ModSignal notes

What we are learning from the Steam Workshop demand graph.

Launch notes, product thinking, and practical reads on subscriber velocity, creator traction, and breakout signals.

October 3, 2026

The Steam Workshop's Cadence Tax (2026): Go Quiet for a Year and Your Next Mod Reaches 1,000 Subscribers 13% of the Time — Publish Monthly and It Reaches 29%

Across 4.3 million Steam Workshop releases, the gap since a creator's previous mod is one of the strongest signals in the dataset — until you hold the creator fixed and a second effect appears underneath the first. The 7-to-30-day rhythm lands 28.9% of the time against 18.8% for the same creator's mods that followed a year of silence. And the year-long returns are not rare: 212,955 creators — 30.2% of everyone with more than one mod — went quiet for at least a year and came back. Here is the Steam Workshop's cadence tax.

October 3, 2026

The Steam Workshop's Zero-Favorite Floor (2026): 2.8 Million Installs Nobody Ever Bookmarked — 46.6% of the Catalogue Reaches 1,000 Subscribers 0.12% of the Time

Across 6,005,684 active subscribed Steam Workshop mods, 2,799,554 — 46.6% — have never been favorited once. That half of the catalogue reaches 1,000 subscribers 0.118% of the time, against 26.97% for the half that has been (228x). Hold the creator and the game fixed and it is still 55x, so it is a real behavioural split, not composition. Yet 3,295 mods with zero favorites are past 1,000 subscribers — including an Aimlabs config with 197,839 installs, 10 lifetime views and no bookmark at all. Favorites are the Workshop's return-intent signal, and nearly half the platform never earns one.

October 2, 2026

The Steam Workshop's Bracket Divide (2026): A Title That Opens With `[TFA]` Reaches 1,000 Subscribers 61.7% of the Time — and 14.3% When the Bracket Names a Language

Across 5.99 million active Workshop items, a title that opens with a bracketed tag reaches 1,000 subscribers 40.80% of the time against 13.76% for a plain title. Split the brackets by what they actually say and the pooled number falls apart: framework tags read 61.65%, language tags 14.27% — essentially no better than a plain name. Then hold the creator and the game fixed, and a 27-point divide becomes 6.1 points. Here is the honest cut.

October 2, 2026

The Steam Workshop's Install Monopolies (2026): In 32 Games One Mod Owns More Than a Tenth of Every Install — and in One, Two Mods Hold Half the Ecosystem

Every Steam Workshop game pools its installs the same way, and it is more extreme than any leaderboard admits. Platform-wide, the top 27,975 mods — 0.47% of the catalogue — hold half of all 12.5 billion subscriptions; the top 454,739 hold 90%. Inside a single game the median ecosystem gives half its installs to just 2.95% of its mods. In 32 of 348 ecosystems a single mod owns more than a tenth of every install, and in Survive the Nights one mod holds 44.4%. Then the ranking inverts: the tightest ecosystems are the biggest shelves — Wallpaper Engine needs 4,301 mods to reach half — and they are also the ones where an ordinary mod is most likely to find an audience at all.

October 1, 2026

The Steam Workshop's Catalog Ladder (2026): A Mod Reaches 1,000 Subscribers 8.59% of the Time as a Creator's Debut — and 30.11% as Their 101st

Across 5.99 million active Workshop items published by 1,685,699 creators, the odds of reaching 1,000 subscribers climb in an unbroken line from 8.59% on a creator's first mod to 30.11% on their 101st — a 3.5x ladder that survives removing Wallpaper Engine, restricting to single-game creators, and restricting to creators who started before mid-2024. Then you hold the creator and the game fixed at once, and it inverts. The ladder is not experience. It is a catalog that keeps getting bigger while the audience stays the same size, and here is the honest cut.

October 1, 2026

The Steam Workshop's Off-Platform Link (2026): Only 6.9% of Mods Put a URL in a Description — and 4 in 10 of Those Point Only Back at Steam

Just 6.92% of Steam Workshop mods put a URL in their description. That is the number you would quote if you stopped there. Of those 268,000 mods, 41.6% link to Steam and nowhere else — a preview image, their own workshop page, a cross-link to another mod — and only 156,430 mods in a catalogue of 3.87 million carry a link that genuinely leaves the platform. Here is what a mod does with the one field Valve gives it, and why the obvious 'linking out helps' story shrinks by a third under its own control.

September 30, 2026

The Steam Workshop's Copy-Paste Descriptions (2026): 189,543 Mods Share Their Blurb With a Stranger — and the Shared Text Looks Like It Helps Until You Compare Creators to Themselves

189,543 Steam Workshop mods carry the identical description text as at least one other mod, and together they hold 1.01 billion subscriptions — 8.1% of the platform. Split by how crowded the text is, the reach-to-1,000-subscriber rate climbs monotonically from 28.78% for a unique blurb to 36.97% for one shared by fifty or more mods. That gradient is the artifact. Compare the same creator against themselves and it reverses: 34.60% for their shared-text mods, 37.15% for their unique-text ones. 86% of the duplicate groups are one creator shipping a block of items behind a single blurb, and that surplus of prolific creators is what the pooled number is really measuring. The real finding is what the text is: credit notices, Patreon lines, French translation disclaimers, template maps, and a creator pasting an image-host URL into 1,495 Wallpaper Engine packs.

