Tag: Tim Sweeney

  • Tim Sweeney Grills Steam Deck Price Rise; Calls Gabe Newell Greedy

    Tim Sweeney Grills Steam Deck Price Rise; Calls Gabe Newell Greedy

    Key Takeaway

    – Tim Sweeney criticized the Steam Deck price hikes, arguing that Valve should absorb rising component costs while noting that Steam customer spending funds parts.
    – The backlash to Valve’s price increases was predominantly negative, with comparisons to other handhelds positioning the Asus ROG Xbox The Ally as a potential bargain.
    – Critics pointed to Sweeney’s own business criticisms of Valve’s monopoly on digital game marketplaces, suggesting the dispute is as much about market power as about prices.


    Tim Sweeney weighs in on Steam Deck price rise

    Epic Games CEO Tim Sweeney has a contentious history with Valve. It’s not surprising then that he would chime in on the recent Steam Deck price increase. On social media, he sarcastically criticized the move, arguing that Gabe Newell should absorb the rising component costs.

    Context and contents of the post

    Sweeney shared a Pirat_Nation post that speculated about a $1500 Steam Machine price. The mini PC may also ship for a higher-than-expected MSRP on its unannounced release date. For now, buyers only know that the Steam Deck OLED 1TB is $949, while the LCD 512GB version is $789. Those are significant hikes of $300 and $240 on the gaming handhelds.

    Response to shortages and market claims

    The Epic Games chief acknowledges the component shortage that Valve used to justify the changes. However, he counters that “Steam customer spending ultimately funds” the parts. With its popular marketplace, some analysts believe that the company earns at least $10 billion in revenue each year.

    Public jab and perceived wealth

    Taking a jab at majority owner Gabe Newell, the post snarkily says the “supply chain for megayachts” has also been disrupted. Newell enjoys lounging on the enormous boats, viewed as symbols of his immense wealth. While cruising, he rarely makes controversial public statements.

    Public reception and parallels

    The reaction to the Steam Deck price increase has been overwhelmingly negative. Although gaming handhelds from Lenovo and MSI are now more expensive, the Asus ROG Xbox Ally looks like a bargain. It’s also raised concerns about the Steam Machine, which many insiders expect to sell for well over $1000.

    Community sentiment and criticisms

    Despite the outcry, Sweeney didn’t find much support on social media. Gamers accuse him of his own bad business practices, including several rounds of layoffs at Epic Games. Other fans think the CEO is jealous of the superior Steam launcher and its connected thriving communities.

    Underlying discourse

    In reality, the criticism may have little to do with the cost of the Steam Deck and Steam Machine. Sweeney has attacked Newell’s company for having a monopoly on digital gaming marketplaces.

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  • Epic Games CEO: Steam Rules Force 30% Fees to Valve

    Epic Games CEO: Steam Rules Force 30% Fees to Valve

    Key Takeaways

    1. Valve is facing a £656 million class-action lawsuit in the UK over Steam’s pricing and commission structure.
    2. Epic Games’ Ryan Fleury believes Valve’s 30% transaction fee is justified due to the valuable services Steam provides.
    3. Tim Sweeney argues that the issue goes beyond the fee; Steam’s rules prevent developers from directing players to other purchasing options.
    4. Sweeney compares Valve’s practices to past mobile platform policies by Apple and Google, which were deemed unacceptable by courts.
    5. He claims Valve is the only major PC digital storefront still enforcing such payment policies, likening it to paying a dealer for every gas fill-up after buying a car.


    Epic Games CEO Tim Sweeney has shared his views on the business practices of Steam as Valve faces significant challenges. Currently, Valve is dealing with a £656 million class-action lawsuit in the UK over issues related to Steam’s pricing and commission structure. Amidst this legal battle, Sweeney weighed in on discussions about Steam’s payment practices and whether developers have truly fair choices.

    Discussion on Pricing

    The topic was sparked when Ryan Fleury, a senior programmer at Epic Games, expressed his opinions on X regarding Valve’s 30% transaction fee. Fleury argued that Valve maintains a dominant position because Steam has invested years into providing valuable features and services, many of which are offered at no cost. He believes that the elevated prices are justified for the services provided. According to him, those who feel the fee is excessive should consider creating a cheaper alternative instead of seeking government intervention against Valve, as competition is already available.

    Response from Sweeney

    Sweeney countered this viewpoint, stating that the issue extends beyond the 30% fee; it also involves Steam’s payment rules. He pointed out that Steam prohibits games from directing players to different purchasing options. This requirement compels developers to utilize Steam’s payment system and, as a result, pay Valve a percentage each time a transaction occurs.

