Game dev · Free calculator

Game Launch Break-Even Calculator

How many copies you must sell to cover development: dev months, team cost, marketing, engine royalties, store cut, and tax — with break-even units and profit at your sales target.

Disclaimer: Store conversion, refund rates, and regional pricing change constantly. This models scenarios; it is not a forecast or financial advice.

18
$9,000
$15,000
$12,000
$8,000
$19.99
25%
30%
0%
20,000
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Break-even units

Break-even is decided by net-per-unit, and net-per-unit is decided by discounting more than by list price. A game that spends most of its life on sale earns far less per copy than its store page suggests.

Break-even = total cost ÷ (price × (1 − discount) × (1 − store cut) × (1 − engine royalty))
Median indie lifetime units
Low thousands
Average lifetime discount
20%–40%
Typical engine royalty
0%–5% of net
Marketing as share of budget
10%–30%
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<iframe src="https://www.revenuelab.fyi/embed/game-launch-break-even-calculator?devMonths=18&teamCost=9000&outsourcing=15000&marketing=12000&otherCosts=8000&price=19.99&avgDiscount=25&storeCut=30&engineRoyalty=0&expectedUnits=20000" width="100%" height="680" style="border:0;border-radius:12px;max-width:100%" loading="lazy" title="Game Launch Break-Even Calculator"></iframe>
<p style="font:12px/1.4 system-ui;color:#666;margin:6px 0 0">Calculator by <a href="https://www.revenuelab.fyi/game-launch-break-even-calculator?devMonths=18&teamCost=9000&outsourcing=15000&marketing=12000&otherCosts=8000&price=19.99&avgDiscount=25&storeCut=30&engineRoyalty=0&expectedUnits=20000" target="_blank" rel="noopener">RevenueLab</a></p>

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Source: [Game Launch Break-Even Calculator — RevenueLab](https://www.revenuelab.fyi/game-launch-break-even-calculator) (2026).

Count your own time as cost

Solo developers routinely set team cost to zero and call the project profitable. It isn't — it's a project that paid less than a job would have. Put a realistic monthly figure on your own time and the trade-off becomes visible while you can still act on it.

Scope is the biggest financial lever

The break-even number scales linearly with development months, so scope decisions dwarf pricing decisions.

  • Six extra months at $9k/month means selling thousands more copies just to stand still.
  • Ports add cost and store cuts before they add audience — sequence them after the first launch pays back.
  • Marketing spent before launch (wishlists) generally outperforms the same money spent after.
  • Higher prices raise net-per-unit but shrink the audience; test the trade in both directions here.

Plan for the discount curve

Most lifetime units for premium indie titles sell during sales events, not at full price. Setting average lifetime discount to zero produces a break-even number you will never hit — 20–40% is the realistic planning band.

FAQ

Should marketing be inside the break-even number?

Yes. It's real spend that the game has to recover, and excluding it makes launch decisions look cheaper than they are.

What net revenue should I assume per $20 sale?

After typical discounting, the store cut, and tax, many developers see roughly $8–$11 per nominal $20 sale. This calculator lets you set each deduction explicitly.

How do I estimate lifetime units?

Use your wishlist count and conversion assumptions — the Steam Wishlist Conversion Calculator produces the unit figure you can drop into the expected-units input here.

Do refunds change the break-even?

Yes, effectively raising it. If you want refunds included, reduce expected units by your refund rate before entering them.

How this calculator is built

Independently maintained

Written by Sam Doshi and the RevenueLab editorial team. We don't sell the data feeds this tool is built on.

Sourced from primary data

Benchmarks come from public AdSense / Stripe / IRS disclosures and reader-submitted data — never third-party "$X per view" claims. Full methodology.

Last editorial review

Reviewed on a rolling quarterly cycle. Dated reviews are published on the methodology record for each calculator.

Editorial standards

See our editorial policy and disclaimer. Results are estimates, not advice.