Money guide

How to make money from indie games, store by store

What each store charges, what share it keeps, how web portals pay from ads, what a mobile release costs, and how to read your wishlists before launch day. Every number links to its source.

The short answer

You make money from an indie game by selling it on a store that fits the build, most often Steam or itch.io for a desktop game. Steam charges a 100 USD fee per game, recouped after the game earns 1,000 USD, and keeps 30% of revenue up to 10 million USD. itch.io lets you choose its share. Web portals pay a share of ad revenue, and mobile stores charge for a developer account. Most games earn little, so plan to ship small, learn, and grow wishlists before launch.

Most writing about indie game money is either a success story or a warning. Neither helps you plan. What helps is knowing exactly what each store charges, what it keeps, when it pays you, and what the numbers say about a typical launch, so you can decide where your game goes and how much to spend getting it there.

The first fact to plan around is uncomfortable. Most games earn very little. Gamalytic estimated that half of the games released on Steam in 2024 had earned less than 222 USD, and that 67% of all games on Steam had earned less than 5,000 USD as of October 2023. These are third-party estimates rather than Valve data, but the shape is consistent. A few games earn most of the money.

That is not a reason to stop. It is a reason to keep costs low, ship smaller games sooner, and start marketing before the game is finished, because the numbers also show that wishlists at launch are the best early signal of how a game will sell.

What it does

Steam, the main PC store

A 100 USD Steam Direct fee per game, recouped after 1,000 USD in adjusted gross revenue. Valve keeps 30% up to 10 million USD, 25% from there to 50 million, and 20% beyond.

itch.io, you set the cut

Open revenue sharing lets you give itch.io anywhere from 0 to 100% of each sale, with 10% as the default. Payment processors take their own fee.

Web portals, paid from ads

Poki and CrazyGames share ad revenue and set strict size and loading rules. They take web builds only.

Mobile, paid accounts

Apple's developer program costs 99 USD a year. Google Play charges a one-time 25 USD fee, and new personal accounts must run a closed test first.

Wishlists predict the launch

In Simon Carless's 2020 GameDiscoverCo data, median first-week sales ran from about 15% to 25% of launch wishlists, rising with the size of the list.

You keep the game

Summer charges no royalties and takes no revenue share on games you make with it. The project and the earnings are yours.

How it works

  1. 1

    Step 1: Pick the store that fits the build

    A desktop game goes to Steam, itch.io or both. A small web game goes to portals. A touch game goes to the App Store and Google Play. Decide before you build, because each one shapes size, controls and length.

  2. 2

    Step 2: Open the accounts early

    Steamworks needs tax and bank details, Google Play needs a closed test for new personal accounts, and Apple bills yearly. Start these weeks before you need them.

  3. 3

    Step 3: Put up the store page

    On Steam, publish a Coming Soon page as soon as you can talk about the game publicly. It must be public for at least two weeks before release, and every week before that collects wishlists.

  4. 4

    Step 4: Forecast from wishlists

    Multiply the wishlists you expect at launch by the median for your bracket (about 0.15 under 5,000 and 0.20 from 5,000 to 39,999) for a rough first-week unit estimate, then multiply by your price after the store share. Individual games land well above and below the median, so treat it as a rough guide, not a promise.

  5. 5

    Step 5: Launch, then learn

    Ship, read the store data and reviews, and put what you learn into the next small game. Each release also grows the audience your next launch starts with.

Two ways to run it

In Studio, or from the agent you already use

In Summer Studio

Studio makes the store assets that turn visitors into wishlists, such as key art for Steam capsules, short video shots for social posts and a trailer's establishing shots, and voice lines for characters. It does not record gameplay, so real play footage still comes from your own screen capture.

Open Summer Studio

From Claude, Cursor or Codex via MCP

With the Summer MCP, your coding agent can generate capsule art and short clips from your own characters, and in a Summer project it can check export settings before you build for Steam or itch.io. Earnings still depend on the game and its marketing.

Example prompt for your agent

Read the Summer project context, check the Windows and macOS export presets and list anything missing, then generate wide and tall key art of the main character using my hosted hero screenshot as the reference image for the Steam capsules.
Set up the Summer MCP
PC stores for a desktop build (how to publish on each store is in the PC publishing guide)
StoreCost to listStore shareGetting paid
Steam100 USD Steam Direct fee per game, recouped after 1,000 USD adjusted gross revenue30% up to 10 million USD, 25% from 10 to 50 million USD, 20% above 50 million USDNeeds tax and bank details in Steamworks
itch.ioNo listing feeYou choose 0 to 100%, default 10%Stripe or PayPal take 2.9% plus 0.30 USD per sale. Revenue is available 7 days after purchase and staff review payouts, usually within 10 to 14 days