September 30, 2026

The Steam Workshop's Script Split (2026): A Cyrillic-Only Title Reaches 1,000 Subscribers 2.44% of the Time — Add a Latin Twin and It Is 10.77%

Ninety per cent of Steam Workshop mod titles are plain ASCII. Of the 600,000 that are not, four separate populations emerge. Cyrillic-only titles reach 1,000 subscribers 2.44% of the time; add a Latin translation of the same name and it is 10.77% — a 4.4x gap that survives length-matching, per-game voting, and a homoglyph control. CJK titles with Latin twins look like a 1.91x winner, until you hold title length and Wallpaper Engine fixed, at which point it is ~1.2x and the paired test stops agreeing. Here is the honest cut on the last unwritten field of a Workshop listing.

September 29, 2026

The Steam Workshop's Name Collision (2026): 977,000 Mods Share a Name With a Rival — and the First to Post Takes It

There is one thing every mod on the Steam Workshop has exactly one of, and that is a name. There is no uniqueness check. So 245,880 names in the live catalogue are claimed by two or more mods in the same game — 976,915 mods in total. They reach a thousand subscribers at 6.50% against 15.96% for uniquely-named mods. That pooled gap is a 2.3x penalty that shrinks to 1.33x once you count games instead of mods, which is the first honest thing to say about it. The second is that inside a shared name, the mod published first captures the installs and everyone after it is competing for a slot that is already taken.

September 29, 2026

The Steam Workshop's Visitor-Counter Gap (2026): In 80 Ecosystems — Holding 29% of Every Subscription — Mods Report More Subscribers Than Visitors

A mod cannot have more subscribers than people who ever looked at it. 1,941,933 mods do. The gap is not random: 80 ecosystems holding 3.64 billion subscriptions — 29.2% of the platform — report 4.7% of all page visits, while Wallpaper Engine alone holds 1.93 billion subscriptions (15.5% of the platform) on 1.6% of reported views. We re-measured the size ladder on the 124 ecosystems where the counter is coherent, and attention per subscriber falls 11.88 → 0.95 across seven size bands. Every mod checked was verified live against Steam's GetPublishedFileDetails.

September 28, 2026

The Steam Workshop's Disappearing Mods (2026): 17,717 Mods Vanished in Six Weeks — and Took 10.8 Million Subscribers With Them

Every figure about the Steam Workshop describes the catalogue as it is today. Nobody publishes the other side of the ledger: what left. In six weeks of continuous tracking, 17,717 mods that were live in August were reported gone by Steam — including a Counter-Strike 2 map with 669,836 subscribers and a Squad mod with 64,600. Together they strand 10.8 million subscriptions, and 43% of them were published in the last six months. Here is the Workshop's removal churn, measured.

September 28, 2026

The Steam Workshop's Wrong Tier (2026): In 11 of 12 Games the Curated Item Lane Reaches Nobody — in Rust It's the Only Lane That Works

Steam's Workshop runs two lanes: community mods and curated 'microtransaction' items. In 11 of the 12 games that use the curated lane, its items reach 1,000 subscribers 0.000% of the time. In Rust the relationship inverts — curated items reach 1,000 at 2.6% while Rust's community mods manage 0.135%, the weakest community lane of any major ecosystem. Rust is the one game where the Workshop's 'wrong' tier is the working one.

September 27, 2026

The Steam Workshop's Audience Portability (2026): A Hit That Travels — 30% vs 11%, and the Size of the Old Hit Is the Only Thing That Predicts the New One

Only 9.35% of Steam Workshop creators publish in more than one game. Among those who do, exactly one thing predicts what happens next: whether the first game produced a hit. A creator with a banked 1,000-subscriber mod arrives in a new game at 29.75%; one without arrives at 10.76%. The effect survives every catalogue-size control, every target game and every time gap. And it is graded by the old hit's magnitude — 11%, 25%, 37%, 49%, 65% across five size classes. Here is the Workshop's audience portability, grounded in 6.0 million live mods.

September 27, 2026

The Steam Workshop's One-Subscriber Floor (2026): 654,035 Mods Have Exactly One Install — and 97.9% of Them Never Get a Second

The single most common population in the Steam Workshop is not the breakout mod or the dead mod — it is the mod with exactly one subscriber. There are 654,035 of them, more than a tenth of the live catalogue, and together they hold 0.005% of all subscriptions. Tracking 626,931 of them across 41 days: 97.9% never gained a second install. Then we ran the control that separates the creator from the ecosystem, and the floor turned out not to be a verdict on the mod at all.

