storefronts

AppWizard
January 27, 2026
In 2026, consoles like the PlayStation 5 and Xbox Series X offer a compelling alternative to PC gaming due to rising costs and complexities. Transitioning to a console means giving up hardware customization for stability, as games are guaranteed to perform consistently. Consoles simplify graphics settings, allowing players to focus on gameplay rather than optimization. Subscription services like PlayStation Plus and Xbox Game Pass influence buying habits, encouraging gamers to be selective and explore a wider range of titles without the financial burden of purchasing each game. However, switching from PC to console results in a loss of modding capabilities, which can limit creativity and customization. Console gaming provides a more curated experience, reducing chaos from numerous storefronts and launchers. Ultimately, the switch is about reprioritizing the gaming experience towards stability, predictability, and simplicity.
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 16, 2026
Disney has removed 14 licensed games from the Steam platform, making them unavailable for new purchases. The games, primarily from the 1990s and early 2000s, include titles like Disney's Hercules Action Game and Finding Nemo. The most recent removal is Disney Fairies: Tinker Bell's Adventure from 2014, while the oldest is Stunt Island from 1992. Some of these games were also available on GOG, and their removal from both platforms means they are now entirely inaccessible on PC for those without physical copies. The complete list of removed games includes: - Afterlife - Armed and Dangerous - Disney's Chicken Little: Ace in Action - Disney Fairies: Tinker Bell's Adventure - Disney's Hercules Action Game - Disney Planes - Disney The Princess and the Frog - Disney Winnie the Pooh - Disney•Pixar Cars: Radiator Springs Adventures - Disney•Pixar Finding Nemo - Disney•Pixar Toy Story Mania! - Lucidity - Phineas and Ferb: New Inventions - Stunt Island The reason for the removals is unclear, and Disney has not provided any official comment. This action reflects Disney's fluctuating commitment to its gaming business, which has seen a decline since the 2010s, despite a recent tentative return with new titles.
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
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.
AppWizard
December 27, 2025
Steam was launched in 2003 as a platform for updates to Valve's games and became a full-fledged storefront in 2005. Gabe Newell, co-founder of Valve, reached out to Adrian Chmielarz in the early days to feature the game Painkiller on Steam, but Chmielarz was hesitant as they did not hold the rights to the game. Painkiller's Black Edition was eventually released on Steam in 2007. The emergence of digital storefronts like Steam has transformed game development, allowing smaller developers greater access to audiences without the need for traditional publishers. Steam has revolutionized video game distribution, despite challenges like game discoverability, and has become essential to the PC gaming ecosystem.
AppWizard
December 20, 2025
Adrian Chmielarz, co-founder of The Astronauts, discussed the dominance of Steam over the Epic Games Store (EGS) in a recent interview. He noted that while his game Witchfire benefited from being a timed exclusive on EGS, he criticized EGS for lacking community engagement features like written reviews and forums, which are essential for fostering emotional connections with users. Chmielarz argued that EGS is primarily a transactional platform, limiting its appeal compared to Steam, which offers a more engaging shopping experience. He emphasized that community features significantly influence a platform's success in the gaming industry.
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