Sources: Steamworks, Steam Direct fee

Web portals (web builds only)
PortalHow it paysSize and loading rulesOther terms
PokiYou keep 100% of revenue from players you bring, 50/50 on players Poki bringsPlayers tend to move on if loading takes more than 10 secondsWeb exclusivity. Steam, app stores and consoles stay yours
CrazyGamesAd revenue share, plus optional in-game purchasesInitial download at most 50 MB (20 MB for the mobile homepage), 250 MB total, 1,500 filesPaid monthly once the balance reaches 100 EUR. Publishing elsewhere does not affect eligibility
YouTube PlayablesTerms are set with Google and are not in the certification requirementsInitial bundle under 30 MiB (under 15 MiB recommended), total under 250 MiB, interactive in under 5 secondsGoogle certification

Sources: CrazyGames technical requirements

Mobile developer accounts
StoreAccount costCommission for small developersBefore you can publish
Apple App Store99 USD a year15% under the Small Business Program, for developers with up to 1 million USD in proceedsA Mac with Xcode to build and sign
Google Play25 USD one timeVaries by market, check the current service fee pageNew personal accounts need a closed test with at least 12 testers opted in for 14 days in a row

Sources: Apple Developer Program

Examples

Prompts that work, and what comes back

Checklists and prompts to turn the numbers above into a plan for your game.

Steam launch cost sheet

Prompt

Steam Direct fee 100 USD, recouped at 1,000 USD. Store share 30%. Capsule art, trailer and a demo build. Tax and bank setup in Steamworks. Coming Soon page public at least two weeks before release.

What you get

The fixed costs and waits you must plan for before a Steam release date.

Wishlist forecast

Prompt

Launch wishlists times the median for your bracket (0.15 under 5,000, 0.20 from 5,000 to 39,999, 0.23 from 40,000 to 99,999), times the price, times 0.7 after Steam's share.

What you get

A rough first-week revenue estimate before regional pricing, refunds and taxes.

itch.io test release

Prompt

Upload the Windows and macOS builds, set pay what you want with a small minimum, choose the itch.io share, and link the page from your devlog.

What you get

Real payment data on a small release before you spend on a Steam page.

Export check

Prompt

Check the Windows and macOS export presets in this project, confirm the export templates match the editor version, and list anything missing.

What you get

A list of export problems to fix before you upload a build.

Guide to publishing a game on Steam

Steam, the fee and the revenue tiers

Each game needs a 100 USD Steam Direct fee, returned once it earns 1,000 USD, so a free game with no purchases never gets it back. The Steam publishing guide covers the full cost and timeline.

Valve keeps 30% of revenue by default. Since October 1, 2018, the share drops to 25% on a game's earnings beyond 10 million USD and to 20% beyond 50 million USD, counting game packages, DLC, in-game sales and Community Marketplace fees. For almost every indie game, 30% is the number to plan with.

Two timing rules shape the plan. The Coming Soon page must be public for at least two weeks before release, and Steam's content survey asks you to disclose AI-generated content that ships with the game or is generated while it runs. The full Steam checklist is in the publishing guide linked below.

itch.io and its open revenue share

itch.io lets the seller decide what percentage of each sale goes to itch.io, anywhere from 0% to 100%, with 10% as the default. Stripe and PayPal charge their own processing fee of 2.9% plus 0.30 USD per transaction. Revenue becomes available 7 days after a purchase, and staff review payouts before paying, typically within 10 to 14 days.

It is the easiest place to sell a first game, a demo or a jam game, and pay what you want pricing lets players tip above a minimum. It is also a good place to test a price or an idea before paying for a Steam page. Many developers use both, itch.io for early builds and Steam for the main launch.

Web portals pay from ads and have strict size rules

Web portals do not sell games. They show them to a large audience for free and share the ad revenue. Poki gives you 100% of revenue from players you bring directly and splits 50/50 on players it brings, and asks for web exclusivity while Steam, app stores and consoles stay yours. CrazyGames shares ad revenue, allows optional in-game purchases, and pays monthly once your balance reaches 100 EUR.

The size rules are the real gate. CrazyGames caps the initial download at 50 MB, or 20 MB to appear on its mobile homepage, with 250 MB and 1,500 files in total. Poki notes that players tend to move on if loading takes more than 10 seconds. YouTube Playables requires an initial bundle under 30 MiB and recommends under 15 MiB. A game built for portals is designed small from the first day.

Portals only take web builds, and web export is not available in Summer yet. If the web is your main market, build for it with a web-first tool from the start. If you build in Summer, Steam and itch.io downloads are the release path today.

