An online dispute between Larian and Epic Games has reignited the debate around PC exclusivity, platform reach, and what actually benefits developers.
Storefront exclusivity has been a recurring flashpoint in PC gaming, with Epic using funding and publishing deals to secure exclusive launches while Steam remains the dominant marketplace for reach. The current dispute revived the debate by framing exclusivity as a trade-off between financial certainty and broader distribution.
The Comment That Sparked The Debate
The discussion escalated after Michael Douse, publishing director at Larian Studios, publicly criticized Epic Games over how Alan Wake 2 was handled on PC.
The exchange followed a social media post from Epic founder Tim Sweeney, who argued that both players and developers benefit from having multiple PC storefronts, specifically Steam and Epic Games competing side by side.

Douse Pushes Back on Epic’s Messaging
In a widely shared post, Douse argued that the messaging clashes with high-profile Epic-backed releases that don’t launch on Steam, citing Alan Wake 2.
“I understand Epic entirely funded Alan Wake 2, but this altruistic pro-developer talk doesn’t sit well…”
— Michael Douse, Publishing Director at Larian Studios
Source: Yahoo Tech
He pointed directly to Alan Wake 2, which launched on PC exclusively via Epic Games Store. Douse speculated that skipping Steam could have cost the company potentially hundreds of millions in revenue by avoiding the largest PC marketplace, though no figures have been confirmed.. He further suggested that the lack of Steam access could pose long-term financial risks for a studio of Remedy’s size.
Remedy Responds and Defends Epic
Remedy Entertainment quickly entered the conversation and firmly sided with Epic.
In an official response, the studio stated that Alan Wake 2 would not have existed at all without Epic’s funding. Remedy described the deal as fair, unusually fast to finalize, and praised Epic as a reliable partner throughout development regardless of whether the game launched on Steam.
The discussion followed social posts by Sweeney about storefront competition, which prompted commentary from Larian’s publishing director Douse referencing Alan Wake 2’s absence from Steam and speculating it may have meant significant lost revenue. Remedy responded publicly that “there would be no Alan Wake 2 without Epic Publishing,” describing the publishing deal as “very fair”, noting it took “months” to finalize, and calling Epic “an excellent partner… Steam or no Steam.”
Remedy’s investor materials later reported that Alan Wake 2 sales exceeded 2 million units by the end of 2024 and that the game had recouped development fees and marketing investments by that point, enabling Remedy to begin accruing royalties.
Commercial Results
Remedy reported that Alan Wake 2’s sales took longer than the company initially expected to reach profitability, requiring over a year to recoup development and marketing costs.Over time, however, the game reached a sizable audience and earned strong critical reception.
Whether a Steam release would have resulted in higher sales remains impossible to prove. Remedy has been clear that this is purely hypothetical and based on their statements, the studio appears satisfied with both the partnership and the outcome.


Looking Ahead
The Alan Wake 2 debate highlights an ongoing tension in the PC gaming industry over how games are funded and distributed. On one hand, publishing deals like the one between Remedy and Epic Games can provide the financial backing and development support needed to make ambitious projects that might otherwise struggle to move forward. Remedy has publicly stated that Alan Wake 2 would not have existed without Epic’s publishing deal, describing the agreement as “very fair,” despite the game’s exclusive release on the Epic Games Store.

At the same time, whether Alan Wake 2 would have benefited from a Steam release remains open to interpretation. Wider platform availability can increase visibility and accessibility on PC, and Steam remains the largest marketplace in that ecosystem. Remedy, however, has framed its exclusivity decision as part of a broader trade-off between reach and financial security, emphasizing that Epic’s support was central to bringing the project to completion.
In that context, the discussion extends beyond a single game or storefront. As studios continue to balance guaranteed funding against broader distribution, Alan Wake 2 serves as a case study in how evolving publishing models shape which games get made—and how they ultimately reach players.