Steam Revenue Calculator
Estimate your game's sales and net revenue from Steam reviews — with Steam's tiered cut, refunds, and regional pricing.
Estimated Revenue
Net revenue after deductions
$186,675.72
50× estimate
Estimated units sold
15,000 to 35,000
Quick Reference (at $14.99)
| Reviews | Est. Units (50×) | Gross | Net |
|---|---|---|---|
| 100 | 5,000 | $74,950.00 | $37,335.14 |
| 500 | 25,000 | $374,750.00 | $186,675.72 |
| 1,000 | 50,000 | $749,500.00 | $373,351.43 |
| 5,000 | 250,000 | $3,747,500.00 | $1,866,757.17 |
| 10,000 | 500,000 | $7,495,000.00 | $3,733,514.33 |
| 50,000 | 2,500,000 | $37,475,000.00 | $19,540,969.63 |
Estimated Revenue for Popular Games
| Game | Price | Reviews | Est. Units (50×) | Est. Net Revenue |
|---|---|---|---|---|
| Terraria | $9.99 | 1,501,628 | 75,081,400 | $424,247,971.54 |
| Black Myth: Wukong | $59.99 | 1,193,838 | 59,691,900 | $2,035,841,770.54 |
| ELDEN RING | $59.99 | 1,117,202 | 55,860,100 | $1,904,977,880.06 |
| Stardew Valley | $14.99 | 981,105 | 49,055,250 | $415,865,094.48 |
| The Witcher 3: Wild Hunt | $39.99 | 860,994 | 43,049,700 | $977,315,800.23 |
| Red Dead Redemption 2 | $59.99 | 849,185 | 42,459,250 | $1,447,311,152.47 |
| Baldur's Gate 3 | $44.99 | 826,781 | 41,339,050 | $1,056,041,669.84 |
| Hollow Knight | $14.99 | 529,168 | 26,458,400 | $223,029,292.68 |
| Sekiro: Shadows Die Twice | $59.99 | 343,612 | 17,180,600 | $583,993,002.99 |
| Vampire Survivors | $4.99 | 260,055 | 13,002,750 | $34,178,043.68 |
Prices in USD. Review counts are approximate and change over time. Estimates use the same deduction settings configured above.
How to Estimate Steam Game Revenue
The most common way to estimate a Steam game's revenue is the Boxleiter method: multiply the number of user reviews by a sales ratio (typically 30x to 70x) to estimate total units sold, then multiply by the game's price. For example, a game with 500 reviews at $14.99 would have an estimated 25,000 units sold (at 50x), generating roughly $375,000 in gross revenue. After deductions for regional pricing, refunds, Steam's cut, and taxes, the developer would net approximately $185,000. This method works because review rates are relatively consistent across most Steam games.
Steam's Revenue Split Explained
| Revenue Tier | Steam's Cut | Developer Keeps |
|---|---|---|
| First $10 million | 30% | 70% |
| $10M – $50 million | 25% | 75% |
| Above $50 million | 20% | 80% |
These thresholds apply per game, not across a publisher's entire catalog. For the vast majority of indie developers, the 30% rate applies to all revenue. The cut is calculated on net revenue after refunds, meaning you don't pay Steam's fee on refunded copies.
Review-to-Sales Ratio: What You Need to Know
The review-to-sales ratio has been refined over the years. The original "Boxleiter number" placed it at roughly 50 sales per review. Game developer Jake Birkett suggested a higher figure around 80 for certain genres. Simon Carless of GameDiscoverCo introduced the "NB number" (New Boxleiter), which averaged approximately 63 in 2025 but varies widely. Key factors that influence the ratio include game genre (niche genres tend to have higher ratios), price point (cheaper games get more reviews per sale), release year (older games accumulate reviews over time), and whether the game was heavily discounted or bundled.
How to Check Any Steam Game's Revenue
You can estimate any Steam game's revenue by pasting its store URL or app ID into the lookup bar above. The calculator pulls the game's current review count and US price directly from Steam's API, then runs the full revenue estimate — including Steam's tiered platform cut, regional pricing adjustments, and refunds. This works for any game on Steam, from indie titles to AAA releases. For well-known games, you can also check the popular games table at the bottom of the calculator, which shows estimated net revenue for titles like Elden Ring, Stardew Valley, Baldur's Gate 3, and Vampire Survivors.
Common Steam Revenue Estimation Mistakes
- Confusing gross and net revenue. Gross revenue is total sales before any deductions. Net revenue is what you actually receive after Steam's cut, taxes, refunds, and regional pricing. The difference can be 40-50% of gross.
- Ignoring regional pricing. Steam recommends lower prices in many regions. On average, global revenue per unit is about 15% less than the US sticker price.
- Using a single multiplier as gospel. The 50x ratio is a useful midpoint, but actual ratios range from 20x to 100x+ depending on the game. Always consider the range, not a single number.
- Forgetting refunds. Steam's generous refund policy (under 2 hours of playtime within 14 days) means roughly 5% of purchases are refunded. For some short games, refund rates can be much higher.
Steam Revenue vs Other Platforms
| Platform | Cut | Notes |
|---|---|---|
| Steam | 30% | Drops to 25% above $10M, 20% above $50M |
| Epic Games Store | 12% | Flat rate, smaller audience |
| GOG | 30% | DRM-free distribution |
| PlayStation / Xbox | 30% | Industry standard for consoles |
| Nintendo eShop | 30% | Limited discoverability tools |
| App Store / Google Play | 30% | Drops to 15% under $1M/year |
Steam's larger user base often compensates for the higher cut compared to Epic — most indie developers report significantly more sales on Steam than any other PC platform.
Planning a Launch? Estimate Revenue from Wishlists
This calculator estimates revenue for games that are already released (using review count). If your game hasn't launched yet and you want to project revenue from your wishlist count, use our Steam Wishlist Calculator instead. It estimates launch week, first month, and lifetime revenue based on typical wishlist conversion rates (10-15% at launch, 20-40% lifetime), with the same deduction logic for regional pricing, refunds, and Steam's tiered cut.