September 26, 2026

The Steam Workshop's Debut Signal (2026): A Creator's First Mod Predicts Almost Everything — 92% of Debut Breakouts Repeat, and 89% of Debut Flops Never Do

A creator's first Steam Workshop mod is the best predictor of everything that comes after it. Of 318,157 creators with at least three mods published since 2022, those whose debut crossed 10,000 subscribers landed another 1,000+ subscriber mod 92.0% of the time — against 10.9% for creators whose debut stalled under 1,000. The gap survives every control we can run. Then it inverts: publish your mods one per month and your debut is your best, publish five in a single month and your debut becomes your worst. Here is the Workshop's debut signal, grounded in ModSignal's live dataset.

September 26, 2026

The Steam Workshop's Tag Cliff (2026): 1.8 Million Mods Carry No Labels At All — and the Jump From Zero Tags to One Is the Biggest Move in the Whole Dataset

1,806,103 active Steam Workshop mods — 30.06% of the subscribed catalog — have no content tags whatsoever. Add one tag and the reach-1,000-subscribers rate jumps from 2.05% to 12.59%; add four more and it reaches 34.76%. Run the paired test that separates a real lever from a composition artifact and the picture splits in two: the 0-to-1 step is enormous and survives every control, while the "tag generously" step from 1-2 tags to 5-7 tags is a coin flip. The zero-tag group, it turns out, is mostly not a creator choice at all — it is the games whose tag vocabulary our crawler cannot see.

September 25, 2026

The Steam Workshop's Crowding Penalty (2026): The Hour You Publish Is a Coin Flip — How Many Rivals Ship Into the Same Game-Hour Is Not

A mod published alone into its game-hour reaches 1,000 subscribers 14.14% of the time. Share that hour with 11 or more rivals and it reaches 4.24% — a 3.3x gap across 890,795 mods. Crowding survives the test that kills the publishing-hour advice: the same creator in the same game does better in quiet hours than crowded ones in 55.4% of 47,294 comparable pairs, while the same test on the hour returns a coin flip at 48.4%. And it is getting worse — the share of mods landing in a swarm hour has nearly doubled since 2022.

September 25, 2026

The Steam Workshop's Publishing-Hour Illusion (2026): Mods Released in the Quiet Hours Look 28% More Successful — Until You Compare the Same Creator to Themselves

The most repeated piece of advice in modding is that you should publish at the right hour. We tested it on 2,047,042 active Steam Workshop mods published between 2022 and 2024, and the naive answer is yes: quiet-hour releases reach 1,000 subscribers 15.68% of the time against 12.21% for the crowded evening window, a 1.28x gap that holds in all three publish years, in every creator catalog-size band, and in 154 of 294 game-years. Then we ran the sharpest available test — the same creator, publishing in both windows — and the advantage vanished, then slightly reversed. The publishing hour is not a lever you can pull. It is a fingerprint of who you already are.

September 24, 2026

The Steam Workshop's Short-Title Problem (2026): 60% of Mods Are Named in Under 20 Characters — and Reach 1,000 Subscribers Half as Often

The median Steam Workshop mod title is 17 characters long. On a platform where the name is the only piece of text guaranteed to be shown, 3.59 million of the 6.01 million active, subscribed mods are named in under 20 characters — and they reach 1,000 subscribers 9.66% of the time, against 26.74% for titles of 50 to 69 characters. The ladder holds even when you control for whether the mod has a description and a thumbnail at all. And one small group of titles breaks the pattern in the opposite direction: the ones inside square brackets, which attract six times fewer favorites per subscription. Here is what the data says about the field every creator fills in first.

September 24, 2026

The Steam Workshop's Veteran Penalty (2026): 10-Year-Old Steam Accounts Publish 63% of New Mods and Land 41% Fewer Hits

A 10-year-old Steam account is a measurable disadvantage on the Steam Workshop. Of 1.25 million mods published since 2022 whose creator's account predates them, those from 10-year-old accounts reach 1,000 subscribers 12.98% of the time against 21.68% for accounts under six years old — a 41% gap that holds inside every publish year, inside every catalog size, and in 47 of 53 comparable game-years. Then the top of the distribution inverts the story: veterans hold 63% of the supply and only 26% of the top 1,000 mods.

September 23, 2026

The Steam Workshop's One-Sitting Problem (2026): 3.75% of New Mods Are Dumped in Batches — and They Land 9x Worse

Mass publishing is real and it is measurable: 3.75% of the 2.39 million Steam Workshop mods published in the last two years were fired into the platform as part of a batch — 89,641 of them, with 23,202 arriving in a single-hour burst of 31 items or more. A mod published alone reaches 1,000 subscribers 9.33% of the time. A mod published in an hourly batch of 31+ reaches it 1.04% of the time. Worse, the damage spills onto everyone else publishing that day. Here is the data.

