Steam / Valve · Free calculator

Steam Revenue Calculator

Estimate net Steam payout from gross sales after Valve's 30% cut (drops to 25% above $10M and 20% above $50M), refunds, regional VAT, and launch discounts.

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25,000
$19.99
15%

Blended discount across launch, sales, and bundles.

8%

Steam's 2-hour / 14-day refund. Indies typically see 6–10%.

12%
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Formula used

Steam payout formula

Valve's standard cut is 30%, drops to 25% on revenue past $10M and 20% past $50M (per app, lifetime).

Net = (Copies × Price × (1 − discount) × (1 − refund%) × (1 − VAT%)) − Valve cut (30 / 25 / 20%)
Default Valve cut
30%
Tier breakpoint
$10M / $50M
Typical refund rate
6–10%
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How Valve actually takes its cut

Steam's revenue share is tiered per app, lifetime: 30% on the first $10M of net revenue, 25% on the next $40M, then 20% beyond $50M. Almost no game ever reaches the lower tiers — modeling at a flat 30% is realistic for everything except megahits.

  • Tiers are per-application, not per-publisher.
  • Revenue is counted net of refunds, VAT, and chargebacks.
  • Workshop and DLC follow the same tiers, attributed to the parent app.

Refunds, VAT, and the gap between gross and net

Steam's 2-hour / 14-day refund policy means 6–10% of indie revenue evaporates before Valve takes its cut. Regional VAT (especially EU 19–25%) is pulled out before payout. The number on SteamSpy is gross — the number that hits your bank is much smaller.

Rex's Notes

Steam's 30% cut is famous; the other 30–50% of gross that disappears before you see a dollar is not. Returns, regional pricing, currency exchange, VAT/sales tax, and Steam Key giveaways all eat into the headline number. This calculator models actual developer take-home so you can plan a runway from real Steam data, not 'price × units' fiction.

What each input means

Get these inputs right and the output is reliable. Get them wrong and the calculator just multiplies bad assumptions.

List price (USD)

Steam store price in your home currency.

Typical range: $5–15 indie casual; $20–40 indie premium; $40–60 mid-budget; $60+ AAA.

Units sold (forecast)

Lifetime estimate, not first-month.

Typical range: 70% of indie games sell <500 units lifetime. Wishlists × 0.15–0.25 = realistic first-week sales.

Refund rate

Steam refunds within 14 days / <2 hours played.

Typical range: 5–12% premium indie; 15–25% early-access or short games.

Regional pricing weighted average

Effective price after Steam's recommended discounts for non-USD regions.

Typical range: Blended ~70–85% of USD list. CIS/LATAM/SEA regions are 30–50% discounted.

Steam revenue share

Steam's cut (drops above $10M and $50M gross).

Typical range: 30% under $10M; 25% $10–50M; 20% above $50M.

Worked examples

Real scenarios with the math walked through line by line.

Example

Indie premium launch

Scenario: $19.99 list, 8,000 units, 8% refunds, 80% effective regional weighting, 30% Steam cut.

Math: Gross = 8,000 × $19.99 × 0.80 = $127,936. Refunds = $10,235. Net after refunds = $117,701. Steam cut = $35,310. Developer net = $82,391.

Outcome: ≈$82k pre-tax. Subtract publisher cut (if any, 30–50%), engine royalties, and platform-specific costs (Stadia/Switch ports) for real net.

Example

Early access casual

Scenario: $9.99, 25,000 units, 18% refunds, 75% regional, 30% cut.

Math: Gross = 25,000 × $9.99 × 0.75 = $187,313. Refunds = $33,716. Net = $153,597. Steam cut = $46,079. Dev net = $107,518.

Outcome: Higher gross but refund rate triples the impact of a polish problem. Iterate refund-reducing changes before pushing for visibility.

Common mistakes

Where this calculation usually goes wrong in the real world.

  • Using US list × units. Steam regional pricing typically lops 15–30% off blended ARPU.
  • Ignoring chargebacks (separate from refunds, ~0.5–1.5%).
  • Counting wishlists as preorders. Industry conversion is 10–25%, not 100%.
  • Forgetting the 30% revenue-share tier resets per game, not per developer.
  • Modeling launch revenue as steady-state. 60–80% of lifetime sales arrive in the first 30 days for most indie titles.

When to use this calculator

  • Greenlighting a project — does the math support team cost?
  • Pitching publishers/investors with credible forecasts.
  • Setting a launch price vs. early-access price.
  • Comparing Steam vs. itch.io vs. Epic vs. console margins.

Glossary

Term

Wishlists

Number of users who added the game to wishlist. Best leading indicator; typical 10–25% convert to sales at launch.

Term

Steam Key

Activation code generated free by the developer for external distribution. No Steam cut, but counts toward refund stats.

Term

Revenue tier

Steam's tiered revenue share — 30% → 25% → 20% based on lifetime gross of a single title.

More questions answered

How accurate are SteamSpy / VG Insights estimates?

Directionally useful, numerically loose. SteamSpy uses public profile data that Valve made opt-in years ago; estimates can be off by 2–5×. Use them for relative comparisons (Game A outsold Game B), not as a basis for your own forecast. Better signal: Steam wishlists from games in your subgenre with similar follower counts.

Are Steam Keys 'free money'?

Almost. Valve doesn't take a cut on Keys, but the costs are: (1) keys count toward refunds, which can damage your refund rate visibility; (2) chargeback risk if you key-resell on grey markets; (3) opportunity cost of giving away copies that would have sold at full price on Steam. Most devs cap free Keys at <5% of expected first-month sales.

Should I launch into Early Access or wait for 1.0?

Early Access works if you have a strong gameplay loop and want to expand content based on player feedback — typical EA-to-1.0 timeline is 12–24 months and 2–4× the lifetime revenue of a 1.0-only release in the same genre. EA fails when used as 'beta with monetization' — refund rates double and reviews tank within weeks.

Related guides

Long-form playbooks on the same topic, written by the RevenueLab editorial team.

Methodology last reviewed: 2026-05 by the RevenueLab editorial team.

FAQ

What percentage does Steam take?

30% by default, dropping to 25% on lifetime revenue past $10M and 20% past $50M (per game). Almost no game ever hits those breakpoints — assume 30% for planning.

Does Steam take its cut before or after refunds?

After. Valve calculates its cut on net revenue (after refunds, VAT, and chargebacks), not gross sales.

How much do indie games typically net on Steam?

After Valve, refunds, and VAT, indie devs typically keep 50–60% of the gross list-price revenue. Discounting and high refund rates can push that under 45%.

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 reviewed

June 2026. We re-check every figure on the platform on a rolling quarterly cycle.

Editorial standards

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