Steam Revenue Forecaster
Forecast your indie launch. Stress-test any publisher offer on your desk.
Optional · real data
Calibrate the forecast from real data
Wishlist trajectory · Demo & Next Fest · auto-apply signals back to the forecaster inputs
Wishlist trajectory Applies to forecast Where you are today and where you're trending. Most universal signal — almost every Steam page has this data.
Demo & Next Fest performance Applies to forecast If you've already run a demo or Next Fest, plug the numbers in here.
Community & reach signals Applies to forecast Pre-launch indicators of audience growth and visibility. Stronger reach correlates directly with launch buzz.
Playtest quality signals Applies to forecast If you've run a closed playtest or beta, the cohort tells you how the product holds up under real-player use. Strongest predictor of refund rate.
Paid acquisition signals Applies to forecast If you're running paid ads (Meta, TikTok, YouTube, Reddit, etc.), the cost-per-wishlist and paid share tell you whether the spend is working — and whether your wishlist count is "real" or "bought".
Prior game comp Cross-check only If your studio shipped a game on Steam before, its performance is your single strongest comp. The model uses the prior $/wishlist ratio as an independent sanity check on the main forecast.
Post-launch diagnostic Cross-check only If you've already launched, plug in actual performance to see whether you're tracking above or below the forecast — and what year-1 implies from real numbers.
Suggested forecast calibration
Based on the grades above, here's how the forecaster should be set. One click applies all of these to the inputs panel below.
What to do next
Calibration Report
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Calibration grades
Suggested forecast inputs
Top recommendations
Got an offer on your desk?
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Your game
Advanced assumptions
Forecast
- 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.
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.
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.
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.
| Region | Share | Y1 base | Y1 upside |
|---|
What moves the needle
Not every input matters equally. This chart ranks the eight drivers of your Year-1 revenue by how much they swing the number — so you know what to focus on first, both in production and in your deal.
The drivers · what they are, how to move them
Tap any driver to reveal what it represents and how to influence it.
Wishlists at launch
Post-launch wishlists
Pre-launch buzz
Review score
Price
Refund rate
Organic / non-wishlist
Seasonal discounts
Launch discount
Regional pricing
Demo + Next Fest
Compare publisher offers
Add any offers on your desk. The math runs against your base case so you can see exactly how each structure compares.
Self-published
Year-1 net to studio · side by side
How the math works
Wishlist conversion by sub-genre. The 15% Week-1 conversion figure that circulated in 2020–2023 is no longer the median — it described a much smaller, more curated Steam catalog. Steam now adds roughly 25k new titles per year, wishlist quality has degraded sharply (free-add behavior, list bloat, less aggressive notification reach), and developer-shared data through 2025 puts realistic Week-1 conversion in the 1–3% range for most indies, with ~5% representing the high end of "very good." Anything above 5% is either a strong genre fit, an above-median review tier, or buzz the team actually earned pre-launch. The viral exceptions — co-op horror (Phasmophobia, Lethal Company), online co-op breakouts (PEAK, Mage Arena, R.E.P.O.) — still clear 12–25% W1, but these are the rare outliers that justify their own sub-genre tier, not a planning baseline. At the bottom, traditional visual novels, 2D platformers, and match-3 sit in the 1–2% band. The forecaster carries a separate Week-1 and Year-1 benchmark for each of 42 sub-genres across 12 parent families: pick the closest fit for your main, optionally blend in a secondary at 70/30 for hybrids. The expected review tier then applies a multiplier: Overwhelmingly Positive = 1.4×, Very Positive = 1.15×, Mostly Positive = 1.0×, Mixed = 0.55×, Negative = 0.25×. Review score gates discoverability at the algorithm level, so its effect compounds across the year. Sources: GameDiscoverCo (Simon Carless), Chris Zukowski indie post-mortems, public developer disclosures, and our own client launch data 2023–2026.
Wishlist conversion — best-practice context. The Wishlist Conversion Check panel surfaces three things publishers and partners ask about constantly: the effective Week-1 rate the model is using, where it sits versus the sub-genre median, and the realistic 80% band around it (≈ ±50% — outliers blow through both ends). Three factors dominate everything else and are worth checking against your own situation: (1) wishlist freshness — adds older than ~12 months convert 30–50% worse than fresh demo/Next-Fest cohorts, so banked wishlists are not all equal in quality and a 50k count that grew slowly over four years can convert worse than a 15k count built in the last six; (2) review-tier inflection — the algorithm gates discoverability sharply at the "Very Positive" threshold, so a single tier change is the biggest conversion lever short of changing the game; (3) launch context stacking — a playable demo at launch reliably lifts conversion ~8%, Next Fest concentrates revenue into the launch month, and the two effects stack. The "Net per wishlist" readout on the panel is the single number most negotiation conversations land on — translate it for a publisher who isn't fluent in conversion percentages.