September 23, 2026

The Steam Workshop's Thumbnail Divide (2026): 37% of Mods Have No Preview Image, and They Hold 0.6% of Every Subscription

Across 6.02 million active Steam Workshop mods with at least one subscription, 36.7% display no preview image at all. They average 32 subscriptions each and hold 0.6% of the platform's 12.56 billion subscriptions. The 63.3% with a thumbnail average 3,281 — a 102x gap. At the top of the Workshop a missing image is almost extinct: 98.9% of the 1,000 most-subscribed mods show one, and the 11 that don't are all Aimlabs aim-trainer configs.

September 22, 2026

Steam Workshop Freshness Payoff (2026): What Keeping a Mod Alive Is Actually Worth

A Steam Workshop mod updated in the last 7 days averages 5,459 subscriptions. One last touched 6-12 months ago averages 1,510 — a 3.6x freshness cliff. Then the curve inverts: mods untouched for over a year average 2,106 subs, because the Workshop's oldest giants never die. Here is what updating a mod is actually worth, grounded in ModSignal's live dataset.

September 22, 2026

The Steam Workshop's Portfolio Effect (2026): 9% of Creators Hold 31% of Every Subscription

Just 8.95% of Steam Workshop creators publish in more than one game. Those creators hold 30.7% of every subscription on the platform, are 4x over-represented among the top 100 mods of all time, and are up to 10x more likely to be running a live breakout. Then you hit the megapublishers, and the pattern reverses. Here is the Steam Workshop's portfolio effect, grounded in ModSignal's live dataset.

September 21, 2026

The Steam Workshop's Install-Absorption Ranking (2026): Slay the Spire 2 Took 628,000 New Installs in Seven Days

In the seven days of Sep 13-20, 2026, Slay the Spire 2's fresh Workshop ecosystem absorbed more new installs than any other game on Steam — 628,000 subscriptions across just 1,640 mods. That's a launch wave concentrated in a handful of foundation mods. Meanwhile MECCHA CHAMELEON posted the rare 93% gain rate. This is how to read install velocity, not as a count, but as an absorption story.

September 16, 2026

The Steam Workshop's Compounding Mods (2026): Only 383 Mods Are Still Accelerating — Here's Who They Are

Of the 44,076 Steam Workshop mods that gained subscribers in the last 30 days, only 383 are accelerating — adding subscribers faster each week. The other 9,099 that grew are already decelerating. This is the Workshop's compounding signal, the rarest growth state in the entire ecosystem. Project Zomboid's Build 42 wave and RimWorld's continued-mod economy dominate. Here's the full data picture.

September 16, 2026

The Steam Workshop's Revival Economy (2026): 2,178 Old Mods Just Made 6.7 Million Subs in a Week

The Steam Workshop is fixated on launches and breakouts, but the biggest re-acceleration story is hiding in the long tail: 2,178 established mods — two-plus years old with already-1,000+ subscribers — just added 6.68 million new subscriptions in a single week. Project Zomboid's 154 revived mods captured 1.57 million subs in 7 days; Aim Botz re-upped 52,038 in a week after 3 years; even Wallpaper Engine's 577 revivals pulled 1.58 million. Here is the Workshop's forgotten comeback channel.

September 15, 2026

The Steam Workshop Attention Dilution (2026): More Mods, Less Attention Per Mod Than Ever

The Steam Workshop published 1.19 million new mods in 2025 — 7x more than 2015 — but the average mod now earns 816 subscriptions, down from 4,120 a decade ago. The 1,000-subscriber success rate fell from 15.4% to 6.3%. The dead zone (0-9 subs) now holds 46.7% of all mods but 0.056% of all subscriptions. The top 0.1% of mods hold 35.7% of every subscription on the platform. Here is the Steam Workshop's attention dilution problem.

September 15, 2026

The Steam Workshop's Invisible Second Tier (2026): 366,465 Microtransaction Items That Hold Only 0.45% of All Subscriptions

Steam's Workshop quietly runs two tiers. The community tier is 6.79 million mods holding 12.5 billion subscriptions. The microtransaction tier is 366,465 curated-for-sale items that hold just 56.7 million subscriptions — 0.45% of the total. Rust is the single game that made it work: its 157,882 curated skins carry almost all of that 56.7M, while CS2, Dota 2 and Team Fortress 2 ship comparable curated catalogues that players install almost never.

September 14, 2026

Starfield's Mod Economy Is Console-First (2026): 71% of Its 46 Million Installs Live on Xbox

Modding discourse assumes PC. Starfield's Creations platform quietly proves otherwise: 71% of its 46.3 million subscriptions are Xbox, versus 24% PC and 4.8% PS5. Among 4,573 creations available on both PC and Xbox, 4,408 — 96% — have MORE Xbox subscribers than PC ones. Here is the console-first mod economy, measured creation by creation.

September 14, 2026

The Steam Workshop's Blank-Page Problem (2026): 2.8 Million Mods That Never Told You What They Are

Of 7.28 million tracked Steam Workshop mods, 2.81 million (38.6%) ship with a completely empty description and another 1.82 million (25.0%) have neither a description nor a preview image. Mods with a 150-299 character description reach 1,000 subscriptions 27.6% of the time; blank ones manage 2.8% — a 9.7x gap. Rust, Human Fall Flat and Besiege are blankest; Garry's Mod and Cities: Skylines are the cleanest. Here is the Steam Workshop's blank-page problem.

