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.
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
- Developer creates multi-episode game
- Episode one distributed free
- Players share copies freely
- Interested players buy remaining episodes
- Payment went directly to developer
Economics
| Traditional retail | Shareware |
|---|---|
| Publisher takes cut | Direct sales |
| Retail margin | No middleman |
| Marketing costs | Word-of-mouth |
| Limited shelf space | Unlimited 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:
| Channel | Description |
|---|---|
| BBS | Dial-up bulletin boards |
| Disk magazines | Shareware on cover disks |
| User groups | PC clubs, schools |
| Mail order | Catalogues of shareware disks |
| CD-ROM collections | Later compilations |
Key titles
| Game | Year | Developer |
|---|---|---|
| PC-Write | 1983 | Bob Wallace |
| Commander Keen | 1990 | id Software |
| Wolfenstein 3D | 1992 | id Software |
| DOOM | 1993 | id Software |
| Quake | 1996 | id Software |
| Jazz Jackrabbit | 1994 | Epic |
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”