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Catalog research

Steam's Sloppification Investigation

Published Jul 29, 2026 · 11 min read · 13 charts

If you used Steam lately you know how hard it is to find good games. Lately you will only see the same super hits or games with large marketing budgets, with a few rare new indies sprinkled in.

This is one of the reasons why I made IndieDex public, and in this post we’re going to look at what’s actually going on underneath that feeling, with data pulled from Steam.

1. Release volume over time

Dated Steam game releases only. Per-day uses 365.25.

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Steam game releases per year (bars) and games/day (line). Dated type=game rows only.

Notable: from under 1 game/day in 2012 to ~57/day in 2025 - roughly a 70× climb. 2024’s jump to ~48/day is the steepest recent step. GPT-4 shipped in 2023 (magenta line) - useful context for the later acceleration, not a causal claim.

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Year-over-year % change in dated Steam game releases.

Notable: 2014’s +232% spike is the outlier - a regime change, not “normal compounding.” Steam Greenlight (2012) was maturing, Early Access (2013) opened a new release path, and cheaper tools (Unity-era indie shipping) made it easy for small teams to land on Steam. That is why the % looks insane while the base was still tiny (~433 games in 2013 → ~1.4k in 2014, ~4 games/day). Recent surges are the opposite shape: 2024’s +35% and 2025’s +19% look quieter on a YoY chart, but they add thousands of titles on a huge base (~48/day in 2024, ~57/day in 2025; last twelve months ~65/day). Smaller percentages, much bigger piles. 2019 is the only full-year dip (−2%).

Percent YoY is useful, but it lies by omission when the base keeps growing. 2014’s +232% looks like the monster of the series; recent years look calmer. So here is the same years again as absolute titles added - how many more games than the year before. That is why this follow-up exists: to put the relative spike next to the pile that actually hit the store.

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Absolute year-over-year change in dated Steam game releases (titles added vs prior year).

Notable: 2014 adds ~1k titles on a tiny base. 2024 adds ~4.6k and 2025 ~3.3k - smaller % YoY, much larger piles. Amber marks adds of 3k+. 2019 is the only net drop.

The yearly count has been compounding hard for a decade - release volume roughly doubles every few years. If that keeps up, the late decade is not “a bit busier.” It is another step-change in daily volume. Last twelve months and 2026 year-to-date already sit on that hotter pace.

A big piece of that climb is rising productivity. Better tools - including AI - let more people push out more games. AI is a tool: whether you use it to ship something worth playing, or use it to spam the store, is up to you. Whether the quality mix of that flood is getting better or worse is still an ongoing investigation. The volume itself is not. Search engines will need to be designed more like IndieDex’s lane - sample and weigh quality signals fairly across studio sizes for discovery, instead of letting brand gravity and review piles decide who gets seen.

So you think it’s bad now? We ain’t seen nothing yet. This release rate is off the charts. And this is just on Steam. I imagine the volume situation on itch is already a lost battle - might poke around their data later.

IndieDex helps good games get found for what they are: free search that matches feel and similarity, soft-pens mid-size and AAA on ranked shelves so earnest small titles can still win close calls, and no pay-to-rank. Try it below, or hit I'm Feeling Weird for a random gem.

e.g. Hades but turn-based

Refine your query above, or try something unexpected.

2. Attention concentration

Steam has to make money. With volume getting worse, they need to tune discovery toward what is “safe,” what converts better. They can’t be showing “Jeffrey Eggstein” to everyone all the time, so they churn attention on risky projects faster and keep focus on what is selling. Which makes it feel like we only see the same games all the time - and when we see something new, maybe it’s earnest work fighting for a slot, maybe it’s slop being tested for engagement. Still to be seen either way.

Over time that concentrates attention on the few games that are already proven. Finding hidden gems is not something Valve can prioritize as a business; it would be too wasteful for them. Storefronts also have to protect sales and filter risk, so they cannot endlessly spotlight unknowns. Players feel that as spam, filler, and the same famous names crowding every shelf.

