Outside Steam Isn't a Niche: Why Off-Platform Sales Belong in the Launch Plan, Not After It

Every month, the sales channels connected to VaultN see more than 260 million visits. Steam sees around 365 million. And ours is just one network. Add the other storefronts, social media, subscription services and regional channels where people buy PC games, and the off-platform audience is far bigger than most distribution plans account for.
Even so, PC publishing still tends to treat everything off-platform as the long tail: something to look at after launch, if there’s time and budget left. But that’s quite an audience for something called a tail. And publishers who sell across those channels see on average 30% more revenue.1
Why the long tail looks small
Steam earned its place as the default. The data, the tools and the community are there, and years of habit mean “PC launch” often feels like a single-platform decision.
Everything else looks scattered by comparison. Each channel has its own catalog, region and audience, and seen one at a time, each looks modest: a few thousand units here, a regional spike there. Those sales are spread across dozens of contracts and reports, so they never add up to one number in anyone’s dashboard. The demand isn’t small; it’s just hard to see in one place.
Players already buy off-platform
We see this every day across our network: VaultN has already fulfilled more than 8 million units, and volumes doubled year over year. Each one is a player buying a PC game through a channel they already use and trust.
Independent data points the same way. GameDiscoverCo estimates that for some recent $60–$70 releases on Steam, up to 40% of sales happened off-platform.2 Their figures come from review data and are meant as indicative rather than exact. The share also varies widely: across all recent paid hits the median is closer to 12%, with premium releases at the top of the range.
But the direction is clear. When players can choose where to buy, many of them do.
More places to buy, more people buying
Launching on a single channel means planning for only part of the PC audience, however strong that channel is. The rest of the players are still out there, buying where they usually buy.
That doesn’t make the main platform any less important. It stays central, and other channels don’t pull players away from it. They reach players who were never going to buy there in the first place. That’s where the extra 30% of revenue comes from, along with on average 20% more unit sales.1
How much a title gains depends on its price point, genre and regions. An indie at $15 and a premium launch at $70 won’t see the same split, which is exactly why it’s worth knowing your own numbers instead of assuming them.
So why doesn’t everyone do it?
If both the audience and the demand are there, why do so many publishers stick to one channel? Rarely for commercial reasons, and usually for operational ones.
Every new channel has traditionally meant a new contract, a new integration, a new payment flow and another report to reconcile. One is manageable; twenty need a team. Because the effort grows with every channel you add, the return only seems worth it for the biggest titles, so the rest of the market stays the “long tail”. It’s not that it’s small, but that reaching it takes more work than it should.
That’s the gap we built VaultN to close
One integration connects a publisher to 150+ partners, the sales channels where people already buy. Keys are released automatically at the moment of sale, every channel reports into the same real-time view, and adding the next channel becomes a decision rather than a project.
The difference shows in how much a team can take on. As Mark Holleman of Microsoft Gaming puts it: “With VaultN we can manage double the size of the network, with 80% less resources.”
The off-platform audience stops being something you’ll get to later and becomes part of the launch plan, so you can reach every PC audience on your terms.
See which new channels your next release could reach. Contact us
GameDiscoverCo, “The surprising % of Steam games not bought on platform?”, April 2026. Estimates based on Steam review data for recent paid titles over $1M gross. ↩︎