Tags & features

Which kinds of games rose and fell, and how the things a game is expected to support changed underneath them.

Tag waves

Genres barely move; tags move constantly. This chart counts releases per year that carry a tag among their top six — the same threshold the niche radar uses. Without it, every casually applied tag would count and the chart would mostly show how tagging behaviour changed rather than what was being made.

Tags are voted on by players and reflect a game's current tags, not the ones it had at release. Click a legend entry to isolate a line.

Releases per year for the twelve most common tags

Only tags ranked in a game's top six count.

Based on 431,623 games.

The 30 most common tags overall

Across the whole catalogue, all ranks. Click a bar to open that tag.

Based on 30 games.

Supply against demand, by genre

Horizontal: how many games carry the genre. Vertical: average reviews per game in it. Bottom right is crowded and quiet; top left is thin and loud.

Based on 22 genres.

This is the platform-wide version of what the niche radar does per tag combination — the same idea, one level up.

What games are expected to support

All three charts below are derived from Steam's store categories. The API does offer a dedicated controller field, and it is recorded now — but only from the moment each game was last refreshed, so the categories stay the only source that reaches back across every release year.

Like the genre charts, these reflect today's store page. A game that added controller support in a later patch counts as having had it all along. Steam Deck compatibility and supported languages are not collected at all, so they are not shown — a chart without data behind it is the one thing a statistics page must not produce.

Single-player versus multiplayer, by release year

A game counts as multiplayer if it declares any co-op, PvP, LAN or online mode.

Based on 131,172 games.

Controller support, by release year

Full, partial, or nothing declared.

Based on 131,172 games.

VR games as a share of releases

Split into titles that require a headset and titles that merely support one.

Based on 131,172 games.

DLC, demos and platforms

Two decisions every project eventually faces: whether to plan for paid add-ons, and whether to ship a demo. These charts say how common each answer actually is — by release year, and by how far a game got.

Unlike everything above, these three cover only games with at least 50 reviews. The underlying fields ride along with the regular refresh cycle, which reaches well-reviewed games within days and the long tail far more slowly — measured across the whole catalogue, these lines would describe the refresh queue rather than Steam. The narrower population is the one that is actually covered.

Read the DLC line as a floor, not a verdict: it counts games that have add-ons today, and successful games are the ones that get them. It answers “is this normal in my corner of the store”, not “will this make my game sell”.

Share of releases with DLC or a demo, by release year

Current state of the store page, not the state at launch — a game that added DLC years later counts in its release year.

Not calculated yet — the nightly job has not run since this chart was added.

Share with DLC or a demo, by review count

Same two measures against reach instead of time. Bar labels show how many games sit in each class.

Not calculated yet — the nightly job has not run since this chart was added.

Operating systems supported, by release year

As declared on the store page. The three add up to more than 100% because a game can ship on all of them.

Not calculated yet — the nightly job has not run since this chart was added.

Want the numbers for one tag rather than all of them? Every tag has its own page with median revenue and success rate →

All figures recalculated Oct 23, 2026. How these numbers are produced.