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How much does Steam take? Revenue share, fees and refunds

DreamEp, founder of NextWishlist · Updated October 28, 2026 · 3 min read

30%Steam's share up to $10 million per gameValve, 2018
25%on earnings beyond $10 millionValve, 2018
$100Steam Direct fee, recouped after $1,000Valve rule
On this page
  1. Steam's revenue share: 30%, then 25%, then 20%
  2. The Steam Direct fee: $100 per game
  3. What else comes off before you're paid
  4. A worked example
  5. Is 30% worth it?

On this page

  1. Steam's revenue share: 30%, then 25%, then 20%
  2. The Steam Direct fee: $100 per game
  3. What else comes off before you're paid
  4. A worked example
  5. Is 30% worth it?

Short answerSteam keeps 30% of a game's revenue, 25% on earnings beyond $10 million and 20% beyond $50 million, per game (Valve, 2018). Add the $100 Steam Direct fee per game, recouped after $1,000 of revenue, and refunds within 14 days and 2 hours of play.

Before you price your game or sign a publishing deal, you need to know what a sale on Steam is worth to you. Here is Valve's revenue share, the one-time fee to publish, and the other deductions between a player's payment and your bank account.

01Steam's revenue share: 30%, then 25%, then 20%

Since Valve's update to the Steam Distribution Agreement in late 2018, the split depends on how much a game has earned on Steam:

  • Up to $10 million: Steam keeps 30%, you get 70%.
  • From $10 million to $50 million: Steam keeps 25% of the earnings beyond $10 million.
  • Beyond $50 million: Steam keeps 20% of the earnings beyond $50 million.

The tiers apply per game, not across your catalog, and the lower rates only apply to the earnings past each threshold. Valve counts game sales, DLC and in-game purchases. For nearly every indie game, the practical answer is simple: plan on 30%.

02The Steam Direct fee: $100 per game

To publish a game on Steam, you pay a $100 fee per app. It isn't refundable, but Valve pays it back in the payment that follows your game reaching $1,000 in adjusted gross revenue. It shows as its own line in your monthly report.

When to pay it and open your page: when to put your game on Steam.

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Analysis · Nebula Drift · niche: roguelike deckbuilder38 games · read every day
Nebula Drift
6,107
Niche average
5,020
YouNiche average (38 games)Your posts
3,6415,1186,59630 days agotodayReddit postBluesky clipTrailer update
GameSteamBlueskyYouTubeXTikTokSteam, 30 d
Nebula Drift (you)612120———+9%
Starfall Roguetaking off2,8401.9k4.2k3.1k12k+31%
Hollow Orbit1,105640310890—+2%

Followers per channel. Last column: Steam followers gained in 30 days.

Screenshot with Nebula Drift, our sample game.

03What else comes off before you're paid

  • Refunds: players can ask for a refund within 14 days of purchase with less than 2 hours of play. Refunded sales come off your revenue. Short games feel this rule most.
  • VAT and sales taxes: part of what the player pays, not of your revenue. Simon Carless lists them among what separates the sticker price from a developer's income.
  • Regional pricing: a sale in a country with a lower suggested price is worth less than a sale at your US price. See how to price your indie game.
  • Discounts: most copies of most games sell during a discount, so your average price is lower than your list price.
  • Your own taxes, and a publisher's share if you have one.

This is why a game's revenue on Steam is far below "copies × price". Simon Carless estimated in 2020 that a developer's net is often 30% to 50% of the optimistic gross figure, less with heavy discounting.

04A worked example

Say your game sells at $15 and you sell 10,000 copies in the first year:

  • List price$15.00
  • After regional prices (−18%)$12.30
  • After VAT and taxes (−12%)$10.82
  • After refunds (−10%)$9.74
  • After Steam's 30%$6.82
What a $15 sale is worth to the developer, with typical assumptions (regional prices, taxes, refunds), before any discount: about 45% of the list price. Your own figures will differ.
  1. Many of those copies sell at your launch discount or in seasonal sales, and some in cheaper regions: your average price lands well under $15.
  2. Refunds take a few percent more.
  3. Steam keeps 30% of what's left; the $100 fee came back long ago.
  4. Then come your publisher's share, if any, and your own taxes.

Plan your budget on that net figure, not on the list price. To estimate how many copies a game like yours sells, see how to estimate a Steam game's sales.

05Is 30% worth it?

On Steam, your share pays for a store with built-in discovery: wishlists that email every wishlister at launch, Steam Next Fest, themed fests, seasonal sales and recommendation surfaces. Other stores take less (itch.io lets developers choose, 10% by default) but bring far fewer buyers on their own. Most indie developers sell on Steam and use other stores as a complement: itch.io or Steam.

How much does Steam take? Revenue share, fees and refunds: quick answers

What percentage does Steam take from developers?+

30% of a game's revenue on Steam up to $10 million, 25% on earnings between $10 million and $50 million, and 20% beyond $50 million, per game.

How much does it cost to publish a game on Steam?+

A $100 Steam Direct fee per game, paid back once the game reaches $1,000 in adjusted gross revenue.

Do Steam refunds come out of my revenue?+

Yes. Players can be refunded within 14 days of purchase if they've played less than 2 hours, and refunded sales are deducted from your revenue.

Does the lower Steam cut apply to all my games?+

No. The 25% and 20% tiers apply per game, once that game passes $10 million and $50 million in earnings on Steam.

Sources

Valve's rules can change: the official Steamworks page always wins. Practitioner benchmarks are surveys of developers, given as ranges.

  • Valve, “New Revenue Share Tiers and other updates to the Steam Distribution Agreement” (November 30, 2018)
  • Valve, Steam Direct fee (Steamworks) (read Oct 28, 2026)
  • Valve, Steam Refunds (read Oct 28, 2026)
  • Valve, Pricing (Steamworks) (read Oct 28, 2026)
  • Steam Page Analyzer, “How much does Steam take?” (March 3, 2026)
  • GameDiscoverCo, “How that game sold on Steam, using the ‘NB number’” (237 games) (August 3, 2020)
  • itch.io, “Introducing open revenue sharing” (2015, read Oct 28, 2026)
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