Steam Machine
Source: Kotaku

Something happened this year that had not happened in four decades of console history: every major platform holder raised prices mid-generation, some of them twice. The PS5 now sells for $649.99, up from $499.99 at launch. The Xbox Series X jumped from $499.99 to $799.99. Nintendo is expected to push the Switch 2 from $449.99 to $499.99 in September. And Valve's long-awaited Steam Machine arrived at over $1,000, roughly $250 more than Valve originally intended to charge.

Console economics have always followed the same script: launch at a loss, ride the cost curve down, cut prices to expand the installed base, and make the real money on software and services. Six years into this generation, we should be watching $399 PS5 bundles fly off shelves. Instead, hardware is getting more expensive as it ages, and the reason has almost nothing to do with gaming.

Gaming hardware is far from the only casualty. Consumer electronics more broadly are experiencing price increases, the second order effects of which will also reverberate into gaming. In June, Apple raised prices on MacBooks and iPads by as much as $300, with Tim Cook calling further increases "unavoidable" and pointing directly at memory costs; analysts expect the iPhone to be next. Laptop buyers, desktop builders, and phone owners are all feeling the same pinch, but because consoles are sold on famously thin margins (since content and services have historically captured more LTV and profit), it is one of the most exposed segments of the entire consumer technology market.

Why Gaming Lost the Bidding War for Silicon

The proximate cause is memory. DRAM and NAND, the components behind RAM, video memory, and SSD storage, are produced by a small oligopoly of Samsung, SK Hynix, and Micron, and adding new capacity takes years. When AI data center demand exploded, those manufacturers shifted production toward hyperscalers who will pay nearly any price. Gaming hardware, with its thin margins and price-sensitive customers, lost the auction.

The magnitude is hard to overstate. Omdia estimates PC DRAM prices for mainstream configurations rose nearly 100% in 2025, with a further 60% increase in Q1 2026 alone, and NAND up 70%. As Corsair's George Makris put it, memory has always been volatile, but "up 400% is not typical."

The recent uptick in memory prices inverts the long-term trend of price decreases. The cyclicality of recent years is also clearly visible. | Source: Stanford University

This hits consoles especially hard because memory is a disproportionate share of what a console costs to build. Omdia estimated that in mid-2025, combined memory accounted for at least 20% of the base PS5's bill of materials (BOM). When that single line item doubles or triples, a platform holder has three options: eat the loss, shrink the spec, or raise the price. Sony, which had already reported that holiday 2025 discounting deepened its hardware losses, chose to raise the price.

In the near term, there is no relief coming. Memory suppliers are prioritizing enterprise contracts years out. Analysts expect further consumer price increases of 40–50% in Q3 2026 and another 30–40% in Q4. Gartner projects the sub-$500 PC could be extinct as a category by 2028, and chipset makers now openly describe a "post-consumer" future. Gaming hardware is no longer competing against last year's gaming hardware on price; it is competing against a hyperscaler's seemingly infinite willingness to pay.

It is worth zooming out, though, and considering how supply is racing to meet the rising demand. Capacity is being built as fast as the incumbents can manage, and new entrants are arriving too: China's CXMT has roughly quadrupled its DRAM share to about 8% in a year and is doubling capacity, while Elon Musk's Terafab venture with Intel intends to produce memory at scale in Texas. The profits inviting that competition are extraordinary, with the three incumbents posting margins in the 70–80% range against a historical norm nearer 30–40% and outright losses only a few years ago. Given enough time, markets tend to compete away margins like those, in this case by drawing in more competitors to supply memory.

CXMT is China’s largest memory manufacturer
CXMT is China’s largest memory manufacturer | Source: Wccftech

But even if more capacity comes online, it is still years away. Meanwhile, demand may now be structurally higher than in past cycles, not just temporarily inflated. Beyond AI data centers, entirely new categories are forming behind them, most notably AI-enhanced robotics, a market that barely existed and will consume its own memory in volume. All in all, we expect the consumer hardware pricing pressure to continue for the foreseeable future.

The Steam Machine as a Canary

Valve's Steam Machine matters because it illustrates what happens when a new platform launches into this environment. Valve indicated that the Steam Machine's price hike was likely similar to the Steam Deck's recent increase ($550 to $790), implying a machine designed to sell at around $750 shipped was instead priced at over $1,000. That is roughly a 33% "AI tax" on a device whose entire purpose — bringing the Steam library into the living room at console-like pricing — was undermined by rising component costs. The same math will shadow every hardware launch to come, including Xbox’s much-discussed next generation.

