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Steam Revenue Estimator

Result

209,895.00

Result: 209,895.00

A game with 1,000 reviews at 20.00 a copy leaves its developer roughly 420,000: about 30,000 copies, 600,000 gross, minus Steam's 30 %. The copy count comes from a rule of thumb — thirty sales per review — so the spread around this figure is wide. Nobody outside Valve sees the real numbers.

The numbers at a glance

Held fixed: How many Steam reviews? 500.

Average price per copy (USD)Result
5.0052,500.00
10.00105,000.00
15.00157,500.00
19.99Your value209,895.00
20.00210,000.00
25.00262,500.00
30.00315,000.00
35.00367,500.00

Worked examples

How it's calculated

Developer = reviews × 30 × price − Steam's tiered cut

  1. StepTake the review count from the game's Steam page.
  2. StepMultiply it by thirty for an estimate of copies sold.
  3. StepMultiply by the average realised price to get gross revenue.
  4. ResultSubtract Steam's cut: 30 % up to $10M, 25 % to $50M, 20 % above.

What this number means

The interesting number about a game on Steam is not what it grossed but what reaches the studio, and this estimator works its way there from the only two figures anyone outside Valve can see: the public review count and a typical selling price. The chain has three links — reviews to copies, copies to gross, gross to the developer's share. At the preset values, 500 reviews multiplied by thirty give an estimated 15000 copies; at 19.99 each that is 299850 in gross sales; the first-tier cut of 30 % takes 89955 and leaves 209895. Only the last link rests on published terms. The tier boundaries at ten and fifty million dollars are Valve's own, and they never come into play at this scale: the default game would need more than thirty times its gross to reach the first one. What the answer is not is money in hand. It is a share of sales, standing before the cost of making the game, before anything owed out of that share to others, and before income tax. And the whole result inherits the uncertainty of its first link. Exact fee arithmetic on top of an estimated copy count does not make the estimate precise — it makes it precisely as uncertain as the multiplier is. Read it as an order of magnitude and replace it with real reporting as soon as you have any.

The multiplier is a rule of thumb

Thirty sales per review is an estimate, not a measurement. Published figures span roughly 20 to over 100 depending on genre, price, review culture and how long the game has been on sale. Treat the answer as an order of magnitude.

The tiers apply band by band

Steam takes 30 % up to ten million dollars of lifetime gross, 25 % to fifty million and 20 % above that. The lower rate applies only to the revenue inside each band, never retroactively to everything below it.

Tax comes off before the split

Steam collects VAT and sales tax and deducts them before the revenue split, so a gross figure built from shop prices is too high in VAT countries. Income tax on what reaches you comes on top of that.

The price is read as dollars

The ten and fifty million thresholds are Valve's dollar figures, which is why the price carries USD. Nothing here is converted into another currency.

Commonly misread

This is what the game actually earned.

Nobody outside Valve and the publisher sees actual unit sales. This multiplies a public review count by a rule of thumb.

Past ten million dollars Steam takes 25 % of everything.

The lower rate applies only to the revenue inside each band. It is never applied retroactively to the gross below the threshold.

The developer keeps 70 % of the shop price.

Refunds, regional pricing, sale discounts, publisher shares and engine royalties all pull the real figure down. VAT is deducted before the split as well.

Reference table

Reviews, priceEstimated copiesDeveloper keeps
0, 19.9900
100, 29.99300062979
500, 19.9915000209895
1000, 9.9930000209790
1000, 2030000420000

Questions

What percentage does Steam take from game sales?

Steam keeps 30 % of gross sales by default, leaving the developer 70 %. Above ten million dollars of lifetime gross the cut drops to 25 %, and above fifty million to 20 %. Those thresholds are Valve's dollar figures, and very few games ever reach them.

What reviews-to-sales multiplier does this use?

Thirty sales per review, a common middle value for the Boxleiter method, and an estimate rather than a measurement. Published figures span roughly 20 to over 100 depending on genre, price, review culture and how long the game has been on sale. Treat the answer as an order of magnitude.

Does this know the real sales figures?

No. Nobody outside Valve and the publisher sees actual unit sales; this page multiplies a public review count by a rule of thumb. Two games with the same review count can differ severalfold in copies sold.

How does Steam's tiered revenue share work?

Lifetime gross up to ten million dollars is split 30 % to Steam, 70 % to the developer. Between ten and fifty million Steam takes 25 %, and above fifty million 20 %. The lower rate applies only to the revenue inside each band, never retroactively to everything below it.

Does the result include VAT and taxes?

No. Steam collects VAT and sales tax and deducts them before the revenue split, so a gross figure built from shop prices is too high in VAT countries. Income tax on what reaches you comes on top of that.

How accurate is the result?

The arithmetic is exact, the assumptions are not. Refunds, chargebacks, regional pricing, sale discounts, publisher shares and engine royalties all pull the real figure down, and the multiplier alone can be off by a factor of two either way. Use it for planning and compare it against real Steam reporting whenever you have it.

Sources and last check

  1. en.wikipedia.org

Information, not financial advice.