Regional revenue split. Year-1 indie revenue concentrates in NA + EU (~55–65% combined for most genres), with the remainder distributed across China, Asia ex-China (JP/KR/SEA), and a long tail (LATAM, RU/CIS, ANZ, MENA, India). Genre shifts this materially: cozy and narrative skew Western, soulslike + JRPG over-index in Asia, sim and racing are EU-heavy (DE/UK driving sim, FR + IT football sims), horror gets an outsized LATAM boost from the YouTube/TikTok creator economy. The shares applied are revenue shares — Steam's regional pricing is already baked in. Unit shares look different: emerging markets carry more players than dollars, which matters for community size, modding ecosystems, and audience for your next title, but should not be conflated with revenue weight in publisher conversations. The tilt selector models a deliberate localization or marketing push (a localized EU campaign, a CN partnership, a LATAM/RU push) that overrides the genre default. Sub-genre overrides handle the obvious outliers (soulslike, JRPG, co-op horror, racing sim, etc.) so the auto profile reflects sub-genre reality, not just parent family. Defaults are sourced from GameDiscoverCo regional analyses, Steam Hardware Survey language splits, Chris Zukowski sub-genre breakdowns, and published indie publisher post-mortems. Directional, not predictive — real launches deviate ±30–50% per region.
Pre-launch buzz. Buzz is the multiplier you've earned before the algorithm sees your launch — press attention, streamer reach, festival placements, viral demo moments. It compounds with both wishlist conversion and organic discovery (people who heard about you but didn't wishlist). Multipliers: None = 1.0×, Some = 1.15×, Building = 1.4×, Strong = 1.8×, Phenomenon = 2.5×. The top tier is the once-per-year breakout — Hades, Vampire Survivors, Balatro — and is rare for a reason: part craft, part timing, part luck.
Post-launch wishlists. Wishlists that arrive after launch — driven by reviews, content creator coverage, sale event visibility, and Steam's discoverability ripples — convert at roughly 70% of pre-launch wishlists. A healthy launch typically adds 50–200% of the launch-day count over the rest of Year 1, sometimes much more for sleeper hits.
Launch-window seasonality. Calendar week of release matters more than most forecasts admit. The model carries a 52-entry seasonality curve calibrated from monthly launch-cohort data: post-holiday cold start (W1–4, ~-15%), February quiet zone (W6–10, neutral), April–May sweet spot (W14–22, +5%), Summer Game Fest crush + pre-Summer-Sale FOMO (W23–25, -10%), Summer Sale collision (W26–27, -15%), August trough (W31–34, -30% — the single softest window of the year, vacations and weather collapse PC engagement), September back-to-school recovery (W37–39, neutral-to-good), October sweet spot (W40–42, +10% — pre-AAA crush, Halloween horror tailwind), AAA crush window (W43–45, -15%), Black Friday / Autumn Sale (W47, -20%), and Winter Sale collision (W51–52, -30% — worst of the year for full-price launches). The multiplier applies at full strength to Week-1 revenue and at ~38% strength to Year-1 (since later months in the game's first year land in different calendar weeks and average out). This is separate from — and stacks on top of — your manual Year-1 blended seasonal discount, which models price discounting across the year, not launch timing. Sources: GameDiscoverCo monthly launch-cohort analyses, SteamDB concurrent-player aggregates, Chris Zukowski release-timing guidance, ZR client launch outcomes 2022–2026.
Launch context. A playable demo at launch lifts conversion by roughly 8%. Next Fest adds another smaller bump (~4%) and shifts more revenue into the launch month through concentrated visibility. Both are independent of the wishlist count: they affect how those wishlists convert, not how many you have.
Organic, non-wishlist sales. Wishlists are not the whole funnel. Steam discoverability, store browse, and sale events drive additional sales not attributable to wishlists. We add this as a percentage of wishlist sales (20% default, range typically 5–50% depending on visibility). Buzz lifts this further at runtime.
Effective ARPU. List price × (1 − regional haircut) × (1 − blended discount). Steam's regional pricing pulls blended revenue per copy down by 15–25% vs straight USD math. For the year-1 number, the blended discount is a weighted average of your launch discount (applied to the launch month, which carries ~38% of Year-1 revenue) and your seasonal blend (applied to the remaining ~62%). This is why both discounts matter — and why a launch discount that's too aggressive can quietly chew into the year.
