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Original Research

Where Does Your $70 Go When You Buy a Video Game?

By Ziva.sh • March 2026 • 7 min read
TL;DR / Key Takeaways
  • For every $70 you spend on a major game, roughly $21 goes to the platform (Sony, Microsoft, Steam), $3.50 goes to the engine maker, $15–$25 covers marketing, $8–$20 covers development, $2–$5 covers operations, and $0–$15 is profit.

  • Most AAA games need to sell 5 to 10 million copies just to break even.

  • If the studio didn’t self-publish, the people who actually made the game see roughly $2 to $4 of your $70.

THE FULL PICTURE — $70 GAME, 10M COPIES SOLD$70per copyPlatform$21.00 (30%)Development$20.00 (28.6%)Marketing$15.00 (21.4%)Profit$7.50 (10.7%)Engine$3.50 (5%)Ops/QA$3.00 (4.3%)$70 in → $7.50 publisher profit (10.7%) → ~$2–$4 to the studio that made it
Hover or tap a slice to see the breakdown. Based on a $200M dev / $150M marketing AAA game selling 10M copies.
01 / Platform Fees

The platform takes $21 before anyone else gets paid

Every major digital storefront charges 30%. On $70, that is $21 gone immediately.

PlayStation Store, Xbox Store, and Nintendo eShop  all charge a flat 30% with no public volume discounts. Steam  drops to 25% above $10M and 20% above $50M per game, but most titles never hit those thresholds. Epic Games Store  charges 12%. Microsoft’s PC store  also charges 12%. But the vast majority of premium game sales still happen on 30% platforms.

Valve alone earned an estimated $3.2 billion in commissions in 2024 . The total platform fee bill across the game industry runs roughly $40 to $50 billion per year .

Remaining: $49.00


02 / Engine Royalties

The engine takes $3.50

Unreal Engine  is free until a game earns $1M in lifetime gross revenue. After that, Epic charges 5% on all gross revenue. On a $70 game that has already passed the $1M threshold, that is $3.50 per copy. Games launching on Epic Games Store get a reduced 3.5% . Unity  charges a flat seat license ($2,200/year Pro, ~$5,000/year Enterprise) instead of royalties. Godot  is free.

Remaining: $45.50


03 / Marketing

Marketing can cost more than making the game

For AAA titles, marketing budgets routinely match or exceed development. The CMA found  one publisher spent $660M on development and $550M on marketing for a single game.

Two transparent examples: Cyberpunk 2077 had a confirmed total budget of $316M  ($174M development, $142M marketing). GTA V cost ~$265M combined , roughly split between development and marketing. Bain’s 2024 gaming report  found gaming companies under $1B revenue spend about 25% of revenue on marketing.

For a $200M dev / $150M marketing game selling 10M copies, that is $15.00 per unit in marketing.

Remaining: $30.50


04 / Break-Even

A $200M game needs millions of copies just to break even

The CMA report  found that AAA games greenlit for 2024/2025 have average development budgets of $200M+, up from $50 to $150M in 2018. Bain’s 2025 data  shows 68% of total AAA revenue on Steam comes from the top 10% of titles. Most games in this budget tier underperform.

At 5 million copies the studio loses $137.5M. At 10 million it clears $75M. At 25 million, $712.5M. This is why the industry chases proven franchises instead of new IP.


05 / Other Costs

The other costs add up fast

CategoryTypical rangeSource
Server hosting (100K CCU shooter)~$264K/monthAWS GameLift 
QA testing (AAA, multi-platform)10% of dev budgetGeneralist Programmer 
Localization (10–15 languages, with VO)$200K–$1M+Artlangs , Transphere 
Voice acting (SAG-AFTRA rate)$1,135 per 4-hour sessionABS Payroll 
IP licensing (e.g. FIFA name)$150M/yearInside World Football 
Music licensing per track$5K–$30K buyoutDigital Music News 
Live-service ops (Genshin-scale)~$200M/year all-inTheGamer 

06 / Full Picture

The full picture for a $70 game selling 10 million copies

Roughly 30 cents of every dollar goes to the platform. 29 cents covers development. 21 cents is marketing. 5 cents is the engine. 4 cents is operations. About 11 cents is publisher profit.

One more thing: that $7.50 is what the publisher keeps. If the studio did not self-publish (and many do not), the developer typically receives 15 to 25% of net receipts from the publisher. In that scenario, the people who actually made the game see roughly $2 to $4 of your $70.

That 10.7% margin is in the range of what public game companies report at the company level (across all their titles, live services, and subscriptions combined). EA’s company-wide operating margin  runs 15 to 20%. Take-Two is running at an operating loss  due to Zynga acquisition amortization. Individual game margins vary wildly depending on sales.