Understanding your estimate
An independent game studio needs to recover development and marketing expenses to break even. Refunds, discounts and platform fees reduce revenue per copy.
This tool helps with planning; it is not a quote, invoice or professional advice. Adjust the defaults to your own situation instead of treating them as national averages.
Comparing different scenarios
Try changing one input at a time to see which cost has the greatest effect. To compare two scenarios, write down the first result before moving the sliders again.
Use the reset button to return to the starting values.
How many sales does an indie game need to break even?
Indie developers should separate gross store revenue, platform payouts and profit after development costs. Include contractors, assets, localisation, QA, marketing and launch expenses. Discounts and refunds lower average revenue per copy.
Example: at $8 actually received per copy, a $24,000 project needs 3,000 sales to cover those costs, before other overheads and taxes.
Does one Steam wishlist equal one sale?
No. Wishlists signal interest, but conversion varies widely by game, audience and launch conditions.
Frequently asked questions
How do I use this calculator?
Move the sliders or enter a number. Results update instantly without signing up.
Is this result exact?
No. This is an estimate based on your assumptions. Actual prices, contracts, taxes and costs may vary.
Are my values saved?
Yes, only in this browser’s local storage. Reset the calculator or clear your browser data to remove them.
How many copies does an indie game need to break even?
Divide development and launch costs by the actual revenue retained per copy after discounts, refunds and store commissions.
Should a solo developer include their unpaid time?
Yes when measuring economic profitability. Unpaid development time is still a resource committed to the project.