- How many Steam reviews?
- 500
- Average price per copy (USD)
- 19.99
209,895.00
Open with these values209,895.00
Result: 209,895.00A game with 1,000 reviews at 20.00 a copy leaves its developer roughly 420,000: about 30,000 copies, 600,000 gross, minus Steam's 30 %. The copy count comes from a rule of thumb — thirty sales per review — so the spread around this figure is wide. Nobody outside Valve sees the real numbers.
Held fixed: How many Steam reviews? 500.
| Average price per copy (USD) | Result |
|---|---|
| 5.00 | 52,500.00 |
| 10.00 | 105,000.00 |
| 15.00 | 157,500.00 |
| 19.99Your value | 209,895.00 |
| 20.00 | 210,000.00 |
| 25.00 | 262,500.00 |
| 30.00 | 315,000.00 |
| 35.00 | 367,500.00 |
209,895.00
Open with these values420,000.00
Open with these values62,979.00
Open with these valuesDeveloper = reviews × 30 × price − Steam's tiered cut
The interesting number about a game on Steam is not what it grossed but what reaches the studio, and this estimator works its way there from the only two figures anyone outside Valve can see: the public review count and a typical selling price. The chain has three links — reviews to copies, copies to gross, gross to the developer's share. At the preset values, 500 reviews multiplied by thirty give an estimated 15000 copies; at 19.99 each that is 299850 in gross sales; the first-tier cut of 30 % takes 89955 and leaves 209895. Only the last link rests on published terms. The tier boundaries at ten and fifty million dollars are Valve's own, and they never come into play at this scale: the default game would need more than thirty times its gross to reach the first one. What the answer is not is money in hand. It is a share of sales, standing before the cost of making the game, before anything owed out of that share to others, and before income tax. And the whole result inherits the uncertainty of its first link. Exact fee arithmetic on top of an estimated copy count does not make the estimate precise — it makes it precisely as uncertain as the multiplier is. Read it as an order of magnitude and replace it with real reporting as soon as you have any.
Thirty sales per review is an estimate, not a measurement. Published figures span roughly 20 to over 100 depending on genre, price, review culture and how long the game has been on sale. Treat the answer as an order of magnitude.
Steam takes 30 % up to ten million dollars of lifetime gross, 25 % to fifty million and 20 % above that. The lower rate applies only to the revenue inside each band, never retroactively to everything below it.
Steam collects VAT and sales tax and deducts them before the revenue split, so a gross figure built from shop prices is too high in VAT countries. Income tax on what reaches you comes on top of that.
The ten and fifty million thresholds are Valve's dollar figures, which is why the price carries USD. Nothing here is converted into another currency.
This is what the game actually earned.
Nobody outside Valve and the publisher sees actual unit sales. This multiplies a public review count by a rule of thumb.
Past ten million dollars Steam takes 25 % of everything.
The lower rate applies only to the revenue inside each band. It is never applied retroactively to the gross below the threshold.
The developer keeps 70 % of the shop price.
Refunds, regional pricing, sale discounts, publisher shares and engine royalties all pull the real figure down. VAT is deducted before the split as well.
| Reviews, price | Estimated copies | Developer keeps |
|---|---|---|
| 0, 19.99 | 0 | 0 |
| 100, 29.99 | 3000 | 62979 |
| 500, 19.99 | 15000 | 209895 |
| 1000, 9.99 | 30000 | 209790 |
| 1000, 20 | 30000 | 420000 |
Steam keeps 30 % of gross sales by default, leaving the developer 70 %. Above ten million dollars of lifetime gross the cut drops to 25 %, and above fifty million to 20 %. Those thresholds are Valve's dollar figures, and very few games ever reach them.
Thirty sales per review, a common middle value for the Boxleiter method, and an estimate rather than a measurement. Published figures span roughly 20 to over 100 depending on genre, price, review culture and how long the game has been on sale. Treat the answer as an order of magnitude.
No. Nobody outside Valve and the publisher sees actual unit sales; this page multiplies a public review count by a rule of thumb. Two games with the same review count can differ severalfold in copies sold.
Lifetime gross up to ten million dollars is split 30 % to Steam, 70 % to the developer. Between ten and fifty million Steam takes 25 %, and above fifty million 20 %. The lower rate applies only to the revenue inside each band, never retroactively to everything below it.
No. Steam collects VAT and sales tax and deducts them before the revenue split, so a gross figure built from shop prices is too high in VAT countries. Income tax on what reaches you comes on top of that.
The arithmetic is exact, the assumptions are not. Refunds, chargebacks, regional pricing, sale discounts, publisher shares and engine royalties all pull the real figure down, and the multiplier alone can be off by a factor of two either way. Use it for planning and compare it against real Steam reporting whenever you have it.
Information, not financial advice.
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