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Steam Revenue Calculator

Free Steam revenue calculator: turn copies sold (or Steam reviews, via the Boxleiter method) into what a developer actually receives after discounts, refunds, VAT and Steam's 30/25/20% cut.

What the developer receives
$85K
10,000 copies · $8.50 per copy · 43% of gross
Gross (copies × base price)
$199,900
After price reductions
$149,925
After refunds
$134,932
After VAT / sales tax
$121,439
Steam's cut (30%)
−$36,432
Net to developer (before income tax)
$85,007

How Steam revenue is split

A game's "gross revenue" on SteamDB or in a headline is almost never what the developer banks. Four things come off first: discounts and regional pricing, refunds, VAT and sales tax (Steam prices in the EU and UK include tax), and Valve's revenue share. What's left goes to the publisher if there is one, and then the developer pays income tax.

Valve's share has been tiered since October 2018: 30% of a game's revenue up to $10 million, 25% from $10 million to $50 million, and 20% above $50 million. Almost every indie game stays in the 30% tier for its whole life, so a useful rule of thumb is that a self-published developer receives 50–60% of "copies × price".

Worked example: 10,000 copies of a $19.99 game is $199,900 gross. With a 25% average price reduction, 10% refunds and 10% tax that becomes about $121,400 of net sales, Steam keeps about $36,400, and the developer receives about $85,000, roughly $8.50 per copy.

Estimating sales from Steam reviews (the Boxleiter method)

Steam doesn't publish sales, so the industry estimates them from the public review count. The "Boxleiter number", named after Mike Boxleiter, who popularised it, multiplies reviews by a ratio. Developers who shared their real numbers put the ratio anywhere from about 20 to 60 sales per review, with 30 a common middle estimate for recent games.

Treat the result as a range, not a figure. Cheap games, games popular in regions that review less, and older games tend to have more sales per review; small games with very engaged communities have fewer.

What real indie games made

Public figures from the makers or their publishers, from our revenue pages.

Games leaderboard →
Indie game revenue and sales, self-reported or published
ProductMakerPublic figure
Schedule ITyler (TVGS)~8.2M copies, ~$126M gross by May 2025 (Alinea Analytics estimate)
Five Nights at Freddy'sScott Cawthon~$26M earned in first two years (court records)
Geometry DashRobert Topala~$21M mobile revenue by 2018 (Sensor Tower est.)
The WitnessJonathan Blow$5M+ gross in first week
BraidJonathan Blow$4M+ lifetime by 2014
Ridiculous FishingRami Ismail$1M+ in first six months
Nuclear ThroneJan Willem Nijman$1M+ during early access
One Hour One LifeJason Rohrer~$700K gross in first 4 months on Steam
Hyper Light DrifterAlx Preston$640K+ raised on Kickstarter
PinstripeThomas Brush$106,729 raised on Kickstarter
Flappy BirdDong Nguyen~$50K/day in ads at peak (2014)
Vibe JamPieter Levels$44K/mo

Frequently asked questions

How much does Steam take from a game sale?

Valve takes 30% of a game's revenue up to $10 million, 25% between $10 million and $50 million, and 20% above $50 million. The cut applies to net sales after refunds and taxes.

How much does a developer make per copy on Steam?

For a self-published indie game, usually 50–60% of the base price after discounts, refunds, VAT and Steam's 30% cut. A $20 game typically nets the developer around $8–$12 per copy before income tax.

How do you estimate Steam sales from reviews?

Multiply the number of Steam reviews by a ratio between 20 and 60 (the Boxleiter method). 30 is a common middle estimate. The result is a rough range, not a precise figure.

Is Steam's revenue figure before or after tax?

Steam's partner reports show gross sales, then deduct refunds, chargebacks and VAT/sales tax before the revenue share. Public 'gross revenue' estimates usually include tax and full price, so they overstate what the developer receives.

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