    Sweeney drew parallels to past practices on mobile platforms, where Apple and Google mandated that all in-app purchases be routed through their systems, taking a slice of each transaction. Courts eventually deemed this practice unacceptable, allowing developers on iOS and Android to guide users towards alternative payment methods, which means Apple and Google do not take a cut from those transactions.

    Valve’s Unique Position

    He contends that Valve is now the sole major digital storefront for PCs still upholding such policies. While he agrees that digital stores are entitled to charge a fee for selling a game, he believes it’s unreasonable to expect a share of all subsequent in-game purchases. He likened this scenario to buying a car and being required to pay the dealer 30% on every gas fill-up afterward.

    Tim Sweeney shared these insights via X.

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  • CEO criticizes Apple’s junk fees as Fortnite remains off iOS in Japan

    CEO criticizes Apple’s junk fees as Fortnite remains off iOS in Japan

    Key Takeaways

    1. Fortnite will not return to iOS in Japan due to Apple’s response to the Mobile Software Competition Act.
    2. Epic Games’ CEO, Tim Sweeney, criticized Apple for obstructing competition and disrespecting Japanese regulations.
    3. Despite legal victories allowing Fortnite’s return in some regions, Japan’s situation remains unchanged.
    4. Developers face high fees and mandatory reporting requirements when using competing app stores on iOS.
    5. Apple claims its policies are necessary for user safety and privacy, despite criticism from Epic Games.


    Epic Games has shared some disappointing updates regarding the iOS version of Fortnite in Japan. The well-known battle royale game will not be making a comeback on iOS devices or the App Store in Japan. This decision comes after Japan introduced a new regulation called the Mobile Software Competition Act, which mandates that Apple must permit third-party app stores on iPhones to enhance competition.

    Epic’s Criticism of Apple

    Epic’s CEO, Tim Sweeney, took to X to criticize Apple, stating that the company has engaged in “another travesty of obstruction and lawbreaking in gross disrespect to the government and people of Japan.” The relationship between Apple and Epic Games has been strained for several years, primarily due to Epic’s rejection of Apple’s 30% cut from in-app purchases. This dispute led to Apple removing Fortnite from the App Store back in 2020.

    Previous Comebacks

    Despite this ongoing conflict, Fortnite did make a return on iOS in the EU through third-party stores and the official App Store in the US after winning some legal battles. There was optimism that Fortnite would also return to iOS in Japan, but Apple’s response to the new regulations changed that outlook.

    Apple has technically opened iOS to competing app stores on iPhones, but not for iPads. Sweeney emphasized that they are imposing a “competition-crushing 21% junk fee on third-party in-app payments, and 15% for web purchases.”

    Legal Issues and Developer Concerns

    This situation has already been deemed illegal in a contempt of court case that Apple lost, which was affirmed by the 9th Circuit Court. From Epic’s viewpoint, the circumstances are worsening, as Apple is now taking a 5% cut from all apps sold through competing stores. Additionally, developers are required to use a “mandatory reporting API” that tracks every transaction and sends the data back to Apple.

    Moreover, users face warning messages when attempting to access alternative stores, which appears to be a tactic to create fear regarding privacy and security. Sweeney has pledged to escalate the issue to Japan’s Fair Trade Commission, asserting that “Obviously, real competition won’t happen, and consumers won’t benefit, when Apple abuses its position between users and competitors to obstruct honest dealing between them.”

    Apple’s Defense

    In contrast, Apple defends these actions as necessary to ensure user privacy and child safety, claiming that the fees are essential to cover the expenses associated with payment processing technology.

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  • AI Will Play Key Role in Future Games, Says Tim Sweeney

    AI Will Play Key Role in Future Games, Says Tim Sweeney

    Key Takeaways

    1. Tim Sweeney argues that “Made with AI” labels are becoming irrelevant for game stores, suggesting they are unnecessary for consumer-oriented platforms where AI will be integral to game development.

    2. Valve requires publishers on Steam to disclose AI usage, specifying if content is pre-generated or live-generated, while Epic Games Store currently has no such requirements.

    3. Controversies arise over the definition of AI use, as some games face backlash for AI-generated content, while other uses of AI in development may not be as apparent.

    4. Critics of Sweeney emphasize the need for transparency about AI use in games, comparing it to food labeling, and questioning if Epic should embrace AI disclosures.

    5. The debate highlights the ambiguity in defining AI roles in game development, raising questions about what constitutes “AI assistance” versus “AI-generated content.”


