However, this is business income, not compensation, so it's taxed on a net basis, not a gross basis (even though it may still be included on his personal income tax return). This means his taxable income is the amount left after taking into account the retailer's fees, subcontractor costs, etc.
So, for example, if he made $100 selling games, $30 would go to the store. Assuming no expenses and overhead (since we have no data to come up with those numbers), the remaining $70 would be subject to tax. Assuming he lived in NYC, he would pay up to $36.26 in combined taxes (not taking into account the SALT deduction or the progressive tax rate calculation), for a post-tax net of at least $33.74. Assuming he lived in WA as other commenters note, he would pay up to $25.9 in federal taxes, for a post-tax net of no less than $44.1. (But note: Washington has an excise tax on businesses which is based on gross income...)
Generally, the Steam cut is considered “fair” for Indy devs. The benefits of steam (discoverability, massive audience) generate more sales. My Indy dev friends are not upset about the steam cut at all.
This, however, is one area where eventually Epic Games shines — they take a much lower cut and if they increase in popularity with gamers then steam might be forced to lower their share.
This is basically almost public information: 25% cut on earnings between $10 million and $50 million.
Yet most likely very big share of sales is well below $10 let alone $15 due to sales and regional pricing.
So yeah I doubt numbers anywhere close to those adverised.
> Generally, the Steam cut is considered “fair” for Indy devs. The benefits of steam (discoverability, massive audience) generate more sales. My Indy dev friends are not upset about the steam cut at all.
Steam no longer provide any discoverability on its own unless you either bring your own community ftom outside or spend $10,000-100,000 on marketing to gain wishlists.
If you're small 2-10 people indie gamedev studio and have external funding Valve will earn more from your game than you.
It's probably the big name studios who already have entire departments to do that kind of stuff that feel they're being ripped off.
It pays to be the middle man!
Truly? I believe he lives in Washington State. It's really HALF of his income?
Just checked, seems it's now 37% for the top federal bracket... for what it's worth, I think it's amoral to tax more than half of what someone makes, regardless of how much they make.
The only thing for developers they still do better than Google and Apple really is a few promotions throughout the year that target specific genres for released games developers can register for (whereas Google and Apple select the games they promote), and the "Next Fest" 3x a year for unreleased games.
They used to do stuff like "visibility rounds" that would reach 100,000s of people who didn't know about your game - the same feature today targets people who already wishlisted your game, so these days most developers have to put significant effort and money into promoting their Steam page on other channels like tiktok/youtube/reddit.
If you are an indie team that makes a 50GB game and has 50k players, distributing and update management would be a gargantuan task without Steam or something like it. 2.5 petabytes of bandwidth isn't cheap.
Yes what they do is profitable, I'm not saying that it isn't. But paying for what they do is (clearly) still more attractive to developers than rolling their own infrastructure to do the same.
There's a reason why everyone launches on Steam.
Everyone launches on Steam because they are an utterly-entrenched monopoly, all other PC game distribution channels are collectively a very small percent.
However, Valve has since removed most barriers to entry and these days Steam sees more than 350 releases every week (nearly 20k in 2025), a number that is constantly growing. Add to the fact that there are already more than 130,000 games on Steam, that every new release has to compete with, and it is no wonder that median sales are low:
The low barrier to entry means that a lot of crappy games being released on Steam, that were never going to sell a lot, and the actually good games have to compete with all the other good games on the platform, that are probably also being sold at a much greater discount than your newly released title
There's nothing preventing a game dev from selling exclusively on their own site. It's not as though Steam has exclusive access to Windows customers like the App/Play Store do on their platforms. Steam earns its customers and their trust and developers follow.
There's also the cost of selling through Steam / Google Play / Whatever - typically 30%.
I assume the developer has some professional expenses - an accountant at a minimum, probably a lawyer, certainly insurance. Maybe they also have a PR team, advertising, and the like. I don't know whether they pay for testers, translators, and things like that.
Then we get on to things like buying a new development machine, going to tech conferences, taking an educational course, backups, and all the other things that a business needs to spend on in order to be effective.
Maybe a profit margin of 10% is unrealistically low - but developing software has legitimate costs. The margin is never going to be 100%.
The video games industry is filled to the brim with gatekeepers who take their cuts. Valve takes 30%, just for their store. Publishers start at 10%. Your engine might take a cut.
Estimating that Stardew Valley, the big success video game with the lowest overhead bar none, has made 10% profit might be too low. 20%? Might be high.
For whom? The manufacture? It's closer to 10-30% for the manufacture (lower for white label goods, higher for "premium" brands). And it's higher for products that enjoy monopoly status.
For retailers, it's 2-3%, but retailers also get products on loan and negotiate various agreements that help cover the costs of displays, shipping, marketing, and wastage. So even that small percentage margin is skewed a bit.
There's a reason that retailers and food manufactures ("canned goods") were some of the largest American companies prior to technology taking off. It's a highly profitable industry.
Um, exactly the sort of numbers that you're providing. I'm baffled by the question or what possible relevance you thought it had here.
> 10% profit might be too low. 20%? Might be high.
You think an indie game like the one in question is making less on each copy sold than Valve is making on it? That's nuts. If the creator isn't clearing 50% on each marginal unit sold, then something is seriously wrong.
Who did that?
This thread seems to be filled with people who don't understand what marginal cost is.