Research

What an indie game costs around the world, and who ignores the suggestion

By Juan Pablo Russo

Measured 2026-08-08 · n = 3090

Steam offers every developer a suggested price for each market, and the suggestion is not published anywhere a researcher can read it. It can be recovered from the other side: among games that charge the same amount in the United States, the local price that repeats most often is the one the store proposed. This study reconstructs that table market by market, then measures how many developers leave it untouched, which way the rest move, and what distinguishes the two groups. It measures behaviour only. Nothing here says what a pricing decision earned.

Key findings

01The suggested table can be recovered from what games charge. At 19.99 dollars in the United States, the most common local price runs from 16.75 in GBP to 227.99 in MXN, and it is not a currency conversion: it is adjusted for what each market can pay.
02Regional pricing is one decision rather than 11. 49 percent of recent games either accept nearly every market or replace nearly every market, and the middle of the distribution is thin.
03The bigger the game, the less likely it is to accept the default: 74 percent of the smallest releases sit exactly on it against 48 percent of the largest.
04Where developers depart from the suggestion, most go below it. The exception is the two markets Steam no longer quotes in local currency, which hold the largest shares priced above it: 22 percent in Turkey and 21 percent in Argentina.

Population

A curated pool of Steam comparables, not a random sample of Steam. It skews toward titles with enough commercial visibility to have comparables at all. Prices were read on a single day, so this is one photograph rather than a history, and games that were discounted that day are excluded because the stored price is the discounted one.

Method

Games are grouped by what they charge in the United States, and within each group the local price that repeats most often is taken as the store's suggestion for that market. A group needs at least 150 games before its most common value counts as a suggestion rather than as noise. Every game is then scored against that value: exactly on it, within a 2 percent dead band of it, above it, or below it. Exact equality is the interesting case, because a developer who accepted the default is a developer who never opened the field. Every comparison is made inside one currency, between games charging the same amount in dollars, so no exchange rate enters anywhere. Adherence is always measured on releases from 2023 to 2025: Steam has revised its table over the years, and an older game can sit off today's values in every market at once without anyone having decided anything.

The table Steam does not publish

A developer setting a price on Steam types one number in dollars and is handed a full set of local prices for everywhere else. Those suggested values are not published as a table anyone can look up, which leaves the person deciding whether to accept them with no way to know what accepting them means.

They can be reconstructed from the other direction. Among games charging 19.99 dollars in the United States, one local price repeats far more often than any other in each market, and that repetition is the suggestion showing through: 59.99 in BRL for Brazil, 19.99 in EUR for Germany, 16.75 in GBP for United Kingdom. Read across markets, the table is plainly not a currency conversion. It is adjusted for what each market can pay, which is why the same game costs roughly half as much in some places and why converting your dollar price yourself gets a different answer.

The reconstruction survives the obvious check on it. Recomputing each value using only games with substantial review counts leaves 105 of 110 of them identical, so this is not the habit of small games mistaken for a default.

How many games leave Steam's suggested price untouched

Share of games sitting exactly on the suggestion

Argentina: 61%Argentina61%Brazil: 68%Brazil68%China: 56%China56%Germany: 32%Germany32%United Kingdom: 57%United Kingdom57%India: 70%India70%Japan: 67%Japan67%Mexico: 69%Mexico69%Poland: 47%Poland47%Russia: 64%Russia64%Turkey: 62%Turkey62%

MarketYourIndie curated pool · Games released between 2023 and 2025 and priced at 19.99 dollars in the United States, scored against the most common local price for that market and tier. The suggestion itself is reconstructed from the whole pool, where cells need at least 150 games to count, but adherence is only ever measured on the recent window. · n = 3090 · measured 2026-08-08

A curated pool of Steam comparables, not a random sample of Steam. Prices were read on a single day and games that were on sale that day are excluded.

The suggestion is reconstructed from the pool, not published by Steam. In 2 of these markets Steam no longer quotes in the local currency at all.