    Tim Sweeney, the CEO of Epic Games, has reentered the conversation about generative AI in game creation, stating that “Made with AI” labels are becoming irrelevant for digital game platforms. His remarks, shared on X on November 26, were seen by many as a critique of Valve’s requirements for disclosure on Steam, igniting strong responses from developers and artists alike.

    Discussion on AI Labels

    Sweeney’s comments were made in the context of a discussion on the potential removal of the “Made with AI” label. He expressed that these tags “make no sense for game stores, where AI will play a role in almost all future production.” He believes that AI-related disclosures should be reserved for situations where authorship and licensing are key — like art shows or asset marketplaces — rather than on consumer-oriented store pages.

    Valve’s Approach

    In contrast, Valve has a much clearer stance. Since January 2024, Steam mandates that publishers indicate whether their games utilize AI and whether the AI content was pre-generated (created during development) or generated live during gameplay. Developers are also required to include a brief explanation on the store page about how AI was applied. A survey from July 2025 found that approximately 7% of games on Steam disclosed some form of generative AI usage. Unlike others, the Epic Games Store does not currently have any tags or notices indicating AI involvement in game creation.

    Controversies Surrounding AI Use

    Recent debates illustrate how ambiguous this label can be. Games like Arc Raiders and The Finals faced backlash for using AI-generated voiceovers, with many lines coming from text-to-speech models trained on actors’ voices, making this a clear instance of generative AI taking over recognizable creative work. However, some uses are less apparent. For example, the animation team on Arc Raiders used AI tools to enhance transitions and refine motion — more akin to technical support than content creation. Yet, under Steam’s guidelines, both instances fall under the broad “AI-generated” category.

    Opinions on Transparency

    Critics of Sweeney argue that players need more information, not less. Former Counter-Strike artist Ayi Sánchez likened the absence of AI disclosures to selling food without disclosing ingredients. Composer Joris de Man mentioned that disclaimers like “not actual gameplay” in trailers became common specifically to prevent misleading players. Indie developer Mike Bithell suggested that if Sweeney believes AI is the future, Epic should embrace the label and “see sales drop.”

    The Complexity of AI Definitions

    Others contend that Steam’s definition is too broad to be meaningful. Matt Workman, who initiated the thread Sweeney responded to, highlighted that under Steam’s current guidelines, nearly all developers using tools like Unreal Engine, Google Workspace, Slack automations, Adobe software, or modern office applications would need to disclose AI use, even if generative systems did not actually influence the game.

    The Ongoing Debate

    This clash underscores a more significant question: what does “using AI” really mean in 2025? For many gamers, the line is drawn at generative artwork or synthetic voice performances taking over human roles. However, studios are increasingly utilizing AI-assisted coding, animation tools, and research systems behind the scenes — workflows that players are often unaware of.

    It’s challenging to draw a distinct line between “AI assistance” and “AI-generated content,” and any labeling policy may risk either inundating players with generalized warnings or obscuring practices that many feel warrant examination.

    Whether Sweeney’s stance represents a practical perspective on the evolution of development or a self-serving attempt to normalize AI without oversight is a matter of debate. What is clear is that the industry has not yet reached a consensus on where transparency should end and marketing should commence — and the “Made with AI” discussion is unlikely to be the final hot topic.

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  • Apple Launches Core Technology Commission for Non-App Store Sales

    Apple Launches Core Technology Commission for Non-App Store Sales

    Key Takeaways

    1. Apple has created a Core Technology Commission (CTC) that takes 5% of sales for digital products promoted via Web Distribution.
    2. The CTC will be in addition to an existing Core Technology Fee (CTF) of €0.50 per app download for popular apps.
    3. Apple plans to reduce its commission rates to 17% for most developers and 10% for qualifying small businesses and subscription apps during their first year.
    4. Apple claims only “less than 1%” of developers will pay the CTF, with exemptions for certain organizations like educational and non-profit entities.
    5. Tim Sweeney criticized Apple’s new fees as “malicious compliance” with the DMA, claiming they limit developers’ payment options and profitability.


    Apple has recently announced its latest strategies to dodge the hefty €500 million (~$585 million) penalty imposed by the European Commission due to its breach of the Digital Market Act (DMA).

    New Core Technology Commission

    The new plans from the tech giant involve setting up a Core Technology Commission (CTC). This commission will take 5% of the selling price for all digital products or services that are promoted and available through Web Distribution. This new method allows developers to guide customers to pay for apps outside the App Store.

    Additional Fees and Commissions

    The CTC will be applied on top of Apple’s existing Core Technology Fee (CTF), which is a fixed charge of €0.50 (~$0.59) for each app download from those with over 1 million installs per year.

