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.
Result
| Store | Adjusted gross | Store cut | Fees | You receive | Take | Profit | Break-even copies | Copies for target |
|---|
The model, and what it leaves out
- Adjusted gross is copies × list price × the realised-price share, less refunds, less the tax inside the price.
- Store cut is taken on adjusted gross. Tiered terms (Steam's 30/25/20%, Epic's zero-cut first million) apply to the revenue above each threshold, starting from the lifetime revenue you say the game already earned.
- Fees are payment-processor charges (itch.io: 2.9% plus $0.30 per kept sale) and the unrecouped Steam Direct fee, which is charged until the title reaches $1,000 adjusted gross.
- Reconciles. You receive equals adjusted gross less the store cut, processor fees and withholding for every store; a test asserts it.
- Break-even is the smallest whole number of copies whose profit reaches zero, and is never shown as a forecast of sales.
- Not modelled: income tax you owe, payout timing and currency conversion, platform-specific sales and bundle terms, engine or middleware royalties, publisher splits, console and mobile stores, and how many copies each store will actually sell.
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.