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Steam’s rules for in-game purchases and selling direct

Steam requires in-game purchases to go through the Steam Wallet and takes 30%, 25% or 20%. What Valve’s public rules allow, what they leave out, and what is in court.

Last reviewed 7 min read11 sources

In short

  • In-game purchases in a Steam game must go through Steam’s microtransaction API, so players pay from their Steam Wallet. Store pages may not link to other websites.
  • Valve takes 30% of a game’s Steam revenue up to $10 million, 25% from $10 million to $50 million, and 20% above $50 million. GameDiscoverCo puts Valve’s effective take on third-party games in 2025 at 24%.
  • Valve’s public documentation does not say whether you may sell currency to Steam players on your own website, or let them spend currency bought elsewhere in the Steam build. Those terms sit in the Steam Distribution Agreement, which is not public.
  • You may sell Steam keys for your game and DLC on other stores, provided Steam customers do not get a worse deal.
  • A class of developers and publishers is suing Valve over its commission and alleged parity rules. The case was still open on 6 October 2026, with no trial date.

What Steam requires for in-game purchases

If your game sells anything inside the Steam build, the sale goes through Steam. Valve’s microtransaction page states the rule:

For any in-game purchases, you’ll need to use the microtransaction API so Steam customers can only make purchases from the Steam Wallet.

Steamworks, Microtransactions (In-Game Purchases)

That covers individual items and in-game currency. The player pays from their Steam Wallet, Valve processes the payment and keeps its revenue share, and you are paid the rest.

The same applies when your game depends on a paid service you run outside Steam. Valve’s content survey says you must manage access to that service for your players and collect “payment from your player using a Steam-supported payment method.”

The older sentence that seems to say otherwise

Valve’s older Microtransactions Implementation Guide contains a line that reads the other way:

Steam places no restrictions on what you sell or how you sell it nor does it preclude the use of whatever other mechanisms your game has for selling items.

Steamworks, Microtransactions Implementation Guide

Treat the requirement page as the rule. It sits under Valve’s heading “In-Game Purchase Requirements”, it is specific (“any in-game purchases”), and the implementation guide is a technical walkthrough of the API. A studio that ships its own checkout inside a Steam build on the strength of the older sentence is relying on the weaker text.

What your Steam store page can’t say

The store page is off limits for sending players elsewhere. Valve’s description rules say: “You cannot use your store page descriptions or graphical assets to promote or link to other websites.” That includes your own web shop and your own launcher.

Where Steam’s public rules stop

Two questions matter most to a studio with a web shop, and Valve’s public documentation answers neither:

  1. May you sell in-game currency or items on your own website to players who play the Steam version?
  2. May a player spend currency bought elsewhere (on your website, or on another platform) inside the Steam build?

We found no Steamworks page that allows or forbids either. The binding terms are in the Steam Distribution Agreement, which partners review inside Steamworks and which Valve does not publish. This page does not guess at what it says. If either question decides your business case, get Valve’s answer for your title in writing before you build.

What Valve takes: 30%, 25% or 20%

Valve takes 30% by default. In November 2018 it added two lower tiers for high-earning games:

Starting from October 1, 2018 (i.e. revenues prior to that date are not included), when a game makes over $10 million on Steam, the revenue share for that application will adjust to 75%/25% on earnings beyond $10M. At $50 million, the revenue share will adjust to 80%/20% on earnings beyond $50M. Revenue includes game packages, DLC, in-game sales, and Community Marketplace game fees.

Valve, Steamworks announcement, 30 November 2018

The lower rates apply only to earnings above each threshold, so the blended rate falls slowly. Worked through for three games, counting Steam revenue from 1 October 2018:

Steam revenue since Oct 2018 Valve’s cut Blended rate Studio receives
$5m $1.5m (30% of $5m) 30% $3.5m
$60m $3m + $10m + $2m = $15m 25% $45m
$200m $3m + $10m + $30m = $43m 21.5% $157m

Across the whole store, most of the money sits in the lowest tier. GameDiscoverCo estimates that Valve took about $3.54bn of roughly $14.98bn spent on third-party games in 2025, and that more than half of that spending fell in the 20% tier.

30%

Valve’s default share, falling to 25% above $10m and 20% above $50m per game

Valve, 2018

24%

Valve’s estimated effective take on third-party games in 2025

GameDiscoverCo

52%

Share of 2025 third-party Steam revenue earned in the 20% tier

GameDiscoverCo

Steam Direct also charges a $100 product submission fee per title. Every in-game sale in the Steam build pays the same share as the game itself, because the Wallet is the only permitted way to pay.

Steam keys: selling your game elsewhere at the same deal

Steam keys are the sanctioned way to sell a Steam copy of your game outside Steam. Valve issues them free and describes them as a tool “to help you sell your game on other stores and at retail.” You can request keys for games, demos and DLC that are available on Steam, and a launching game can receive up to 5,000 default release keys before further requests are reviewed case by case.

The condition is parity:

You should use Steam Keys to sell your game on other stores in a similar way to how you sell your game on Steam. It is important that you don’t give Steam customers a worse deal than Steam Key purchasers.

Steamworks, Steam Keys

Valve allows discounts on keys at different stores at different times, “as long as you plan to give a comparable offer to Steam customers within a reasonable amount of time.” Valve provides keys as a free service, so a key sold on your own site carries no Valve revenue share. Keys do not help with in-game currency, because they cover games, demos and DLC.

Account linking: what Valve asks for

Valve wants studios with their own account systems to connect them to Steam accounts automatically:

Do you have your own account system? If so, we strongly encourage you to use Steamworks API to automatically create or link the Steam customer’s account with your system, rather than requiring the customer to manually create an account through your game or website.