GTA VI: A Temporary Savior for Consoles

On November 19, Grand Theft Auto VI will launch exclusively on PS5 and Xbox Series X|S, with no PC version announced. (GTA V's PC port arrived 18 months after its console debut; expect a similar window here.) It is arguably the single greatest demand catalyst the console market has ever seen, and it arrives at the highest console prices the market has ever seen.

GTA VI
Source: The Hollywood Reporter

In the near term, GTA VI will paper over the existential risk facing gaming hardware makers. A meaningful cohort of lapsed and first-time buyers will pay $649 or $800-plus for the higher models, to own a box that plays the biggest entertainment launch in history. Sony and Microsoft understand this, which is part of why they can raise prices without fearing a holiday collapse. Demand for GTA VI is about as inelastic as gaming demand gets, and Omdia has noted it may be the one thing sustaining hardware demand in a year when last holiday's discounting cannot be repeated.

The trouble is on the far side of that launch window. Consider the buyer math in 2027, when a PC version of GTA VI is visibly on the horizon, consoles cost 30–60% more than they did at launch, and the generation is seven years old. May 2026 already offered a glimpse of the cliff: PS5 hardware spending fell 43% YoY with unit sales down 58%, the platform's weakest May in decades. Strip out the GTA spike and the underlying market is contracting.

There is a second-order effect here that should worry publishers more than platform holders. Fewer consoles sold means fewer games sold, first- and third-party alike, because a stagnant hardware install base shrinks the addressable market for every title. That compression is landing at the exact moment console gaming is already losing time share to PC and mobile across most major markets. Higher prices don't merely slow hardware sales; they accelerate a shift in where and how people play that was underway well before the memory crisis began.

What Happens Downstream

The most immediate consequence is the longest console generation on record. With next-generation BOMs inflated and no relief before 2028, Sony and Microsoft have every reason to stretch the current cycle. Microsoft has said developer kits for its next console will ship in late 2027 or early 2028, around the time the current memory crunch may soften if new chip-making capacity does indeed come online in adequate volume. Even that is the optimistic case. Xbox strategy chief Matthew Ball has acknowledged that demand for Series consoles exceeds supply, a reminder that the constraint is not necessarily selling boxes but building enough of them when components are scarce.

Project Helix
Xbox’s next generation, codenamed Project Helix | Source: Xbox

Xbox’s next machine is rumored to be an explicit console-PC hybrid: a custom AMD SoC running an Xbox interface on a Windows foundation, with access to Steam, Epic, and GOG storefronts alongside the Microsoft Store. Microsoft has more purchasing leverage than Valve, but Xbox still needs the same repriced components the Steam Machine did, and Ball has said publicly that Xbox is rethinking everything about the device in light of the crisis. A $799 launch price now looks like the floor rather than the ceiling, and a premium open box that mostly plays games available on cheaper PCs is a hard sell. We have been skeptical of Helix's ability to move the needle before, and the component market only sharpens the doubt.

The pressure may create the clearest opening for cloud gaming in its rocky history. When the entry price of local hardware doubles, renting compute rather than buying it starts to look rational, and platform holders will position cloud tiers (GeForce Now, Game Pass streaming, PS Plus Premium) as the new entry-level SKU replacing the discontinued cheap console, with ad-supported tiers further widening the on-ramp. The irony is that cloud runs on the very GPUs and memory that AI has made scarce, so its server-side economics are deteriorating too. Cloud is more likely to grow as an on-ramp than as a wholesale replacement.

