Valve has just announced a delay and price increase for the Steam Machine

Valve’s plans to revolutionize desktop video games face the reality of the component market. The company has confirmed the postponement of Steam Machine, Steam Frame and Steam Controller, initially planned for the first quarter of 2026, due to the global shortage of RAM and storage. The announcement comes accompanied by a warning: the initially announced prices will be revised upwards, which puts at risk the strategy of competing directly with traditional consoles. What we believed. The official presentation of Valve’s hardware took place in November 2025when the company simultaneously unveiled three devices aimed at expanding its ecosystem beyond the traditional PC: the Steam Machine console, the Steam Frame virtual reality headset, and a new iteration of the Steam Controller. At that time, information provided to media It targeted a launch in the first quarter of 2026. Our love broke. However, Valve has had to recalibrate its expectations. According to the statement, the company acknowledges that it hoped to announce definitive prices and specific release dates at this point, but circumstances in the component market have prevented this. “The limited availability and rising prices of these critical components mean we must review our exact shipping schedule and pricing,” they admit. A little later. The new time frame now extends to the first half of 2026, a deliberately vague formulation that contrasts with the initial precision. Valve emphasizes that it maintains its goal of distributing the three products within that period, but warns about the volatility of the scenario: they need to establish prices and dates that they can announce with confidence, aware of how quickly circumstances can change. The RAM crisis. The problem affects the entire technology industry. Memory manufacturers have experienced a unprecedented price increase: according to data from the component market, the cost of RAM modules has multiplied by three or even four from the beginning of 2026. This escalation responds to a strategic reorientation of the major producers such as SamsungSK Hynix and Micron, which prioritize the manufacture of high-performance memory for artificial intelligence servers, a segment that offers higher profit margins. It was seen coming. Already in November, when Valve presented its hardware, the warning signs were evident. By then, the company recognized that setting prices was complex because “the market is a little strange” and “memory prices are going up as we speak.” What seemed like temporary turbulence has been consolidated as a structural trend. It is a crisis that evokes the semiconductor shortage that shook the industry between 2020 and 2022, causing delays in the launch of consoles and widespread price increases in graphics cards. The current phenomenon presents, however, a peculiarity: it is not about interruptions in the supply chain, but rather a deliberate decision by manufacturers to redirect productive capacity towards the lucrative AI market, leaving the gaming industry in the background. What is known about the machine’s hardware. The Steam Machine, the star product of this trilogy, will be powered by an AMD processor, as confirmed by the semiconductor company’s CEO, Lisa Su, during the presentation of quarterly results: “From a product perspective, Valve is on track to begin shipping its AMD-powered Steam Machine early this year.” That statement, which sounded reassuring then, now takes on an ironic tone: the hardware is ready, but the economic context is not. During previous sessions with specialized media, the company indicated that the Steam Machine would be placed “close to the entry level of the PC space”, a formulation that suggested that it would compete directly with PlayStation 5 and Xbox Series X|S in terms of price, rather than with high-end PC configurations. This approach clashes head-on with the current reality of the components market: competing with consoles means achieving very tight margins in a closed ecosystem where Sony and Microsoft can assume initial losses. Valve lacks that flexibility, and the increase in memory and storage costs threatens to place its products in a price range that would distance them from the average consumer. In Xataka | Panic of a ridiculous death among RAM manufacturers: they fear that technology companies will “monopolize” and they are already putting controls

Valve has been charging a 30% commission on Steam for twenty years. Now it’s your turn to explain why before a judge.

