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Steamkit

Revenue Calculator

Estimate your potential Steam revenue using review-based calculations or wishlist projections. Plan your budget and set realistic expectations.

What is the Revenue Calculator?

The Revenue Calculator helps indie developers estimate potential revenue for their Steam games using two proven methodologies: the Boxleiter method (based on review counts) and wishlist projections (based on pre-launch wishlist numbers).

Having realistic revenue expectations is crucial for indie developers. This tool helps you make informed decisions about budgeting, team size, development scope, and marketing spend based on data-driven projections.

Why Revenue Estimation Matters

Understanding potential revenue helps indie developers in several critical ways:

Budget Planning: Know whether your projected revenue will cover development costs and living expenses.

Scope Decisions: Determine if your game's potential earnings justify its planned scope and development time.

Marketing Budget: Calculate how much you can afford to spend on marketing while remaining profitable.

Risk Assessment: Understand the financial risk before committing to full-time development.

Investor Discussions: Provide data-backed projections when seeking funding or partnerships.

Pricing Strategy: Model different price points to find the optimal balance between revenue and sales volume.

The Revenue Calculator makes these projections accessible using industry-standard methodologies rather than pure guesswork.

Two Calculation Methods

The tool offers two different approaches to revenue estimation, each useful in different scenarios:

Boxleiter Method (Review-Based)

Named after analysis by Steam data researcher Boxleiter, this method estimates total owners based on review count.

The general ratio is approximately 1 review for every 50 owners, though this varies by game.

This method is useful for analyzing existing games or estimating final numbers based on early review patterns.

More accurate for released games with established review counts.

Wishlist Projections (Pre-Launch)

Estimates revenue based on wishlist counts before your game launches.

Uses conversion rate percentages to project how many wishlists will convert to sales.

Essential for pre-launch planning and marketing budget decisions.

Accuracy depends on your marketing quality and game-market fit.

How to Use the Boxleiter Method

This method works best for analyzing existing games or projecting based on early review traction:

1. Enter Review Count

Input the number of Steam reviews the game has (or your target review count)

For existing games, find this on the Steam store page

For projections, estimate based on similar games or early review velocity

2. Set Base Price

Enter the full price of the game in dollars

This is the non-discounted price

Used as the baseline for all revenue calculations

3. Adjust Parameters

Average Discount: What percentage discount do you typically offer? (e.g., 20% off during sales)

Regional Pricing: Percentage adjustment for international pricing (often 10-30% lower on average)

Refund Rate: Percentage of sales that get refunded (typically 5-10%)

These factors significantly impact final revenue, so adjust them based on your strategy and genre norms

4. Review Calculation

The calculator shows estimated owner count based on the review-to-owner ratio

Displays gross revenue before Steam's cut

Shows your net revenue after Steam's 30% fee, discounts, refunds, and regional pricing

Includes VAT considerations where applicable

How to Use Wishlist Projections

This method is essential for pre-launch revenue planning:

1. Enter Wishlist Count

Input your current wishlist count (or target wishlist count)

Find your actual count in Steamworks analytics

For planning, estimate based on your marketing reach and similar games

2. Set Base Price

Enter your planned launch price

Consider your game's scope, quality, and comparable titles

3. Adjust Conversion Rate

This is the most critical variable - what percentage of wishlists will convert to purchases?

Use the slider to model different scenarios

The calculator shows where your conversion rate falls on the performance percentile curve:

- 0-25%: Below average performance

- 25-50%: Average performance

- 50-75%: Good performance

- 75-100%: Excellent performance

Factors affecting conversion: marketing quality, genre appeal, pricing, competition, review quality

4. Set Additional Parameters

Same as Boxleiter method: discounts, regional pricing, refund rate

Launch discount: Many games offer launch-week discounts (10-20%)

Plan conservatively - it's better to exceed low expectations than miss high ones

Understanding Conversion Rates

Wishlist-to-sale conversion rates vary widely based on many factors. Here's what to expect:

Typical Conversion Ranges

Poor Performance (5-15%): Weak marketing, poor reviews, or mismatched expectations

Average Performance (15-25%): Decent game with solid but not exceptional marketing

Good Performance (25-40%): Strong game with effective marketing and good initial reviews

Excellent Performance (40%+): Exceptional game with viral marketing and outstanding reviews

Factors That Increase Conversion

Strong initial reviews (above 85% positive)

Active community engagement and demo availability

Effective launch-week marketing push

Realistic price for the scope and quality

Good timing (avoiding major competition)

Clear, compelling store page and trailer

Building anticipation through devlogs and updates

Factors That Decrease Conversion

Mixed or negative initial reviews

Price too high for perceived value

Lack of launch marketing

Technical issues at launch

Misleading marketing creating wrong expectations

Competing with major releases

Stale wishlist (added long ago, forgotten)

Revenue Factors Explained

The calculator accounts for several factors that reduce your gross revenue:

  • Steam's Cut (30%): Steam takes 30% of gross revenue (reduced to 25% after $10M, 20% after $50M)
  • Discounts: Sales events typically discount games 10-50% - factor in your average discount
  • Regional Pricing: International markets often pay less due to regional pricing adjustments
  • Refunds: Players can refund within 2 hours of play and 14 days of purchase - typical rate is 5-10%
  • VAT/Taxes: Value-added tax in some regions is deducted from your revenue
  • Payment Processing: Small fees for payment processing (usually included in Steam's cut)

Using Projections for Planning

Revenue estimates help you make informed development and marketing decisions:

Budget Planning

Calculate your total development costs (time, software, contractors, etc.)

Compare to projected revenue to see if the project is financially viable

Include a safety margin - assume lower performance to be conservative

Consider multiple revenue sources (Steam, other platforms, DLC) for complete picture

Marketing Budget

A common rule: spend 10-30% of projected revenue on marketing

Higher spending makes sense if it significantly improves conversion rate

Track ROI for different marketing channels

Front-load marketing budget for launch window (first 2-4 weeks)

Scope and Timeline

If projections don't cover costs, consider reducing scope or development time

Alternatively, invest more in marketing to increase wishlist and conversion

Some developers choose to launch smaller, profitable games to fund larger projects

Long development increases costs - faster launches can be more profitable

Common Mistakes to Avoid

Developers often make these errors when estimating revenue:

  • Overestimating conversion rate: Many developers assume 40%+ conversion but actually achieve 15-20%
  • Ignoring refunds and discounts: These significantly impact final revenue
  • Forgetting Steam's 30% cut: Your take-home is much less than gross sales
  • Only calculating launch revenue: Plan for ongoing sales, but know that most revenue comes early
  • Underestimating development costs: Include your time at a reasonable hourly rate
  • Being overly optimistic: Plan for average or below-average performance, not best-case scenarios

Comparing to Similar Games

Validate your projections by researching comparable games:

Use the Browse Games tool to find similar titles and note their review counts

Apply the Boxleiter method to estimate their owner counts and revenue

Check SteamDB or similar services for additional data on game performance

Look for games with similar scope, quality, genre, and marketing approach

Be realistic about where your game falls in quality and appeal compared to these comparisons

Long-Term Revenue

This calculator focuses on initial launch revenue, but consider ongoing sales:

Most games earn 60-80% of their total revenue in the first month

Sales events (Steam seasonal sales) create smaller revenue spikes throughout the year

Price drops over time can extend the tail of sales

DLC and expansions can significantly boost lifetime revenue

Some games become sleeper hits, but don't count on this - plan for typical patterns

No Credit Cost

The Revenue Calculator is completely free to use with no credit cost. Model as many scenarios as you need to make informed decisions about your game's financial viability.

Ready to try Revenue Calculator?

Start using this tool to improve your game's marketing and reach more players on Steam.

