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Steam revenue calculator

Estimate how many copies a Steam game has sold and how much the developer actually keeps after discounts, refunds, taxes, and Steam's cut. Paste a Steam store link to fill in the numbers, or type them in.

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Filled in the review count and base price for Cult of the Lamb.

Adjust assumptions

Sales, bundles, and regional pricing below the US price.

Share of purchases refunded.

Share of what players pay that goes to taxes.

Estimate for Cult of the Lamb

Low

Copies sold

2,266,320

Developer keeps

$23,584,177

Gross at full price
$56,635,337
Discounts and regional pricing
−$16,990,601
Refunds
−$3,964,474
Sales tax and VAT
−$3,568,026
Steam's cut
−$8,528,059
Developer keeps
$23,584,177

Typical

Copies sold

3,399,480

Developer keeps

$35,626,265

Gross at full price
$84,953,005
Discounts and regional pricing
−$25,485,902
Refunds
−$5,946,710
Sales tax and VAT
−$5,352,039
Steam's cut
−$12,542,088
Developer keeps
$35,626,265

High

Copies sold

5,665,800

Developer keeps

$61,224,472

Gross at full price
$141,588,342
Discounts and regional pricing
−$42,476,503
Refunds
−$9,911,184
Sales tax and VAT
−$8,920,066
Steam's cut
−$19,056,118
Developer keeps
$61,224,472

Rough estimate from public review counts. Real sales vary a lot by genre, price, and audience.

How the estimate works

Copies sold from review count

Steam doesn't publish sales numbers, but it does publish review counts. Only a small, fairly steady share of buyers leave a review, so multiplying reviews by a sales-per-review ratio gives a rough sales estimate. This is often called the Boxleiter method, after the developer who first published the ratio.

Early estimates put the ratio at 50 to 60 sales per review. More recent analyses of newer releases tend to land closer to 20 to 40. The calculator shows a low, typical, and high estimate (20, 30, and 50 by default) because any single number would be overly precise. Change them if you know your genre runs higher or lower.

From gross revenue to what the developer keeps

Copies sold times the base price is the gross at full price, but few copies sell at full price. Seasonal sales, bundles, and lower regional prices in many countries pull the average price down, which the average discount covers.

Steam refunds any purchase played for under two hours and requested within 14 days, so a share of sales comes back. Prices in many regions include VAT, and Valve collects US sales tax on top, so part of what players pay never reaches the developer either.

Steam's cut

Valve keeps 30% of a game's revenue up to $10 million, 25% of the revenue between $10 million and $50 million, and 20% of everything past $50 million. The calculator applies those tiers to the revenue left after discounts, refunds, and taxes.

What's left is roughly what the developer receives before their own income tax, publisher share, or platform costs.

For what counts toward each tier, what comes out before Valve's share, and Steam's average cut, read how much Steam takes from sales.

Frequently asked questions

How many copies has a Steam game sold?

Valve doesn't publish sales, so outside estimates start from the review count. Multiply a game's total reviews by 20 to 50 to get a likely range of copies sold. A game with 1,000 reviews has probably sold somewhere between 20,000 and 50,000 copies.

How much does Steam take from each sale?

Steam takes 30% of a game's revenue up to $10 million, 25% between $10 million and $50 million, and 20% beyond $50 million. The developer gets the rest, after refunds and taxes.

How accurate is a review-based sales estimate?

It's a ballpark. The sales-per-review ratio varies by genre, price, audience, and how long a game has been out, so treat the low and high estimates as the realistic range rather than trusting one number.

Is the Steam revenue calculator free?

Yes. It's free to use without an account. It's made by Game Stats AI, a game analytics platform that tracks your game's real revenue and player data.

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