Revenue share is not the whole deal
A storefront taking 12% instead of 30% looks like an 18-point raise, but only on units it sells. If it moves a tenth of the volume, the better cut is worth a fraction of the discovery you gave up. Weight by realistic share before you sign anything exclusive.
Costs that sit outside the store cut
Model these separately or you'll overstate take-home again.
- • Engine royalties, usually a percentage of gross above a revenue threshold.
- • Publisher or porting partner recoup, which comes off your share, not the store's.
- • Regional VAT collected in the headline price you set.
- • Refunds, which are much higher on PC than console and cluster in the first two hours of playtime.
Where diversification actually pays
Second stores tend to pay off through bundles, regional reach, and DRM-free buyers rather than raw volume. Set realistic share inputs — 10–20% is typical for a second PC storefront — and see whether the extra build and QA cost clears.
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Read the guideFAQ
Does a lower cut justify exclusivity?
Only if the guaranteed money plus the better rate exceeds what you'd net from the wider audience. Model both scenarios here with different unit counts, not just different cuts.
Do tiered revenue shares change this?
Some stores reduce their cut above sales thresholds. If you expect to cross one, run two scenarios and blend them — or enter the effective rate from your last statement.
Where does the engine royalty apply?
Typically to gross revenue above a threshold, before your store cut is deducted — which is why it hurts more than the headline percentage suggests.
Should I include console stores?
Yes, as the second or third store. Cuts are broadly similar to major PC storefronts but refund behaviour and discount patterns differ, so use separate scenarios if the mix is material.
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