Will the efforts of activists and the Ministry of Digital Affairs lead to real changes in the market and alter the policies of the largest platforms?
Why Are Video Game Prices in Poland Higher Than in Other Countries?
Buyers in Poland have long noticed that the prices of popular games on Steam often exceed comparable offers in neighboring Eastern European countries and even in some countries with a higher standard of living. The main reason is the platform’s own method of converting currencies.
At the end of 2022, Steam introduced a new exchange rate for Polish users, setting it during a period when the Polish złoty was rapidly weakening against the dollar. As a result, games became noticeably more expensive than in neighboring European countries. At the same time, the exchange rate was not updated even after the national currency strengthened—users still encounter higher prices than in neighboring countries, despite a fairer exchange rate reflected in economic statistics.
A comparison with the Czech and Hungarian markets shows that Steam’s policies there allow more affordable prices to be maintained. In Poland, the exchange-rate review is delayed, which is particularly painful given the growing popularity of video games and their role in contemporary culture.
High prices on Steam have led to an unusual situation: Poles have started playing free games more often. Growing online activity statistics in free-to-play projects are evidence of this.
Browser games are also becoming more popular. To verify this, we sent inquiries to the administrators of several portals reviewing such games. The administrators of a crash-game review portal, which can be reached via link to the website, gave us a clear response confirming increased online activity over the past four months. What is more, against the backdrop of reports of another expected price increase on Steam, the rise in the number of users has become even more noticeable.
Unexpected Consequences of Ending Game Support and Why Games Become Unavailable
Another hot topic has been losing access to purchased games after publishers end technical support. Many modern titles require a permanent internet connection even during single-player gameplay. This applies, for example, to Ubisoft’s racing game The Crew, which became completely unplayable after official support ended in 2024—owners lost access to it despite having paid the full price.
Such situations undermine trust in platforms and make buyers fear losing access to their digital goods. Gamers are increasingly asking: how many more games will be “destroyed” in this way?
The Stop Killing Games Initiative and Why Gamers Need It
In response to the loss of access to The Crew, well-known blogger Ross Scott launched the Stop Killing Games initiative in spring 2024. Its aim is to force publishers and platforms to ensure that games purchased by users remain usable even after support ends.
The movement’s main demands are the introduction of offline modes, allowing products to be launched without connecting to servers, and the ability to create private servers for older projects. The Stop Killing Games website and Scott’s video materials emphasize: “Gamers’ rights should not disappear when support ends.” Within a few months, the project attracted the attention of tens of thousands of gamers, and in Europe more than 1.4 million signatures have already been collected for the relevant petition.
Polish experts agree: “A purchased game is digital property, and the publisher has a duty to respect the user’s rights,” emphasizes Szymon Rusnarczyk, a video game market analyst.
The Role of the Ministry of Digital Affairs and Other State Institutions
Signals from the gaming community did not go unanswered. In August 2025, the Ministry of Digital Affairs organized a meeting with representatives of the initiative, industry experts, and lawyers. They discussed both global issues—the rights of gamers to retain their digital products—and local problems related to price formation on Steam.
Particular attention was paid to currency conversion and the need for its rapid correction. Representatives of Polish gaming communities also took part in the discussion, while UOKiK (the Office of Competition and Consumer Protection) and the Ministry of Culture joined efforts to develop proposals. Participants agreed to continue cooperating to protect the interests of Polish users at all levels, including cooperation with European institutions.
How the Gaming Community and the State Are Fighting for Fairness
Joint efforts by gamers, activists, and state institutions are producing their first results. Thanks to broad support for the issue at the European level, the initiatives have already attracted the attention of the European Commission and some Members of the European Parliament. The signatures on the Stop Killing Games petition confirm that the problem concerns not only a narrow group of enthusiasts, but also a broad audience.
Changing the exchange rate on Steam matters to every buyer: a review would reduce the prices of many games and send a signal to other platforms. As representatives of the gaming community emphasize, such changes could set a precedent for the entire industry.
What Could Change for Polish Gamers in the Near Future
Difficult negotiations with the owners of digital platforms, official representations, and joint work with European organizations lie ahead. One of the main tasks will be to pursue an update to the exchange rate and the introduction of mandatory offline access to purchased games.
However, experts warn that the process may take a long time. Valve, the owner of Steam, is known for its cautious approach to policy changes, while major publishers are reluctant to allow fans access to their internal infrastructure. At the same time, the experience of other countries, where similar campaigns have led to price reductions or greater transparency, shows that change is possible.
Why the Situation in the Video Game Market Concerns Everyone
Fair pricing and digital rights are becoming increasingly important in the digital age. Millions of users around the world have already experienced how large platforms can impose their own rules without taking actual incomes or consumer interests into account. Why should someone pay more simply because of an outdated exchange rate? Who decides access to our digital purchases—corporations or the gamers themselves?
Campaigns defending gamers’ rights bring to mind developments in other fields, from music to video streaming. Where social pressure and state-level support encountered corporate resistance, compromises and new standards ultimately emerged.
Today, the fate of Poland’s video game market largely depends on how united society and the gaming community will be in defending their interests. Follow developments—the success of the Stop Killing Games initiative could change the rules of the game not only in Poland, but throughout Europe. The future of digital rights and fair prices is being shaped right now.