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Package Distribution

Shareware

Try before you buy

Shareware let players experience games before purchasing, creating a distribution model that launched id Software, Epic, and Apogee while democratising game distribution.

pc businessdistributionhistory 1982–present

Overview

Shareware was revolutionary: give away part of your game, charge for the rest. Players could freely copy and share episode one; if they enjoyed it, they’d pay for the complete version. This model bypassed retail gatekeepers, let small developers reach global audiences, and launched companies that would define PC gaming.

The model

How it worked

  1. Developer creates multi-episode game
  2. Episode one distributed free
  3. Players share copies freely
  4. Interested players buy remaining episodes
  5. Payment went directly to developer

Economics

Traditional retailShareware
Publisher takes cutDirect sales
Retail marginNo middleman
Marketing costsWord-of-mouth
Limited shelf spaceUnlimited distribution

Pioneers

Scott Miller / Apogee

Refined the shareware model:

  • Kingdom of Kroz (1987)
  • Established Apogee model
  • Published Commander Keen, Duke Nukem
  • Proved model commercially viable

id Software

Shareware built an empire:

  • Commander Keen (Apogee published)
  • Wolfenstein 3D (1992)
  • DOOM (1993)—shareware episode drove explosive growth

Epic MegaGames

Tim Sweeney’s company grew through shareware:

  • ZZT (1991)
  • Epic Pinball, Jazz Jackrabbit
  • Eventually became Epic Games (Fortnite, Unreal Engine)

Distribution channels

How shareware spread:

ChannelDescription
BBSDial-up bulletin boards
Disk magazinesShareware on cover disks
User groupsPC clubs, schools
Mail orderCatalogues of shareware disks
CD-ROM collectionsLater compilations

Key titles

GameYearDeveloper
PC-Write1983Bob Wallace
Commander Keen1990id Software
Wolfenstein 3D1992id Software
DOOM1993id Software
Quake1996id Software
Jazz Jackrabbit1994Epic

Decline

Shareware faded as:

  • Internet enabled direct downloads
  • Demo versions replaced shareware
  • Digital distribution (Steam) emerged
  • Free-to-play models appeared

Legacy

Shareware established:

  • Try-before-buy expectations
  • Episodic content model
  • Independent game distribution
  • Direct developer-customer relationships

Modern echoes

Shareware principles survive in:

  • Free demos and trials
  • Early access programs
  • Free-to-play models
  • Itch.io “name your price”

See also