Australian Feminist Group Takes Credit for Steam's Adult Game Crackdown - 'We Did This'

The Controversy That Shook the Gaming World
Have you ever wondered how a small Australian feminist group could influence one of the world's largest gaming platforms? In July 2025, that's exactly what happened when Collective Shout, a grassroots advocacy organization, claimed victory in getting Steam to remove hundreds of adult-oriented games. The incident has sparked intense debates about censorship, free speech, and the power dynamics between activist groups and major corporations.
Collective Shout describes itself as a movement against the objectification of women and sexualization of girls in media and popular culture. Founded in 2009 by Melinda Tankard Reist and others, the organization has been fighting what they call the 'pornification of culture' for over a decade. But their recent campaign against Steam has thrust them into the spotlight like never before, dividing opinions across the gaming community and raising questions about who gets to decide what content should be available to adult consumers.
The situation escalated dramatically when Steam updated its content guidelines on July 16, 2025, adding a new clause that prohibits content violating payment processors' rules. Within hours, dozens of adult games disappeared from the platform, leading to widespread speculation about the driving forces behind this sudden policy change. Collective Shout's subsequent victory announcement confirmed what many had suspected - this wasn't just a business decision by Valve, but the result of coordinated pressure from outside groups.
Collective Shout's Strategic Campaign Against Payment Processors