Steamworks, Microtransactions (In-Game Purchases)

The same page adds that, ideally, a player should not be able to detach their Steam account from yours and attach a different one. Linking is how a cross-platform game keeps one player profile across Steam, other PC stores and consoles. Whether that profile may carry currency bought outside Steam into the Steam build is the undocumented question above.

The antitrust case against Valve

In re Valve Antitrust Litigation, led by Wolfire Games, was filed in the Western District of Washington in April 2021. The developer and publisher plaintiffs allege that Valve enforces a “Platform Most Favored Nations” policy requiring price and content parity, and that this lets Valve keep a commission above competitive levels. Valve disputes the claims. In November 2024 Judge Jamal Whitehead certified a class of game companies that paid Valve a commission on Steam sales. The order does not cover the separate proposed consumer class.

The fight has spread beyond Seattle. A parallel collective action against Valve is before the UK Competition Appeal Tribunal, Vicki Shotbolt Class Representative v Valve Corporation. On 21 September 2026 Judge Whitehead let its class representative intervene in the US case for one purpose: to ask how the 2022 protective order treats evidence that could be used in the UK, which the court found involves “substantively similar claims.” The same order accepted a brief from 25 consumers whose arbitrations against Valve are pending. Briefs on that question were filed on 23 and 24 September 2026, and the court had not ruled on it by 6 October. None of this touches the merits.

Date Event
30 Nov 2018 Valve announces 25% and 20% tiers, backdated to 1 October 2018.
27 Apr 2021 Wolfire Games files its class action against Valve.
26 Nov 2024 Court certifies the developer and publisher class.
31 Mar 2026 Court rules on Valve’s motion for summary judgment in a sealed order.
10 Aug 2026 Status conference held.
21 Sep 2026 Court lets the representative of a parallel UK class action intervene over the protective order.
6 Oct 2026 Case still open. No trial date on the public docket.

What PC studios do instead

Valve’s public rules leave three routes that need no reading between the lines.

Keys on your own site are the simplest. Sell the game and its DLC as Steam keys at the same deal Steam customers get, and you keep the full price less your own payment and tax costs.

Steam’s microtransaction rule covers the Steam build only, so a build in your own launcher or on another PC store is outside it. The PC store comparison sets out Epic’s 0% on in-app purchases through your own payments and Microsoft’s requirement to use its billing.

A single account system, linked to Steam accounts as Valve encourages, lets a player keep progress across platforms.

The route that stays unconfirmed is a web shop selling currency to Steam players. The PC web store guide covers how studios set up the routes above.

Checklist for a studio on Steam

  1. Route every in-game purchase in the Steam build through the microtransaction API and Steam Wallet.
  2. Remove links and references to outside stores from your store page text and images.
  3. Before you sell keys elsewhere, check that Steam customers get the same or a comparable price within a reasonable time.
  4. If your plan relies on web-bought currency reaching the Steam build, get Valve’s written answer for your title first.
  5. Work out which revenue tier your game sits in and model the gap to your direct-sale margin in the calculator.

Questions studios ask

Can I use my own payment system for in-game purchases in a Steam game?

No. Valve’s microtransaction page says that for any in-game purchases you need to use the microtransaction API so Steam customers can only make purchases from the Steam Wallet. An older implementation guide on the same site reads more loosely, but the requirement page is the current statement of the rule.

What percentage does Steam take?

30% by default. Since 1 October 2018 the share drops to 25% on a game’s Steam earnings above $10 million and to 20% on earnings above $50 million. Valve counts game packages, DLC, in-game sales and Community Marketplace game fees toward those thresholds.

Can I sell Steam keys on my own website?

Yes. Valve provides Steam keys so you can sell your game on other stores and at retail, for games, demos and DLC that are also on Steam. The condition is that you do not give Steam customers a worse deal than key buyers. A discount elsewhere is fine if Steam customers get a comparable offer within a reasonable time.

Can Steam players buy in-game currency on my website and use it in the Steam version?

Valve’s public documentation does not answer this either way. The binding terms are in the Steam Distribution Agreement, which is not published. Get Valve’s answer in writing for your title before you build a web shop aimed at Steam players.

Does Steam’s cut apply to in-game purchases?

Yes. In-game sales made through the Steam Wallet pay the same revenue share as the game itself, and Valve’s 2018 announcement lists in-game sales among the revenue that counts toward the $10 million and $50 million tiers.

Sources

  1. Microtransactions (In-Game Purchases) · Valve, Steamworks documentation · checked 6 Oct 2026
  2. Microtransactions Implementation Guide · Valve, Steamworks documentation · checked 6 Oct 2026
  3. Store page description rules · Valve, Steamworks documentation · checked 6 Oct 2026
  4. Steam Keys · Valve, Steamworks documentation · checked 6 Oct 2026
  5. Content survey: paid external services · Valve, Steamworks documentation
  6. Onboarding: product submission fee · Valve, Steamworks documentation
  7. New Revenue Share Tiers and other updates to the Steam Distribution Agreement · Valve, Steamworks Development group · 30 Nov 2018
  8. Revealed: the numbers behind Steam’s revenue share · GameDiscoverCo · 24 Mar 2026
  9. In re Valve Antitrust Litigation, No. 2:21-cv-00563 (W.D. Wash.), docket · CourtListener · checked 6 Oct 2026
  10. Order granting class certification, Dkt. 391 · US District Court, Western District of Washington · 26 Nov 2024
  11. Order granting limited intervention and leave to file amicus brief, Dkt. 701 · US District Court, Western District of Washington · 21 Sep 2026

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