September 13, 2026

Where Steam Workshop Attention Actually Goes This Week (2026): The Live 7-Day View Leaderboard

ModSignal tracked 28.4M views across the Steam Workshop in the last 7 days. Project Zomboid draws 12.5% of all weekly eyeballs, RimWorld 8.1%, and Slay the Spire 2 — a Workshop that opened less than three weeks ago — already captures a 4.9% slice. Hearts of Iron IV's 'Aftermath: The Cold War' was the single most-watched mod of the week at 51,641 views, while 93.9% of mods got zero views at all. Here is where Workshop attention actually flows in 2026.

September 13, 2026

Wallpaper Engine Is Now the Largest Steam Workshop Game: 3.2 Million Items, 1.9 Billion Subscriptions

Wallpaper Engine now has 3.2 million Workshop items — 1.6x more than Garry's Mod. Its tracked mods have accumulated 1.9 billion subscriptions. Using ModSignal's live dataset, here's what the largest Steam Workshop ecosystem looks like up close.

September 12, 2026

The 2026 Steam Workshop Land-Grab: Slay the Spire 2, MECCHA CHAMELEON & Paralives Opened in One Month — and Now Out-Pull Decade-Old Giants

Three brand-new Workshops opened in August 2026 — Slay the Spire 2, MECCHA CHAMELEON and Paralives — and together they've already minted 155M+ lifetime subscriptions and ~1.3M new subs the last 7 days. BaseLib (Slay the Spire 2) crossed 743,684 subs, MECCHA CHAMELEON's ART GALLERY hit 6.68M, and Paralives opened with 29,008 creator-published mods. Here's what a Workshop land-grab looks like in the data — and how it flips the discovery odds toward whoever arrives first.

September 12, 2026

The Steam Workshop's First-Week Breakout Race (2026): 6,250 New Mods, Only 6 Crossed 10,000 Subscribers

ModSignal tracked every mod published to the Steam Workshop in the last 7 days — 6,250 new items. Only 108 (1.7%) reached 1,000 subscribers in their first week, 18 crossed 5,000, and just 6 crossed 10,000. Project Zomboid's Build 42 wave minted 9 of those 18 first-week breakouts, led by a single mod that hit 20,000 subscribers in under a week. Here is the brutal selectivity of the Workshop's first-week breakout race.

September 11, 2026

The Steam Workshop's Churn Economy (2026): 134,000 Mods Are Losing Subscribers Right Now

Of 4,965,593 Steam Workshop mods ModSignal measured this week, 134,781 (2.7%) lost subscribers in the last 7 days — 19,171 lost more than 1%, and 3,477 lost more than 5%. Wallpaper Engine is bleeding hardest as a share of catalog (51.6% of its measured mods are losing), while Project Zomboid's Build 42 migration is deprecating whole six-figure-subscriber mods at 4–6% a week. Here's the Steam Workshop's churn economy.

September 11, 2026

The Steam Workshop's Skill-Training Economy (2026): Aim Trainers & Crosshair Generators Are the Biggest Mods on Steam

Across 7.27 million active Steam Workshop mods, some of the most-subscribed items of all time aren't content mods — they're practice tools. Aim trainers, crosshair generators, and recoil maps quietly hold 3 of the top 10 Workshop slots, led by crashz' Crosshair Generator at 39.8M subscriptions. Roughly 4,053 practice mods have cleared 1,000 subs, capturing ~318M subscriptions total. Here's the full picture of Steam's hidden skill-training economy.

September 10, 2026

The Steam Workshop's 24-Hour Subscriber Machines (2026): Who Is Gaining the Most Right Now

Absolute velocity, not share. In the last 24 hours 135,465 Steam Workshop mods together gained about 2.7M new subscribers, and the top 100 of them captured 12% of it. SharkBait's Project Zomboid line-of-sight overhaul gained +8,776 subs in one day; rezecib's Don't Starve Together utilities pulled +6,586; OUROBOROS-0's People Playground nanobot body added +6,119 at a 99.99 breakout score. By total daily intake, Garry's Mod (+301k subs/day), The Binding of Isaac (+193k), and Don't Starve Together (+176k) lead the ecosystem. Here is who is winning new installs right now — in absolute numbers, not percentages.

September 10, 2026

The Steam Workshop's One-Hit-Wonder Economy (2026): Only 1 in 5,700 Active Mods Ever Reaches 100,000 Subscribers

Of 7,267,388 active Steam Workshop mods, just 16,324 (0.22%) have passed 100,000 subscriptions and only 762 have reached 1,000,000. That's roughly 1 in 5,700 active mods. And among the 8,190 creators who have ever landed a 100k subscriber mod, 71% have only one — the one-hit-wonder is the dominant outcome. Here's the full success ladder.

