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Steam generated an estimated $5.5 billion in revenue in the third quarter of 2026, up 12% from the same period in 2025, according to Alinea Analytics. The figure is an analyst estimate, not a financial result published by Valve.
How much revenue did Steam make in Q3 2026?
Alinea Analytics estimates Steam revenue at $5.5 billion for July through September 2026, a 12% year-over-year increase. The firm also estimated that revenue for January through September reached $16.5 billion, compared with $14.5 billion in the same period of 2025. Those figures are estimates from Alinea, rather than audited or company-reported totals. Alinea Analytics
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Why September mattered to the quarter
Alinea put Steam’s September 2026 revenue at $1.7 billion, 13% above its estimate for September 2025 and the highest September figure in the firm’s series. Rhys Elliott, Alinea Analytics’ head of market analysis, wrote: “Steam generated $1.7 billion in September 2026, the platform’s best September to date, up 13% on the previous record, September of last year.” The month’s estimate was part of the quarter total; it is not an additional amount to add to the $5.5 billion.
Is Steam’s $5.5 billion Q3 revenue official?
No. Valve is a private company and does not publish official financial reports for Steam, according to Hi-Tech.ua’s report. Aline Analytics’ figures are based on its analysis of sales and other available data. They should therefore be described as estimates, not as revenue Valve confirmed or reported.
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Which games contributed to September revenue?
Free-to-play games
Aline Analytics estimated that Counter-Strike 2, Apex Legends, PUBG, and Dota 2 generated nearly $168 million combined on Steam in September 2026—nearly one-tenth of the firm’s estimated $1.7 billion platform total. This figure covers those four games, not all free-to-play games on Steam.
For a separate, narrower measure, Aline said free-to-play titles made up 25.6% of revenue among its top 500 grossing games in September, despite accounting for 16% of the titles in that group. Aline estimated that those 500 games represented about three-quarters of September Steam revenue, so the 25.6% share applies to that subset, not the entire platform. Aline Analytics
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- Visa Virtual eGift Cards are designed for online use only. Gift Cards are subject to Terms and Conditions: a.co/5bw3qXJ
- When you access your Visa Virtual eGift Card for the first time, you’ll need to register your name, address, phone number, and email address via activationspot.com. These details should also be used as your billing address for online purchases, as many merchants require address verification for purchase authorization.
- This Visa Virtual eGift Card is non-reloadable. No cash or ATM access. Visa Virtual eGift Cards are emailed active.
- Funds do not expire but your Visa Virtual eGift Card has a ‘valid thru’ date (9 years from date of purchase). If funds remain after this date has passed, please call the Toll Free number found on your Visa Virtual eGift Card for a replacement card. A one-time purchase fee applies at the time of checkout.
- This item is not eligible for refund, resale, or return. Available for sale within the United States only. Not available to residents of Puerto Rico, Hawaii, New Mexico, South Dakota, West Virginia and the US Virgin Islands.
Paid releases
Aline estimated September Steam revenue of $86.9 million for Wardogs, $30.4 million for Onimusha: Way of the Sword, and $26.9 million for The Blood of Dawnwalker. These are estimates for sales on Steam, not global revenue totals for the games or their publishers.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Could Steam exceed $20 billion in 2026?
Aline Analytics said Steam could pass $20 billion in revenue for the full year. That is a forecast, not a completed 2026 result. The firm’s January–September estimate of $16.5 billion is the available year-to-date figure; the full-year outcome was not yet known as of October 6, 2026.
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- Visa Virtual eGift Cards are designed for online use only. Gift Cards are subject to Terms and Conditions: a.co/5bw3qXJ
- When you access your Visa Virtual eGift Card for the first time, you’ll need to register your name, address, phone number, and email address via activationspot.com. These details should also be used as your billing address for online purchases, as many merchants require address verification for purchase authorization.
- This Visa Virtual eGift Card is non-reloadable. No cash or ATM access. Visa Virtual eGift Cards are emailed active.
- Funds do not expire but your Visa Virtual eGift Card has a ‘valid thru’ date (9 years from date of purchase). If funds remain after this date has passed, please call the Toll Free number found on your Visa Virtual eGift Card for a replacement card. A one-time purchase fee applies at the time of checkout.
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- When you access your Visa Virtual eGift Card for the first time, you’ll need to register your name, address, phone number, and email address via activationspot.com. These details should also be used as your billing address for online purchases, as many merchants require address verification for purchase authorization.
- This Visa Virtual eGift Card is non-reloadable. No cash or ATM access. Visa Virtual eGift Cards are emailed active.
- Funds do not expire but your Visa Virtual eGift Card has a ‘valid thru’ date (9 years from date of purchase). If funds remain after this date has passed, please call the Toll Free number found on your Visa Virtual eGift Card for a replacement card. A one-time purchase fee applies at the time of checkout.
- This item is not eligible for refund, resale, or return. Available for sale within the United States only. Not available to residents of Puerto Rico, Hawaii, New Mexico, South Dakota, West Virginia and the US Virgin Islands.
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