Game Dev Revenue Calculators
From wishlists to net payout: model launch sales, break-even units, regional pricing, storefront cuts, refunds, and a full Early Access run â all on take-home revenue rather than headline gross.
List price is not what you get paid
A $25 game rarely nets $25. Regional pricing lowers the average sale, discounts lower it again, tax comes out of the headline price in most territories, the store takes its share, refunds reverse some of what's left, and an engine royalty can sit on top. It's completely normal for net per unit to land near 40â50% of list â and budgeting off list price is the most common reason a launch that "did fine" still doesn't cover the build.
Pre-launch, the number that predicts everything is wishlists. Start with the wishlist conversion calculator for launch-week and first-year sales, then run break-even units against your real dev cost. If you're weighing Early Access, the Early Access calculator shows whether EA revenue actually funds the remaining months of burn.
Steam Revenue Calculator
Net Steam payout after Valve's 30% cut, refunds, regional VAT, and discounts.
Steam Wishlist Conversion Calculator
Wishlists to launch-week and first-year sales, net of store cut, tax, and refunds.
Game Launch Break-Even Calculator
Units needed to cover dev cost, marketing, engine royalty, and the store share.
Steam Regional Pricing Calculator
Blended net price across regional tiers and what regional pricing really costs.
Game Store Cut Comparison Calculator
Blended take-home across storefronts with different revenue shares.
Game Refund Impact Calculator
What refunds cost in revenue, support, and suppressed sales from reviews.
Early Access Revenue Calculator
EA launch, update bumps, price rise, and the 1.0 spike across a full run.
Planning order for a launch
- Project units from wishlists, using a conservative conversion band rather than a best case.
- Apply regional pricing and average discount to get a realistic effective price.
- Deduct tax, store cut, refunds, and any engine royalty to reach net per unit.
- Divide total dev and marketing cost by net per unit â that's your break-even.
- Stress-test it: halve the wishlist conversion and see whether the plan still survives.