
Estimated revenue breakdown for Schedule 1, the indie hit built by a solo 20-year-old Australian developer in Unity. Data sourced from public Steam analytics and standard industry rates (Valve's 30% cut, ~3% payment processing). Tax estimate based on Australia's top marginal rate (45% + 2% Medicare levy).
Tool: sankeyflowstudio.com
Posted by prezbotyrion
![How an estimated $151M splits when a solo dev sells 10M copies on Steam [OC] How an estimated $151M splits when a solo dev sells 10M copies on Steam [OC]](https://www.byteseu.com/wp-content/uploads/2026/03/mg3dict5h3pg1-1536x1198.png)
44 Comments
The game really sold 7m of copies? 🤯
Good for them. I mean, they lose about 66% of the profit, but it’s still ‘rest of your life’ money.
And he’s still finishing university for engineering…
No way they’ll pay that much tax.Â
Schedule 1 is a great and hilarious game definitely check it out
One of the worst data put togethers.
Valve’s is reduced below 30% at those numbers and can be found on their docs. That also includes processing fees.
Nobody is drawing $100M personally directly like this. We did $1M gross on Steam and had a CPA involved right away 😂Â
Profit of 33% of total Revenue is insanely good
Also a glimpse into the wealth of Valve and Gabe Newell.
guy hit the windfall and then didnt do anything to the game for a year update wise. already made the bank tho so i suppose there’s no reason for him to.
Assuming the solo developer is incorporated in Australia, the corporate tax rate is a flat 30% so
That unity pricing is gonna be incorrect at these ranges.
Over 25M in revenue requires “enterprise” which is a negotiated number. I think previously it was 3k/seat, but given the ratio of revenue to seats I suspect they’d enforce some minimum seat count here, Probably aiming for something upwards of 1% total revenue.
There’s articles from a few months ago mentioning minimum values at 250k as well for big sellers.
the platform infrastructure and customer support is such a massive an highly valuable asset that the cut steam demands seems rather reasonable
Assuming the solo dev still set themselves up their business as a corporation in australia, their max tax rate would only be 30% so only AUS 30,351,000.00.
All I can think looking at this is what a highway robbery Payment Processing is.
No way they pay 47% in tax.Â
Now I wanna see the breakdown for stardew valley
Wait. This game is still in Early access and it sold 1 copies? Fucking hell
I don’t know Australian tax law but they can probably get a better corporate tax rate than that.
I question the tax rate used. Is that for individuals or corporations?
The taxes are a bit high, there’d be a bunch of rebates they’d qualify for and the logical thing is to put it into a business and take a salary from that over a while.
I thought Steam’s cut included payment processing fees? I could be wrong tho
Take a $1 salary and borrow against the company stock
Wow, I didn’t know Steam was a nonprofit.
People always got super mad about epic store never once taking into account they were offering to take like 5-10% instead of 35% like valve did.
That tax amount is only correct if you have an ABN as a sole trader, and the game was additional to income you are already receiving.
ie: that is the top marginal rate, not the rate charged on ALL of your income.
He’s now not a solo dev anymore ! He got a small team I heard
Man if i knew i’d make this much money i’d move somewhere with a better tax cut asap haha
Wow, and here I am thinking Patreon takes a big cut.
This is the same for all businesses.
Damn Unity really doing a lot of lifting for that fee
“Tax estimate based on Australia’s top marginal rate (45% + 2% Medicare levy).”
Isn’t this inaccurate? The marginal rate isn’t applied to the entire income. Also nobody would take this income personally, they’d pay a CPA $100k to save 50% on the taxes.
Steam’s cut doesn’t include payment processing?
Breaking up Steams cut into imaginary categories made me laugh
when your game gets big enough do you get GabeN’s personal cellphone #?
When a game earns above a certain number, steam cut is reduced to 20-25%. Also how Steam spends what it receives is not public knowledge as far as I’m aware.
3% for payment processing is also too much. Valve sends you money via Swift, why would you pay an additional 3%?
If he files taxes as a business, how is it reaching 47%?
Valve taking 1/3 of your revenue is some insane shit, it would be great to have more competition
4.5m in payment processing? that’s insane
These ads are getting really weird.
Indie game dev is wild: 95% of miserable failure, 4.9% of getting minimum-wage equivalent, 0.1% become a multimillionaire.
Sadly got the numbers a little off.
* Steam takes 30% for up to $10M in sales
* Steam takes 25% for up to $50M in sales, then 20% afterwards
With this knowledge the result ends up being
Steam with 33.2M and Dev SoloDev with 117.8M
So with taxes thats a little over $10M more after taxes to bank account
I’ve never heard of this thing before. Just now I looked it up and the game is ass. How did it manage to go viral?
Clearly this doesn’t take into account a good business structure and company profits vs sole trader. Tax amount is too high.
How TF can taxes take away half the direct profit?