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Steam Revenue Forecaster

Forecast your indie launch. Stress-test any publisher offer on your desk.

Snapshot

Your game

Inputs
Indie typical 5k–30k · 50k+ exceptional · AA can reach 100k–500k+
Added after launch (Year 1). Convert at ~70% of pre-launch rate. Healthy launches add 50–200% of launch wishlists over Year 1.
Common indie price points: $9.99 · $14.99 · $19.99 · $24.99
For hybrids (e.g. Action-RPG + Soulslike, Cozy + Tycoon, Horror + Co-op)
Negative · Mixed · Mostly Positive · Very Positive · Overwhelmingly Positive
From quiet release (none) to once-per-year breakout — Hades · Vampire Survivors · Balatro level (phenom). Lifts both wishlist conversion and organic discovery.
Standard is 10%. Zero is rare; over 20% signals weakness. Applies to launch month (~38% of Year-1 revenue).
Demos lift wishlist conversion ~8%. Next Fest concentrates more revenue in launch month and adds a smaller conversion bump.
All costs to complete the game: salaries, contractors, tools, marketing.
Advanced assumptions
Steam recommends lower prices in cheaper markets — LATAM, SEA, Türkiye, India can run 40–60% below US/EU. Your blended revenue per copy across all regions ends up ~15–25% under your USD list. Globally-appealing games sit higher (20–30%); titles selling mostly to US/EU sit lower (5–15%).
Steam average is 5–10%. Short games run 10–15%, long games 3–7%.
Extra sales from discoverability, browse, sale events — as % of wishlist sales. Buzz lifts this further at runtime.
Average discount applied across the rest of Year 1 (sale events lower effective ARPU). Combined with launch discount via revenue-share weighting.

Forecast

Year 1 outlook
Year 1 revenue to studio $— Downside · base · upside · post-Steam, self-published
Year 1 copies sold (net) After refunds, including organic
Net per copy after platform $— Effective ARPU × 0.70 × (1 − refunds)
Upside scenario
Base case
Downside scenario
Break-even budget
· · ·
Trajectory

52-week revenue curve

Same Y1 total as your base case above — but spread week-by-week instead of monthly, with toggles for the Steam sales you'll participate in and any DLC drops on your roadmap. Lets you stress-test launch timing and ongoing engagement spend in a way the monthly view smooths over.

1
The line is your weekly revenue. Launch week is the spike on the left; every visible bump after that is a sale or DLC drop. The grey dashed line shows what the curve looks like without any events.
2
Sale impact decays. A Summer Sale 4 weeks after launch boosts revenue more than the same sale 40 weeks in — the wishlist tail is fuller. The model accounts for this so the visualisation reflects what actually happens.
3
Events ADD to Y1, they don't redistribute. Toggling on a Summer Sale should grow your Y1 total — those are incremental sales to people who waited for a discount or were drawn in by the front-page placement.
~ late June
Week 1 = early Jan · 13 = late Mar · 26 = late Jun · 39 = late Sep · 52 = late Dec
Steam sales the game joins
DLC drops
Each DLC drop adds ~4.5% of Y1 revenue, front-loaded over a 4-week window.
Base Year-1 $— From your forecast (decay only)
Sales uplift $— No sales selected
DLC uplift $— No DLC scheduled
Total Year-1 with events $—

Calibrated estimate. Weekly distribution is grounded in GameDiscoverCo launch-window data and HowToMarketAGame week-1 share benchmarks. Sale uplift multipliers are typical-indie ranges; AA/AAA titles see weaker relative bumps, free-weekend or 75%-off promotions can see stronger ones. SteamDB tracks concurrent players but not per-game revenue, so revenue-shape calibration draws on Gamalytic aggregates. Treat the curve as directional, not predictive.

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