Show the numbers
How many games leave Steam's suggested price untouched · n = 3090
MarketShare of games sitting exactly on the suggestion
Argentina61%
Brazil68%
China56%
Germany32%
United Kingdom57%
India70%
Japan67%
Mexico69%
Poland47%
Russia64%
Turkey62%

It is one decision, not eleven

Counting how many of the 11 markets each game leaves on the suggested value produces a shape with two crowded ends and a thin middle. Among releases from 2023 to 2025, 49 percent sit at one extreme or the other across 1,202 games. Very few tune three or four markets and leave the rest alone.

That is worth stating plainly because it contradicts how regional pricing is usually discussed, market by market, as though each were its own call. In practice it is one call made once: accept the table, or replace the table. The developers who override it are not reasoning about Brazil and then about Germany. They are declining the whole thing.

The shape is stronger still if every release year is counted together, at 57 percent across 3,779 games, and that gap is a warning rather than a bonus. Steam has revised its suggested table over the years, so a game from a decade ago sits off today's values everywhere at once without its developer having touched anything. Part of what looks like a decision, measured across all of Steam's history, is just age. The recent window is the honest one, and it is the one every other number in this study uses.

Regional pricing is one decision, not eleven

Share of games

Released 2023 to 2025 (n=1,202): 15%Every release year (n=3,779): 13%01234567891011Released 2023 to 2025 (n=1,202)Every release year (n=3,779)

MarketYourIndie curated pool · Games with all 11 markets scored, counted by how many of those markets they leave on the reconstructed suggestion. Shown as a share of each population, because the two differ in size. · n = 1202 · measured 2026-08-08

A curated pool of Steam comparables, not a random sample of Steam. Prices were read on a single day and games that were on sale that day are excluded.

The middle is thin in both: developers either take the table or replace it, rather than tuning market by market. The ends hold 49 percent of recent games and 57 percent across every year. The gap on the left is the reason the recent window is the one to read: Steam has revised its table over the years, so an older game can sit off today's suggestion in every market at once without anyone having touched it.

Show the numbers
Regional pricing is one decision, not eleven · n = 1202
SeriesMarkets left on the suggestionShare of games
Released 2023 to 2025 (n=1,202)07%
Released 2023 to 2025 (n=1,202)17%
Released 2023 to 2025 (n=1,202)27%
Released 2023 to 2025 (n=1,202)32%
Released 2023 to 2025 (n=1,202)44%
Released 2023 to 2025 (n=1,202)54%
Released 2023 to 2025 (n=1,202)64%
Released 2023 to 2025 (n=1,202)76%
Released 2023 to 2025 (n=1,202)88%
Released 2023 to 2025 (n=1,202)917%
Released 2023 to 2025 (n=1,202)1021%
Released 2023 to 2025 (n=1,202)1115%
Every release year (n=3,779)016%
Every release year (n=3,779)112%
Every release year (n=3,779)212%
Every release year (n=3,779)35%
Every release year (n=3,779)44%
Every release year (n=3,779)52%
Every release year (n=3,779)62%
Every release year (n=3,779)73%
Every release year (n=3,779)86%
Every release year (n=3,779)99%
Every release year (n=3,779)1016%
Every release year (n=3,779)1113%

Which way people move

Departures from the suggestion are not symmetric, and the direction differs by market. In Germany and Poland they run almost entirely one way: 65 percent and 53 percent price below the suggested value, while the share above it rounds to nothing in both. Those are the markets where the suggestion asks for the same number in local currency as it does in dollars, or more, and developers quietly decline.

The traffic runs the other way in Turkey and Argentina, which carry the largest shares priced above the suggestion at 22 percent and 21 percent. Those are the two markets Steam no longer quotes in local currency, so the suggestion there is a discount off the dollar price, and a developer who simply mirrors what they charge at home lands above it without ever deciding to.

