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"This still does not compare to the kind of audience we would have on Steam": Horses lead says ban virality helped sales "but we're not out of the woods," and he fears "self-censorship" with future games

Media & EntertainmentConsumer Demand & RetailAntitrust & CompetitionRegulation & LegislationTechnology & Innovation

Steam and Epic banned indie arthouse horror title Horses, but the ensuing media attention and support from storefronts like GOG—where Horses reached No. 2 on the Bestselling (recently) list—helped the developer, Santa Ragione, drive enough sales to recoup part of its roughly $100,000 budget and repay most of the money it had borrowed. The studio cautions the uplift does not replace the scale and promotional reach of Steam after Valve refused appeals, illustrating how exclusion from Steam can inflict a material commercial hit. The case also feeds a broader industry concern that platform and payment-provider censorship pressures will encourage self‑censorship and lead to safer, less provocative games, a stance GOG framed as defending player choice.

Analysis

Steam and Epic's bans of indie arthouse title Horses materially reduced the game's reach, but heightened media attention and distribution via alternative retailers drove enough sales on platforms like GOG to place Horses at No. 2 on GOG's "Bestselling (recently)" list. Santa Ragione reports the uplift has allowed the studio to "probably" repay most of the money it borrowed, citing the game's roughly $100,000 development budget and noting that publicity partially offset losses, but the developer cautioned "we're not out of the [woods] yet." Valve's refusal to reverse Steam's decision despite multiple appeals and submitted corrections underscores Steam's outsized promotional and buyer-market role; the studio explicitly states that post-ban sales "still does not compare to the kind of audience we would have on Steam." This illustrates a tangible single-platform concentration risk for small developers whose commercial outcomes hinge on Steam's distribution and promotional tools. The episode also signals broader ecosystem risk: reported pressure from payment providers and platform moderation is already prompting developer concern about self-censorship and safer content choices, while competing storefronts such as GOG position themselves as defenders of consumer choice. For investors, the story raises regulatory, competitive and content-risk vectors to monitor across gaming publishers, digital storefronts and payments partners.

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