Published Jun 12, 2026, 9:36 AM EDT
Linda Güster is a Contributor at DualShockers and a German, UK-based gaming journalist specializing in video games, esports, industry analysis, features, lists, reviews, interviews, and news. She has been writing professionally since 2020 and began covering video games and esports in 2025, turning a lifelong passion into her professional focus.
Before joining DualShockers, Linda worked as content lead for Esports Insider DACH and The Escapist Magazine Germany. She previously worked in software engineering and digital media, giving her a strong technical background and the ability to explain complex systems clearly. Across her career, she has written thousands of news pieces and covered gaming culture, esports, technology, and broader industry developments.
A Dutch consumer foundation has filed a class action against Valve Corporation, the company behind Steam, claiming more than €220 million in damages on behalf of Dutch PC gamers who have purchased through the platform since 2013. The case is being run by Stichting Consumenten Competition Claims under the name GameClaim, and if you have a Steam account in the Netherlands, you are potentially looking at an estimated €130 in damages if it succeeds.
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This is not an isolated story. It is the latest in a sequence of legal actions across multiple jurisdictions that say a remarkable amount about how regulators and consumer advocates currently view the PC gaming market – and, arguably, how well they understand it.
What the Dutch Case Claims
ValveThe foundation's argument rests on a few specific pillars. Steam holds an estimated 85% market share in PC game distribution, which the foundation argues constitutes a dominant position. Valve allegedly enforces Most-Favoured Nation clauses that prevent developers from selling games more cheaply on rival platforms than on Steam, keeping prices across the market artificially elevated. The 30% commission Valve takes on all game sales is characterized as overly high and reflective of monopolistic behavior. In-game purchases must go through the Steam Wallet, with another 30% taken on those transactions, and developers cannot direct players to cheaper options available elsewhere.
No formal court case has been filed yet. The process requires the foundation to engage with Valve first and attempt a settlement before litigation begins. If Valve declines, formal court proceedings follow – expected to take three to five years. Dutch consumers can sign up through the GameClaim website now to preserve their potential right to future compensation.
Gabe Newell rejects all of it. Valve told Bloomberg that it does not set prices for external sellers, that consumers have genuine alternatives in consoles, competing storefronts, and direct developer purchases, and that Steam's market position reflects the quality of its platform rather than anti-competitive behavior.
The Cases Are Stacking Up
ValveThe Dutch action joins a pile of lawsuits, most of which have not succeeded yet. In the UK, the Competition Appeal Tribunal certified a £656 million class action in January 2026 on behalf of 14 million UK Steam users, brought by digital rights campaigner Vicki Shotbolt. If you bought PC games or add-on content in the UK from June 2018 onward, you are automatically included unless you opted out. In the United States, four gamers filed an antitrust lawsuit in 2024 over the same pricing and commission practices – a previous US lawsuit in 2021 was dismissed. And between 2021 and 2023, the European Commission fined Valve for geo-blocking practices that restricted game distribution based on users' location within the EU.
PlayStation is in the same boat. The UK PlayStation claim values damages at £2 billion across 12.2 million users, with a trial that commenced in March 2026. Another consumer protection foundation filed a separate lawsuit against Sony PlayStation in the Netherlands earlier this year over comparable allegations about digital store pricing. The pattern is clear – regulators and consumer advocates are treating digital storefronts as a category that warrants serious legal scrutiny, and they are pursuing multiple targets simultaneously.
Why The Situation Is More Complicated Than It Seems
ValveThe legal theory underlying most of these cases rests on Valve behaving as Apple does on iOS – a genuinely closed ecosystem where the platform holder controls the only entry point and can block competitors entirely. That comparison does not quite hold up here.
Apple's App Store is the only way to install software on an iPhone without jailbreaking. Steam is emphatically not the only way to play PC games. You can buy directly from developers. You can use GOG, which remains an excellent platform with no DRM and a clear philosophy around consumer ownership. You can use Epic, Ubisoft Connect, the EA app, the Microsoft Store, and itch.io. None of these requires the kind of hardware lock-in that makes the iOS comparison meaningful. You can download a game executable directly from a developer's website and run it on Windows with no launchers involved at all.
The Dutch action joins a pile of lawsuits, most of which have not succeeded yet.
Steam has 85% market share, but not because Valve prevented competitors from entering. The competition entered and still mostly failed. Ubisoft Connect has been mediocre for just about seventeen years. The EA app has a reliability record that still generates complaints. Microsoft owns both Windows and the Xbox brand – they should have had every structural advantage needed to build a dominant PC storefront. Games for Windows Live was a genuine opportunity, but they added too many caveats, never built user trust, and botched the technical side. The Microsoft Store has improved, but still lags behind Steam on features Valve introduced a decade ago.
Epic gives away free games every week. Players collect them and then buy the same games on Steam anyway. That single fact probably explains Steam's position more clearly than any legal argument about commission rates. GOG remains the one genuinely principled alternative, but it is not really competing with Steam at scale – partly because that is not quite what it is trying to do.
Why Regulators Keep Trying Anyway
ValvePlatform market caps attract regulatory attention. The potential damages in these cases are enormous, and a successful prosecution can make careers. The 30% commission – a number that has become something of an industry standard but still looks significant as a line item – is an easy target for public communication even when the underlying legal theory is contested.
There are things worth scrutinizing about how Steam operates. The geo-blocking fines were warranted. The Most-Favoured-Nation clauses that prevent cheaper pricing elsewhere are a legitimate area of concern, if proven to be correct. Whether a 30% commission is proportionate to the service provided is a fair question.
But "Valve is dominant because it made consistently better decisions than its competitors and earned consumer trust over two decades" is not a monopoly case. It is a description of how markets sometimes work. These lawsuits will run for years, Valve will spend considerable money on lawyers, and the outcomes will hinge on legal definitions of dominance that are uncertain in the context of an open platform.
The Steam client still works better than any of its competitors. That is the real reason nothing has dislodged it, and no lawsuit changes that.
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