Indie Forecast
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How the model works

The model shows how much money a game needs before it pays for itself and when that money comes back. It covers 36 months: wishlists → sales → events → DLC → developer revenue → expenses → cash flow.

The model reproduces the Excel model "Steam Game Financial Model v2" to the cent, including its simplifications (listed at the end). Rates are entered as percentages. Nothing is rounded inside the calculation; only the numbers on screen are rounded.

Time

Expenses

Expenses come first, because marketing drives sales.

marketing(m) = marketing per month × (1 + marketing growth per year) ^ full years
live ops(m)  = 0 before release, then live ops per month × (1 + live ops growth per year) ^ full years
other(m)     = other expenses per month × (1 + other expenses growth per year) ^ full years

Wishlists

Every month new people join the wishlist "pool":

available(m) = what is left from last month
             + new wishlists per month
             + extra wishlists from the event of the month
             + wishlists from ads (before release only: marketing ÷ cost per wishlist)

Part of the pool buys the game:

Buyers leave the pool; the rest carry over to the next month.

Organic sales

Organic sales are purchases that come neither from wishlists nor from ads.

Ads after release

After release, marketing buys copies directly: copies from ads = marketing ÷ cost per buyer (CAC). Before release the same budget buys wishlists.

Copies and refunds

copies sold          = copies from wishlists + organic copies + copies from ads
refunded copies      = copies sold × refund rate
copies after refunds = copies sold − refunded copies
player base          = copies after refunds summed from month 1

Fractional copies are not rounded: this is a forecast, not bookkeeping.

Events

An event changes three things in its month: the game discount, the organic sales multiplier and extra wishlists. A month without an event has no discount, a multiplier of 1 and no extra wishlists.

DLC

For each DLC:

Price and revenue

discount(m)         = launch discount in the release month, otherwise the event discount
price after discount = price × (1 − discount)
sales to buyers     = copies after refunds × price after discount

Deductions are taken from sales to buyers (for the game and, separately, for DLC) one after another:

sales tax        = sales × "Taxes in price"
chargebacks      = (sales − tax) × "Chargebacks"
before Steam     = sales − tax − chargebacks
Steam share      = before Steam × "Store fee"
withholding tax  = (before Steam − Steam share) × "Withholding tax"
developer revenue = before Steam − Steam share − withholding tax

"Taxes in price" is the share of sales that goes to taxes, not a VAT rate.

Cash flow

operating cash flow(m)  = developer revenue − marketing − live ops
                          − DLC launch − DLC support − other expenses
cumulative cash flow(1) = operating cash flow(1) − spent before the model
cumulative cash flow(m) = cumulative cash flow(m − 1) + operating cash flow(m)

Money arrives in the month of the sale: Steam payout delays are not modelled.

Key numbers

Verdict

The verdict is cash at the end divided by the funding need, named after Steam review scores:

Ratio Verdict
cash at the end below zero Negative
below 1 Mixed
1 to 3 Positive
3 to 5 Very Positive
5 and above Overwhelmingly Positive

If no funding is needed at all, the verdict is Overwhelmingly Positive.

Achievements

Achievement Condition
Back in the black cumulative cash flow reaches zero
10,000 players player base reaches 10,000 copies
100,000 players player base reaches 100,000 copies
Wishlist goal the pool in the release month is at least the wishlist goal
First million developer revenue since the model start reaches $1,000,000
DLC paid off developer revenue from DLC covers all DLC costs

If an achievement is not reached, the progress towards it is shown as a percentage.

Simplifications in this version

The model calculates exactly like Excel v2, so it keeps its simplifications. We will revisit them in the next version of the model.

Glossary

Term Meaning
Wishlist People who added the game to their Steam wishlist.
Wishlist conversion Share of available wishlists that buys the game in a month.
Organic sales Sales that come neither from wishlists nor from paid ads.
Sales decay By how many percent organic sales drop every month after release.
Long-tail floor The lowest level of organic sales in late months.
Organic sales multiplier How many times an event increases organic sales of its month.
DLC attach rate Share of game owners or new buyers who buy a DLC.
Player base How many copies of the game players own after refunds, since the model start.
Refund rate Share of sold copies that buyers returned.
Chargebacks Money a bank returned to a buyer after a disputed payment.
Store fee Share of sales that Steam keeps.
Withholding tax Tax withheld from the payout to the developer.
CAC Cost to win one buyer with ads.
Sales to buyers What buyers paid after discounts and refunds, before taxes and deductions.
Developer revenue What the developer keeps after taxes, chargebacks, the Steam share and withholding tax.
Operating cash flow Developer revenue of a month minus that month's expenses.
Cumulative cash flow The project's money since the model start, including what was spent before the model.
Break-even month The first month when cumulative cash flow is zero or above.
Indexation Yearly growth (or decline) of an expense, counted from the model start.

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