IndieDevTool / Influencer Fee Calculator
Influencer Fee Calculator
LiveHow much should you pay a streamer or YouTuber to feature your indie game? We turn their reach into an expected wishlist and sale range, then show the break-even fee, so you negotiate from a number instead of a hunch.
The creator & your game
View→wishlist benchmark of 0.3–0.5% from GameDev.ist campaign data. Revenue uses the same Steam net model as our Wishlist and Profit calculators (regional pricing, discounts, 0.55 net after Valve's cut, VAT and refunds).
What to pay
The math (audit it yourself)
netPerCopy = price × 0.77 × discountFactor × 0.55
wishlists = reach × [0.3% … 0.5%] × languageFactor
sales = wishlists × 0.20 (wishlist → sale)
revenue = sales × netPerCopy
break-even ceiling = revenue range (pay above the top → you lose)
sweet-spot fee = half the conservative ceiling
0.3–0.5% view→wishlist is from GameDev.ist indie-promo campaign data. 0.20 is the site-wide wishlist→sale rate. languageFactor is 1 when your game supports the audience's language, and lower when it doesn't. Net-per-copy constants match the Wishlist and Profit calculators.
This estimates a fee ceiling from expected return. It doesn't account for brand value, long-tail views, or content you can reuse, so a creator can still be worth more than the break-even number.
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Frequently asked questions
How much should I pay a streamer to feature my game?
Enter the creator's average reach, your Steam price, your discount, and whether your game supports their audience's language. We convert reach into an expected wishlist and sale range, then show the break-even fee (the campaign's expected net revenue) and a conservative sweet-spot fee that keeps a healthy margin.
Where does the conversion rate come from?
A view-to-wishlist range of 0.3% to 0.5%, drawn from GameDev.ist's own indie-game promotion campaign data. Conversion varies by creator, audience fit, and content, which is why we show a range, not a single false-precise number.
Why does language matter?
If a creator's audience speaks a language your game isn't available in, far fewer viewers will wishlist or buy. Tell us the game doesn't support that language and we apply a conversion penalty, so the recommended fee reflects the real, lower expected return. Plan coverage with the Localization Planner.
Is this a guarantee?
No. It's a grounded estimate to stop you overpaying, not a promise. Real results depend on the creator, the fit between their audience and your game, and the quality of the content. Treat the sweet-spot figure as a negotiating anchor.