Steam can't escape the fallout from its censorship controversy

User attitudes toward Steam and competitors

  • Many commenters say they “love” Steam or at least see it as the “least bad” option, often preferring it even at higher prices and refusing to use rival launchers except when forced.
  • Steam is praised for features beyond a store: cloud saves, Workshop mods, Steam Deck support, offline-friendliness, and a generous, low-friction refund policy.
  • Rival platforms (Epic, Origin, Uplay, Battle.net) are widely criticized as clunky, intrusive, or “scummy,” with special dislike for dark patterns, extra launchers, and weak Linux support.
  • GOG is liked for being DRM‑free, but its catalog, tooling, and Linux integration are seen as weaker; some still prioritize GOG when possible.

Monopoly, ownership, and Valve’s future

  • Several note Steam’s near‑monopoly and “cult” around its founder; they worry what happens when leadership changes or if private equity gets involved.
  • Others argue Valve has earned goodwill by not aggressively abusing its position, likening it to Costco: very profitable yet broadly liked.
  • There’s unease about not truly “owning” games and the broader shift from physical media to locked ecosystems.

Linux support and DRM

  • Valve’s investment in Proton and the Steam Deck is seen as transformative for Linux gaming; many Linux users consciously reward Steam with loyalty.
  • Some argue Proton’s Windows-compatibility undermines native Linux ports; others counter that a stable Proton runtime is superior to fragile, unmaintained native ports.
  • DRM and third‑party launchers on Steam are disliked; users want better ways to filter those out.

Payment processors, censorship, and alternatives

  • Many see Visa/Mastercard/PayPal as the real censors, using brand protection, chargeback risk, and delegated legal enforcement to pressure Steam.
  • Debate splits between those framing this as ethics/morality (pornography, underage access) vs. those insisting it’s purely risk and business.
  • Some describe all electronic payments as inherently involving credit and multi‑party risk; others push back and call for more cash‑like rails.
  • There is strong support for treating payment systems as public infrastructure with clear rules, breaking card duopolies, and expanding alternatives like SEPA, iDeal, and future EU‑wide systems.

Crypto, wallets, and workarounds

  • Suggestions include crypto payments or prepaid wallets to “shield” content from card censorship.
  • Others note Steam previously tried Bitcoin and dropped it over fees/finality issues; crypto also brings AML and money‑laundering liabilities and can just move the chokepoint to fiat off‑ramps.
  • General skepticism that crypto meaningfully solves a fundamentally political/regulatory problem.

Content boundaries and slippery slope

  • The delisted titles are described as rape/incest porn games; some say they never belonged on Steam, others point to hypocrisy given tolerated murder/violence in mainstream games.
  • Several worry about the precedent: once payment networks enforce subjective lines on legal content, future boundaries may broaden.
  • Comparisons are made to books and films with similar themes; some question why interactive porn is singled out.

Regulatory and ecosystem consequences

  • Some argue only platform owners, users, or democratically accountable governments should decide legal content limits—not payment intermediaries.
  • Others accept that corporations will avoid controversy and legal exposure, even if that effectively outsources censorship.
  • A few note piracy gains relative appeal: no age checks, no payment blocks.
  • Underneath is a recurring theme: concentration of power—both in Steam and in payment networks—creates brittle choke points for speech and commerce.