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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.
Off = the sub-genre benchmark's typical age mix is assumed. On = the model corrects for how fresh or stale your base actually is. Both numbers are on your Steamworks wishlist dashboard.
Import Steamworks wishlist CSV Drop the file here, or click to browse · parsed in your browser, never uploaded
Paid, guaranteed Week-1 sales. Removed from the convertible wishlist pool; count toward launch-day ranking.
Steam's standard pre-purchase incentive is 10%.
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
Wishlist conversion check —
W1 (your model)
—
benchmark —
Y1 (your model)
—
benchmark —
Realistic W1 range
—
80% band, sub-genre
Net per wishlist
—
post-Steam, after refunds, Y1
Multipliers active: —
  • What "good" looks like in 2025–2026. Most indies see 1–3% W1 conversion. Anything above 5% is a strong outcome. Viral co-op hits (Phasmo/Lethal Co/PEAK tier) clear 12–20%, but those are once-a-year exceptions, not a planning target.
  • Wishlist age matters. Adds older than ~12 months convert 30–50% worse than fresh demo/Next-Fest cohorts. A 50k count built slowly over four years can convert worse than a 15k count built in the last six.
  • Review tier compounds. Above-median reviews unlock the Steam algorithm — every tier up materially expands the funnel beyond the wishlist base. It's the single biggest conversion lever short of changing the game itself.
· · ·
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.
~ Mid-May
Week 1 = early Jan · 13 = late Mar · 26 = late Jun · 39 = late Sep · 52 = late Dec
Launch-window seasonality —
—
—
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.

Geography

Regional revenue split

Where the year-1 revenue is likely to come from, given your genre. Revenue shares already bake in Steam's regional pricing — unit shares look different (emerging markets carry more units than dollars). Use the tilt to model a deliberate localization or marketing push.

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Region Share Y1 base Y1 upside
Defaults are sourced from GameDiscoverCo regional analyses, the Steam Hardware Survey language splits, Chris Zukowski's sub-genre breakdowns, and published indie publisher post-mortems. Directional, not predictive — real launches deviate ±30–50% per region based on press cycle, key localization, regional pricing decisions, and platform features (Steam Curators, regional charts, country-specific events).
Reality check

Comparable launches

Released games from the Industry Calendar in your sub-genre and price band, with copies estimated from public Steam review counts (or Gamalytic where available). This is what actually happened to games like yours — set it next to the forecast above.

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Copies are estimates: Gamalytic where a key is configured, otherwise Steam review count × a review-to-sales multiplier (~30, tunable) — the industry's standard proxy, accurate to roughly ±50% per title and much better in aggregate. Revenue is copies × current list price × 0.7 (regional pricing, discounts, refunds). Titles are matched to Steam by name, so an occasional mismatch is possible; the Steam link on each row lets you check. Data refreshes nightly from the Calendar's release list.
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