Tuesday, February 24

PC gaming’s “big five” claim 35% of all hours played on the platform, report reveals


PC Guide is reader-supported. When you buy through links on our site, we may earn an affiliate commission. Read More

PC gaming is home to a massive library of games; new titles are available every day, and Steam hit a record-high in 2025 with over 20,000 games being released on the platform during that year. But when you break down where players actually spend most of their collective time, that number shrinks drastically. A new report from Epyllion’s Matthew Ball shows that just five games account for 35% of all PC gaming hours. That number alone says a lot about the state of the industry in recent times.

The five games are Counter-Strike 2, Fortnite, Minecraft, League of Legends, and Roblox. These are not surprise names, as they are established giants, and some even launched more than 15 years ago. Yet they continue to dominate PC engagement in a way that new releases simply cannot match.

Over a hundred thousand games, but just five dominate playtime stats

What really nails this statistic is that the situation has barely changed from last year. The same titles remain on top. The “next five” games, which together account for around 10% of player hours, are also older titles. While Ball does not list them directly, it is easy to imagine games like PUBG: Battlegrounds or World of Warcraft sitting in that tier. These are games with long lifespans, deep ecosystems, and loyal communities.

Image Source: Epyllion

New releases, on the other hand, struggle to break through. In 2025, games released within the year only made up around 14% of player hours on Steam, including handheld systems like the Steam Deck. What’s more interesting is that half of that 14% goes to just four titles.

When we look at the age breakdown, 45% of PC gamers spend their time in games that are between one and seven years old. Another 41% are playing titles that are eight years old or more. That leaves very little room for fresh IPs to gain long-term traction, as players are not constantly jumping to the next big thing.

Revenue trends also show a shift. Major publishers have managed to maintain or even grow revenue, but not because more people are playing or spending more time. Instead, growth has largely come from higher prices, as game prices have increased over the years.

Roblox is larger than other platforms combined

According to the report, Roblox has also become a singular driver of the total video game market. In 2025, it represented over 4.5% of non-China game spending and accounted for 67% of net growth. Even more surprising, Roblox’s quarterly engagement is now as large as Steam, PlayStation, and Fortnite combined. It is even approaching Netflix in total hours of use.

Inside Roblox, user-generated content drives massive engagement. Simple experiences like Grow a Garden now attract more sustained playtime over a ten-month average than entire portfolios from Blizzard, including World of Warcraft, Overwatch 2, Diablo IV, and Hearthstone. Other Roblox titles, such as Steal a Brainrot and 99 Nights in the Forest, outperform even Dota 2 in engagement terms. Developers creating games inside Roblox are reportedly earning over $1.5 billion per year, up more than 70% year over year.




Source link

Leave a Reply

Your email address will not be published. Required fields are marked *