Valve’s $900 Million Headache: Does the UK Lawsuit Actually Hold Merit?
In a significant legal blow to the operator of the world’s largest PC gaming platform, a UK court has ruled that a £656 million (approx. $900 million) class-action lawsuit against Valve Corporation can proceed to trial. The lawsuit, filed on behalf of 14 million UK Steam users, alleges that Valve has abused its dominant market position to overcharge gamers.
With the Competition Appeal Tribunal (CAT) rejecting Valve’s attempt to dismiss the case in January 2026, the question shifts from ‘will they be sued?’ to ‘does this lawsuit actually have any merit?’
Note: The legal documents regarding this case were parsed by AI and then verified by lawyers to ensure that we are able to give the best representation of the matter in the simplest terms.
Understanding the $900 Million Claim
The lawsuit, spearheaded by digital rights campaigner Vicki Shotbolt, centers on antitrust allegations that are becoming increasingly common in the tech world. Filed originally in 2024, the claim asserts that Valve effectively rigs the market through three primary mechanisms:
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Price Parity Obligations (PPOs): The suit alleges Valve forces developers to sign "price parity" clauses, preventing them from selling their games cheaper on rival platforms (like the Epic Games Store) than they do on Steam.
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The "Lock-In" Effect: It claims Valve ties add-on content (DLC) to the original platform of purchase. If you buy a game on Steam, you must buy the DLC on Steam, locking consumers into their ecosystem.
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Excessive Commission: By stifling competition through the above tactics, the lawsuit argues Valve can maintain its 30% commission fee, a rate the plaintiff describes as "excessive" and passed on to consumers in the form of higher game prices.
The class action is an "opt-out" claim, meaning it automatically represents roughly 14 million UK users who purchased games on Steam since 2018, unless they specifically choose to leave the group.
Analyzing the Merit: Does the Case Hold Water?
The fact that the Competition Appeal Tribunal certified the case to go to trial indicates that, at a minimum, the legal arguments are procedurally sound and the methodology for calculating damages is plausible. However, whether the lawsuit holds tangible merit that will hold up in a full trial is a more complex issue.
Arguments by the Prosecution:
The core argument regarding "Price Parity" is the strongest threat to Valve. If the plaintiffs can prove that Valve actively punishes developers who offer lower prices on other storefronts, they have a solid antitrust case.
This mirrors the ongoing "Wolfire Games" lawsuit in the US, which similarly alleges that Valve threatens to remove games from Steam if they are sold cheaper elsewhere.
Additionally, the sheer market dominance of Steam, which is often estimated to control 75% or more of the PC market, makes it an easy target for "abuse of dominance" claims under UK competition law.
Defense by Valve:
Valve’s defense has previously relied on the argument that their 30% cut is the industry standard (shared by Sony, Microsoft, and Nintendo) and reflects the immense value Steam provides, including server hosting, community features, and developer tools.
Furthermore, it would be difficult to prove that games would actually be cheaper if Valve’s rules didn't exist. Valve has successfully argued in other contexts that developers choose Steam voluntarily because it offers the best reach, not because they are coerced.
Can Valve Fight This in Trial?
Valve is exceptionally well-positioned to fight this in court, and the battle is likely to be long and expensive.
Legal Resources and Strategy:
Valve is a private company with immense liquidity and a history of robust legal defense. In the recent CAT hearing, Valve’s lawyers attempted to strike out the claim by arguing the plaintiff's methodology for identifying class members (including minors) was flawed.
While this specific attempt failed, it previews their strategy: attacking the technical and economic models used to calculate the alleged £656 million in damages.
The "Wolfire" Precedent:

Valve is already fighting a similar battle in the US against Wolfire Games. In that case, Valve has managed to drag the proceedings out for years, contesting every definition of "market" and "antitrust injury." They will likely apply the same attrition strategy here.
The burden of proof will be on Shotbolt’s team to demonstrate not just that Valve is dominant, but that this dominance directly caused quantifiable financial harm to individual gamers, setting a high bar.
Community Reaction: Is Success Being Punished?
While the legal arguments focus on antitrust definitions, the gaming community has largely rallied to Valve's defense, viewing the lawsuit as an attack on a service they genuinely prefer.
Responses on social media platforms like X (formerly Twitter) highlight the sentiment that Valve's dominance is a result of quality service rather than coercion. One viral sentiment summarized the user experience:
This reflects a broader confusion among gamers who see Steam's features like generous refund policies and regional pricing as pro-consumer, not anti-competitive.
Others have questioned the philosophical basis of the suit, asking, "Are we punishing Steam for abusing dominance? or for competitors failing to compete?" This points to the argument that rival stores like the Epic Games Store have struggled not because of Valve's "strong-arming," but because they offer fewer features.
Finally, the technical claims regarding "lock-in" have drawn sharp criticism from users familiar with how digital rights management (DRM) works. Responding to the lawsuit's claim that Valve "locks" users into buying DLC on Steam, one user noted,
"First of all, this isnt true, many games allow you to purchase dlc from other locations... But secondly, what storefront lets you use dlc purchased on steam with their version of the game? Epic doesnt, gog doesnt... DRM is part of the parcel you get with publishing through steam."
This highlights a potential disconnect between the legal theory of "interoperability" and the technical reality of how game licenses function across different proprietary launchers.
Conclusion
Valve may have lost the battle to stop the lawsuit from happening, but they definitely haven't lost the war. While the £656 million figure is eye-watering, the true threat to Valve lies in the potential for a court order dismantling their price parity clauses.
If the plaintiffs win, it could force an end to the "30% standard" and reshape how PC games are priced globally. However, given Valve’s resources and the complexity of proving antitrust damages, a settlement or even a drawn-out legal war seems more likely than immediate defeat.
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Featured Image Credit: Valve/Edited by Strafe Esports
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