Epic Games Store’s 12% Cut: Tim Sweeney’s Bold Challenge to Steam’s Dominance

Epic Games Store, led by Tim Sweeney, challenges Steam with a 12% revenue cut versus 30%. Despite criticism for its interface and exclusive game deals, Sweeney defends these strategies as necessary for market competition, arguing that dominant platforms charge excessive fees compared to actual operating costs.
Epic Games Store’s 12% Cut: Tim Sweeney’s Bold Challenge to Steam’s Dominance
Written by John Smart

Epic Games Store and the Battle for Digital Distribution: Tim Sweeney’s Vision Amid Criticism

In the competitive landscape of digital game distribution, Epic Games’ founder and CEO Tim Sweeney has positioned his company’s storefront as a disruptive force challenging established players like Steam. Speaking on the Lex Fridman Podcast, Sweeney addressed the criticism surrounding the Epic Games Store (EGS) while defending the platform’s strategic decisions in its ongoing battle for market share.

Since its launch, Epic Games Store has distinguished itself with a 12% revenue cut—significantly lower than Steam’s 30% take from developers. This competitive pricing strategy represents what Sweeney calls a more equitable model for game creators, though the platform has faced persistent criticism on two fronts: its user interface and exclusive game deals.

“One of the reasons that people characterize the Epic Games launcher as clunky is because like the Epic Games launcher is clunky,” Sweeney candidly admitted. “We need to improve this. I wish we’d gotten better at addressing quality of life features.”

The CEO acknowledged that Steam’s 15-year head start has created a polished product that’s difficult to match quickly, forcing Epic to make tough prioritization decisions. While commercial features often took precedence, Sweeney recognized the need to address user experience concerns.

“That’s definitely been a disappointment to us and to a lot of users,” he said, while noting that performance varies widely depending on factors like proximity to content delivery networks and game collection size.

On the contentious issue of exclusive game releases, Sweeney drew a sharp distinction between Epic’s approach and the practices of companies like Apple that he has publicly battled.

“Epic has never forced any developer into any sort of exclusivity relationship,” Sweeney emphasized. “Rather, we’ve offered developers payment or incentives or marketing or any number of things of value to them in exchange for coming to our store exclusively.”

According to Sweeney, these exclusivity arrangements—which have reportedly cost Epic over a billion dollars in payments to developers—were necessary competitive tools for an underdog platform. When Epic attempted to compete on price by offering games at lower costs than on Steam, developers resisted, fearing retaliation from established platforms.

“Every developer told us that they wouldn’t agree to better pricing because if they did, then Steam would stop giving them marketing featuring and benefits,” Sweeney claimed, describing what he sees as an “undercurrent of powerful platforms and ecosystems encouraging developers not to compete on price.”

The exclusive deals have yielded mixed results. While major titles like Borderlands performed well as Epic exclusives, smaller games often struggled without Steam’s built-in audience. As timed exclusivity periods ended, many developers eventually released their games on Steam as well.

Sweeney also highlighted Epic’s pioneering work in cross-platform gaming through Fortnite, which helped break down barriers between PlayStation, Xbox, PC, and other platforms. This initiative required significant pressure on Sony, which initially resisted cross-platform play.

“Sony had a long-running policy preventing cross-platform play, and we had a long series of conversations which got pretty harsh towards the end,” Sweeney revealed. “But Sony ultimately came around and they opened up PlayStation.”

This successful negotiation stands in stark contrast to Epic’s ongoing legal battles with Apple over App Store policies. Sweeney lamented that “a better version of Apple would have received the email I sent to senior Apple management” and been willing to reconsider their approach.

As the digital distribution landscape continues to evolve, Sweeney remains committed to challenging what he views as excessive fees charged by dominant platforms. Citing evidence from Epic’s legal battle with Google, he claimed that the actual cost of operating digital stores is around 6% of revenue—far below the 30% standard established by industry leaders.

“In a competitive market, what [would] a company whose cost is 6% [of revenue] charge? 30%? Like absolutely not,” Sweeney argued. “Only a monopoly can do that.”

While acknowledging the challenges ahead, Sweeney remains confident in Epic Games Store’s long-term prospects, emphasizing the company’s commitment to reinvestment and building a multi-billion-dollar business that puts developers first.

Source: Lex Fridman Podcast Clips

Subscribe for Updates

HiTechEdge Newsletter

Tech news and insights for technology and hi-tech leaders.

By signing up for our newsletter you agree to receive content related to ientry.com / webpronews.com and our affiliate partners. For additional information refer to our terms of service.

Notice an error?

Help us improve our content by reporting any issues you find.

Get the WebProNews newsletter delivered to your inbox

Get the free daily newsletter read by decision makers

Subscribe
Advertise with Us

Ready to get started?

Get our media kit

Advertise with Us