The ongoing battle for dominance in the PC gaming storefront market has reached a new boiling point. Epic Games CEO Tim Sweeney, a vocal critic of Valve’s dominant Steam platform, has once again reignited the discourse surrounding digital distribution fees. By labeling high platform commissions as an impediment to developer success, Sweeney has attempted to position his own Epic Games Store as the more equitable alternative. However, his recent efforts to cite industry giants like HoYoverse—the developer behind Genshin Impact—as "Steam skippers" have backfired, sparking a public correction that highlights the complexities of modern game distribution.
The Core Dispute: Sweeney’s Theory of Fees and Profitability
The tension stems from a recent social media exchange on X (formerly Twitter). Responding to a user who challenged the notion that Valve is solely responsible for developers avoiding Steam, Sweeney doubled down on his long-standing economic thesis.
"Steam charges such high fees that developers with strong brands and big enough audiences, like Epic, Riot, and MiHoYo, find it more profitable to go it alone," Sweeney argued. "Ironically, lower fees and more openness might increase Steam profit."
Sweeney’s argument rests on the assumption that the traditional 30% cut taken by most major storefronts is an archaic model that stifles innovation and limits developer margins. By bypassing these storefronts or utilizing platforms like the Epic Games Store—which famously offers a more generous revenue split—Sweeney believes developers can invest more heavily in their own infrastructure and community management.
A Chronology of Platform Relations
Sweeney’s assessment, however, ignored the evolving reality of how HoYoverse (formerly MiHoYo) interacts with the PC ecosystem. The company, which has seen meteoric growth through its "HoYoverse" brand, has not been a wholesale "skipper" of Steam as the Epic CEO suggested.
2021: The Initial Pivot
In 2021, HoYoverse made a significant move by bringing Honkai Impact 3rd to Steam. This served as an early experiment in leveraging Valve’s massive, globally distributed user base. During the same period, the developer entered a strategic partnership with the Epic Games Store, launching Genshin Impact there to capitalize on the platform’s more developer-friendly revenue share.

2024: The Zenless Zone Zero Expansion
The most definitive rebuttal to the "Steam-skipping" narrative arrived just weeks ago with the launch of Zenless Zone Zero on Steam. The action RPG’s debut on the platform was met with significant engagement, proving that even a developer with the brand power to "go it alone" sees immense value in the discovery tools and user base that only Steam can provide.
The Emerging Genshin Impact Rumors
Following the successful Steam launch of Zenless Zone Zero, eagle-eyed data miners discovered new file structures within the HoYoverse launcher that strongly suggest a Steam version of Genshin Impact is in active development. While some analysts caution that this could simply be a byproduct of shared code architecture across the developer’s suite of titles, the timing—coinciding with the lead-up to the anticipated 7.0 update—has led to widespread speculation that HoYoverse is preparing for a full-scale move onto Valve’s storefront.
Supporting Data: Why Storefronts Still Matter
The disparity between Sweeney’s rhetoric and the industry’s actions is best understood through data. While Epic Games continues to push for lower fees, the sheer volume of traffic on Steam remains an insurmountable force for many publishers.
The "Mythic" and "Legendary" Tiers
Epic Games’ own annual reports inadvertently highlight the challenge of their mission. In their latest store metrics, Honkai: Star Rail and Genshin Impact are classified as "Mythic" titles—the highest tier of success on the Epic Games Store. Yet, Zenless Zone Zero—despite its smaller audience compared to Genshin—is already achieving "Legendary" status.
Crucially, the Epic Games Store has historically struggled with conversion rates. Recent disclosures revealed that only 16% to 18% of users who claim free games on the store go on to purchase a paid title. This statistic suggests that while Epic is excellent at user acquisition, Steam remains the "stickier" platform where players are conditioned to build permanent libraries and spend money.
The Account Linking Model
The success of Zenless Zone Zero on Steam is largely attributed to its seamless account-linking feature. By allowing existing players to port their progress from the standalone launcher or the Epic Games Store version over to Steam, HoYoverse mitigated the "friction" that usually discourages players from switching platforms. This suggests that for developers of "live-service" games, the storefront is not a cage, but a secondary service layer that provides access to a specific demographic—the "Steam-only" gamer.

Official Responses and Public Scrutiny
Sweeney’s claims were met with a rare "Community Note" on X, which provided context regarding HoYoverse’s actual presence on Steam. This public correction served as a reminder that even the most powerful CEOs are subject to the scrutiny of an informed community.
When pressed on whether his goal is to destroy Steam, Sweeney has historically been diplomatic, stating, "My goal on PC isn’t to topple Steam." Instead, he frames his goal as achieving "enough market share on PC that you have to be here no matter what." However, the industry’s continued reliance on Steam suggests that Valve’s "nice thing," as Sweeney calls it, is built on a foundation of user trust and infrastructure that, for now, remains the industry standard.
Implications for the Future of PC Distribution
The implications of this tug-of-war are significant for the future of the industry:
- The End of Exclusivity: For a time, the industry flirted with platform exclusivity as a means to force migration. The recent behavior of HoYoverse suggests a shift toward a "multi-storefront" strategy. Developers are realizing that they can maintain their own launchers for dedicated fans while utilizing Steam for discovery and mass-market reach.
- The "7.0" Milestone: If Genshin Impact does indeed arrive on Steam with the 7.0 update, it will be a landmark moment. It will signify that even the most successful, brand-dominant games in the world eventually find that the benefits of Steam’s ecosystem outweigh the costs of its fees.
- The Evolution of Fees: Sweeney’s argument for lower fees is not without merit, and it has already forced change. Whether through Epic’s own store or developer-led efforts to negotiate better rates, the "30% standard" is under more pressure than ever before. However, as long as Steam provides the best tools for community, modding, and social interaction, it will likely maintain its status as the "home base" for PC gamers.
Conclusion
The debate between Tim Sweeney and the current state of the industry is a microcosm of a larger power struggle in digital distribution. While Sweeney correctly identifies that high fees are a point of contention, he underestimates the value of the ecosystem that Valve has spent two decades building. HoYoverse’s trajectory—moving from independence to selective storefront partnerships, and finally to a broader Steam presence—suggests that in the modern era, the best strategy isn’t to "skip" Steam, but to master the art of being everywhere at once. As the industry moves toward the next generation of live-service milestones, the storefront wars may evolve from a fight for exclusivity into a race to see who can provide the most value to the developer and the player alike.







