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 city — Building, 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 tinyTrainingniche 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.