Skip to content
How a Banned Indie Horror Game Exposed the Power of PC Game Stores

How a Banned Indie Horror Game Exposed the Power of PC Game Stores

The Horror Game Steam Did Not Want

Horses is a small indie horror game with a very big story behind it. Developed by Italian studio Santa Ragione, it became controversial long before most players even knew it existed. The game was famously rejected from Steam two years before release, then later pulled from the Epic Games Store just one day before launch.

Despite those setbacks, Horses still managed to release on other PC storefronts like GOG and Humble. The result was a mix of modest commercial success and a harsh lesson in how much power major PC platforms have over indie developers.

Horses is not a typical horror title. It is an arthouse style experience about a man living on a farm full of naked people wearing horse masks. The story explores heavy themes including sexuality, violence, and slavery. One scene in particular caused problems with platforms: a child riding on the back of one of the naked horse headed captives. The developers later changed that scene before the final release, but by then the relationship with Steam was already damaged.

What Happened With Steam, Epic, and GOG

Santa Ragione says that Horses sold about 18,000 copies after launch. That is not blockbuster territory, but it is solid for a small indie team and enough to pay off their loans and outstanding royalties. According to the studio, the controversy around the bans actually helped. Coverage of the situation, plus public support from GOG and a positive response from players, helped the game reach more eyes.

However, the developers are clear that this limited success does not erase the damage. Being banned on Steam, the largest PC game store by far, forced the team into what they describe as a prolonged scramble for funding. Development was extended, debts piled up, and team members had to take on other jobs to survive. That fragmentation makes it much harder for the full team to reunite for a new project.

Epic added more confusion to the story. The game was approved for release, then removed from sale just one day before launch due to inappropriate content, even though that content had already been reviewed. In contrast, GOG stepped in and openly supported the release, turning Horses into one of its best selling new titles at launch.

Still, even GOG does not come out looking perfect. Players were quick to point out that the platform had previously refused to release Devotion, a horror game by Red Candle Games, back in 2020 after controversy around its content. That history shows that nearly every large storefront struggles with where to draw the line when it comes to challenging or political games.

For Santa Ragione, the missing piece is Steam. A strong two week run on smaller storefronts is nice, but they have no way to know what Horses could have done with a full Steam launch. For PC developers, especially indies, being cut off from Steam is like being cut off from a huge percentage of the market.

Why This Matters for PC Gaming

The story of Horses is bigger than one weird horror game. It highlights how dependent PC developers are on a few massive companies that control distribution. Steam, the Epic Games Store, and GOG effectively decide which games most PC players ever get to see. When those platforms ban, delay, or quietly bury a game, it can be the difference between survival and shutting down.

Santa Ragione argues that the real issue is not just one ban. They are calling for clearer rules, transparent processes, and actual accountability from what they describe as near monopolistic distribution platforms. Right now, they say, many games are silently banned, delisted, or stuck in endless review with little explanation. Small teams are often too scared to speak up publicly, worried that complaining might hurt their chances of getting future games approved.

There is also pressure from outside the game stores themselves. Credit card companies have reportedly pushed platforms to remove certain adult or sexual content. That adds another layer of risk for any developer who wants to explore difficult subjects in an interactive medium.

For PC gamers, this all has a direct impact on what you can play. If you are interested in experimental horror, socially challenging games, or titles that push boundaries, you are often relying on a handful of platforms to make them visible and buyable. When those companies are nervous about controversy, the safest options tend to win out.

For indie studios, the stakes are even higher. Making a game is already a risky, time consuming, and expensive process. Choosing to tackle uncomfortable or taboo themes multiplies that risk. If a platform suddenly decides your game crosses a vague line, years of work can be cut off from the largest audiences overnight.

Horses proves that controversy can sometimes boost visibility, but that is not a strategy anyone can plan for. Most titles that get quietly blocked or delayed never make headlines. They just fade away before players ever hear about them.

In the end, Santa Ragione is proud that Horses reached players and paid off its debts. But the studio is realistic about the cost. The team has scattered to other jobs and projects, and funding a new full scale game is not yet possible. A new prototype might happen if sales hold up, but reuniting everyone will be difficult.

For PC gaming as a whole, the lesson is clear. Storefront policies, payment processors, and platform power are now just as important to the future of games as graphics cards or engines. If you care about strange, bold, or provocative PC games, the fight is not only in the games themselves. It is also in how they are allowed to reach your library in the first place.

Original article and image: https://www.pcgamer.com/games/horror/despite-being-banned-from-steam-and-epic-horror-game-horses-sells-18-000-copies-and-while-thats-enough-to-pay-loans-and-royalties-its-not-enough-for-a-new-game/

Cart 0

Your cart is currently empty.

Start Shopping