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Steam vs Epic: Calculate Net Revenue & Payout

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Steam vs Epic: Calculate Net Revenue & Payout

This article explains how to calculate your net revenue and payout from game sales on Steam and the Epic Games Store. You enter your game’s price, the number of copies sold, and the store’s revenue share, and you get back the gross revenue, store fee, and your net payout. The calculator below performs the core math, while the rest of the article covers the revenue share terms, payout timing, and key differences between the two platforms.

Formula

The net revenue formula is straightforward:

Net Revenue = Price × Copies Sold × (1 − Revenue Share)

Where:

  • Price – the retail price per copy in USD (before any regional pricing adjustments).
  • Copies Sold – the number of paid units sold (excludes refunds, keys, and free promotions).
  • Revenue Share – the percentage the store keeps. Steam takes 30% (0.30) for most games, while Epic takes 12% (0.12).

The store fee is simply the complement: Price × Copies × Revenue Share.

Worked Example

Using the calculator defaults: a game priced at $19.99, sold 1,000 copies on Steam (30% share).

  1. Gross revenue = $19.99 × 1,000 = $19,990.00
  2. Store fee = $19,990.00 × 0.30 = $5,997.00
  3. Net revenue = $19,990.00 − $5,997.00 = $13,993.00

The calculator returns $13,993.00 as the net revenue, matching the manual calculation.

Revenue Share: Steam vs Epic

Steam’s standard revenue share is 30% for all sales above $10 million in lifetime revenue, but it uses a tiered system: after a game earns $10 million, the share drops to 25% on the next $40 million, and to 20% above $50 million. Epic’s standard share is a flat 12%, with no tiered thresholds. However, Epic waives the 5% engine royalty for games built on Unreal Engine if you release on Epic first, which can effectively make the share 12% plus 5% engine royalty (if applicable).

These percentages apply to the store’s cut, not to payment processing fees (which are separate and typically paid by the developer).

What Counts as “Net Revenue�?

Net revenue is the amount the store pays you before taxes and before any platform-specific deductions. It does not include:

  • Payment processing fees (e.g., credit card fees, PayPal) – these are deducted by the payment processor, not the store.
  • Regional taxes (VAT, sales tax) – these are added to the customer’s price and remitted by the store, not taken from your share.
  • Refunds and chargebacks – these reduce your gross sales and are not refunded to you.
  • Steam keys sold elsewhere – those are not subject to Steam’s revenue share, but they also don’t count toward Steam’s sales tiers.

Payout Timing and Thresholds

Steam pays developers on a monthly basis, typically 30 days after the end of the month in which sales occurred, provided the balance exceeds a minimum threshold (usually $100 for bank transfers). Epic pays on a similar monthly schedule, but the minimum threshold varies by country and payment method – often $100 for bank transfers, but can be higher for wire transfers. Both platforms hold funds until the threshold is met, so small sales may accumulate over several months before a payout.

How to Choose Between Steam and Epic

Revenue share is only one factor. Consider these points:

  • Audience size: Steam has a much larger active user base, which can lead to more sales despite the higher cut.
  • Store visibility: Steam’s algorithms and discovery tools can help indie games get noticed, while Epic’s store has a more curated catalog.
  • Exclusivity deals: Epic sometimes offers upfront cash advances or revenue guarantees for timed exclusives, which can offset the lower share.
  • Platform features: Steam offers Steamworks (achievements, cloud saves, workshop), while Epic has its own online services but fewer social features.
  • Regional pricing: Both platforms allow you to set regional prices, but Steam’s default pricing suggestions are more granular.

Common Mistakes When Calculating

One frequent error is forgetting to apply the revenue share to regional pricing differences. If you sell at different prices in different countries, you must calculate net revenue per region. Another mistake is including free keys or promotional copies in the sales count – those generate zero revenue. Also, remember that Steam’s tiered share applies to lifetime earnings, not per-month, so a game that sells well in year one may drop to a lower share later.

Frequently Asked Questions

Does Steam take 30% of every sale?

Yes, for most games, Steam takes 30% of each sale until your game’s lifetime revenue exceeds $10 million. After that, the share drops to 25% on the next $40 million, and then to 20% above $50 million. These tiers apply to the entire revenue, not just the portion above the threshold.

Does Epic really take only 12%?

Yes, Epic’s standard revenue share is a flat 12% with no tiers. However, if your game uses Unreal Engine, you also owe a 5% royalty on gross revenue, which is separate from the store’s share. Epic waives that royalty if you release on Epic first, but only for the first 90 days of exclusivity.

What about payment processing fees?

Payment processing fees (credit card, PayPal, etc.) are deducted from your payout by the payment processor, not by the store. These fees typically range from 2-5% depending on the country and method. They are not included in the revenue share calculation.

How do refunds affect net revenue?

Refunds reduce your gross sales. If a customer refunds a purchase, the store reverses the transaction, and you do not receive the revenue share for that sale. The refunded amount is also subtracted from your lifetime revenue for tier calculations.

Can I sell keys on other stores and still get Steam’s lower share?

No. Steam keys sold through third-party stores (like Humble Bundle or Fanatical) are not subject to Steam’s revenue share, but they also do not count toward Steam’s revenue tiers. Only sales made directly on Steam count toward the $10 million threshold.

Which platform pays out faster?

Both pay monthly, but the exact date varies. Steam typically pays around the 30th of the month for the previous month’s sales, while Epic pays around the 15th of the month. However, both require a minimum balance before they issue a payment, so small developers may wait longer.

Related

Formula used
in price | Game price (USD) | USD | 19.99 | 0
in copies | Copies sold | - | 1000 | 0
sel store | Store | Steam=0.7, Epic=0.88 | 0.7
out net | Net revenue | USD | price * copies * store | 2
out fee | Store fee | USD | price * copies * (1 - store) | 2
out gross | Gross revenue | USD | price * copies | 2

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.