    In an effort to encourage developers to keep their apps and payments within Apple’s iOS and iPadOS Store in the EU, the company plans to lower its well-known commission rates to 17%. For developers who qualify for the App Store Small Business Program or those who offer subscription-based apps, the rate will drop to 10%, but only during the first year of operation.

    Developer Concerns

    Apple claims that “less than 1%” of those affected by the new charges will actually pay the CTF. Moreover, there are several exemptions, such as app developers working with educational institutions, government bodies, or non-profit organizations, who will not be subject to the fee.

    However, Tim Sweeney has taken to X to criticize Apple’s new conditions, labeling them as “malicious compliance” with the DMA, which he argues does not meet the company’s legal responsibilities in either the EU or the US.

    The executive also claims that Apple’s updated policies restrict developers’ options for offering different payment methods, making it hard for them to earn profits on the App Store.

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  • Unreal Engine 6: The Future of Game Development Awaits

    Unreal Engine 6: The Future of Game Development Awaits

    Key Takeaways

    1. Multithreading Adoption: Unreal Engine 6 will fully utilize multithreading, improving performance and scalability for games by leveraging modern multi-core processors.

    2. Verse Programming Language: The introduction of Verse, a new programming language, aims to unify development tools for both professionals and hobbyists, ensuring backward compatibility and continuous evolution.

    3. Delayed Release Timeline: A public preview of Unreal Engine 6 is expected in 2027, with the first games launching around late 2028 or early 2029, likely coinciding with the PlayStation 6 release.

    4. Community Skepticism: There is significant skepticism within the gaming community regarding Unreal Engine 6, with concerns about unresolved issues in Unreal Engine 5 and fears of mere rebranding.

    5. Potential for Innovation: Despite skepticism, there is optimism about the advancements Unreal Engine 6 could bring, particularly if true multithreading support is realized, which could enhance game development significantly.


    On April 30, 2025, Tim Sweeney, the CEO of Epic, was featured on the Lex Fridman Podcast. During an extensive discussion lasting almost four hours, various subjects were touched upon, including Fortnite, the Metaverse, and the ongoing legal conflict with Apple. He also shared some initial insights regarding the upcoming phase of Unreal Engine’s evolution. A notable five-minute portion of the conversation (beginning at 3:21:09) gives an exciting preview of what’s to come in game development and raises expectations for groundbreaking technological advancements.

    Major Changes in Multithreading

    One of the most important improvements in Unreal Engine 6 is its complete adoption of multithreading. Currently, Unreal Engine 5 operates on a single CPU core for game simulations, which doesn’t take full advantage of the features offered by today’s 16-core processors. Sweeney pointed out that multithreading has long been too complicated for developers to implement successfully. However, Unreal Engine 6 aims to change this limitation. The potential benefits could be significant – offering steadier frame rates, fewer performance hiccups, and enhanced scalability, particularly for demanding games like Remnant II or Lords of the Fallen, which have faced engine-related challenges in the past.

    Introduction of Verse Programming Language

    Unreal Engine 6 will also bring Verse, a new custom programming language developed by Epic. This language is already being utilized in the Unreal Editor for Fortnite (UEFN) and is crafted to accommodate both professional developers and hobbyists. The goal is to establish a standardized, backward-compatible platform that will keep evolving with new features, laying the groundwork for UE6 in the long run. With this initiative, Epic intends to combine two previously distinct development tracks – the creator tools and the conventional Unreal Engine – creating a cohesive system that enhances consistency and efficiency across various projects.

    Anticipation for Unreal Engine 6 Release

    For those eager to get an early glimpse of Unreal Engine 6, patience will be required. A public preview is not anticipated until 2027, with the first games expected to launch around late 2028 or early 2029—coinciding with the expected release of the PlayStation 6. Given that Sony holds a 1.5% stake in Epic Games, a strong technical partnership with the PS6 seems likely, potentially featuring exclusive functionalities or first-party titles that fully utilize the new engine from the outset.

    The announcement prompted heated discussions on Reddit, resulting in over 500 comments within just 24 hours—most of which were critical or sarcastic. Many users voiced their concerns about the timing, claiming that Unreal Engine 5 has not yet resolved significant problems like shader stuttering, lengthy loading times, excessive VRAM usage, and subpar performance on high-end PCs. There’s widespread skepticism about Unreal Engine 6, with some fearing it might just be a rebranding of “UE5.5” filled with jargon but lacking real enhancements. Nevertheless, others remain optimistic, particularly if genuine multithreading support materializes. A few defenders of Epic’s drive for innovation noted that several performance issues arise from inexperienced developers instead of the engine itself.

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