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How to sell an indie game

By Juan Pablo Russo

Updated July 16, 2026

Key takeaways

01For most premium PC indie games, Steam is where the commercial volume is. itch.io is excellent for demos, jams and direct sales, but it is a different scale.
02Listing a game is not selling it. Steam gives every release a baseline of views to measure interest against, and what it measures is whether people buy and play.
03Selling on Steam costs a 100 USD Steam Direct fee per app, recoupable once the product passes $1,000 in adjusted gross revenue, plus a revenue share set by your Steam Distribution Agreement.
04Your launch window does a disproportionate share of the work, because early sales trigger the store visibility that brings everyone else.
05After launch, discounts and seasonal sales are what keep a game earning for years rather than weeks.

Where you can sell an indie game

You have more options than Steam, and it is worth knowing what each one is actually good for before you commit your effort.

  • Steam: the dominant PC storefront and where most premium indie games earn the majority of their revenue. Best discovery potential, most competition.

  • itch.io: creator friendly, fast to publish, and great for demos, game jams, experimental work and direct sales to an existing audience. Its revenue share is open, meaning you choose what percentage of your sales goes to the platform1. Much smaller commercial scale.

  • Epic Games Store: a more favourable revenue share, with 100% of net revenue on your first $1M per product per year and an 88/12 split after that, but discovery is limited and access is more curated2.

  • Consoles (Nintendo, PlayStation, Xbox): meaningful revenue for the right games, but each requires approval, certification and porting work.

  • Direct sales: selling keys or builds from your own site gives you the best margin, but you supply all the traffic yourself.

What it costs to sell on Steam

Two costs matter. First, the Steam Direct Fee: 100 USD or the local equivalent for each new app you want to distribute3. It is not refundable, but it is recoupable in the payment made after the product reaches at least $1,000 Adjusted Gross Revenue, and the recoupment appears as its own line item in your monthly report3. Treat it as a deposit rather than a pure expense, and note that VAT, GST or similar consumption taxes may be charged on the fee itself3.

Second, Steam takes a revenue share on every sale. Valve does not publish the percentage in its open documentation, because the split is set by the Steam Distribution Agreement you sign, so check your own agreement rather than trusting a number you read somewhere. What is documented is how it is applied: your monthly report takes gross revenue, subtracts applicable adjustments such as returns, chargebacks and taxes to reach net revenue, and multiplies that by the revenue share to produce what you are paid4. The practical point: model your take-home, not the sticker price, when you plan anything financial.

Listing your game is not selling it

This is the single most common and most expensive misunderstanding. Steam does give every release a floor: your game enters the New Releases queue, and the system prioritises the titles with the least views since release, which Valve describes as a baseline of views against which to measure customer interest5. That baseline is a test, not an audience.

What the test measures is whether people buy and play. Valve names that as the strong signal that there is interest and that Steam should show the game to more players5. So what actually generates sales is the wishlist base you built in the months before release: on launch day a share of those wishlists convert into purchases, that concentrated spike is what the store reads, and the store then shows your game to people who never heard of it. No spike, no second wave.

Price it so the sale is worth making

Selling more copies at a price that does not sustain you is not a win. Anchor your price to your content length and your genre, sanity check it against genuinely comparable games, and set thoughtful regional prices instead of raw currency conversion so the game is affordable where purchasing power is lower.

Remember that raising a price later is expensive on Steam: a product cannot be discounted for 30 days following a price increase in any currency, and the documentation states there are no exceptions to that rule6. Launching at a price you are comfortable with long term, paired with a launch discount configured before release, is safer than starting low and trying to climb.

The launch window does most of the work

Indie sales are front loaded. The first days after release decide how much algorithmic visibility the game earns, and that visibility determines how many players discover it over the following months. This is why the marketing work happens before launch, not after: by the time you release, the outcome is largely already set by the audience you gathered.

Treat launch week as a campaign. Have your press and creator outreach already landed, your demo already played, and your community already expecting the date.

Life after launch: discounts and the long tail

A launch is the beginning of the revenue curve, not the end. Steam runs recurring seasonal sales, and they are the one discount type with no 30 day cooldown, both their own and other discounts, so they are the easiest events to build a calendar around6. Each sale event puts the game back in front of a new wave of buyers, and the wishlists you never converted are exactly who those events reach.