September 9, 2026

The Steam Workshop's Breakout Factories (2026): The Creators Holding the Most Live Breakouts Right Now

Which creators hold the most mods in live breakout right now? Using ModSignal's breakout score across 7.3 million tracked mods, we found the Steam Workshop's breakout factories — creators with dozens of mods in simultaneous high-momentum breakout. satanisist (Paralives) leads with 67 live breakouts; 00Fant (Scrap Mechanic) holds 57; KI5 (Project Zomboid) runs the most breakout subscription value at 31M. Here's who is hot right now and why their ecosystems mint breakouts.

September 9, 2026

The Steam Workshop's Growth-Stage Band (2026): 48,211 Proven Mods That Are Still Compounding

Every Steam Workshop mod is either an early-riser (<10k subs), a proven hit (10k–200k), or a mega-mod (200k+). The band in the middle is the one most analysis skips — but it's where durability shows. Across 7.26M tracked mods, 48,211 sit at 10k–200k subscriptions, and when they compound they do it hard: the top ~0.2% are up 50%+ since tracking began, paced by Project Zomboid's Build 42 ecosystem (65 of the 91 fastest growers) and RimWorld's content pipeline. Here's what separates a plateaued mid-tier mod from one still climbing.

September 8, 2026

The Highest-Momentum Steam Workshop Mods Right Now (2026): A Data-Driven Breakout List

Which Steam Workshop mods are growing fastest right now? We ranked thousands of active mods by 7-day subscriber velocity to build this data-driven breakout list. Project Zomboid's Build 42 wave captures 78% of top-30 momentum — but freshly uploaded mods like Fitted Sheets and Aftermath: The Cold War passed 10,000 weekly subscribers within days of publishing, and Counter-Strike 2, Slay the Spire 2 and People Playground keep producing genuine breakout hits.

September 8, 2026

The Steam Workshop's Early-Riser Problem (2026): How ModSignal's Breakout Score Finds Mods Before They Explode

Subscriptions tell you who won. Views tell you who was seen. But neither tells you who is about to break out — until it's too late to matter. ModSignal's breakout score is a weighted velocity signal (subscription momentum, favorite growth, view growth, update recency) designed to surface early-riser mods before they climb the charts. Across 4.8 million tracked mods, 141,773 currently carry breakout momentum — and 73% of them sit under 10,000 subscriptions. Planet Zoo, Garry's Mod and RimWorld are minting the most. Here's the shape of the Steam Workshop's early-riser economy in 2026.

September 7, 2026

The Steam Workshop's Bookmark Economy (2026): What 1 Million Weekly Favorites Reveal About Return-Intent

Every Steam Workshop item has two demand signals: subscriptions (install intent) and favorites (return intent). A favorite is a bookmark — 'I want to come back to this.' Tracking 7-day favorites velocity across 7.26M active mods, Project Zomboid leads the bookmark economy (358,580 weekly favorites), but the real story is divergence: 23,129 mods gained favorites this week with zero new subscriptions, and Aimlabs' pro crosshair configs are bookmarked 178x more than they're subscribed. Here's what the bookmark graph reveals.

September 7, 2026

The Steam Workshop's Discovery Lottery (2026): 94% of Active Mods Get Zero Views in a Week

Views are the Workshop's front door — and almost nobody walks through it. Across 4.8 million tracked mods, 93.7% got zero views in the last week. Of the 6.3% that got any attention, the median was just 5 views. The top 1% of mods captured 61% of all weekly discovery. Here's the full picture of the Steam Workshop's discovery lottery in 2026.

September 4, 2026

The Steam Workshop's Momentum Economy (2026): 1,000 Mods Capture 83% of Every Week's New Subscriptions

Subscriptions are a stock; momentum is a flow. Measuring the 7-day change in subscriptions across every active Steam Workshop mod, ModSignal found 91,930 mods added subscribers last week — but the top 1,000 captured 83% of all that new demand. Project Zomboid's Build 42 wave owns ~67% of the platform's current momentum. Here's the concentration behind 'the fastest-growing mod' in 2026.

September 4, 2026

The Steam Workshop's Tag Graph (2026): What Every Game's Content Tags Reveal About Its Mod Economy

Every Steam Workshop item is labelled with its game's tags — the metadata that powers discovery filters. But those tags are also a fingerprint of each ecosystem's economy. Wallpaper Engine's catalog is a format machine (Wallpaper, 103,820 items / 1.9B subs; Mature; Anime). Project Zomboid's tags are a version ledger (Build 41, Build 42). Garry's Mod divides into Addon/Fun/Roleplay; Cities: Skylines into Building/Vehicle/Prop. Here's what the tag graph reveals.

September 3, 2026

Counter-Strike 2's Workshop Is 80% Abandoned: 115,000 Zero-Subscription Mods and the Steam Workshop's Orphan Problem

Across the active Steam Workshop, 1.28 million mods — roughly 18% of everything published — have never been subscribed to even once. And no big game is more orphaned than Counter-Strike 2, whose Workshop is nearly 80% zero-subscription mods, while Euro Truck Simulator 2's is 0.003% orphaned. The gap reveals which communities curate their Workshop and which bury their newcomers.

