Steam has raked in an estimated $11.1 billion gross revenue so far this year, says market analyst—its 'biggest-ever six months'
It's easy to feel like the videogame industry is an endless tornado of shattered dreams and hellfire, and that's because it is. But it also brings in a lot of money, and our beloved PC gaming space in particular is growing faster than both mobile and console markets. Thursday, a report from Alinea Analytics said Steam is just exiting its biggest six months ever.
"In the first half of 2026, we estimate that games on Steam generated $11.1B in gross revenue, the platform’s highest-ever half-year," wrote Rhys Elliott, Alinea's head of market analysis. "That’s up 14.5% on H1 2025, and up 8% even on the holiday-heavy H2 2025, which is the more remarkable comparison given the back half of the year usually wins on seasonal sales and holiday buys." djcc.club
The full blog highlights some of the biggest reasons for all this growth: new games are more expensive, friendslop megahits like Meccha Chameleon rake in mountains of cash before you can blink, and third parties like Ubisoft are back on Steam after they tried and failed to escape Gabe's dread labyrinth to play ball with Steam's lessers.
The full list of causes and takeaways is in the blog, but this all follows a very long upward trend: as the report states, Steam's yearly revenue has gone from $5.5 billion in 2017 to roughly $20 billion in 2025. A growing percentage of all those sales is from old games, too: so far, "just 21%" of Steam's 2026 revenue has come from games that released this year, down from 29% in 2024.
That said, plenty of new games have been big moneymakers so far: the top five in terms of gross revenue for new games are Forza Horizon 6, Resident Evil Requiem, Crimson Desert, Slay the Spire 2, and Subnautica 2 (Meccha Chameleon snuck into sixth place). It might be especially galling to see a first-party Xbox game at the top of that list given, you know, everything. It's hard to imagine this growth will continue—or even amount to much—if the industry's biggest companies continue to destroy the teams they depend on.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together
South Africa prove too strong for enterprising Scotland in Nations Championship
South Africa 42-28 Scotland
Scots run in four tries to earn bonus point
A breathless match, all the more so given the thin air of Pretoria, but South Africa march on with another full house of points. Scotland were brilliant in scoring their four tries, their pace and skill regularly making mugs of their hosts, but power remains the thing the Springboks do better than anyone. At this altitude, it is very hard to stop.
The hosts were unanswerable in the middle of each half, scoring five of their six tries around then, but Scotland scored two apiece in the second and fourth quarters. They were within sight of a losing bonus point with 10 minutes to go, but Jesse Kriel’s late score meant they had to settle for one.
Continue reading..."Single-player, narrative-driven gaming is here to stay," ex-PlayStation boss says: "It's how we built this business. That's what sustains it"
Former PlayStation boss Shawn Layden is a big believer that "single player, narrative-driven gaming is here to stay," saying it's "what sustains" the business.
When you think of PlayStation's greatest hits, chances are, you're going to think of a whole bunch of single-player games. Whether it's The Last of Us, God of War, Uncharted, or Ghost of Tsushima, there's no doubt that games like this have been huge drivers of PlayStation's success, and although Sony has delved more into the world of live-service in recent years (to mixed success), Layden – former president of Sony Interactive Entertainment America – says it's with single-player games the games business was built, and what'll continue to keep it going.
"I firmly believe that single player, narrative-driven gaming is here to stay," he tells PSI in an interview on YouTube (below). "It's how we built this business. That's what sustains it. It's a type of game where you can enjoy it by yourself and talk to friends about it. Maybe there's multiplayer, maybe there isn't.
"But I think essentially most of our great gaming experiences are when we allow ourselves to be immersed in that world with that character, to learn that story, more so than 'I got online with a bunch of friends and we played team deathmatch.'"
That's not to say that live-service games don't have their place, of course. Helldivers 2, published by Sony Interactive Entertainment, has been hugely successful since its launch two years ago. However, we've obviously also seen a lot of live-service horror stories – Concord didn't even last two weeks before it was shut down for good, and while it still has plenty of fans, Destiny 2 has been in decline for a long time at this point, so much so that it's now received its final update.
It's worth noting that Layden's comments were made before Sony's announcement that it's killing physical discs for new PlayStation games in 2028, so he's not responding to that backlash here. In a separate interview about that decision, Layden called the move "dramatic," and suggested it could "heavily influence" Xbox and Nintendo's approach to physical games going forward.
Clair Obscur: Expedition 33 devs were told that "no one" would like one of the RPG's best systems before it launched, lead says: "We didn't care"
Over a year on from its monumental launch, Clair Obscur: Expedition 33 creative director Guillaume Broche has been looking back on what he and his fellow devs at Sandfall Interactive were told before their RPG's release – namely, that "no one's going to like" it.
The mere concept of that seems completely impossible now that the game is out – Clair Obscur: Expedition 33 became the second ever game after Baldur's Gate 3 to collect all five major Game of the Year awards last year, after all. But speaking to Konbini in a new episode of Video Game Club on YouTube (below), Broche says the devs were warned about their plans for the RPG's combat.
"With Clair Obscur, there are plenty of design decisions that are fundamentally flawed," Broche begins. "What we heard a lot before we released the game was: 'You're making a game that mixes the challenging aspects of an action game – with dodging and parrying – with turn-based gameplay. No one's going to like it. Turn-based players like turn-based games, and action players like action games.'"
Of course, Clair Obscur: Expedition 33 wasn't the first game to experiment with mechanics like this. Look at 1996's Super Mario RPG, which blended real-time action with its turn-based system – perfectly timed button presses make your attacks hit harder or blocks absorb more damage. A lot of players love this blend, and the Clair Obscur devs were no different when they were making their own game.
"We didn't care," Broche says of the warning Sandfall had received. "We think it's cool, we play it, and it's fun. We combined the two, and it worked. But fundamentally, there are a lot of design decisions that, from an outside or business perspective, make no sense at all."
In the same video, Broche explains that he thinks "imperfections" in games add to their charm, while "games that try to be perfect, that try to fix all their flaws – they're usually just really boring." By his own admission, Clair Obscur: Expedition 33 isn't perfect, either – just look at its "unbearable" minigames.
Forfatteren af Children of Blood & Bone siger, at hun ikke har planer om at se filmatiseringen af hendes bog
Tomi Adeyemi, forfatter til den populære YA-fantasyroman Children of Blood & Bone, har offentligt udtalt, at hun hverken vil se eller støtte filmatiseringen af sit værk, som har premiere den 15. januar 2027.
I en TikTok delt af Adeyemi selv siger forfatteren og medforfatteren til filmen, at "there is a reason I will not post anything about the adaptation of my work." Adeyemi går ikke meget mere i detaljer, men tilføjer, at hun ikke har set filmen og ikke vil se den, når den udkommer.
"It's been painful holding this back from you all. ... And I'm sorry if any of you thought I didn't care about US. More than any glitter," siger Adeyemi. Forfatteren viser også, hvad der angiveligt er en korrespondence mellem hende selv og stjernen Amandla Stenberg, hvor hun siger: "Do not ever use my name in an interview or video again. Do not text me. Do not call me."
Filmatiseringen af Children of Blood & Bone kommer fra Paramount og er instrueret af Gina Prince-Bythewood. Ligesom bogen følger den historien om en ung kvinde i et afrikansk fantasy-kongerige, som må genvinde den magi, der blev stjålet fra hendes folk.
Vi får måske aldrig at vide, hvad der forårsagede denne ba blood mellem forfatteren og skaberne bag filmatiseringen, men det er på niveau med George R.R. Martins udtalelser omkring House of the Dragon i et blogindlæg.
