Every conversation about the Steam Workshop starts with subscriptions — the number that tells you a mod won. But before a single subscription happens, a mod has to be seen. Views are the Workshop's front door, the first and only filter between a mod existing and a mod being discovered. And the data shows that door is almost never opened.

Using ModSignal's live snapshot history across 4.8 million tracked Steam Workshop mods, we measured the 7-day view distribution for every item. The result is a discovery economy that is even more lopsided than the subscription concentration we measured earlier. Most active mods are not merely underperforming — they are effectively invisible.

94% of active mods get zero views in a week

In the most recent measured week, 4,512,405 of 4,815,111 tracked mods — 93.7% — received zero views. Not low views. Zero. No one clicked, no one hovered, no one even landed on the page.

That leaves just 302,706 mods (6.3%) that got any discovery at all. And even among that already-tiny cohort, the attention is razor-thin:

Metric Value
Tracked mods 4,815,111
Mods with zero views (7d) 4,512,405 (93.7%)
Mods with any views (7d) 302,706 (6.3%)
Median views among viewed mods 5
Mods with ≥100 views (7d) 26,669
Mods with ≥1,000 views (7d) 4,361
Mods with ≥10,000 views (7d) 403

Read the median line again: the typical mod that gets any attention at all earns just 5 views in a week. Five people looked at it. The Workshop is not a marketplace where most mods compete and a few win — it is a lottery where 94% of tickets are never even drawn.

Discovery is hoarded by a microscopic slice

When we rank the 302,706 viewed mods by weekly views, the concentration is extreme:

Band Share of all weekly views
Top 10 mods 2.8%
Top 0.1% 26.2%
Top 1% 60.8%

The top 1% of viewed mods — roughly 3,000 items out of 4.8 million — captured 60.8% of all weekly discovery. The top 0.1% alone took more than a quarter. Meanwhile the bottom ~99% of the catalog splits the remaining 39% of views, with most of those getting single-digit attention.

The single most-viewed mod last week was Vanilla Outfits Expanded (Project Zomboid) at 203,947 views — more than the combined weekly views of the bottom ~4.4 million mods. One mod out-earned the entire long tail of the platform in discovery.

Views don't guarantee subscriptions

Discovery is necessary but not sufficient. Of the 302,706 mods that got any views last week, 122,984 (40.6%) converted zero of those views into a subscription. People looked, and moved on.

The other side: 59.4% of viewed mods converted at least one view into a subscription. So the funnel is brutal at every stage — most mods are never seen, and of the few that are, two in five still fail to convert a single install.

The discovery lottery by game

The zero-view share varies dramatically by ecosystem. Games with huge, fast-moving catalogs bury their long tail hardest:

Game Tracked mods Zero views (7d) Zero-view share
Stick Fight: The Game 39,932 39,932 100.0%
Duck Game 41,486 41,221 99.4%
The Escapists 2 20,036 19,870 99.2%
Rust 121,924 120,572 98.9%
Scrap Mechanic 92,919 90,367 97.3%
Planet Zoo 92,836 88,871 95.7%
Portal 2 24,156 23,013 95.3%
Counter-Strike 2 32,147 29,403 91.5%
DayZ 24,028 21,634 90.0%
A Dance of Fire and Ice 24,846 22,194 89.3%
Tabletop Simulator 20,080 17,135 85.3%
Garry's Mod 29,937 24,461 81.7%

Rust is the starkest case: 98.9% of its 121,924 tracked mods got zero views in a week — and only 1 mod crossed 1,000 views. A game with one of the largest Workshop catalogs on the platform is also one of the most invisible. Garry's Mod, by contrast, is the healthiest of the large ecosystems at 81.7% zero-view — still a lottery, but with a meaningfully larger slice of its catalog getting discovered.

What this means for creators

The practical takeaway is blunt: publishing a mod is not the same as distributing it. In 2026, the Steam Workshop's default state for a new mod is invisibility. The mods that get seen are overwhelmingly the ones that already have momentum — the top-viewed items last week were dominated by Project Zomboid's Build 42 wave and a handful of established CS2 training maps:

Mod Game Weekly views Weekly subs
Vanilla Outfits Expanded Project Zomboid 203,947 204,458
This Is Your Life [B42] Project Zomboid 100,807 49,780
PZ Pulse Project Zomboid 80,440 52,515
External Item Descriptions The Binding of Isaac 64,241 65,826
Aim Botz – Aim Training Counter-Strike 2 63,173 179,857
GoM – Guns of Marz [B42] Project Zomboid 59,544 90,289

Discovery compounds. The mods that get seen get subscribed, which pushes them up the ranking, which gets them seen more. For a new creator, the Workshop's organic loop is not a level playing field — it is a flywheel that only starts turning after something external (a stream, a community post, a game update) breaks the initial invisibility.

That is the real story of the Steam Workshop in 2026: not that a few mods win, but that almost everything is never even in the race.