To reach them the discount has to qualify for the notification. Steam emails or pushes to wishlisters for any discount of 20% or more, provided it runs longer than 8 hours and applies to the lowest priced package for the game rather than only a deluxe edition7. A 15% sale is a fine business decision, it just does not ring anyone.

Where MarketYourIndie fits

Selling a game well is a business problem with numbers behind it: how many wishlists you have and how fast they are growing, what price maximizes revenue, what your take-home actually is after fees, and which discount to run when. MarketYourIndie tracks all of it in one dashboard so the decisions are grounded in your data instead of guesses.

How to start selling your indie game

  1. Choose your storefront. Decide where the game will sell. For most premium PC games that means Steam, optionally alongside itch.io for demos and direct sales.
  2. Set up Steamworks and pay the Steam Direct fee. Create your Steamworks account, complete the tax and payment paperwork, and pay the recoupable Steam Direct fee for the title.
  3. Publish your store page early. Get a Coming Soon page approved as early as possible so it can start collecting wishlists while you finish the game.
  4. Build wishlists before launch. Run a steady content cadence, ship a demo, and use a Steam Next Fest so you launch with an audience instead of into silence.
  5. Set your price and regional pricing. Pick a base price from your content and genre, then set regional prices and model your net revenue after fees and taxes.
  6. Launch with a campaign. Land press and creator coverage, run a modest launch discount, and concentrate activity in the first days to earn store visibility.
  7. Keep selling after launch. Join Steam seasonal sales with sensible discounts to reach the wishlists that did not convert and extend the revenue tail.

Frequently asked questions

Where can I sell my indie game online?

Steam is where most premium PC indie games earn the majority of their revenue. itch.io is excellent for demos, game jams and direct sales to an existing audience, the Epic Games Store offers a better revenue share with less discovery, and consoles can be significant but require approval and porting work. Selling direct from your own site gives the best margin but you provide all the traffic.

How much does it cost to sell a game on Steam?

The Steam Direct Fee is 100 USD or the local equivalent for each new app. It is not refundable, but it is recoupable in the payment made after the product reaches at least $1,000 in adjusted gross revenue. Beyond that Steam takes a revenue share on each sale, set by the Steam Distribution Agreement you sign rather than published in the open documentation, and it is applied to net revenue after taxes, returns and chargebacks, not to the sticker price.

Can I sell my indie game without Steam?

Yes. itch.io, the Epic Games Store, consoles and direct sales from your own site are all viable. The trade off is discovery: Steam brings an enormous built in audience, while the alternatives generally require you to bring your own. Many developers sell on itch.io and Steam at the same time.

Why is my indie game not selling?

Most often because the game launched without an audience. Listing on a store does not create demand. Steam gives every release a baseline of views in the New Releases queue and then reads whether people buy and play, so if there were few wishlists at release there is no launch spike for that baseline to measure, and the store never amplifies the game. The fix is upstream: build wishlists in the months before launch.

Do indie games keep selling after launch?

Yes, and for many games the years after launch out-earn the launch month. Steam seasonal sales put your game in front of new buyers repeatedly, and discounts convert the wishlists that did not buy at full price. A launch is the start of the revenue curve, not the end of it.

Sources

  1. 1itch.io. Creator FAQ. itch.io · verified 2026-07-24
  2. 2Epic Games Store. App, Software and Game Distribution. store.epicgames.com · verified 2026-07-24
  3. 3Steamworks Documentation. Steam Direct Fee. partner.steamgames.com · verified 2026-07-24
  4. 4Steamworks Documentation. Reporting and Payments FAQ. partner.steamgames.com · verified 2026-07-23
  5. 5Steamworks Documentation. Visibility on Steam. partner.steamgames.com · verified 2026-07-23
  6. 6Steamworks Documentation. Discounts. partner.steamgames.com · verified 2026-07-23
  7. 7Steamworks Documentation. Wishlists. partner.steamgames.com · verified 2026-07-23
Juan Pablo Russo

Juan Pablo Russo

Creator of MarketYourIndie

I'm Juan Pablo Russo, and I built MarketYourIndie because I love games and I love data, and the indie side of Steam is where the two meet. I have a bachelor's degree in marketing, and I spend my days researching to bring valuable knowledge to all indie game devs.

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MarketYourIndie tracks wishlists, pricing, your real take-home after Steam fees and the right time to discount, all in one dashboard.

Know your numbers before you sell

Keep reading

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