Among games that already have enough reviews for Steam to show an official score band - the visible mid-and-up tier, not every silent listing - the concentration is brutal:

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0%0%25%25%50%50%75%75%100%100%cumulative games \u2192 cumulative reviews
diagonal = perfect equality. The gap is the attention gap.
Lorenz curve of review attention among score-banded games. Diagonal = equal share; the bulge is the attention gap.

Notable: the curve hugs the bottom-right far from the equal-share diagonal - attention among score-banded games is extremely unequal. Silent / unscored titles are outside this chart entirely.

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Cumulative review share from the fattest review buckets downward - how few titles own most of the social proof.

Notable: ~110 titles at 100k+ reviews (~0.25% of the scored set) hold ~38% of all reviews. About 2.6% of scored games (10k+) own ~75%. Again: scored set only - the quieter catalog is not in these buckets.

A tiny slice of the scored set owns most of the review mass. The long tail barely shows up in that reception data at all. Most of the catalog is not “bad by default.” It is just hard to notice next to the pile that already has momentum.

Important caveat: the Lorenz and Pareto charts only cover games that already cleared Steam’s score-band bar. The silent catalog - little or no public review signal - is even darker. Concentration among the visible tier already looks extreme; the full store is worse.

Tens of thousands of titles still have little public signal - and a large chunk have no Steam review signal row in this database yet.

Popularity feeds itself. A game that gets shown gets reviews. Reviews make it easier to trust. Trust makes it easier to show. A studio with a launch push can buy the first shove into that loop. A solo developer often gets one noisy week and no second chance.

3. Limits of store tags

Tags are useful until they are not.

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Largest Steam tags in the catalog (game↔tag links).

Notable: Indie alone is ~126k links. Casual / Action / Adventure are almost tied for #2–4 - “indie action” is still a haystack, not a shortlist.

“Show me indie action” is still a haystack. Tags describe marketing buckets more than they describe how a game feels. That is fine for filters. It is a weak substitute for “find me something like this, but smaller and stranger.”

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IndieActionCasualAdventureSimStrategyRPGMultiEAF2P
Indie126k55k57k55k28k26k25k23k13k12k
Action55k73k22k35k10k10k15k20k9k7k
Casual57k22k73k25k20k16k11k13k6k8k
Adventure55k35k25k72k13k10k20k10k7k6k
Sim28k10k20k13k39k12k8k7k5k3k
Strategy26k10k16k10k12k37k9k9k5k4k
RPG25k15k11k20k8k9k35k6k5k4k
Multi23k20k13k10k7k9k6k34k6k6k
EA13k9k6k7k5k5k5k6k17k2k
F2P12k7k8k6k3k4k4k6k2k17k
hover a cell — diagonal is the tag's own total
How often the biggest Steam genre / storefront tags overlap (type=game). Diagonal = tag total; other cells = both tags on the same game. Sim = Simulation, Multi = Multi-player, EA = Early Access, F2P = Free To Play. Skips Single-player (~167k - on almost everything).

Notable: Indie ∩ Action is still ~55k - a mountain, not a niche. Multi / EA / F2P are big storefront buckets too, but feel-tags like Survival or Crafting barely show up in this ingest (hundreds of games, not tens of thousands) - Steam’s coarse genres dominate the catalog, not the vibe labels players search by.

It is not enough to use predefined tags - or any tags at all - if you are a game developer. Relying on Steam’s SEO is a death sentence. The wishlist game everyone is playing is a good move, but you need to keep pushing for months after release and really focus on building communities outside of Steam to survive the great slop.

4. Implications for players

If you mostly use the store search and the front page, you are fishing in the brightly lit part of the pond. The catalog is not empty of good games. It is drowning them in volume, while a thin slice of titles absorbs most of the social proof and organic traffic.

That is why discovery feels broken even when the store is full.

