redpuma60 said:I’ve actually thought about that route, but I’m not a huge fan of using distributors or publishers. To be honest, so many of them seem unreliable. I hear stories from indie devs all over the world about getting burned by publishers—getting cheated out of money or having their vision completely ignored. Plus, it’s always been a dream of mine to have my own website, my own logo, and eventually my own company if that's what it takes.
And then, of course, there's the issue of how little is actually left.
Steam takes its cut (30%).
After that, the US takes its share (around 30% since we don't have a specific tax treaty to prevent double taxation).
Then the publisher takes their slice (usually another 30%).
The IRS takes their portion (whatever the current rate is).
The bank takes a fee for currency conversion (?%).
And by the time I'm done, I'm paying sales tax on whatever tiny amount is left! 🙂
When it comes to software, this is likely what the math looks like, because otherwise, nobody would ever bother making or selling it:
1) You start with 100% of the retail price,
2) The storefront (Steam, App Store, etc.) takes 30%,
3) That leaves 70% hitting your account after the bank takes its small fee,
4) Then you pay your American taxes on that remaining amount,
5) And you're left with roughly 45% to 50% of that original price as your actual profit.
Like it was mentioned before, if you aren't bringing in massive revenue yet, it's probably best to just sell as an individual first.
Once the numbers start getting significant, it definitely pays to set up an LLC or a corporation. A good accountant will know how to manage that tax hit in step 4) much more efficiently, which might bump your net profit up to 55% or even higher... it's worth it eventually!