Valve will have to defend its business model before the British courts after the Competition Appeal Court of London authorized on January 26 a class action lawsuit that could cost £656 million, about $900 million. The accusation: the American company abuses its dominant position in the PC games market with commercial practices that keep prices artificially high and limit competition between digital distributors. The demand. Vicki Shotbolt, activist specializing in digital rights and CEO of Parent Zonefiled the legal action in June 2024. It represents approximately 14 million British users who have purchased video games or additional content through Steam since 2018. The case is based on three arguments: first, it questions the 30% commission that Valve charges on each transaction on Steam. The prosecution considers this fee excessive and maintains that it has a direct impact on the final price. The second argument attacks “price parity obligations”: contractual restrictions that would prevent studios and distributors from offering their titles at more competitive prices on other platforms. Valve would have intervened in specific cases when detecting more aggressive discounts outside of Steam. The third point points out a retention mechanism: whoever purchases a base game on Steam must purchase all subsequent downloadable content exclusively on that platform. Other cases. The British case is not an isolated episode. In the United States, independent studios Wolfire Games and Dark Catt Studios filed antitrust lawsuits against Valve in 2021. They were initially dismissed, but the plaintiffs reformulated their arguments and resubmitted them in 2022. A court ordered the two cases to be merged. Since then, any developer, publisher or individual who has paid commissions to Valve on sales since January 28, 2017 can join. David Rosen, founder of Wolfire Games, explained which took legal action after Valve’s direct intervention when it tried to offer lower prices on other platforms. In August 2024, four players from California, Florida, and Missouri filed a separate lawsuit accusing Steam of “strangling competition with blatantly anti-competitive pricing restrictions.” Antitrust. The lawsuits against Valve are part of a broader pattern of antitrust litigation. The most relevant precedent is the confrontation between Epic Games and Apple: the developer of ‘Fortnite’ implemented an alternative payment system that avoided the 30% commission of the App Store. Apple won most points in the litigation, but had problems in certain states such as California. The case against Google had a more forceful outcome: Epic demonstrated that the company had illegally monopolized the Android ecosystem, which will force Google to allow competing app stores on its devices until November 2027. Antitrust. The lawsuits against Valve fit into a broader pattern of antitrust litigation. The most relevant precedent is the confrontation between Epic Games and Apple: The developer of ‘Fortnite’ implemented an alternative payment system that avoided the 30% commission from the App Store. In May 2025Fortnite returned to the Apple store. The case against Google had a stronger outcome: Epic managed to prove that the company had illegally monopolized the Android ecosystem, which will force Google to allow competing app stores on its devices until November 2027. The magnitude of Valve. Steam hosted more than 19,000 video games during 2025, generating total revenues of $11.7 billion. The income that Valve obtains exclusively from its commissions on sales increased from 1.1 billion dollars in 2015 to an estimated 3.2 billion in 2024, tripling in less than a decade. Additionally, Valve produces approximately $50 million in revenue per employee, an exceptional figure even in the technology sector. The London court has not yet set a date for the trial, which will determine whether these practices constitute abuse of a dominant position. If the lawsuit is successful, the affected British users could receive compensation for the extra costs that, according to the accusation, they have been paying for years. In Xataka | Amazon wanted to surpass Steam and spent 15 years spending 250 times more. It has only served them to enter into crisis

the surprising equipment of the new $500 million superyacht from the founder of Valve

The founder of Valve, Gabe Newell, in addition to being a video game enthusiasthas also proven to be a true sea enthusiast. In fact, his enthusiasm for sailing reaches such a point that not only has he just launched a new superyacht valued at more than 500 million dollars, but he has even has been purchased the company that manufactured it. Gabe Newell is one of the most active millionaires when it comes to superyachts. With a fortune estimated at about 11 billion dollarsthe video game magnate has a small flotilla of yachts, although not all of them are used for recreational boating, but are part of the marine research organization ink fish. Newell’s new yacht However, the Valve co-founder’s new yacht has been designed in great detail for the millionaire’s use and enjoyment. The new acquisition used the internal code Y722, but upon leaving the dry dock it has been registered as Leviathan.

The Steam Machine’s key to eating the market will be the price. And there Valve has an ace up its sleeve