The other half of the problem is how we search. Feeling-based questions (“cozy deckbuilder nobody talks about,” “games like this but smaller”) do not map cleanly onto tag checkboxes or chart position. Matching on what a game actually is - synthesis from listing content plus player-signal keywords, similarity shelves, vibe-style routing - is a different job than ranking what already converted. Rank on fit, and when relevance is close, do not let brand gravity and review volume win by default. Soften the mid-size / AAA shove on ranked shelves. Treat borrowed storefront fame as something that can demote spam, not buy a higher slot. That is the parallel lane I care about: not pretending storefronts are evil, just refusing to rebuild their incentives.

Additional findings

Studio landscape

Almost the entire studio table is indie. A tiny AAA allowlist / inferred set and a larger mid-size publisher-peer band sit on top. Most studios have exactly one game; only a thin slice has a real multi-title catalog. Classification is much tighter than an early script pass - still imperfect, still worth a grain of salt.

Dated releases vs unreleased listings

A big chunk of the catalog still has no parsed release date. That is not the same as Steam’s “Coming Soon” badge - it is unreleased in our ingest, which can mean abandoned store pages, vaporware, or pages that never got a date we could parse. We do not store Steam page creation timestamps; Steam app IDs are a rough chronological proxy (cut against median app IDs of dated releases), not calendar-perfect.

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Dated releases vs unreleased listings in the catalog.

Notable: nearly 30% of the catalog (~51k rows) has no dated release - a large unreleased shadow next to the dated pool, including pages that may have been abandoned years ago.

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Unreleased games by Steam app-id era (page-age proxy).

Notable: most unreleased mass is recent (2025+), but thousands of pages still map to 2022–23 or earlier - and ~776 look pre-2018-ish. That older tail is the abandoned / stuck-page story, not just tomorrow’s launches.

Reviews by studio size

Among games with a Steam score band:

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Share of score-banded games vs share of reviews, by studio size.

Notable: AAA is ~2.4% of scored games but ~25% of reviews. Indie is ~86% of that set and only ~48% of the review mass.

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Steam score-band mix by studio size (all eight official tiers).

Notable: AAA leans Very Positive; indie’s biggest slice is Positive, not Very Positive+. Overwhelmingly Positive stays rare everywhere (~2–6%). Negative tiers are thin across all sizes.

INDIEDEX.GG05.0k10k15k20kAAAmedian 1.7k \u2192 avg 18kMid-sizemedian 284 \u2192 avg 4.2kIndiemedian 74 \u2192 avg 971
Median vs average review counts among score-banded games, by studio size.

Notable: averages sit way above medians (AAA ~1.7k median vs ~18k average) - a thin megahit tail pulls the mean.

Punchline: AAA is a tiny catalog slice but a huge share of scored-set reviews. Indie is almost the whole catalog and still holds the largest review slice overall, but per-game attention is much thinner. Once a game clears the score-band bar, the full Steam tier mix is not night-and-day across sizes - indie just skews more toward Positive / Mixed and less toward Very Positive+.

US list prices

Paid US list-price rows only. The left side of the histogram is where most of the catalog lives; the right tail is edition/bundle territory plus a few joke/troll stickers. Free-to-play is better read from the Free To Play tag than from a $0 list-price row in this ingest.

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US list-price histogram for paid regional rows.

Notable: most paid US list rows sit under $10; the median is $4.99. The right tail is editions, bundles, and a few joke stickers.

Methodology and caveats

Public Steam storefront data, loaded into a personal Postgres catalog. Counts depend on what you call a “game” (here: Steam listings typed as games), region pricing gaps, and which titles have review snapshots. Review-share figures are over games that already have an official Steam score band, not every silent listing. Studio size uses the live classification pipeline (allowlist / inferred / publisher-peer / verified) - take edge cases with salt. Snapshot window: queries run 2026-07-29 against a late-July 2026 catalog.

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e.g. Hades but turn-based

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