July 22, 2026 - 04:52

So your game launched on Steam. The first week or month of sales are in, and you have a number to work with. But how much money can you realistically expect after six months, a year, or two years? GameDiscoverCo has covered this topic before, most notably with a reader survey back in 2021. But a subscriber recently pointed out that the benchmarks were overdue for an update.
Fortunately, the team has data estimates for every single Steam game. They looked at a large group of recent titles, specifically all games launched from July 2023 to July 2025 that sold more than 1,000 units in their first month. This gave them a cohort of about 5,000 games to analyze.
The headline numbers are straightforward. If you sold 10,000 copies by the end of Month 1, the median result suggests you would have 14,600 cumulative copies by Month 6, 17,900 by Month 12, and 22,700 by Month 24. The gross revenue multiplier is slightly lower, about 7 percent lower after Month 12 and 12 percent lower after Month 24, mostly due to discounting.
Many developers prefer to use Week 1 sales as their baseline. The data shows that if you sold X copies in Week 1, you will typically have sold 1.39 times that by Month 1, 2.59 times by Year 1, and 3.32 times by Year 2. Revenue follows a similar pattern, with 1.42 times the revenue by Month 1, 2.46 times by Year 1, and 2.99 times by the end of Year 2.
The long tail has actually shrunk compared to the 2021 survey. Back then, Year 1 revenue was 3.05 times Week 1 revenue. Now it sits at 2.46 times, a drop of about 20 percent. This makes sense given the massive growth in the number of games launching on Steam. While the platform's overall revenue has increased significantly since 2021, the sheer volume of new releases is outpacing that growth, and that increased competition affects sales during the first year or two after launch.
Of course, the median hides some wild swings. Lethal Company had a 4.14 times ratio from Week 1 to Month 1. Mouthwashing had a 2.54 times ratio. But some games are heavily frontloaded. Fuga: Melodies of Steel 3 had only a 1.04 times ratio, and Wargroove 2 came in at 1.08 times.
The takeaway is this: if you see a game that grossed one million dollars in Week 1, it is likely to gross around three million over the next couple of years, and eventually stretch to four or five million or more, unless it is extremely frontloaded. That residual revenue is significant and worth planning for.
The data also shows that more expensive titles tend to have a slightly better long tail. Games priced above ten dollars saw a 2.7 times multiplier on Week 1 copies sold in Year 1, about 4 percent higher than the median of 2.59 times. So pricing strategy does matter, but the overall trend is clear. The long tail is still there, but it is thinner than it used to be, and developers should adjust their expectations accordingly.
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