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Game platform fees compared: what each store really takes

Headline store cuts hide thresholds that change your effective rate a lot: Steam drops above $10M, Epic charges nothing on the first $1M per product per year, and the mobile stores halve their fee for smaller developers. Here's each rule as a formula, and the effective rate at five revenue levels.

Ammighty PublishingPublished 18 August 20264 min read

The rules, as published#

StoreStandard cutThresholds and programmes
Steam30%25% on a game's revenue above $10M, 20% above $50M (tiers introduced by Valve in 2018, counting sales from 1 Oct 2018)
Epic Games Store12%Developers keep 100% of the first $1M of net revenue per product per year on payments Epic processes (from June 2025); opt-in Epic First Run gives 100% for the first six months in exchange for exclusivity
Apple App Store30%Small Business Program: 15% for developers who earned up to $1M in proceeds in the previous calendar year
Google Play30%15% on the first $1M of revenue each year, for every developer, then 30%
ConsolesNot publicPlatform-holder terms are under NDA; negotiate directly or through a publisher

Note the difference between Google's and Apple's small-developer rules. Google applies 15% to everyone's first $1M every year. Apple's programme depends on eligibility based on the previous year, so a breakout year on iOS moves you to the standard rate. Check current terms before you build a forecast on them; store policies change.

Effective-rate formulas#

For a game with gross revenue on a store, the fee and effective rate :

Steam's tiers are cumulative over a game's lifetime; Epic's and Google's thresholds reset every year. A game that earns $3M a year for three years on Epic gets the $1M exemption three times. On Steam it never reaches the $10M tier.

Effective rates at five revenue levels#

Gross revenue (one store, one year)SteamEpicGoogle Play
$500k30.0%0.0%15.0%
$2M30.0%6.0%22.5%
$10M30.0%10.8%28.5%
$25M27.0%11.5%29.4%
$100M23.0%11.9%29.8%

For most indie games (under $2M on a store) Steam takes the full 30%, Epic takes 0–6%, and Google takes 15–22.5%. The gaps narrow at the top but never close. In practice, of course, the store with the lowest fee isn't necessarily the one with the most buyers. A 30% cut of a large audience beats 0% of a small one. Which is why fee differences mostly matter at the margin: for pricing, bundles and where you send your community on launch day.

From fee to net receipts#

Store fees are only one deduction between the price and what a publishing contract calls net receipts. A per-unit view on Steam:

where bundles refunds and sales tax/VAT (12% is our planning figure). Regional pricing lowers the average realised price further. Typical blended prices land well below the US list price for games with a global audience. When you model a launch, use realised revenue per unit, not list price. Every number in our wishlists Monte Carlo starts from this .

What fees mean for a publishing deal#

Because splits are calculated on net receipts, a lower store fee raises both parties' take proportionally and brings recoup forward. Moving 20% of sales from a 30% store to a 12% store raises net receipts by . That sounds small until you remember the recoup threshold. A 5% bump in receipts can move a deal from "almost recouped" to "paying a back-end". Ask your publisher how they'll handle store mix, and make sure platform programmes like Epic's $1M exemption flow through to net receipts rather than being kept as a publisher fee.

For AI-native games there's one more line: inference. It's paid per player, regardless of which store they bought from, so lower-fee stores improve the margin on inference too. Model it alongside fees in your LTV maths.

Frequently asked questions#

What percentage does Steam take?

30% by default, falling to 25% on a game's revenue above $10M and 20% above $50M.

What is Epic Games Store's revenue share?

88/12 in the developer's favour, with developers keeping 100% of the first $1M of net revenue per product per year on payments Epic processes (since June 2025).

Do Apple and Google charge 15% for games?

Google charges 15% on every developer's first $1M of revenue each year. Apple charges 15% to developers in its Small Business Program, who earned up to $1M in proceeds the previous year.

What do console stores charge?

Console platform terms aren't public. They're negotiated under NDA.

Sources#

  1. Neowin, "Valve introduces new revenue share tiers for Steam", 2018. www.neowin.net/news/valve-introduces-new-revenue-share-tiers-for-steam
  2. Epic Games Store, "Epic Games Store updates revenue share: keep 100% of the first $1M per product per year". store.epicgames.com/news/epic-games-store-updates-revenue-share-keep-1
  3. Business Wire, "Apple Announces App Store Small Business Program", 18 Nov 2020. www.businesswire.com/news/home/20201118005376/en/Apple-Announces-App-S
  4. Game Developer, "Google Play halves its fee to 15% for devs' first $1M revenue per year". www.gamedeveloper.com/game-platforms/google-play-halves-its-fee-to-15-

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