INDIE GAME PAYOUT CALCULATOR · RUNS IN YOUR BROWSER · NOTHING UPLOADED

What does your game really pay you on Steam, Epic, itch.io and GOG?

Type your price, copies and costs and see, for the same copies on each store, what reaches you after tax, refunds, the store's cut, processor fees and withholding, how many copies it takes to break even, and how many to reach a profit you name.

Nothing you type leaves this tab. Independent of every store named: not affiliated with or endorsed by Valve, Epic Games, itch.io or GOG. Store rates are the headline terms as the author understands them and are not checked against a live payout statement, so confirm them in your own agreement.

1. Your game

2. Assumptions (edit these)

These decide how much of the buyer's money is yours. The defaults are placeholders, not benchmarks: use your own store reports.

Enter your numbers and click Calculate.

The model, and what it leaves out

Common questions

How much of each sale does Steam keep?

Steam's headline revenue share is 30% of adjusted gross revenue (the buyer's payment after taxes and refunds) until a game passes $10 million lifetime, then 25% up to $50 million and 20% beyond. The tier applies to the revenue above each threshold, not to the whole game. There is also a $100 Steam Direct fee per title that is recouped once the title reaches $1,000 in adjusted gross revenue. Confirm the current terms in your own partner agreement.

Is it cheaper to sell on Epic Games Store or itch.io than on Steam?

Per copy, usually yes: Epic's headline cut is 12% (with a zero-cut first million for titles that qualify) and itch.io lets you choose your own share, default 10%, plus payment-processor fees. But the same number of copies will not sell on every store. This tool shows the arithmetic for the same copies on each store side by side; it cannot tell you how many copies each store will sell.

Why does the tool ask for tax and regional pricing?

Buyers in many regions pay a price that includes VAT or sales tax, and the store removes that tax before it takes its share. Regional pricing and sales also mean the average copy sells below list price. Leaving both at their defaults overstates what reaches you, so the tool asks for a blended tax rate and an average realised price.

Are refunds deducted before or after the store's cut?

Before. A refunded copy is removed from your sales, so the store's percentage is only taken on copies that stayed sold. The refund rate is a number you type; six percent is a placeholder, not a benchmark.

How many copies do I need to sell to break even?

Type what the game cost to make. The tool finds the smallest whole number of copies at which your profit on each store reaches zero, and, if you name a target profit, the copies needed to reach it. Break-even accounts for tier changes, the unrecouped Steam Direct fee, processor fees and withholding.

Can I turn wishlists into a sales number?

There is a wishlist box that multiplies your wishlists by a conversion rate you type, and fills the copies field. It is a rule of thumb, not a forecast: the real rate varies enormously by genre, marketing and the discount you sell at.

Is this tax or financial advice?

No. It applies arithmetic to the numbers and assumptions you enter. Store terms change and the defaults were not checked against a live payout statement, so verify them against your own agreement and payout reports. This tool is independent and is not affiliated with Valve, Epic Games, itch.io or GOG.