Regional pricing: one game, a price in every Steam currency

Regional pricing is setting a Steam game's price separately in each currency Steam supports, instead of converting one US dollar price at the exchange rate. Steam supports 37 currencies, and a currency left without a price makes the game unavailable to players who pay in it. Valve reviews every initial price and every change.

Last reviewed · SteamStats team

What Steamworks says

Initial pricing as well as proposed pricing adjustments will be reviewed by Valve
Steamworks: Pricing
  • Steam supports pricing in 37 currencies and 4 region groups. A game without a price in one currency cannot be bought by players who rely on that currency.
  • The Propose Pricing tool suggests a price in every currency from a selected US dollar price, with one of three methods: exchange rate only, purchasing power only, or a multi-variable conversion that weighs local purchasing power, the price of comparable entertainment and exchange rates.
  • Developers can set their own price in any currency instead of the suggestion. Valve's review usually takes one or two business days.
  • Prices should not change until 30 days after release. Raising the price in one or more currencies starts a wait of 30 days before the next discount.
  • Price changes cannot be scheduled to happen automatically; once approved, the partner publishes them.
  • The base price in each currency must be at least the multi-variable value of the $0.99 tier, and the lowest possible transaction price is 50.00% below that minimum.
  • Only Steamworks users with the Manage pricing and discounts permission can set prices or discounts.

Why it matters

A price converted at the exchange rate ignores what players in each country can spend, which is why Valve's tool also offers purchasing power and multi-variable conversions, and a currency without a price shuts its players out entirely. Regional prices widen the audience, and they also mean the same unit earns very different amounts in different countries. Valve pays developers in US dollars only, so every regional sale reaches the reports converted to dollars.

Two consequences show up in the numbers. The average revenue per unit sits below the US price, and it moves when the country mix moves, even with no price change. And a price increase in a single currency blocks discounts in every currency for 30 days, which matters before a seasonal sale.

Example: what an average Pebblewick sale earns

Illustrative inputs for Pebblewick, the fictional demo game by Hollow Fern Games: a US price of $14.99 and regional prices whose US dollar value is lower elsewhere, over one month of sales.

Pebblewick: units and revenue by region for one month
RegionUnitsPrice in US dollarsGross revenue
United States1,200$14.99$17,988.00
Euro area900$13.40$12,060.00
Brazil500$6.10$3,050.00
Türkiye400$4.85$1,940.00
All3,000$11.68$35,038.00

The average sale earns $11.68, 77.91% of the US price. If the same 3,000 units had all been sold in the United States, gross revenue would have been $44,970.00; if Brazil and Türkiye had no price, those 900 sales could not have happened at all.

Where SteamStats shows it

The Sales view lists units by country since launch, with each country's share of sales next to its share of wishlists, and shows all money in US dollars as Steamworks reports it. Sales refresh every 4 h on Indie and every 60 min on Studio and Publisher and are part of Indie, Studio, and Publisher.

Sources