storefront

AppWizard
January 21, 2026
Guy Ulmer leads platform partnerships at Plarium, part of the Modern Times Group, which develops and publishes games like Raid: Shadow Legends and Stormfall: Saga of Survival. The gaming industry is experiencing a shift in discoverability, with nearly one-third of developers identifying it as their primary challenge by 2026. Players increasingly discover new titles through platforms like YouTube (64%), TikTok (38%), and Instagram (36%), surpassing traditional storefront promotions. Developers must engage players through social media and creator ecosystems rather than relying solely on major storefront placements. Storefront interactions require strategic optimization, as platforms like Google Play and Apple are expected to prioritize games that align with new features. Developers must treat every game as a service, engaging in continuous updates and sales events. Successful developers will design games with marketing in mind, utilizing strategies like incentivized referrals, stream integration, and generative AI for content creation. The focus has shifted from maximizing visibility at launch to ongoing optimization throughout a game's lifecycle, making discoverability a fundamental design principle.
AppWizard
January 13, 2026
The Epic Games Store has grown its user base by 173% from 2019 to 2024, increasing from 108 million to over 295 million users. However, its revenue from third-party earnings has only increased by 1.6%. The store was launched in 2018 as a competitor to Steam and initially attracted users through a favorable revenue split for developers and exclusive game releases. Epic's strategy of offering free games has led to a perception of the store as primarily a platform for claiming giveaways rather than purchasing games. Critics note that the Epic Games Store has historically provided a less satisfying experience compared to Steam, lacking essential features at launch, with some improvements made only recently. In contrast, the Xbox app emphasizes subscription services through Game Pass, which has seen a 45% year-over-year growth, indicating a more engaged audience willing to spend money. Steam remains the preferred platform for many PC users due to its user-centric approach and comprehensive features. Epic is exploring NFT-based games and AI integration, while its revenue is projected to be over [openai_gpt model="gpt-4o-mini" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: In recent discussions, the Epic Games Store has found itself at the center of scrutiny as users analyze its growth trajectory from 2019 to 2024. During this period, the platform has expanded its user base by an impressive 173%, climbing from 108 million users to over 295 million. However, this surge in numbers has not been mirrored in revenue, with third-party earnings only seeing a modest increase of 1.6%. This disparity raises questions about the spending habits of the newly acquired audience, suggesting that while Epic has successfully attracted users, many are not engaging in purchasing games. The Epic Game Store problem The Epic Games Store was launched in 2018 as a direct competitor to Steam, the dominant PC storefront developed by Valve. Steam has long been favored by players for its seamless user experience and robust feature set. In its initial attempts to capture market share, Epic offered developers a more favorable revenue split and secured exclusive game releases. However, these strategies did not resonate with gamers, prompting Epic to shift its approach while still maintaining a better revenue share for developers. To draw users in, Epic has heavily relied on a strategy of offering free games. While this tactic has effectively increased sign-ups, it has also led to a perception of the store as a platform primarily for claiming giveaways, rather than a destination for purchasing games. Many users, including myself, find themselves opening the Epic Games Store solely to claim free titles before promptly closing it. Critics have pointed out that the Epic Games Store has historically provided a less satisfying experience compared to Steam. The platform launched without several essential features, and although it has made strides to address these gaps, some users feel that the improvements have come too late. Key features such as user reviews, wishlists, achievements, and gifting were added only in recent years, while family sharing and mod support remain absent. Is this an Xbox PC problem as well? There are intriguing parallels to be drawn between the Epic Games Store and Xbox PC, both vying for a share of the market dominated by Steam. However, their approaches differ significantly. The Xbox app emphasizes subscription services through Game Pass, which has experienced a remarkable 45% year-over-year growth. This indicates that even with its feature limitations, Xbox has cultivated an engaged audience willing to spend money, contrasting with Epic's model of attracting users primarily through free offerings. Console players, particularly those on Xbox, demonstrate a strong willingness to invest in games, especially in popular genres like shooters. Despite PlayStation's larger hardware sales, Xbox users consistently show up to purchase titles, reflecting a dedicated gaming community. In contrast