Mobile needs a developer account and a test period

The Apple Developer Program costs 99 USD a year, and the App Store Small Business Program lowers Apple's commission to 15% for developers with up to 1 million USD in proceeds. Google Play charges a one-time 25 USD registration fee. Personal Play Console accounts created after November 13, 2023 must run a closed test with at least 12 testers opted in for 14 days in a row before they can publish to production.

iOS and Android builds need that platform's toolchain and signing (the Android SDK and a keystore, or a Mac with Xcode for iOS) and a pass on touch input. Plan the business model with the controls. A game funded by ads or in-app purchases is designed differently from a paid PC game, so decide which one it is before you build.

Wishlists predict launch sales

On Steam, everyone who has your game on their wishlist gets an email or mobile notification when it releases, and again when a discount of at least 20% runs for more than 8 hours. That is why wishlists are worth more than follower counts. Valve itself says there is no formula that accurately predicts sales from wishlists, so treat any forecast as a range.

The best public data comes from Simon Carless of GameDiscoverCo, summarized on the How To Market A Game benchmarks page. In his June 2020 data, median first-week sales, counting every sale that week and not only wishlist conversions, were about 15% of launch wishlists for games with fewer than 5,000, 20% for 5,000 to 39,999, 23% for 40,000 to 99,999, and 25% above 100,000. A game launching with 5,000 wishlists would land around 1,000 first-week sales at the median, and individual games land well above or below it.

The practical rule is to start collecting wishlists months before launch and to launch when the count justifies it, not when the calendar says so. The marketing guide covers what actually moves the number.

How much money indie games make, and why most earn little

Gamalytic estimated the median revenue of a game released on Steam in 2024 at 222 USD, and 249 USD for 2025 releases up to October 2025. Most games do not pay for the time that went into them, so plan the first commercial game as one that can survive earning very little.

So keep the first commercial game small, spend little on it, put the store page up early, and measure. A game that earns back its costs and teaches you what players respond to has done its job, and the next one starts with an audience.

Where to take your game next

Port it to make money

For a paid desktop game, Steam is the main store and itch.io the easiest one. Steam needs the 100 USD Steam Direct fee, tax details and a Coming Soon page public for two weeks. itch.io needs a page and a build, and you set its cut. Summer exports Windows and macOS builds for both.

How to publish a game on Steam

Release it on Summer Games

Summer Games is a new store for games made with Summer. It is launching soon. A game will be ready for it when it is built in Summer, has been reviewed, and works as a single-player game first. Its terms are not published yet, so plan your income around the stores above today.

See Summer Games (launching soon)

Grow it

Revenue follows wishlists, and wishlists follow a good store page, capsule art that reads at thumbnail size, a trailer that shows play in the first seconds, and creators who cover your genre. Start months before launch.

How to market an indie game

Remake it in Summer

If an older game of yours has good reviews but a small audience, a remake can be cheaper than a new game. Start from a template, give the agent your old code and notes as the spec, rebuild system by system and playtest each one in the engine before a new store launch.

Remake your game in Summer

Frequently asked questions

Do indie games make money?

Some do, most earn little. Gamalytic estimated that half of the games released on Steam in 2024 earned less than 222 USD. Games that do well usually have a clear hook, a store page up for months before launch, and a developer who has shipped before.

How much does Steam take from each sale?

Valve keeps 30% of revenue, 25% on a game's earnings beyond 10 million USD and 20% beyond 50 million USD. Listing also costs a 100 USD Steam Direct fee per game, which the Steam publishing guide covers in full.

What does itch.io take from sales?

Whatever you choose. itch.io's open revenue sharing lets you set its share from 0 to 100%, with 10% as the default. Stripe and PayPal also charge 2.9% plus 0.30 USD per transaction.

How many wishlists do I need to launch on Steam?

There is no fixed number, and Valve says wishlists cannot predict sales precisely. Simon Carless's 2020 GameDiscoverCo data put median first-week sales at about 15 to 25% of launch wishlists, rising with the size of the list, so estimate your first week from the count you have and decide whether it is enough.

Can I earn from web portals with a Summer game?

Not today, because portals take web builds and Summer builds desktop games. Sell the desktop build on Steam or itch.io, and see the guide to publishing HTML5 games if you have a separate web build.

Does Summer take a share of my game's revenue?

No. Summer charges no royalties and takes no revenue share on games you make with it, and you own the project.

What does it cost to release on mobile?

The Apple Developer Program is 99 USD a year and Google Play charges a one-time 25 USD fee. New personal Google Play accounts must run a closed test with at least 12 testers for 14 days before publishing.

Make your game. Grow your game.

Even if it is built in another engine.

Free to download for macOS (Apple silicon) and Windows.