Regional pricing in detail. Steam recommends prices per region based on local purchasing power. A $19.99 game might be ~$14 in Brazil, ~$12 in Türkiye, ~$10 in India, ~$8 in some SEA markets. You can override the recommendations, but doing so usually costs more in lost conversion than it recovers in price. The default "haircut" assumes you follow Steam's recommendations — globally-appealing games sit at 20–30% haircut, US/EU-focused titles at 5–15%.
Refunds. Steam's 2-hour refund policy yields 5–10% refund rates for most indies, higher for short games. Refunds are deducted from gross copies before revenue is computed.
Steam's cut. 30% on all revenue up to $10M, 25% to $50M, 20% above. Only the 30% tier is relevant for nearly all indies, so we apply a flat 30%.
Sensitivity bands. The downside scenario assumes wishlists at 60% of input, review tier one notch lower, and buzz one notch lower. Upside assumes wishlists at 140% and review and buzz tiers one notch higher. Real launches cluster wider than this — treat the bands as a planning range, not a confidence interval.
Tornado chart. Each driver is moved through a defensible range (wishlists ±40%, price ±$5, review and buzz tiers ±1, refund/organic/seasonal/regional ±5–10pp, launch discount ±5pp, launch context toggled) while every other input is held at base. Sorted by total swing. Anything sitting at the top is what to focus on first — both in production and in deal negotiation.
Time distribution. Year-1 revenue concentrates heavily in launch month (~38% cumulative) with major lifts at the first Steam-wide sale events (typically months 3 and 6). Year-2 adds roughly 35% on top of year-1 total in a long tail.
52-week trajectory. The weekly view splits Year-1 into 52 buckets calibrated so each block matches the monthly model exactly: M1-M8 span 4 weeks each (W1-32, where ~84% of Y1 revenue lives), M9-M12 span 5 weeks each (W33-52, reflecting the real 4.33 weeks/month). Within each block the curve front-loads — Week 1 alone captures ~20% of Year-1 revenue. Sale events add incremental revenue as a percentage of total Y1 (Lunar +1.5%, Spring +2%, Summer +6% over 2 weeks, Autumn +2.5%, Winter +6% over 2 weeks) — calibrated from GameDiscoverCo sale-event tracking and HowToMarketAGame case studies, then scaled by remaining wishlist tail (a Summer Sale 4 weeks after launch hits at ~98% effectiveness; the same sale 40 weeks in only ~55%). DLC drops follow the same additive model: ~4.5% of Y1 spread across 4 weeks (45% / 28% / 17% / 10% of the budget), scaled by tail effectiveness. Stacking multiple events on the same week is additive. The shift to percent-of-Y1 (rather than multiplier-on-baseline) avoids the trap where early-game sale uplifts would over-inflate because baseline weeks 1-4 carry most of the year's revenue.
Deal mechanics. Revenue share splits gross post-Steam revenue. Recoup-first sends 100% to the publisher until a defined amount is recouped, then splits. MG against royalty pays the developer an upfront minimum guarantee, then the publisher recoups it from royalties before paying further; the developer keeps the MG regardless. Marketing fee takes a fixed fee off the top before rev share kicks in.
Sources & data · where the numbers come from
The model draws on public industry sources rather than any proprietary dataset. Wherever a constant is a calibrated estimate, it's flagged below.
- Sub-genre conversion rates (42 sub-genres, 12 parent families) — recalibrated 2026
- Week-1 and Year-1 conversion benchmarks have been recalibrated downward in 2026 to reflect current Steam reality: a much larger catalog (~25k new titles/year vs. ~10k five years ago), degraded wishlist quality (free-add behavior, list bloat), and tighter Steam notification reach. Most sub-genres now sit at 1–3% Week-1, with 5% representing the high end of "very good," and only viral co-op outliers (Phasmo, Lethal Company, PEAK) clearing 12%+. Calibration sources: (1) GameDiscoverCo's running wishlist-conversion work (Simon Carless), with sub-genre adjustments to reflect post-2024 reality at newsletter.gamediscover.co; (2) Chris Zukowski's indie success-rate analyses at howtomarketagame.com, which rank Open World Survival Craft, Farming, Horror, Idle/Incremental, and Job Sims at the top by hit probability, and Match-3, 2D Platformer, and traditional Visual Novel at the bottom; (3) public developer disclosures on launch performance (Steam Next Fest postmortems, indie team blog posts) and ZR Consulting client launch data 2023–2026. Cross-checked against VG Insights and Gamalytic aggregates. Sub-genre baselines published in the JS source under
GENRE_PRESETS. - Review tier multipliers (0.25× → 1.4×)
- Approximations of how Steam's discoverability algorithm gates impressions and conversion at each review threshold, calibrated against public sales data for same-genre, same-wishlist-count games at different review tiers. The "Mostly Positive is the algorithmic inflection point" pattern is widely confirmed in developer-shared data and GDC postmortems.