That last point generalises. Pricing above the suggestion in a market poorer than the United States is exactly what a straight currency conversion produces, because the suggested table is adjusted for local purchasing power and an exchange rate is not. A developer who overrides the table with converted dollar prices has not customised their regional pricing. They have removed the only part of it that was adjusted for the customer.

Which way developers move when they override the suggestion

Share of games

Priced below the suggestion: 17%Priced above the suggestion: 22%ArgentinaBrazilChinaGermanyUnited KingdomIndiaJapanMexicoPolandRussiaTurkeyPriced below the suggestionPriced above the suggestion

MarketYourIndie curated pool · Games released between 2023 and 2025 and priced at 19.99 dollars in the United States. Above and below are measured against the reconstructed suggestion with a 2 percent dead band, so a rounding difference does not count as a decision. · n = 3090 · measured 2026-08-08

A curated pool of Steam comparables, not a random sample of Steam. Prices were read on a single day and games that were on sale that day are excluded.

Pricing above the suggestion in a cheaper market is what a straight currency conversion produces, because the suggested table is adjusted for local purchasing power and a market rate is not.

Show the numbers
Which way developers move when they override the suggestion · n = 3090
SeriesMarketShare of games
Priced below the suggestionArgentina18%
Priced below the suggestionBrazil20%
Priced below the suggestionChina25%
Priced below the suggestionGermany65%
Priced below the suggestionUnited Kingdom24%
Priced below the suggestionIndia14%
Priced below the suggestionJapan15%
Priced below the suggestionMexico12%
Priced below the suggestionPoland53%
Priced below the suggestionRussia14%
Priced below the suggestionTurkey17%
Priced above the suggestionArgentina21%
Priced above the suggestionBrazil12%
Priced above the suggestionChina15%
Priced above the suggestionGermany2%
Priced above the suggestionUnited Kingdom11%
Priced above the suggestionIndia14%
Priced above the suggestionJapan16%
Priced above the suggestionMexico15%
Priced above the suggestionPoland0%
Priced above the suggestionRussia19%
Priced above the suggestionTurkey22%

Bigger games override more

Within the same release window and at the same dollar price, acceptance of the default falls steadily with size: 74 percent for the smallest band of 1,479 observations, down to 48 percent for the largest. The share pricing above the suggestion moves the other way over the same bands, from 11 percent to 28 percent.

Two readings fit and this study cannot separate them. Bigger teams have someone whose job includes regional pricing, and bigger games have publishers with opinions about protecting a price internationally. Either way, the 28 percent figure deserves attention: the largest games in this pool are the most likely to charge above what the store proposed for a cheaper market.

The release window matters more than it looks. Measured without it this gradient is partly a measure of age, since older games drift off the current table on their own, and older games are also the ones with the most reviews.

Bigger games override the suggestion more often

Share sitting exactly on the suggestion

Under 200 reviews (n=1,479): 74%Under 200 reviews (n=1,479)74%200 to 2,000 (n=6,758): 66%200 to 2,000 (n=6,758)66%2,000 to 20,000 (n=4,894): 58%2,000 to 20,000 (n=4,894)58%Over 20,000 (n=1,039): 48%Over 20,000 (n=1,039)48%

MarketYourIndie curated pool · Games released between 2023 and 2025, at the same United States price, grouped by review count. The release window is fixed on purpose: Steam has revised its suggested table over the years, so an older game can sit off today's suggestion without anyone having decided anything. · n = 14170 · measured 2026-08-08

A curated pool of Steam comparables, not a random sample of Steam. Prices were read on a single day and games that were on sale that day are excluded.

The share pricing above the suggestion moves the other way across the same bands.

Show the numbers
Bigger games override the suggestion more often · n = 14170
ReviewsShare sitting exactly on the suggestion
Under 200 reviews (n=1,479)74%
200 to 2,000 (n=6,758)66%
2,000 to 20,000 (n=4,894)58%
Over 20,000 (n=1,039)48%

Translation and price travel together

Games that list a market's language among their supported languages depart from the suggested price for that market more often than games that do not. It holds in 6 of the 7 markets tested, and the widest gap is China, where acceptance falls from 78 percent among untranslated games to 53 percent among translated ones.

