Tags are the quiet backbone of the Steam Workshop. Every published item carries its game's labels — Map, Building, Roleplay, Build 41 — and those labels are what the discovery filters, the "browse by tag" pages, and the recommendation surfaces actually run on. They tell a player what kind of thing a mod is before they click.

But the same tags, read at ecosystem scale, are something more: a fingerprint of each community's mod economy. What an ecosystem chooses to tag, how its tags map to installs, and when it uses tags as a version ledger rather than a genre label all expose what kind of content actually gets built — and bought — in that corner of the Workshop.

Using ModSignal's live dataset — 7.2 million active Workshop items across 401 tracked games, tagged with hundreds of thousands of distinct labels — we mapped the tag graph of the biggest modding communities. Here is what the Workshop's own metadata says about each ecosystem.

Wallpaper Engine: the format machine

Wallpaper Engine's Workshop isn't organised by genre — it's organised by media format. The top tags are the item types themselves:

Tag Items Combined subscriptions
Wallpaper 103,820 1,904,950,962
Mature 62,333 448,901,453
Video 59,268 633,641,489
Anime 50,122 838,929,337
Scene 44,009 1,187,519,967
3840 x 2160 39,069 816,718,533
1920 x 1080 23,890 412,796,144
Customizable 19,896 656,252,488

Across 105,029 active items holding 1.91 billion installs, the dominant tags are Wallpaper, Video, Scene — the medium — plus resolution labels (3840 x 2160, 1920 x 1080) and content categories (Anime, Mature). A Scene tag alone carries 1.19 billion subscriptions.

This is the purest "format-driven" economy on the Workshop. The tag graph has almost no gameplay vocabulary because there is no gameplay — creators compete on medium, resolution and aesthetic, and the tags are the shelf where those differences are displayed. For a creator, the takeaway is blunt: in Wallpaper Engine you are selling format and look, and the tag with the biggest installed base is simply Wallpaper.

Garry's Mod: the everything box

Garry's Mod tags read like a toybox inventory — the ecosystem is defined by what role a thing plays in a sandbox where players assign their own meaning:

Tag Items Combined subscriptions
Addon 151,934 1,542,809,705
Fun 91,431 954,612,390
Roleplay 65,036 651,251,576
Model 58,647 384,682,847
Realism 47,589 551,284,645
Scenic 31,642 259,813,370
Cartoon 30,346 196,413,778
map 26,914 282,452,804

Across 175,836 active items and 1.57 billion installs, Addon is the catch-all top label (151,934 items), but the functional tags tell the real story: Fun (954M subs), Roleplay (651M), Model, Realism, Scenic, Cartoon. GMod is a tone machine as much as a content library — players sort by how a mod feels (fun, realistic, scenic, cartoon), not just what it is. The diversity of tag kinds (role, function, art style) is itself the signal: this is the Workshop's most broadly-defined economy, because Garry's Mod accepts almost anything.

Project Zomboid: tags as a version ledger

Project Zomboid does something few ecosystems do — it uses tags as a versioning system, not just a genre label:

Tag Items Combined subscriptions
Build 41 10,212 564,776,764
Build 42 7,958 342,112,022
Multiplayer 6,002 362,297,187
Items 4,100 149,046,068
Misc 3,967 164,878,797
Realistic 3,824 186,266,904
Silly/Fun 2,834 77,838,116
Balance 2,523 101,967,913

This is the same Build 41 / Build 42 split that drove the earlier breakout-analysis articles. But the tag graph shows it from the metadata side: tags here are compatibility labels — a mod tagged Build 42 explicitly tells players it works with the current version. That's a massive discovery value-add (and a moderation signal ModSignal's velocity metrics capture). Alongside, Multiplayer, Items, Realistic, Balance give the classic survival-game genre vocabulary. The lesson: in PZ, getting the version tag right matters as much as the content — tags are part of the deliverable.

Counter-Strike 2: the map utility hub

CS2's tags are pure game-format vocabulary, dominated by the map content that IS the CS2 Workshop:

Tag Items Combined subscriptions
Map 10,117 400,159,191
Cs2 9,891 204,109,171
Custom 6,088 369,457,808
Classic 6,025 78,671,901
Deathmatch 2,439 39,382,481
Wingman 1,741 19,860,320
Training 208 59,491,843

Almost everything is a Map, with game-mode tags (Deathmatch, Wingman, Arms Race) as the differentiator. Notably, Training carries 59.5M subs from just 208 items — the utility-mod effect we've seen before, hiding even inside the tag graph. CS2's tag taxonomy is tight and gameplay-bound: if you're not shipping a map, you're a small minority.

Cities: Skylines: the object catalogue

Cities: Skylines tags are an urban-planning object catalogue:

Tag Items Combined subscriptions
Building 27,988 357,115,504
Vehicle 14,026 61,013,535
Prop 11,652 90,238,430
Unique Building 8,753 102,648,002
Residential 6,456 83,948,353
Park 4,973 42,421,582
Road 4,049 50,900,070
Commercial 3,749 51,482,032

Every tag is a thing you can place in a cityBuilding, Vehicle, Prop, Road, Park, Residential. This is an accumulation economy: players collect objects to decorate their cities, so the catalog grows by adding more assets to each tag class. The tag graph is essentially a city-building parts catalogue, and the biggest single tag (Building, 28k items / 357M subs) is the shelf with the most "placeable" content.

What the tag graph is really telling you

Read across all five ecosystems, the Workshop's metadata layer exposes four distinct economies:

  • Format machines (Wallpaper Engine): tags describe the medium (Video, Scene, resolution). Demand follows format and aesthetic.
  • Tone boxes (Garry's Mod): tags describe feel and role (Fun, Roleplay, Realism, Cartoon). Demand follows vibe and versatility.
  • Version ledgers (Project Zomboid): tags describe compatibility (Build 41/42). Getting the tag right is part of the product.
  • Utility hubs (Counter-Strike 2): tags describe game content (Map, modes). A tiny Training niche punches far above its size.
  • Object catalogues (Cities: Skylines): tags describe placeable assets (Building, Vehicle, Prop). The economy grows by volume of distinct objects.

The same tag system — the one every player scrolls past on a mod page — is a reliable, free map of what each community actually values and buys. For a creator deciding where to ship next, or a studio planning Workshop strategy, reading the tag graph beats guessing: it shows you the shelf a new mod will land on, the size of that shelf, and how much of the ecosystem's install base already sits on it.

The data behind this article

All figures come from ModSignal's live database, which continuously snapshots Steam Workshop via the Steam Web API. An item is "active" when it is current and indexed; "combined subscriptions" sums subscriptions_current across those active items; tag counts aggregate every workshop_item_tag join for the game's active items. Because every game maintains its own tag vocabulary (a Wallpaper in Wallpaper Engine is unrelated to a CS2 Map), tags are analysed per-game, not merged globally. Totals reflect all 7,226,140 active mods across 401 tracked games, carrying 20.4M item-tag joins and hundreds of thousands of distinct labels. These numbers are a live snapshot and move as the Workshop graph refreshes. All figures current as of September 2026.

To explore any ecosystem's tags, installs, and growth velocity in real time — and spot rising creators before they peak — visit ModSignal.


ModSignal tracks 7.2 million Steam Workshop mods across 401 games in real time. Browse games, search mods, or check pricing for API access.