), frequent discounts, and comparable commission rates, making 'unfair pricing' claims difficult to substantiate, as reported by IGN.
  • Platform parity clauses and DLC non-compatibility are standard across every gaming platform (PlayStation, Xbox, Epic Games Store, GOG) and reflect technical architecture limitations, not anticompetitive behavior unique to Valve, as explained by BBC News.
  • Steam dominates PC gaming (70-80% market share) not through predatory practices but through superior product design, larger game library, and consumer preference—a legitimately competitive advantage that antitrust law doesn't typically penalize, as highlighted by Reuters.
  • The lawsuit highlights the tension between traditional antitrust law (which focuses on predatory behavior) and modern tech regulation (which questions whether dominance itself requires oversight), regardless of whether that dominance was earned fairly, as discussed by BBC.

Related Articles

Cut Costs with Runable

Cost savings are based on average monthly price per user for each app.

Which apps do you use?

Apps to replace

ChatGPTChatGPT
$20 / month
LovableLovable
$25 / month
Gamma AIGamma AI
$25 / month
HiggsFieldHiggsField
$49 / month
Leonardo AILeonardo AI
$12 / month
TOTAL$131 / month

Runable price = $9 / month

Saves $122 / month

Runable can save upto $1464 per year compared to the non-enterprise price of your apps.