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

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44 Comments

  1. Good for them. I mean, they lose about 66% of the profit, but it’s still ‘rest of your life’ money.

  2. 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 😂 

  3. Bad_Commit_46_pres on

    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.

  4. Assuming the solo developer is incorporated in Australia, the corporate tax rate is a flat 30% so

  5. 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.

  6. the platform infrastructure and customer support is such a massive an highly valuable asset that the cut steam demands seems rather reasonable

  7. 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.

  8. Newwavecybertiger on

    I don’t know Australian tax law but they can probably get a better corporate tax rate than that.

  9. 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.

  10. 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.

  11. 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.

  12. Man if i knew i’d make this much money i’d move somewhere with a better tax cut asap haha

  13. “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.

  14. HUGE_FUCKING_ROBOT on

    when your game gets big enough do you get GabeN’s personal cellphone #?

  15. 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%?

  16. stephanelshaarawy on

    Valve taking 1/3 of your revenue is some insane shit, it would be great to have more competition

  17. Indie game dev is wild: 95% of miserable failure, 4.9% of getting minimum-wage equivalent, 0.1% become a multimillionaire.

  18. 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

  19. 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?

  20. Clearly this doesn’t take into account a good business structure and company profits vs sole trader. Tax amount is too high.