- Pre-launch buzz multipliers (1.0× → 2.5×)
- Calibrated estimate. Derived from comparing the observed launch performance of breakout titles (Hades, Vampire Survivors, Balatro, Lethal Company, Stray) against comparable non-hyped games in the same genre and wishlist bands. The "Phenom" tier is intentionally rare — it's a once-per-year outcome, not a planning baseline.
- Steam's revenue cut (30%)
- Direct from Valve's published revenue share tier table. The 25% and 20% tiers (above $10M and $50M lifetime) are not modelled because they're irrelevant for almost all indies.
- Refund rate (5–10% range, 7% default)
- From Valve's public statements that Steam's average refund rate sits around 7%, with short games skewing higher. Steam's 2-hour refund policy is documented at store.steampowered.com/steam_refunds.
- Regional pricing haircut (15–25% blended)
- Derived from Steam's own recommended regional pricing matrix. A $19.99 USD game's recommended regional prices net out to roughly $14 BR, $12 TR, $10 IN, $8 in some SEA markets — yielding a 15–25% blended haircut across all regions for globally-distributed titles. US/EU-focused titles see 5–15%.
- Demo conversion lift (+8%) and Next Fest lift (+4%)
- Calibrated estimate. Aggregate of Steam Next Fest performance data shared by Valve and individual developer postmortems (Chris Zukowski has published several detailed Next Fest case studies). Both effects compound with each other and with wishlist count.
- Post-launch wishlist conversion ratio (0.7)
- Calibrated estimate. Based on developer-shared data showing post-launch wishlist-adders convert at roughly 60–80% of the rate of pre-launch wishlist holders — the latter typically had stronger purchase intent at sign-up.
- Launch-month revenue share (38%) & year-1 distribution
- Approximation from published Steam release decay curves — most clean indie launches see ~35–45% of year-1 revenue in launch month, with material lifts at the first major Steam-wide sale (typically month 3 or 6 depending on launch date).
- Year-2 add-on (+35%)
- Calibrated estimate from long-tail analyses of indie titles aged 12–24 months on Steam. Healthy launches with continued visibility (sale event participation, content updates) often exceed this; cold-launched titles fall well short.
- Organic / non-wishlist sales boost (5–50% range, 20% default)
- Calibrated estimate. Wishlists never account for 100% of sales — Steam discovery surfaces, sale event browse traffic, and recommendation system referrals add a meaningful fraction. The buzz multiplier lifts this further at runtime to reflect that hyped games get disproportionate organic discovery.
- Community growth bands (Calibration · 5/15/35% per month)
- Calibrated estimate. Derived from Discord and newsletter growth rates reported by indie devs in GDC talks and Game Discoverability Now case studies. The rate matters more than absolute size — a 1,000-member community growing 25%/month outperforms a 10,000-member stagnant one for launch velocity.
- Reach grade bands (Calibration · trailer / creator / press)
- Calibrated estimate. Trailer view bands (30k / 150k / 500k cumulative across YT + Steam + social over 90 days) derived from typical indie performance data. Creator video bands favour count over total views since a single 100k-view stream often outperforms three 30k-view videos for wishlist impact. Combined reach grade weights: creator coverage 45% (highest leverage), press/festival 30%, trailer reach 25%.
- Playtest reception & completion → review tier & refund rate
- Calibrated estimate. Playtest cohorts skew kinder than launch audiences (testers self-selected and felt invested), so playtest % positive is treated as a moderately optimistic predictor of launch review tier. Playtest completion rate is the strongest pre-launch predictor of refund rate — below 30% completion typically translates to 12–20% refunds at launch; above 70% completion typically yields 3–5% refunds. Cohort sizes below 20 are flagged as small-sample / directional only.
- Calibration → forecaster mapping
- Each signal source maps to specific forecaster inputs:
- Buzz tier — highest signal across trajectory velocity, demo conv+uplift, community growth, and combined reach
- Review tier — average of demo review score and playtest reception (when both present)
- Wishlists at launch — trajectory projection preferred; falls back to demo wlAfter
- Post-launch wishlists — max of (trajectory monthly velocity × 3–12 months by tier) and (demo event delta × 0.5–4× by uplift tier)
- Refund rate — derived from playtest completion tier (15 / 10 / 7 / 5 %)
What this model is not: a prediction. It is a planning model calibrated against public benchmarks to give you a defensible range, identify the drivers that matter most, and stress-test offers against a self-published baseline. Any specific game can deviate 30–50% from the model's bands due to factors no model can capture: press cycle, viral moments, genre saturation, competitor launches, your specific marketing execution.
These are planning estimates. Real launches vary on press, virality, genre saturation, timing, and luck. A good consultant won't pretend otherwise.