Go to Revenue Calculator

Revenue Calculator

Estimate your potential Steam revenue using review-based calculations or wishlist projections. Plan your budget and set realistic expectations.

What is the Revenue Calculator?

The Revenue Calculator helps indie developers estimate potential revenue for their Steam games using two proven methodologies: the Boxleiter method (based on review counts) and wishlist projections (based on pre-launch wishlist numbers).

Having realistic revenue expectations is crucial for indie developers. This tool helps you make informed decisions about budgeting, team size, development scope, and marketing spend based on data-driven projections.

Why Revenue Estimation Matters

Understanding potential revenue helps indie developers in several critical ways:

Budget Planning: Know whether your projected revenue will cover development costs and living expenses.

Scope Decisions: Determine if your game's potential earnings justify its planned scope and development time.

Marketing Budget: Calculate how much you can afford to spend on marketing while remaining profitable.

Risk Assessment: Understand the financial risk before committing to full-time development.

Investor Discussions: Provide data-backed projections when seeking funding or partnerships.

Pricing Strategy: Model different price points to find the optimal balance between revenue and sales volume.

The Revenue Calculator makes these projections accessible using industry-standard methodologies rather than pure guesswork.

Two Calculation Methods

The tool offers two different approaches to revenue estimation, each useful in different scenarios:

Boxleiter Method (Review-Based)

Named after analysis by Steam data researcher Boxleiter, this method estimates total owners based on review count.

The general ratio is approximately 1 review for every 50 owners, though this varies by game.

This method is useful for analyzing existing games or estimating final numbers based on early review patterns.

More accurate for released games with established review counts.

Wishlist Projections (Pre-Launch)

Estimates revenue based on wishlist counts before your game launches.

Uses conversion rate percentages to project how many wishlists will convert to sales.

Essential for pre-launch planning and marketing budget decisions.

Accuracy depends on your marketing quality and game-market fit.

How to Use the Boxleiter Method

This method works best for analyzing existing games or projecting based on early review traction:

1. Enter Review Count

Input the number of Steam reviews the game has (or your target review count)

For existing games, find this on the Steam store page

For projections, estimate based on similar games or early review velocity

2. Set Base Price

Enter the full price of the game in dollars

This is the non-discounted price

Used as the baseline for all revenue calculations

3. Adjust Parameters

Average Discount: What percentage discount do you typically offer? (e.g., 20% off during sales)

Regional Pricing: Percentage adjustment for international pricing (often 10-30% lower on average)

Refund Rate: Percentage of sales that get refunded (typically 5-10%)

These factors significantly impact final revenue, so adjust them based on your strategy and genre norms

4. Review Calculation

The calculator shows estimated owner count based on the review-to-owner ratio

Displays gross revenue before Steam's cut

Shows your net revenue after Steam's 30% fee, discounts, refunds, and regional pricing

Includes VAT considerations where applicable

How to Use Wishlist Projections

This method is essential for pre-launch revenue planning:

1. Enter Wishlist Count

Input your current wishlist count (or target wishlist count)

Find your actual count in Steamworks analytics

For planning, estimate based on your marketing reach and similar games

2. Set Base Price

Enter your planned launch price

Consider your game's scope, quality, and comparable titles

3. Adjust Conversion Rate

This is the most critical variable - what percentage of wishlists will convert to purchases?

Use the slider to model different scenarios

The calculator shows where your conversion rate falls on the performance percentile curve:

- 0-25%: Below average performance

- 25-50%: Average performance

- 50-75%: Good performance

- 75-100%: Excellent performance

Factors affecting conversion: marketing quality, genre appeal, pricing, competition, review quality

4. Set Additional Parameters

Same as Boxleiter method: discounts, regional pricing, refund rate

Launch discount: Many games offer launch-week discounts (10-20%)

Plan conservatively - it's better to exceed low expectations than miss high ones

Understanding Conversion Rates

Wishlist-to-sale conversion rates vary widely based on many factors. Here's what to expect:

Typical Conversion Ranges

Poor Performance (5-15%): Weak marketing, poor reviews, or mismatched expectations

Average Performance (15-25%): Decent game with solid but not exceptional marketing

Good Performance (25-40%): Strong game with effective marketing and good initial reviews

Excellent Performance (40%+): Exceptional game with viral marketing and outstanding reviews

Factors That Increase Conversion

Strong initial reviews (above 85% positive)

Active community engagement and demo availability

Effective launch-week marketing push

Realistic price for the scope and quality

Good timing (avoiding major competition)

Clear, compelling store page and trailer

Building anticipation through devlogs and updates

Factors That Decrease Conversion

Mixed or negative initial reviews

Price too high for perceived value

Lack of launch marketing

Technical issues at launch

Misleading marketing creating wrong expectations

Competing with major releases

Stale wishlist (added long ago, forgotten)

Revenue Factors Explained

The calculator accounts for several factors that reduce your gross revenue:

  • Steam's Cut (30%): Steam takes 30% of gross revenue (reduced to 25% after $10M, 20% after $50M)
  • Discounts: Sales events typically discount games 10-50% - factor in your average discount
  • Regional Pricing: International markets often pay less due to regional pricing adjustments
  • Refunds: Players can refund within 2 hours of play and 14 days of purchase - typical rate is 5-10%
  • VAT/Taxes: Value-added tax in some regions is deducted from your revenue
  • Payment Processing: Small fees for payment processing (usually included in Steam's cut)

Using Projections for Planning

Revenue estimates help you make informed development and marketing decisions:

Budget Planning

Calculate your total development costs (time, software, contractors, etc.)

Compare to projected revenue to see if the project is financially viable

Include a safety margin - assume lower performance to be conservative

Consider multiple revenue sources (Steam, other platforms, DLC) for complete picture

Marketing Budget

A common rule: spend 10-30% of projected revenue on marketing

Higher spending makes sense if it significantly improves conversion rate

Track ROI for different marketing channels

Front-load marketing budget for launch window (first 2-4 weeks)

Scope and Timeline

If projections don't cover costs, consider reducing scope or development time

Alternatively, invest more in marketing to increase wishlist and conversion

Some developers choose to launch smaller, profitable games to fund larger projects

Long development increases costs - faster launches can be more profitable

Common Mistakes to Avoid

Developers often make these errors when estimating revenue:

  • Overestimating conversion rate: Many developers assume 40%+ conversion but actually achieve 15-20%
  • Ignoring refunds and discounts: These significantly impact final revenue
  • Forgetting Steam's 30% cut: Your take-home is much less than gross sales
  • Only calculating launch revenue: Plan for ongoing sales, but know that most revenue comes early
  • Underestimating development costs: Include your time at a reasonable hourly rate
  • Being overly optimistic: Plan for average or below-average performance, not best-case scenarios

Comparing to Similar Games

Validate your projections by researching comparable games:

Use the Browse Games tool to find similar titles and note their review counts

Apply the Boxleiter method to estimate their owner counts and revenue

Check SteamDB or similar services for additional data on game performance

Look for games with similar scope, quality, genre, and marketing approach

Be realistic about where your game falls in quality and appeal compared to these comparisons

Long-Term Revenue

This calculator focuses on initial launch revenue, but consider ongoing sales:

Most games earn 60-80% of their total revenue in the first month

Sales events (Steam seasonal sales) create smaller revenue spikes throughout the year

Price drops over time can extend the tail of sales

DLC and expansions can significantly boost lifetime revenue

Some games become sleeper hits, but don't count on this - plan for typical patterns

No Credit Cost

The Revenue Calculator is completely free to use with no credit cost. Model as many scenarios as you need to make informed decisions about your game's financial viability.

Ready to try Revenue Calculator?

Start using this tool to improve your game's marketing and reach more players on Steam.

Go to Revenue Calculator
Revenue Calculator - Estimate Steam Game Earnings | Steamkit