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Steam Gets Over 100,000 New Buyers Every Single Day

Even the largest stadium in the United States couldn't hold all the new first-time buyers Steam gains daily.

During the recently concluded devcom 2025, Valve, usually one of the most secretive and reserved game developers out there, offered a rare glimpse at its statistics, putting into easily-digestible numbers just how successful the past few years have been for their undeniably greatest product – Steam.

As part of his Steam Platform Update 2025 presentation, Valve's Erik Peterson revealed that between August 1, 2024, and August 1, 2025, Steam gained 109,000 new buyers every single day – meaning users making their first-ever purchase on the platform.

To put that into perspective, that means 75 people around the world were buying something on Steam for the first time every minute. Peterson himself compares it to Munich's Allianz Arena, pointing out that even if every new daily buyer were seated there, they would still need 34,000 more seats. Staying with stadium comparisons, even the largest stadium in the United States, Michigan's Big House, wouldn't be enough to fit all of them, with its maximum capacity of 107,6K.

Besides flexing the new-buyer numbers, Peterson also highlighted that the peak number of concurrent Steam users has now surpassed 40 million, up from around 20 million in 2020, while peak in-game concurrent players have exceeded 12 million. The fastest-growing markets between 2020 and 2025 include Japan, Brazil, China, Germany, and the United States.

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On the topic of countries and languages, the presentation also revealed that the majority of Steam users are Chinese-speaking, with roughly 35% selecting Simplified or Traditional Chinese as their primary language. They are followed by English at 33%, Russian at 8.4%, Spanish at 4.6%, and Brazilian Portuguese rounding out the top five at 2.8%.

On top of that, Peterson disclosed that an analysis of the most successful paid games released on Steam over the past four years found that more than half were priced under $50, and nearly a quarter under $30, showing that games can be financially successful regardless of their price.

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