And that's without even getting into updates that provide extra content. Steam's flagship game, Team Fortress 2, updates at least once a month with extra (free) content. That generates mayor amounts of good will towards the devs, and it would be completely unsustainable if the developers had to pay $40k to update, and another $40k to fix any bugs or imbalances in the update.
We're talking about the XBox. There's only one hardware device to test against.
Also, the first update is free.
They also have branches, so that you can release betas for your users to opt-in and test.
Is there any reference for that?
http://www.forbes.com/forbes/2011/0228/technology-gabe-newel...
Edit: Oh, and PC Gamer has a good bit about the update process.
http://www.pcgamer.com/2012/07/12/how-steam-is-about-to-chan...
Edit: It is worth nothing that if a user's game was activated with a retail key, Steam takes no cut. This means that you are effectively getting service for that user for free.
You also get Steam Cloud, which allows you to store your users' configuration and saved game files to be accessed anywhere, their peer-to-peer networking API which provides NAT punching. Then there's matchmaking, stats/achievements, Steam Community (their social network), and several other "Steamworks" features. [2]
Edit: Microtransactions is another big one, also known as in-app purchases. The online brochure for Steamworks is worth a read if you're interested in any of this: http://www.steampowered.com/steamworks/index.php
I haven't read a lot about Windows 8's app store, especially concerning Xbox Live, but Steam still has a lot to offer to developers.
[1] http://arstechnica.com/gaming/2012/07/microsoft-comes-under-...
[2] https://partner.steamgames.com/documentation/api