Analysis: UGC (still) powers sales & retention

Publikováno: 26.9.2025

With Steam releases & lots of news, too....

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[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

Welcome to the pre-weekend, folks! We’re debuting new UGC research we worked on with the folks from Mod.io today, alongside a link to a piece we wrote on Megabonk that is too big to fit in this overstuffed newsletter, and more besides.

Before we start, we were doing fixes in the GDCo Pro back-end when we spotted EA’s new skateboarding game Skate.had a codename of ‘Dingo’. Is that ‘cos Disney’s Goofy is also known as Dingo in France, and there’s a Goofy/Dingo skateboarding game from 2001? (Probably not - but if that’s wrong, we don’t want to be right, monsieur.)

[WANT LOTS MORE DATA? Companies, get much more ‘Steam deep dive’ & console data SaaS access org-wide via GameDiscoverCo Pro, as 80+ have. And signing up to GDCo Plus gets (like Pro!) the rest of this newsletter and Discord access, plus ‘just’ basic data & more. ]

Game discovery news: Beast, Silent Hill creep up…

So let’s check out the latest game platform & discovery news, straight up, starting with the following:

Exclusive: UGC (still) powers sales & retention…

You may recall that earlier in 2024, GameDiscoverCo partnered with Mod.io (which runs user-generated content (UGC) & mod infrastructure for games like Baldur’s Gate 3 and SnowRunner) to research the performance difference between games that don’t have UGC and those that do, sales and retention-wise.

Now it’s almost a couple of years later, we decided to take a slightly deeper look at it. And you can see the results on Mod.io’s blog(with links to a summary and full report.) But we’d love to briefly round up what we found.

Firstly, we re-ran our Steam analysis - which was previously Steam Workshop-based only, adding newer games & looking at “all games featuring an official UGC or mod support solution, whether it’s Steam Workshop, mod.io, CurseForge, or proprietary solutions such as Bethesda Game Studios Creations, Paradox Mods, or Frontier Workshop.”

Over a five-year period, controlling for games that made >$1 million in Steam revenue in its first month, we tracked revenue for around 1,200 games, of which close to 20% have an official UGC solution. The result (above) is a 8% revenue advantage for UGC-enabled games in the first year, and a 31% advantage after 5 years*.

(*This is slightly improved on the ‘7% in Year 1, 23% by end of Year 5’ that we found in the original survey, probably due to finding more UGC-enabled games & more titles reaching 5-year maturity.)

Our retention numbers, using this same updated set of Steam UGC titles and looking at CCU (concurrents), were also notable. You’ll see Steam games with UGC support displaying 75% better CCU after 2 years of being live, a gap that widens to a 115% difference after 5 years.

There’s some potential correlation-causation issues here - games that allow UGC may be of a genre that naturally has a better ‘long tail’. But UGC for less obvious fits like CRPGs can work - Larian’s Michael Douse told Mod.io that “after implementing official [Baldur’s Gate 3] mod support in 2024, we saw an increase of 20% DAU across all platforms”.

There’s also a concern among devs that allowing (free) UGC might cannibalize existing paid DLC for games. We can’t canonically prove or disprove that, but we did look at total per-DLC revenue for titles with UGC, and found it 105% bigger:

Saber’s Evgenity Sorokin actually told Mod.io that for Snowrunner, “our players using mods proved 2.4 times more likely to buy official DLC.” Again, perhaps a bit chicken and egg-y. But it all seems part of a virtuous ecosystem to us, and players come up with some great ideas for levels, characters, and mods that you would not have thought of…

Next, we tried to look at PlayStation and Xbox data for the first time, using GameDiscoverCo Pro data sets, and discovered that after one year, games with mods available on console (generally via porting of PC-created mods, of course) did show a 16% player advantage (PlayStation) and 24% player advantage (Xbox).

(We specifically looked at games with >100k sold or downloaded Month 1.)

Finally, we examined VR games with over a thousand player ratings on the Meta Quest Store, comparing those with official UGC solutions to those without. Data was limited here, but we estimate that VR games with UGC support had 30% more growth (as a median) over the past year than those without.

Anyhow, thanks to Mod.io for the collab. And as someone who’s seen mountain biking game Descenders flourish through a whole heap of great mods, we don’t underestimate the effect of unleashing players to make cool (or weird, or both!) UGC.

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