The organization's approach was both systematic and strategic. Rather than directly targeting Steam, Collective Shout went after the financial infrastructure that supports the platform. In their open letter to payment processors, they accused companies like PayPal, Mastercard, Visa, and others of 'profiting from rape, incest and child abuse games on Steam'. This letter, signed by over 1,000 supporters, was sent directly to the CEOs of major financial institutions on July 14, 2025.
The timing was crucial. Collective Shout's campaign came just five days before Steam implemented its new content guidelines, suggesting a direct causal relationship. The organization had already proven its effectiveness earlier in 2025 when they successfully campaigned for the removal of 'No Mercy,' a controversial adult visual novel that featured incest and non-consensual themes. That victory, which involved over 70,000 signatures and international media attention, demonstrated their ability to mobilize public opinion and pressure platforms into action.
What makes Collective Shout's strategy particularly effective is their understanding of corporate vulnerabilities. By targeting payment processors rather than Steam directly, they exploited a critical weakness in the digital economy. Payment companies like Visa and Mastercard have historically been risk-averse when it comes to adult content, having previously restricted services to platforms like Pornhub. This approach bypasses traditional free speech protections and content moderation debates by framing the issue as a financial compliance matter.
Steam's Response and the New Content Guidelines
Valve's response to the pressure was swift and decisive. On July 16, 2025, Steam updated its publishing guidelines to include Rule 15, which prohibits 'content that may violate the rules and standards set forth by Steam's payment processors and related card networks and banks, or internet network providers'. This vaguely worded clause gave Steam broad authority to remove content based on third-party financial restrictions rather than their own content policies.
The immediate impact was significant. SteamDB tracked the removal of numerous adult games within just 16 hours of the policy update. Most of the removed titles were explicit 'sex simulators' featuring controversial themes like incest, slavery, and non-consensual content. The removals weren't limited to obviously problematic content either - some legitimate adult games were caught in the crossfire, leading to concerns about overreach and unclear enforcement criteria.
Valve's official statement on July 19 confirmed external pressure, noting that they had been 'notified by our payment processing partners and related card networks and banks that certain games on Steam may violate their rules and standards'. This acknowledgment validated Collective Shout's claims about their role in the policy change while also highlighting the complex web of financial relationships that now govern digital content distribution. The statement revealed how payment processors have effectively become content moderators, wielding significant influence over what millions of users can access.
Gaming Community Backlash and Free Speech Concerns
The gaming community's reaction was immediate and overwhelmingly negative. Within days of the policy change, multiple petitions appeared on Change.org calling for the reversal of Steam's new guidelines. The largest petition, titled 'Tell MasterCard, Visa & Activist Groups: Stop Controlling What We Can Watch, Read, or Play,' quickly gained over 10,000 signatures. The petition specifically named Collective Shout as a driving force behind the censorship push, leading to increased scrutiny of the organization's methods and motivations.
Reddit communities erupted with criticism, with users expressing frustration not just at Steam but at the broader principle of allowing activist groups and payment processors to determine content availability. Many gamers viewed this as part of a larger pattern of censorship affecting various platforms and creators. The controversy extended beyond gaming enthusiasts to include prominent figures like Nier creator Yoko Taro, who warned that allowing payment processors to control content distribution 'endangers democracy itself'.
The backlash against Collective Shout was particularly intense. Co-founder Melinda Tankard Reist reported that the organization's female staff members faced harassment, threats, and abuse from angry gamers. This response, while condemned by many, also played into Collective Shout's narrative about toxic gaming culture. The organization used the harassment as evidence supporting their broader claims about misogyny in gaming communities, creating a cycle where opposition to their censorship efforts was framed as validation of their core message.
International Media Coverage and Cultural Impact
The controversy attracted significant international media attention, with major gaming publications covering the story extensively. IGN reported on Valve's policy changes and their connection to payment processor pressure, while Kotaku highlighted Collective Shout's role in the censorship push. The coverage revealed deep cultural divisions about adult content, free speech, and the role of activist groups in corporate decision-making.
What's particularly striking is how the story was framed differently across various media outlets. Gaming publications tended to emphasize censorship concerns and the threat to creative freedom, while mainstream media often focused on child safety and the removal of harmful content. This divergence in coverage reflects broader cultural tensions about sexuality, gaming, and moral authority in digital spaces.
The international scope of the controversy is significant. Steam is a global platform with users in dozens of countries, each with different cultural attitudes toward adult content and free speech. Collective Shout's success in influencing Steam's global policies from Australia demonstrates how localized activism can have worldwide impact in the digital age. This has implications far beyond gaming, as it establishes precedents for how activist groups can leverage financial systems to achieve censorship goals across national boundaries.
The Broader Implications for Digital Freedom
The Collective Shout controversy represents more than just a dispute over adult games - it's a case study in how power operates in the digital economy. By successfully pressuring payment processors, a relatively small activist group managed to influence the content policies of one of the world's largest digital platforms. This demonstrates a new model of activism that bypasses traditional democratic processes and free speech protections by targeting corporate financial interests.
The precedent set by this campaign is concerning for many digital rights advocates. If payment processors can be persuaded to restrict legal content based on activist pressure, what prevents similar campaigns from targeting other forms of expression? The vague language in Steam's new guidelines opens the door for further restrictions based on the changing whims of financial institutions rather than consistent legal standards.
Looking forward, this controversy is likely to intensify debates about platform governance, corporate responsibility, and the limits of activist influence. As Collective Shout celebrated their 'major victory', critics warned about the chilling effect on creative expression and the dangerous precedent of allowing third-party organizations to effectively control digital content through financial pressure. The ultimate resolution of these tensions will likely shape the future of digital freedom and platform governance for years to come.
Discover More

21-Year-Old Indicted for Taxi Driver Murder After Deadly Escape Through Seoul Streets
A 21-year-old man has been formally charged with murder after fatally stabbing a taxi driver in his 60s and fleeing in the stolen vehicle, injuring two residents during his escape through Hwaseong and Seoul.

Breaking: Cho Kyung-tae Throws Hat in Ring for PPP Leadership, Proposes Unity with Ahn Cheol-soo Through 100% Public Primary
Six-term lawmaker Cho Kyung-tae officially announced his bid for People Power Party leadership, proposing unity with Ahn Cheol-soo through 100% public primary system while calling for radical personnel reform to purge pro-Yoon forces from the party.