to Epic's strategy, Xbox is investing in a cross-device ecosystem that integrates cloud, console, and PC gaming. This long-term vision aims to blur the lines between console and PC, potentially unifying Xbox and Steam libraries under one umbrella. Such a strategy fosters a more open and flexible gaming environment, appealing to users who seek versatility in their gaming experiences. The future of PC gaming is Steam for now For the time being, Steam remains the preferred platform for many PC users, thanks to its user-centric approach and comprehensive feature set. This stability has left little incentive for players to migrate to alternative platforms, leading both Xbox and Epic to carve out their own niches rather than attempting to supplant Steam directly. Looking ahead, Xbox's next generation of hardware is expected to support multiple storefronts, including Steam and Epic. Meanwhile, Epic is exploring avenues that Steam has yet to embrace, such as NFT-based games and AI integration in development. Tim Sweeney, CEO of Epic, has publicly criticized Steam for its policies regarding AI disclosure, further highlighting the competitive landscape. What once seemed like a battleground where Epic and Xbox could not coexist now appears to be evolving into a space where collaboration and coexistence are possible. Neither platform needs to eclipse Steam to achieve success; rather, they can thrive alongside it. This reality is reflected in my own usage patterns—I often access the Epic Games Store to claim free games, yet I find myself primarily engaged with my Steam and Xbox libraries. Epic's performance, with over .09 billion in revenue in 2024, demonstrates that it can be a viable player in the market, even if it never reaches the same scale or user goodwill as Steam. Do you use Epic Games Store and if so, how? Let us know by commenting and taking part in our poll below: Follow Windows Central on Google News to keep our latest news, insights, and features at the top of your feeds!" max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].09 billion in 2024.
AppWizard
January 13, 2026
CD Projekt sold its DRM-free digital storefront, GOG, to co-founder Michal Kiciński at the end of 2025. GOG has transitioned from focusing solely on classic titles to including newer releases, but it remains a niche player in the gaming market and has not generated substantial revenue for CD Projekt. Kiciński and GOG's managing director, Maciej Gołębiewski, expressed optimism about GOG's potential, emphasizing its unique position and mission to ensure games endure over time. GOG is expanding its catalog of new releases, particularly from independent studios, without aiming to compete directly with Steam in terms of volume. GOG is known for being a curated platform, contrasting with Steam's high volume of releases, and Kiciński acknowledged the need for GOG to improve its user-friendly features while maintaining its core values. GOG will continue to uphold its commitment to being a DRM-free platform, which Kiciński stated is a core value that will not change in the foreseeable future.
AppWizard
January 1, 2026
CD Projekt has sold its digital storefront, GOG, to co-founder Michał Kiciński for PLN 90.7 million (approximately .2 million USD), granting him full ownership. CD Projekt and GOG will enter into a distribution partnership for future titles from CD Projekt Red to be available on GOG. Michał Nowakowski, joint CEO of CD Projekt, expressed confidence in the move, highlighting GOG's independent operation in recent years. Kiciński stated that CD Projekt will continue to support GOG, making it a prime platform for purchasing The Witcher and Cyberpunk games. He also emphasized the importance of classic games and announced his involvement in developing new retro-inspired games set to release on GOG in 2026.
AppWizard
December 31, 2025
CD Projekt has returned its PC gaming storefront, GOG, to co-founder Michal Kicinski. GOG, established in 2008, aims to provide a DRM-free platform for gamers. The platform has evolved to include a variety of titles and is involved in restoring classic games. GOG will maintain its core operations and commitment to being DRM-free, with GOG Galaxy as an optional feature. Upcoming titles from CD Projekt Red, including The Witcher 4 and Cyberpunk 2, will still be available on GOG. The company will continue to operate autonomously and support its community through programs like the Patron program and the Preservation Program, with new initiatives planned for 2026 to enhance user engagement and support indie developers.
AppWizard
December 30, 2025
GOG, a digital storefront known for classic and DRM-free gaming, has transitioned to the ownership of Michal Kicinski, a co-founder of GOG, which launched in 2008. Under Kicinski's leadership, GOG aims to expand its library of classic titles and enhance the gaming experience, although specific initiatives have yet to be detailed. CD Projekt Red will continue to support GOG, ensuring that both existing and upcoming titles from the studio remain available on the platform. GOG may also serve as a refuge for unconventional titles, as demonstrated by the psychological horror game Horses, which was banned from other platforms but found success on GOG.
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