Epic Games CEO Tim Sweeney has renewed his public critique of Valve, asserting that the Steam platform has “held gaming back for years” by restricting how developers connect with players across different systems. The comments emerged during a discussion on social media regarding the structure of PC game distribution and the fees associated with digital storefronts.
Steamworks as a Walled Garden
Sweeney’s remarks were a direct response to a post by Kiaran Ritchie, a former principal animation programmer at Epic. Ritchie argued that the industry urgently needs a distribution platform that allows developers to retain more of their revenue, criticizing Valve’s standard 30 percent commission on game sales. Ritchie suggested that building a competitor to Steam is technically straightforward, stating that a new platform could be created in a week using modern cloud infrastructure.
Sweeney agreed with Ritchie’s assessment of the financial burden but focused his criticism on the technical limitations imposed by Steamworks. He described the service as a “social walled garden” that prevents players on PC from communicating with users on iOS, Android, Xbox, PlayStation, and Nintendo Switch. According to Sweeney, this fragmentation isolates player bases and limits the potential for cross-platform interaction, which he views as a significant drawback for the industry.

When a community note pointed out that many games use Steamworks primarily for authentication to enable crossplay while handling other features independently, Sweeney dismissed the argument. He clarified that his concerns were specifically about social features and player communication, distinguishing them from Steam Datagram relay services used for matchmaking.
Developer Choice and Market Reality
The debate highlights the tension between developer grievances and market dominance. While Sweeney argues that Valve’s practices are restrictive, he acknowledged in a follow-up post that Valve does not force developers to use its services. However, he implied that opting out is impractical for most studios due to the massive user base Steam commands.
Epic offers its own alternative through Epic Online Services, a free framework for social and matchmaking features that works outside the Epic Games Store. Despite this offering, Steam remains the dominant storefront for PC gaming. Many developers continue to choose Steam despite the high commission rates because of its established network effects and the large number of active users.

Industry observers note that Sweeney’s criticism of Valve’s business model stands in contrast to his defense of Epic’s own strategies. While he argues that Steam should change its approach to benefit developers, he has previously defended Epic’s aggressive adoption of artificial intelligence in game development. This juxtaposition has led to questions about whether his primary goal is to improve industry standards or to reshape the market in a way that favors Epic’s specific vision.
The conversation underscores the ongoing challenges in PC gaming distribution. Developers must balance the need for revenue against the benefits of reaching a wide audience on established platforms. As the industry evolves, the debate over fair compensation and platform openness is likely to remain a central issue for both publishers and players.
Source: PC Gamer