Consumer behavior in gaming tends to change gradually; people replace a console every few years and habits move slowly. Evolutionary biology has a term, punctuated equilibrium, for moments when a system under sudden stress adapts far faster than its normal pace, and a price shock of this magnitude could be one of them. If a new console realistically costs $650 to $800 and a capable machine to stream from is already in the living room, a meaningful slice of players may simply not buy the next box, defaulting to cloud gaming, mobile gaming, or to the hardware they already own. The evidence is still thin, and we would caution against declaring a behavioral break prematurely, but the conditions for one, a sharp cost step rather than a gentle climb, are unusually

Console Prices
Recent inflation-adjusted console prices | Source: inflationstation.net

Nintendo may ultimately be the quiet beneficiary. It is raising prices too, but the Switch 2 at $499 still sits well below a $649 PS5 or a $799 Series X, and its lower-spec hardware is less exposed to the priciest memory tiers. In a market where cost suddenly matters more than raw power, being the affordable option is a real advantage, with more price-sensitive, less demanding console buyers potentially drifting toward Nintendo instead of PlayStation or Xbox. The bigger beneficiary, though, may be mobile and PC, the platforms that ask players to buy no new hardware at all, and which stand to absorb much of the growth that expensive consoles push away.

When Does the Memory Crunch End?

The near-term answer is that it doesn't, at least not soon. Prices will hold or climb through 2027, the cheap entry-level console is gone for at least this generation, and the next hardware cycle will almost certainly launch later and at a higher starting price than any before it.

If we zoom out long-term, the acute price spike itself is probably temporary. Memory has always been cyclical, capacity is being built, new entrants like CXMT and Terafab are pushing in, and memory suppliers’ 70–80% margins may not hold. Our base case is that supply and pricing begin to normalize at a higher price floor toward the back half of the decade, likely from 2028, even if other new demand for memory (like robotics) keeps the floor higher than in past troughs.

While the shock of the accelerating price cycle will eventually subside, it will still have a permanent impact on trends that were already in place: console generations stretched to a decade or more, distribution that is genuinely platform-agnostic, cloud, PC, and mobile absorbing demand that expensive consoles push away, and a relative shift in advantage toward the affordable end of the market where Nintendo and mobile live. Even though the memory crisis will likely last for years, the behaviors it is forcing on players and publishers may well last far longer.


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Content Worth Consuming

Q2 2026 Video Game Market Update

Aream & Co. Q2 2026 Video Game Market Update (aream.co): “The Q2-26 gaming market looked mixed: PC/Steam remained strong, consoles were broadly stable thanks to the Switch 2 cycle, while mobile weakened with lower revenue and installs. Deal activity improved, especially in mid-market gaming acquisitions, with several notable content and mobile studio deals. Capital markets were busier too, with more public deals and stronger private investment, but public gaming stocks stayed under pressure despite decent operating results.”

Jenova Chen — Co-founder, Thatgamecompany (The BIG Show): “Jenova Chen has been at the forefront of game development since 2005, when he launched his career with the viral student project Cloud. In May, Chen took the stage at GamesBeat Summit to share lessons learned from the 20-year tenure of his studio Thatgamecompany — and sat down for an episode of the BIG Show, GamesBeat’s podcast.”

Why AAA’s $200M Games Keep Failing (Building Better Games): “In this episode of Building Better Games, Benjamin Carcich breaks down the systemic flaws currently sinking AAA studios. You'll discover how shifting portfolio math has fundamentally changed the business and why relying on rigid project management over true human leadership is driving massive projects straight off a cliff.”

Space Marine 2 Developer: “We Can Just Do AAA Games Smarter” (The Game Business): “Today, we speak to Saber Interactive Chief Creative Officer Tim Willits about building AAA games smartly, and why the firm is all-in on licensed games. We also discuss the developer's huge slate, which includes games based on John Wick, Jurassic Park, Hitman, Turok, Stuntman, Star Wars and more.”

Subverting Expectations in Titanium Court with AP Thomson (The AIAS Game Maker’s Notebook): “Trent Kusters chats with AP Thomson, creator of the surreal strategy-puzzle game, Titanium Court. Together they discuss his path into games and meeting his long time collaborator Jenny Jiao Hsia; working together on the award winning Consume Me; the development of Titanium Court including creating modular systems for faster development; creating the narrative and his advice on becoming a better writer; winning back to back Seumas McNally Grand Prizes; and subverting player expectations to create engaging experiences.”

Inside the Big Business of the Creator Economy, with Ali Berman and Raina Penchansky (Decoder with Nilay Patel): “Today I’m talking with Ali Berman and Raina Penchansky, who run the Creators Division at United Talent Agency. UTA is an enormous talent agency, and Ali and Raina's creators division represents some of the biggest creators and influencers in the world. So I really wanted to know how Raina and Ali identify up-and-coming talent, how they work with that talent to build durable businesses, and what the machinations of being a top creator actually look like in practice.”


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