Germany runs the other way, with translated games accepting the default slightly more often than untranslated ones. That market is also the one where the suggested value is hardest to accept in the first place, so the two exceptions may be the same fact seen twice.

The honest reading is narrow. Attention to a market shows up in more than one field of the same form: a developer who decided to translate is a developer who was thinking about that country, and thinking about that country is what puts someone in the pricing screen. This is an association between two choices made by the same person. It is not evidence that either choice produced anything.

Games translated for a market also price for it

Share sitting exactly on the suggestion

Not translated: 65%Translated: 58%BrazilChinaJapanRussiaGermanyPolandTurkeyNot translatedTranslated

MarketYourIndie curated pool · Releases between 2023 and 2025, split by whether the game lists that market's language among its supported languages. · n = 8983 · measured 2026-08-08

A curated pool of Steam comparables, not a random sample of Steam. Prices were read on a single day and games that were on sale that day are excluded.

The two decisions travel together in every market here except one, where the translated games stay on the suggestion slightly more often. This is an association between two choices made by the same developer, not evidence that either one produced a result.

Show the numbers
Games translated for a market also price for it · n = 8983
SeriesMarketShare sitting exactly on the suggestion
Not translatedBrazil72%
Not translatedChina78%
Not translatedJapan73%
Not translatedRussia72%
Not translatedGermany46%
Not translatedPoland61%
Not translatedTurkey65%
TranslatedBrazil61%
TranslatedChina53%
TranslatedJapan62%
TranslatedRussia57%
TranslatedGermany54%
TranslatedPoland37%
TranslatedTurkey58%

The same developers, on discounts

If deliberate regional pricing marked a generally more deliberate developer, it should show up in unrelated pricing behaviour. It does not, at least not here. Games that keep the suggested table across every market run a median of 14 discounts in dollars, and games that replace it everywhere run 17, with the mixed group running the most of the three.

There is no gradient and this is reported as the null it is. Whatever separates the developer who opens the regional pricing screen from the one who does not, it is not a general habit of attending to price, and the ordering here is not far from what a coin flip would give.

Whether the same developers also think about discounts

Median discounts run

Keeps the table (n=430): 14Keeps the table (n=430)14Mixed (n=612): 18Mixed (n=612)18Replaces the table (n=160): 17Replaces the table (n=160)17

MarketYourIndie curated pool · Releases between 2023 and 2025 with a full set of markets, grouped by how much of the suggested table they keep, against the number of discounts each ran in dollars. · n = 1202 · measured 2026-08-08

A curated pool of Steam comparables, not a random sample of Steam. Prices were read on a single day and games that were on sale that day are excluded.

Read as a description of who these developers are, not as a claim that one habit produces the other.

Show the numbers
Whether the same developers also think about discounts · n = 1202
What the developer did with the suggested tableMedian discounts run
Keeps the table (n=430)14
Mixed (n=612)18
Replaces the table (n=160)17

What this study cannot tell you

The reconstructed values are what most developers landed on, which is strong evidence about the default and is not the default itself. If a market's suggested value changed recently, this study would show the old one until enough new games had accepted the new one.

What it does support is narrower and still useful. The suggested table is adjusted for what each market can pay, most developers accept it, the ones who override it mostly do so downward except where the market is priced in dollars, and overriding it with converted dollar prices undoes the adjustment that made it worth accepting. If you are going to depart from the table, the departure is worth being able to explain.

Limitations

How to cite

MarketYourIndie (2026). What an indie game costs around the world, and who ignores the suggestion.

Figures and data are published under CC BY 4.0. Reuse them anywhere, including commercially, as long as you credit MarketYourIndie and link back to this page.

Editions

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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