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💰 Financial · Rex's Toolbox

Game Dev Budget Calculator

Total build cost, burn rate, and units needed to break even.

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Rex says

Money math without the spreadsheet headache. Plug in your numbers and I'll show you exactly where the dollars land.

Try a scenario

Click to load — tweak from there.

Inputs

Result

Units to break even

38,214

Total project budget

$615,000

Monthly burn rate

$34,167

Net revenue per copy

$16.09

Labor cost

$510,000

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How to use this

  1. 1Enter team size.
  2. 2Enter average annual cost per person ($).
  3. 3Enter development months.
  4. 4Enter tools, art, audio, contractors ($).
  5. 5Enter marketing budget ($).
  6. 6Enter launch price ($).
  7. 7Enter storefront cut (%).
  8. 8Enter refund rate (%).
  9. 9Read your units to break even on the right — it updates as you type.
  10. 10Hit Share to keep the scenario or send it to someone.

About this calculator

Price a project from team size, salaries, and timeline, add tooling and marketing, then find how many copies must sell at your price after storefront cuts to recoup it.

FormulaUnits to break even = total budget ÷ (price × (1 − store cut) × (1 − refund rate)).

Worked example

Using the values the calculator loads with:

Inputs

  • Team size: 4
  • Average annual cost per person: 85000 $
  • Development months: 18
  • Tools, art, audio, contractors: 60000 $
  • Marketing budget: 45000 $
  • Launch price: 24.99 $
  • Storefront cut: 30 %
  • Refund rate: 8 %

Results

  • Units to break even: 38,214
  • Total project budget: $615,000
  • Monthly burn rate: $34,167
  • Net revenue per copy: $16.09
  • Labor cost: $510,000

What each field means

Inputs

Team size
The team size used in the calculation. Starts at 4 so you have a working example on load.
Average annual cost per person ($)
The average annual cost per person used in the calculation, measured in $. Starts at 85000 $ so you have a working example on load.
Development months
The development months used in the calculation. Starts at 18 so you have a working example on load.
Tools, art, audio, contractors ($)
The tools, art, audio, contractors used in the calculation, measured in $. Starts at 60000 $ so you have a working example on load.
Marketing budget ($)
The marketing budget used in the calculation, measured in $. Starts at 45000 $ so you have a working example on load.
Launch price ($)
The launch price used in the calculation, measured in $. Starts at 24.99 $ so you have a working example on load.
Storefront cut (%)
The storefront cut used in the calculation, measured in %. Starts at 30 % so you have a working example on load. Accepted range: 0–50 %.
Refund rate (%)
The refund rate used in the calculation, measured in %. Starts at 8 % so you have a working example on load. Accepted range: 0–30 %.

Results

Units to break even
Returned as a whole number and shown as the headline result. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.
Total project budget
Returned as a money amount in US dollars. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.
Monthly burn rate
Returned as a money amount in US dollars. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.
Net revenue per copy
Returned as a money amount in US dollars. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.
Labor cost
Returned as a money amount in US dollars. It recalculates instantly whenever you change an input, so you can compare scenarios without reloading.

FAQ

Why is the break-even count so high?

Because a $25 game nets roughly $16 after the store cut and refunds. Budgets scale linearly, sales rarely do.

Should I include my own salary?

Yes. Solo devs who exclude their time convince themselves a project was profitable when it paid less than minimum wage.

Accuracy and limitations

  • Results are estimates before tax, fees, and inflation unless an input explicitly covers them.
  • Rates are treated as fixed for the whole period — variable-rate products will drift from this projection.
  • This is educational maths, not financial advice. Check anything contractual with the lender or your accountant.

Cite this calculator

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APA
RevenueLab. (2026). Indie Game Development Budget Calculator. Retrieved from https://www.revenuelab.fyi/toolbox/game-dev-budget
HTML
<p>Source: <a href="https://www.revenuelab.fyi/toolbox/game-dev-budget" target="_blank" rel="noopener">Indie Game Development Budget Calculator — RevenueLab</a> (2026).</p>
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Source: [Indie Game Development Budget Calculator — RevenueLab](https://www.revenuelab.fyi/toolbox/game-dev-budget) (2026).
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