Gaming · Monday, 10 August 2026
01 · Briefing · what happened
The industry makes great games. Almost nobody can find them
A games-summit workgroup named the same crisis it has named for years - discoverability. Roughly 2,000 games now launch on Steam every month, and the algorithms built to surface them reward the familiar over the good.
~2,000
new games a month on Steam
up from about 20 when hand-curated
750,000+
wishlists for one unreleased indie
ReStory, before it even launches
EUR 56m
Atari annual revenue
its highest in over a decade, off old catalogue
12
staff Cyan laid off
about half, after Anglerfish went unfunded
At a glance
- A Madeira Games Summit workgroup named discoverability the crisis to fix; the industry makes great games nobody can find.
- Steam now takes roughly 2,000 new games a month, up from about 20 when the store was curated by hand.
- Most come from tiny teams; each sells little, but together the niche titles are the bulk of what gets made.
- Recommendation engines reward volume and familiarity over quality, so distinctive games get buried.
- Depth pays when discovery works: Hell Is Us became a Game Pass sleeper hit; Atari hit decade-high revenue off its back catalogue.
- The mid-sized studio still drowns: Cyan shelved a new Myst game and cut half its staff after a dozen publishers passed.
Forces in play
roughly 2,000 games a month land on Steam, far more than anyone can sift
recommendation engines reward familiarity, so distinctive games get buried
Game Pass and giveaways put unknown games in front of new players
the double-A game like a new Myst can no longer find funding
Where this points
Watch whether any storefront rebuilds discovery around taste rather than engagement metrics; without it, the deeper the catalogue grows, the more of it stays buried.
Full briefing
At the Madeira Games Summit in May, a workgroup was asked one question: looking back from five years out, what should the industry have fixed while it still could?
The shelf lost its edge
For most of history a store could stock only so much. Shelf space cost money, so a shop carried the hits and little else. A digital storefront erased that limit. Engadget’s editors remember when Steam was curated by hand, with around 20 titles added in a month.
Most of those games come from tiny teams - solo creators, artist collectives, small studios with no marketing budget.
When the map breaks
An endless shelf only helps if players can find what is on it. That is where the system is failing. The workgroup found that platform recommendation engines are “built to surface content” but increasingly reward volume, familiarity, and short-term engagement over quality or originality.
The workgroup’s leader, Modma’s Michal Bujko, reached for Goodhart’s law: when a measure becomes a target, it stops being a good measure.
The tail, when it works
The catalogue’s depth still pays off when discovery clicks. Hell Is Us, a 2025 action game most players missed at launch, became a sleeper hit after landing on Xbox Game Pass.
Old catalogues pay too. Once-bankrupt Atari reported annual revenue of about 56 million euros, or 65 million dollars.
The chaos underneath
An open shelf is also gameable. An 18-year-old, Michael Major, priced a joke game at 200 dollars - the Steam maximum - expecting no sales.
The stores know discovery is now their real product. Polygon runs weekly “what to play” roundups; Steam gave away the 2018 indie Moonlighter free for a week; the Epic Games Store hands out free games to pull players in.
What the depth cannot save
The tail cannot rescue everything. The mid-sized “double-A” game is being squeezed from both ends. Cyan Worlds made Myst, a game that sold more than 6 million copies in the 1990s.
02 · Lesson · why it matters
Why the small games only matter when someone can find them
Remove the shelf's edge and niche games pile up by the thousand, but a pile is not a market until players can find it.
How it works
- A digital store has no shelf limit
- So the catalogue swells with niche titles
- Each sells little, but together they rival the hits
- That only pays if players can find them
- Discovery, not shelf space, becomes the scarce thing
The twist
Unlimited shelf space does not make the hits matter less by itself; it makes the thousands of small games collectively matter more, but only if there is a map to reach them.
Where you've seen this
Streaming video
a giant back catalogue of niche films is worthless without a recommendation feed that finds them
Online bookstores
millions of slow-selling titles together outsell the bestseller wall once search surfaces them
Music apps
the deep tail of obscure tracks earns real money only through playlists and algorithms
The catch
A fat tail does not save every seller: the mid-sized studio can be squeezed between an ocean of cheap small games and a few giants.
Full lesson
The shelf used to have an edge
Think of an old game shop. The wall held maybe a few hundred boxes. Rent set the limit, so the shop stocked what it was sure would sell: the hits. Anything odd, slow, or niche never made it to the shelf at all. Not because it was bad, but because space was the scarce thing, and space only went to safe bets.
A digital store threw that limit away. Steam went from around 20 new games a month, when it was picked by hand, to roughly 2,000. There is no wall to run out of. Every strange, small, personal game can now sit on the shelf next to the giants.
The tail gets long and fat
Picture the whole catalogue as a chart. On the left, a few tall bars: the blockbusters everyone knows, each selling millions. Then the bars drop fast and stretch off to the right in a long, low line - thousands of games each selling a little. That low line is the tail.
Here is the part people miss. When the shelf had an edge, the tail was cut off - you only ever saw the hits. When the shelf has no edge, the tail runs on and on. And a very long line of small numbers can add up to as much as the few tall bars, or more. A farming game for a few thousand fans. A horror game made by one person. A decade-old management sim that quietly keeps a studio alive. None is a hit. But together they are the bulk of what the industry now makes and sells.
Cheap copies are not the point here
It is worth being clear about what this is not. Yes, a digital copy costs almost nothing to make, and yes, that changes how games are priced. But that is a different idea. This is not about the price of one game. It is about the shape of the whole market - how many different games can exist and sell at all. The old shelf allowed a few winners. The endless shelf allows a thousand small winners, and their combined weight is the story.
Which means finding becomes the hard part
An endless shelf has a catch. If a store can hold everything, no one can look at everything. When space was scarce, the shop owner did your filtering - only the hits reached you. Take the limit away and the filtering job does not vanish. It moves. Now the scarce thing is not shelf space. It is attention, and the map that leads you to the game you would love.
This is exactly where the industry is stuck. A games-summit workgroup this year named the crisis they had named for years: great games get made, and almost nobody finds them. The recommendation engines that were supposed to guide players reward what is already popular and what holds you longest, not what is good or new. So the tail is stocked, and buried at the same time. The pile exists; the map does not.
Who is inside this
You are somewhere in that tail every time you open a store and feel there is too much. Or you scroll past a game you would have loved and never knew existed. So is the solo developer who spent two years on something real and watched it sink on day one for lack of a marketing team. So is the studio in the squeezed middle: not a giant, not a scrappy hobby. The makers of Myst could not fund their next game and cut half their staff.
And notice the quiet arrangement under it all. The store’s feed feels like a neutral window onto what exists. It is not. It is a set of choices - what to rank, what to hide, what counts as “relevant” - built by people, tuned to keep you scrolling. It looks like plain fact. It is somebody’s design, and it decides which of the small games get to become the ones people find.
The tail is only worth its length if there is a road to it
The lesson is not that variety won. It is that variety can win, and only does when finding works. Where the map holds, the tail pays. A subscription library hands you a game you would never have bought. A store gives one away. An editor points at five worth your weekend. Where the map breaks, the same games sit unreached, and the endless shelf becomes an endless place to get lost. A market of many small things is a genuinely different world from a market of a few big ones. But only if you can find your way across it.
03 · Lab · your turn
Stock the endless shelf
Rehearse how unlimited shelf space plus discovery lets a long tail of niche games collectively overtake the hits.
04 · Hope · carry this
The great games are already made and waiting. The harder part - helping people find one another's work - is a problem people keep solving, with a friend's tip or a list someone bothered to make.
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