Valve is being credited with jaw-dropping productivity after a new analysis suggested the company pulls in almost $50 million in revenue for every employee. The figure is drawn from Alinea Analytics estimates that Steam generated about $16.2 billion in 2025 and an assumed headcount of roughly 350 people.
The headline number comes from dividing the platform revenue estimate by Valve’s unusually small workforce. Alinea Analytics attributes roughly $16.2 billion of 2025 revenue to Steam alone. With Valve’s employee count historically shown around the mid-hundreds, the per-person revenue figure climbs into the tens of millions. Most big tech firms operate with thousands of employees, so per-employee revenue looks very different. For context, the same analysis references numbers where Apple yields about $2.4 million per employee and Meta sits near $1.9 million per employee. A previous estimate of Microsoft’s gaming division put it at about $18 million per employee in the same year, which is still far below Valve’s number.
Valve’s model helps explain the gap. Steam is a low marginal cost distribution platform where most of the heavy lifting is code, infrastructure, and a storefront take. That scales very differently from studios that need large teams to ship and support live games. Add Valve’s catalog of revenue-generating titles like Counter-Strike and Dota 2 along with Steam’s cut of the revenue, and you get a very wealthy little machine. Console-style hardware and services also pad the totals. The company has been a major force in PC gaming and recent years saw Steam and Steam Deck activity reinforcing the platform’s reach – our coverage of Steam concurrents highlights the scale of those peaks Steam hit 41.66 million concurrent users which helps explain how a compact team can drive huge revenue.
The revenue per head figure appears alongside reports of high pay. Leaked compensation data suggested Valve spent nearly $450 million on employee salaries in one period, giving a weighted average above $1.3 million per employee. That squares with the company’s long-standing claim about efficiency. The Valve Handbook for New Employees even states “Our profitability per employee is higher than that of Google or Amazon or Microsoft” which the company has published publicly.
Valve also operates without a conventional management hierarchy – no big C-suite or corporate ladder – which the company and observers say lets staff focus on long-term projects rather than quarterly targets. Being privately held means owners can take a different approach to returns and investments than public competitors. Take a breath before writing that headline on a T-shirt. The $50 million per employee figure depends on estimates for Steam revenue and assumptions about headcount. Alinea Analytics provides one set of numbers, and Tom’s Hardware ran the comparison that highlighted those contrasts. Different accounting choices or a wider employee count would shift the per-head figure dramatically. Still, even conservative readings of Valve’s revenue and staffing point to very high productivity and profit per person compared with most large tech firms.
For players there is an upside and a headache. A lean, profitable Valve can invest in infrastructure, experimental hardware, and updates to big titles. At the same time, that concentration of profit in a single privately held platform fuels debate about store power, fees, and discoverability for smaller developers. The debate is not new, and it is likely to continue while Steam remains the dominant PC storefront and Valve keeps a compact internal team doing big things.
Join the conversation in the comments and follow the outlet on X, Bluesky, and YouTube to stay updated.


















