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Do Epic’s Free Games Boost Steam Sales? What the Blood West Claim Shows

A reported Blood West sales spike supports the possibility of cross-store exposure, but it does not prove a general boost from Epic giveaways.
From TheFinanceBase Team3 min to read
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Possibly, but the best-known recent example is a publisher’s claim about one game—not proof that Epic giveaways generally increase Steam sales. In January 2026, New Blood Interactive CEO Dave Oshry said Blood West sold “like 200% more” on Steam on a day it was free on the Epic Games Store. Epic CEO Tim Sweeney called that kind of cross-store awareness “a feature.” The figure has not been independently verified in the available reporting.

What happened with Blood West?

On January 21, 2026, coverage by PCGamesN reported Oshry’s statement that Blood West sold “like 200% more” on Steam on the day it was being given away on Epic. Oshry described the giveaway as advertising for Steam sales.

That is an attributed claim about one title and one reported day. The report does not provide the underlying Steam sales data, the comparison baseline, a measurement method, or independent confirmation. The figure therefore cannot establish how much sales changed, whether the giveaway caused the change, or what other games might experience.

What does Sweeney mean by “a feature”?

Sweeney’s argument is that a free promotion on Epic can make a game more visible across platforms, including Steam. He told PCGamesN: “Being free for a week on Epic raises awareness everywhere.” He also said: “Games also on Xbox, PlayStation, Switch, Steam, iOS, or Android see an uplift when it’s free on Epic.” These are Epic’s claims about the promotion’s effects, not independently measured results in the article.

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In a separate response reported by PC Guide, Sweeney framed storefront competition as beneficial: “Epic and Steam compete for each customer and each sale. On some transactions, Epic wins. On more, Steam wins. But one thing is constant on every transaction: gamers and developers win by having more options and better deals.” “Everyone wins” is his view of competition, not a verified finding that every giveaway benefits every player, developer, or store.

Has Epic made this argument before?

Yes. In a GameSpot interview on June 1, 2020, Sweeney said developers had observed increased Steam and console sales after an Epic giveaway, attributing the effect to greater awareness. Game Developer’s June 3, 2020 coverage noted that the account did not specify the size of the increases or how many developers had seen them.

In 2024, Sweeney also argued that free-game promotions raise awareness and can lift paid sales on Epic, according to PC Gamer. That is a related claim about the program’s marketing rationale, not independent evidence of a typical Steam-sales effect.

What the evidence does—and does not—show

  • Reported example: Oshry attributed a roughly 200% increase in Steam sales on the giveaway day to Blood West. The figure is his claim, as reported by PCGamesN.
  • Possible mechanism: A free offer may expose a game to people who later buy it on another platform. Sweeney presents that cross-store awareness as an intended benefit.
  • Not established: The available reports do not provide a representative study or independently verified data showing an average causal effect of Epic giveaways on Steam sales.
  • Practical implication: Treat the anecdote as a plausible promotional outcome, not a forecast for a particular game or a reliable industry-wide percentage.

Giveaways are not the same debate as exclusivity

A giveaway makes a game free for a limited promotion; it does not by itself show that a publisher’s storefront strategy is good for every developer. The separate debate over exclusivity concerns where a game can be bought. Larian Studios publishing director Michael Douse made that distinction in comments reported by PC Gamer: “Giving everyone everything for free might bump numbers but doesn’t create a viable storefront from which to sell premium experiences.” His point is a counterargument about building a sustainable storefront, not a rebuttal measurement of the Blood West claim.

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Bottom line for players and developers

Epic giveaways may create attention that spills over to Steam, and Oshry’s Blood West example is consistent with that possibility. But the reported 200% figure lacks published methodology and independent verification, so it should not be treated as a general sales effect. Sweeney’s “feature” framing explains Epic’s position: cross-store exposure and storefront competition can benefit the wider market. The available evidence supports that as an argument, not a proven outcome for every game.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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