September 3, 2026

The Most-Viewed Steam Workshop Game Communities (2026): Which Games Hold the Biggest Discovery Audiences

Across Steam Workshop, 7.2 million active mods carry 16.58 billion combined views. Left 4 Dead 2 leads — its 2.12 billion views make it the most-browsed modding community — with Garry's Mod a close second. But views and installs rarely move together: Wallpaper Engine draws 264 million views yet converts to 1.91 billion installs, while Team Fortress 2 gets 29 views per subscription. Here's the full discovery ranking.

September 2, 2026

The Steam Workshop's Dormant Giants: 51% of All Mod Subscriptions Live in Mods Nobody Has Updated in a Year

64,719 of the Steam Workshop's biggest mods have gone dormant — no update in over a year — yet they still hold 6.37 billion subscriptions, roughly half the platform's total install base. From Wallpaper Engine wallpapers to CS2 training maps, the Workshop's most-installed content is increasingly maintained by nobody.

September 2, 2026

The Most Subscribed Steam Workshop Game Communities (2026): Which Ecosystems Own the Biggest Mod Install Bases

Across Steam Workshop, 320,747 active mods carry 5,000+ subscriptions, together holding over 10.7 billion installs. Wallpaper Engine leads — its 46,765 big mods hold 1.77 BILLION combined subscriptions — with Garry's Mod and Cities: Skylines close behind. Here's the full ranking of the biggest modding communities by total subscription reach.

September 1, 2026

The Most-Favorited Steam Workshop Games (2026): Which Ecosystems Players Bookmark Most

Favorites measure return intent, not just a one-time install. Ranking every major Steam Workshop game ecosystem by total accumulated favorites and favorites-per-subscription, Wallpaper Engine leads with 212 million, but the bookmark-to-install ratio tells a sharper story about which mods players actually come back to.

September 1, 2026

RimWorld's 'Continued' Mod Economy: 2,898 Handed-Down Mods That Hold 18M Subscriptions (2026)

2,898 RimWorld mods carry a 'Continued' suffix — 4.9% of the catalog — yet they hold 18.3 million combined subscriptions. When a creator steps away, someone else keeps the mod alive. Here's what RimWorld's maintenance-mod economy reveals about Steam Workshop longevity.

August 31, 2026

The Oldest Steam Workshop Mods Still Making Millions (2026): 10-Year-Old Hits That Never Died

The most-subscribed mod on Steam Workshop — crashz' Crosshair Generator at 39.8M installs — was created in 2014. It's 12 years old. Of 136,565 active pre-2015 mods still live in 2026, only 1,663 (1.2%) exceed 100k subscriptions. Here's the durable tail that powers the Workshop's staying power, grounded in ModSignal's dataset.

August 31, 2026

Project Zomboid's Build 42 Update Spawned a Breakout Wave: 111 of the Workshop's 436 Breakout Mods Is Zomboid

111 of the 436 Steam Workshop mods currently scoring 'breakout' momentum are Project Zomboid mods — 25% of the entire platform's breakout leaderboard, a wave driven by the Build 42 update. Bandits NPC, CleanUI, and NeatUI picked up thousands of new subscriptions in seven days.

August 30, 2026

Which Country Builds the Best Steam Workshop Mods? (2026): The US Leads, but China Has the Most Productive Creators

The US holds 1.05 billion Workshop subscriptions — more than Germany, the UK and China combined. But China's ~3,100 publicly-located creators average 94,000 subs each, the highest productivity of any large modding nation. ModSignal breaks down who actually builds the Steam Workshop, by country.

August 30, 2026

Where New Steam Workshop Mods Actually Get Published (2026): Project Zomboid's 7% of All New Releases

In the last 30 days 124,488 new mods were published across 6.76 million active Workshop items. Project Zomboid alone took 8,737 of them — 7.0% of every new Workshop mod — and turned a record 111 of those into 10,000+ subscriber releases. Here's the full picture of where modding is shipping in 2026.

August 29, 2026

The MECCHA CHAMELEON Steam Workshop Effect (2026): One Game Owns Every 2026 Breakout Mod

Of all the mods published to the Steam Workshop in 2026, exactly 34 crossed one million subscriptions — and all 34 are from MECCHA CHAMELEON, a $5.99 hide-and-seek indie game that launched its Workshop in June. ART GALLERY leads at 6.65M subs. Here's how one game captured a year of breakout demand.

August 29, 2026

Most Steam Workshop Mods Never Get Updated (2026): Only 6.6% Are Touched in 90 Days

Just 448,000 of 6.77 million active Workshop mods — 6.6% — were updated in the last 90 days. Counter-Strike 2 leads update vitality at 12.3%, while Empyrion sits at 0.9%. Here's the full picture of a deeply dormant long tail, grounded in ModSignal's dataset.

