Northend Games co-founder Omer says two of the studio’s Steam games generated $560,000 over five years, but his reported personal take-home was $73,000 in total—about $15,000 a year on average. Those figures describe one developer’s account of how refunds, Steam’s share, taxes, a publisher arrangement and a co-founder split reduced gross sales to individual income; they are not audited financial results.
What the $560,000 figure represents
In a creator-authored Reddit post, Omer identified himself as a full-time indie developer and Northend Games co-founder. He wrote that Northend Tower Defense and Deepstone Rift made $560,000 on Steam over five years. That is his reported combined gross figure for the games, not the amount he personally earned.
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The assignment headline also gives 135,000 sales, but that unit count does not appear in the retrieved post. It is therefore unverified here, and the post does not give per-game unit totals. The dollar amount and the sales count should not be treated as equally substantiated.
How Omer says gross revenue became personal income
Omer described a sequence of deductions and allocations. The figures below are his reported amounts, not independently verified accounting data. He also corrected a calculation input in the post’s discussion, so the itemized amounts should not be read as a fully reconciled ledger.
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| Stage | Amount Omer reported | What it represents |
|---|---|---|
| Combined Steam revenue | $560,000 | Reported total for both games across five years. |
| Refunds | $134,000 | Omer attributed this amount to refunds and reported a 22% refund rate. |
| After refunds | $425,000 | His post gives this as the amount remaining after refunds. |
| Steam’s share | $127,000 | The platform share he reported. |
| After Steam’s share | $297,000 | His stated remainder before subsequent items. |
| US withholding | $9,700 | Withholding he listed. |
| Publisher arrangement | Roughly $115,000 | Amount he attributed to a publisher covering China, Korea and Japan. |
| Local tax and co-founder split | Not presented as a reconciled amount | Omer said local tax applied, then described splitting the remaining amount 50/50 with his co-founder. |
| Omer’s personal take-home | $73,000 over five years | His reported total after the deductions and split. |
The figures do not reconcile cleanly as a simple subtraction. In the discussion, Omer said he had mistakenly used $127,000 as the base for the local-tax calculation and that the correct base was $172,000. That correction matters: the original itemization should be understood as his explanation of the revenue path, not a verified, line-by-line financial statement.
Why the annual figure needs context
Omer described $73,000 as his personal take-home over the full five years. Dividing that total across the period gives roughly $15,000 per year on average, as he also wrote in the post. It does not mean he received a steady $15,000 salary in each year, and it is not a measure of either game’s gross sales or the studio’s total earnings.
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What the publisher arrangement covered
Asked what the publisher provided, Omer listed localization, public relations, reach, campaigns, marketing and advertising. His post does not name the publisher, disclose the contract terms or quantify how much sales the publisher generated. The reported publisher allocation therefore cannot, on this information alone, establish whether the deal was unusually costly or whether its services generated a particular return.
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This is a useful example of why a game’s reported sales revenue is not the same as a developer’s take-home pay. Refunds and platform fees reduce receipts; taxes and publishing arrangements can reduce what remains; and a studio’s proceeds may then be divided among co-founders. But Omer’s figures are a single creator’s account, not an industry average, and the post does not independently verify the sales total or its accounting.
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Omer also said more than 60% of sales came from China and that the games had a 22% refund rate. He did not know the reasons for those refunds, though he said China had the highest refund rate in his experience. His post’s description of 10–15% as a standard refund rate is not established here as a general industry benchmark, so it should not be used to infer that these games’ rate was unusually high relative to the market.
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