The video game world is revolutionized. It’s not every day that a new “PC-console” is announced, but even rarer is that the device comes from Valve. They have just presented the Steam Machinea console-shaped PC that has been posed as a direct threat to Xbox and PS5but also for the Windows PC itself. Much has changed since Steam Machines from a decade ago and, with the new model, Valve will not take timid steps. Steam Deck has shown them that they have a lot to say in the field of hardware, but as always, success will depend on the price of the Steam Machine. It has to be attractive to gain a foothold. And Valve has a wild card called 30%. The price of the Steam Machine and the 30% wildcard A decade ago, Valve already took a hit with the first Steam Machines. He said that they were a timid bet because Valve developed the system, but between the fact that there were not so many games available for it (based on Linux) and that the machines were not designed by Valve, but rather delegated to companies like Asus and AlienWare (which set prices that were not competitive), well the thing ended… badly. The situation has changed a lot by three factors: In the shadows they continued to develop the Steam OS systemmaking it compatible with both Linux and Windows games. They launched a Steam Deck with which they have shown that they know how to make competitive hardware. Although threats such as Amazon and Epic Games have appeared, their platform remains the undisputed queen when we talk about PC gaming. The Steam Machine will arrive (accompanied by a new controller and a virtual reality viewer named Steam Frame) at the beginning of 2026. We do not know the specific date, nor the price. And, of course, once the initial excitement of the announcement had passed, the conversation turned to theorizing about the price of the Steam Machine. Here I want to be cautious because whenever hypotheses are launched about the price of hardware there are a lot of factors that come into play. We can take the components as a reference and say “To build a PC like this is about 700 euros”but then there are the design costs (it is very small and that increases the price), development, logistics… The last time the price of a console was theorized was with nintendo switch 2and their 470 euros They ended up surprising (although the 90 of some of their games were more surprising). Therefore, I don’t want to venture to say whether the Steam Machine will cost more or less. There are some clues. The Verge is one of the media outlets that has had the machine nearby and claims that Valve plans a price “similar to a PC with similar features.” From the middle they point about $800, but that’s only in components (without the system and other costs, for example), but the components are customized and look like versions of laptop CPUs and GPUs, not the ones we can buy for a desktop. From the technical media Digital Foundry take for granted that the range will be between 500 and 600 euros, but again: it is difficult to estimate because there is not much to scratch. Now, my reflection is that, if the objective of Steam is to punch the table and wants to take part of the pie from both the consoles Like the PC itself, the Steam Machine will be sold at a loss. Because? Because if there is a company that can afford it, it is Valve. For starters, it’s a private company. Gabe Newel, Valve’s boss, owns 51% of the shares. This implies that they do not have to give explanations to shareholders. This is why we do not have public figures for Steam profits or Steam Deck sales (although it is esteem which dominates the -small- consolidated PC market). But the reason why Valve can sell a console at a loss, or not care so much about not making money per machine sold, is because all the ones they sell have Steam as launcher and store, and the company keeps a significant percentage per game sold on the platform. That percentage is around 30%which implies that if a million copies of a game are sold, Valve’s share of the pie is considerable. And, although not all games sell millions, thousands of video games are released every month. that “solely” for setting up the servers and hosting the games developed by other companies. Besides, there is the matter of the stickersa market in which Steam also keeps a good percentage of each transaction. AND It is something that moves dizzying figures. On the Steam Machine, as on the Steam Deck, you can run games from platforms such as GOG, Epic or Rockstar, but in the end The PC marketplace par excellence is Steam. It is the mainstream platform and each of those Steam Machines will be a window to a store that has offers every now and then and that is very well positioned at a time when console games are more and more expensive. The consoles themselves are much more expensive than when they were launched five years ago. Therefore, although it is impossible to guess a price for the Steam Machine, as I said, If there is someone who can sell their machine at a loss because it will recover the difference with the software, that is Valve. And if they launch an affordable machine, with the market as it is, they can deal a tremendous blow to their direct competitors: consoles. But also to the PC itself. In Xataka | There are more and more physical video games that are paperweights. It is a tremendous problem for video games as art.

Valve has released its source code and the possibilities are huge

Valve just Release the source code of ‘Team Fortress 2’. This game, considered one of the parents of the Hero Shootershas been spinning since 2007 (how hard it has been to write that) and is one of Steam’s best known and popular titles. Few online games that have been in the market for almost 20 years can say that they bring together more than 20,000 players daily. Today your code become free (With certain conditions) and that means one thing: that a huge range of possibilities opens. What happened. Valve, the company behind Steam, has published a huge update of the Source SDK that adds “the entire client and server code of ‘Team Fortress 2′”. Basically, from now on any person with the appropriate knowledge could make their own ‘TF 2’. This sdk, They explain from Valve“It offers mods creators the possibility of changing, expanding or rewriting ‘TF2’, making possible from small touch -ups to complete conversions.” But huh, no money. Valve has covered his back well with this. The SDK is licensed with a non -commercial base, that is, “any mod created using the SDK must be free”, as well as any content included in these mods. However, if someone uses the ‘Team Fortress 2’ code to create, for example, an action and adventure game in the first person, they can publish it in Steam and appear as a new game. Whenever it is free, there are no limitations. Se (can come) little things. The world of mods is spectacular. There are many games that we have today whose origin dates back to Mods of other games. For example, ‘Counter Strike‘It was, in the beginning, a mod of’Half life‘. The first ‘Team Fortress’ was a mod of’Quake‘ and ‘Deta Auto Chess‘It is, indeed, a mod of’ dota 2 ‘whose origin is, in turn, a mod of’Warcraft III: Reign of Chaos‘Call’ Defense of the Ancients’ (hence the acronym, Dota). As regards ‘Team Fortress 2’, if it was already a living game now has all the ballots to be even more. We are not talking about modders can Add maps or weapons modelsbut to make deep changes to the point that new games look like. Let’s think about making a racing game, a tactical shooter, an Moba, the options are practically infinite. Valve’s future. Everything points to what goes through ‘Deadlock‘. It is a secret project (which is very little secret) that consists in combining the genre Moba with the Hero Shooter. It is located in an early stage of development, but more than 10,000 people say it. It has no release date, requirements, nothing at all, but is in the oven. When will it come out? We will have to wait. Image | Valve In Xataka | If you like ‘Doom’, the mod called ‘Doom Zero’ that includes 32 new levels can already be enjoyed in consoles, mobiles and PC

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