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Cake day: Mar 30, 2025

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Price histories for games on both ITAD and gg.deals seem to go back to 2014.




The problem with that solution, from Valve’s perspective, is both the cost of providing the voucher (they would have to pay developers at least 70% of the voucher value) and the risk that an end-consumer that doesn’t intend to use Steam simply converts it to money by selling Steam gifts, replacing a sale they would have otherwise had while not generating additional sales from the Steam Machine user.

The ideal means of doing it to diminish that risk would be to make the voucher not usable for gifts, though Valve would still need to price the system to account for the cost of providing the voucher.


Beyond initial development costs, it didn’t cost Valve anything to ship the Index with Alyx though. Bundling in a $200 voucher would be increasing the system price by $160 in direct cost to Valve for no reason, as consumers are likely to spend that after purchasing the system, but might be dissuaded by a high initial purchase price.

A more apt comparison in that scenario would be Valve bundling their entire software library with the Steam Machine, or developing a new game to bundle with it as a means of adding value.


Because Valve would have to pay out 70% the value of the vouchers to developers in game redemptions; the break even point would therefore need to account for that amount being subtracted first (i.e. for $900 including a $200 voucher, $760).

At that point, Valve would likely have higher sales if they didn’t include the voucher and reduced the price by the 70% in voucher value it would have cost them otherwise.


but then offer a $100 - $200 Steam voucher along with it?

Then the same thing would occur—buyers not interested in using Steam would sell the vouchers or the accounts those vouchers are tied to.


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