Calculate Revenue Split
calculate_revenue_splitModel real take-home from a game/app sale, end to end: apply the storefront/platform cut (Steam tiers, Epic 0%-then-12%, Epic First Run, Apple/Google small-business rates, console, itch) and optional Unreal royalty, publisher cut, and expenses — THEN split the remaining contributor pool fairly by each person's relative contribution. This is the accurate way to answer 'if we make $X on , what does each person actually take home'. No account needed.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| revenue | Yes | Gross revenue / player spend to model (e.g. 50000) | |
| expenses | No | Optional costs to subtract before the contributor pool (marketing, tools, etc.) | |
| platform | No | Storefront the revenue comes from. Omit if the money is already net of platform fees. | |
| contributors | Yes | The people sharing the contributor pool. `points` is a relative weight (bigger = larger share); if you only know rough effort, use 1-10. | |
| publisherCut | No | Optional % a publisher takes off the top after platform fees (0-100) | |
| unrealEngine | No | Game built on Unreal Engine? Applies the 5% royalty on gross above $1M lifetime (waived on Epic). | |
| lifetimeGross | No | Lifetime gross so far (for the Unreal $1M royalty threshold). Default 0. | |
| poolPercentage | No | % of net revenue that goes to the contributor pool vs staying with the studio (default 100) | |
| lifetimeRevenue | No | Revenue already earned on this platform in the tiering period (drives Steam $10M/$50M tiers and Epic/Apple/Google $1M thresholds). Default 0. | |
| platformCutOverride | No | For itch/direct: the storefront cut fraction 0-1 (e.g. 0.05). |