August 28, 2026

Steam Workshop Creator Concentration (2026): Where 5 Creators Capture 73% of Subscriptions

Five creators control 73.3% of Aimlabs Workshop subscriptions. Five more control 51% of Counter-Strike 2's. Meanwhile Wallpaper Engine's top five hold just 5.7%. Using ModSignal's live dataset, here's the full creator-concentration ranking and what it reveals about each ecosystem.

August 28, 2026

Steam Workshop Favorites vs Subscriptions (2026): The Engagement Signal That Reveals What Players Actually Love

Team Fortress 2 is the only Steam Workshop game where players favorite more mods than they subscribe to. Counter-Strike 2 has a 1% favorite rate. Using ModSignal's live dataset of 6.8 million mods and 5 billion favorites, here's the full engagement-depth ranking for every major Workshop ecosystem.

August 27, 2026

Steam Workshop Mod Demand Concentration (2026): The Power-Law Behind Subscriptions

In Counter-Strike 2, the top 10 mods capture 33% of all subscriptions. In Garry's Mod, they capture 2%. Using ModSignal's live dataset, here's how Workshop demand concentrates — and why a few ubiquitous tools reshape an entire ecosystem.

August 26, 2026

Steam Workshop Conversion Rates by Game (2026): Where Browsers Become Subscribers

Wallpaper Engine achieves 7.25 subscriptions per view. Team Fortress 2 needs 29 views per subscription. Using ModSignal's live dataset of 6.7 million active mods and 16.4 billion views, here's the full conversion-rate ranking for every Steam Workshop game ecosystem with 100M+ views.

August 25, 2026

The Fastest-Growing Steam Workshop Game Ecosystems (2026): Where Modding Is Exploding Right Now

People Playground's mod output grew 4.35x year-over-year. Paralives went from zero Workshop mods to 28,465 in 2026 alone. Trailmakers creators publish 399 mods per day. These are the Steam Workshop game ecosystems where modding is exploding right now — ranked by creation velocity, not just total count.

August 24, 2026

The Most-Viewed Steam Workshop Mods (2026): Where Browsing Becomes Subscribing

Ranking Steam Workshop mods by raw views reveals a leaderboard dominated by Counter-Strike training tools and Don't Starve Together QoL addons — crashz' Crosshair Generator v3 tops 19.5 million views. But the real signal is the view-to-subscribe funnel: Left 4 Dead 2, Hearts of Iron IV, and Skyrim convert browsers into subscribers far more efficiently than raw volume champions like Counter-Strike 2.

August 23, 2026

The Steam Workshop Games With the Highest Demand Per Mod (2026): Wallpaper Engine's 10x Lead

Ranking Steam Workshop games by average subscriptions per mod reveals a very different leaderboard from total volume. Using ModSignal's live dataset of 5 million active mods, Wallpaper Engine dominates at 145,228 subs per item — 10x the runner-up Unturned (13,200). Skyrim and Project Zomboid follow, while high-volume games like Garry's Mod and Cities: Skylines have thin per-mod demand.

August 22, 2026

The Most Influential Steam Workshop Creators (2026): 90 Million Subscriptions From a Single Account

Using ModSignal's live dataset of 5 million active mods across 139 games and 1.47 million creators, here are the most influential Steam Workshop creators ever — ranked by total subscriptions, favorites, and mod count. KI5 leads with 90.4M subs across 102 Project Zomboid mods; crashz has 86.6M from just 13 CS2 items.

August 21, 2026

The Most-Favorited Steam Workshop Mods (2026): The Bookmark Signal That Predicts Return Players

A subscription says a player installed a mod. A favorite says they plan to come back to it. Using ModSignal's live dataset of 4.4 million active mods across 80 games, here are the most-favorited Workshop items ever and the games where players bookmark the most.

August 20, 2026

The Fastest-Growing Steam Workshop Mods Right Now (2026): Project Zomboid's B42 Wave Is Unstoppable

Which Steam Workshop mods are gaining the most new subscriptions this week? Project Zomboid's B42 update wave dominates the growth chart. Here's the live ranking of the fastest-growing mods and the creators behind them.

August 19, 2026

The Most Subscribed Steam Workshop Mods of All Time (2026): 39.8 Million Installs and Counting

The single most-subscribed Steam Workshop item has been installed 39.8 million times. Using ModSignal's live dataset of 3.97 million active mods across 75 games, here are the most-installed mods of all time and the creators who built them.

August 18, 2026

The Biggest Steam Workshop Games by Mod Count (2026): 7.6 Billion Subscriptions, Ranked

Garry's Mod tops Steam Workshop with 1.98 million items, followed by Portal 2 at over 1 million. Using ModSignal's live dataset of 3.5 million active mods across 80 games, here's which ecosystems carry the most player demand.

August 17, 2026

Introducing ModSignal

ModSignal is now live: a Steam Workshop intelligence platform for studios that need clearer visibility into demand, creator traction, and emerging content opportunities.