Games and economy

How the Steam Community Market fee works

You are about to sell a skin or a trading card on the Steam Community Market, you type a price, and the amount you receive is noticeably lower than what the buyer pays. Worse, sometimes the price you typed quietly changes to a cent lower, and cheap items seem to lose half their value to fees. None of that is a bug. It is a whole-cent rounding rule, written into Steam’s own front-end code, applied to two separate fees. This guide shows where the two fees come from, how each one is rounded, why the price you typed sometimes "does not exist", and how to work out a listing price that hits a profit target. Every number in the examples was generated with the same logic as the [Steam Market fee calculator](tool:calculadora-taxa-steam).

J-Kit9 min readBeginner
  • Steam
  • Community Market
  • Fees
  • Skins and items
  • Rounding

Key takeaways

  • Two fees are added on top of what you receive: 5% to Steam and, typically, 10% to the game’s publisher. Together that is 15% of what you receive, or about 13% of what the buyer pays.
  • Each fee is rounded down to whole cents and is never less than 1 cent. That is why cheap items pay proportionally much more.
  • Not every buyer price exists. Typing 20.00 can become 19.98, because your proceeds move one cent at a time and the total skips values.
  • To calculate by hand, do not take 15% off the listed price. Start from what you want to receive and add the two fees, or use the calculator in the "buyer pays" direction.

Two fees, not one

On the Steam Community Market listing window, the buyer sees a breakdown with two lines: the Steam transaction fee and the game-specific fee. The first is Steam’s. The second is specific to each game: Steam’s own economy script treats it as the publisher fee. That script uses 5% as the default for the first and 10% as the default for the second, and the Market page on the Team Fortress wiki lists the same two numbers for Team Fortress 2: 5% to Steam and 10% for the game.

The part that confuses people most: both percentages apply to the amount the seller receives, not to the final price. The price the buyer pays is your proceeds plus the two fees. That is why 5% + 10% = 15% on your proceeds comes to about 13% of the total paid (15 ÷ 115). The publisher fee can differ from game to game, so check the breakdown when you list; the calculator lets you edit both percentages.

5%Steam fee, on what you receive
10%publisher fee (script default)
≈13%share of the buyer’s price that never reaches you
total = recebe + floor(recebe × 5%) + floor(recebe × 10%)
recebe
the amount that lands in your Steam Wallet, in cents.
floor
rounds down to the whole cent.
total
the price the buyer sees and pays.
The buyer’s price from what you receive, all in whole cents. Receiving 1,000 cents (10.00) makes the buyer pay 1,000 + 50 + 100 = 1,150.

The rounding rule, step by step

Steam’s front end works only with integers in the currency’s smallest unit (cents). The function that computes each fee multiplies the amount by the percentage, throws away the fraction with a round-down, and then applies the market floor: no fee may fall below 1 cent. That second step is what punishes cheap items.

  1. Pick what you want to receiveIn whole cents. Amounts below the market floor are raised to the floor (1 cent by default).
  2. Compute the Steam feeproceeds × 5%, rounded down, with a minimum of 1 cent.
  3. Compute the publisher feeproceeds × 10%, rounded down, with a minimum of 1 cent.
  4. Add it upProceeds + Steam fee + publisher fee is the price the buyer pays.
Cheap items, cent by cent. Values in cents, default 5% + 10% and a 1-cent floor.
You receiveSteam feeGame feeBuyer pays
1113
5117
101112
191121
201223
301334
100510115

Notice that the lowest possible buyer price is 3 cents: 1 for proceeds plus 1 for each fee. And look at 19 cents: 5% of 19 is 0.95, so the Steam fee is lifted to the 1-cent floor, but 10% of 19 is 1.9, so the publisher fee drops to 1 because of the round-down. The chart below shows the effect on the share that never reaches the seller.

1¢66.7%
2¢50%
5¢28.6%
10¢16.7%
19¢9.5%
20¢13%
30¢11.8%
100¢13%
1,000¢13%
Share of the buyer’s price that goes to fees, by what the seller receives (in cents). Above 20 cents the share settles near 13%.
View the data
CategoryValue
1¢66.7%
2¢50%
5¢28.6%
10¢16.7%
19¢9.5%
20¢13%
30¢11.8%
100¢13%
1,000¢13%

Worked examples

The three cases below come from runs of the calculator’s own logic (5% and 10% fees, 1-cent floor and step). I used reais in Portuguese and dollars in English, but the math is identical in any currency with two decimal places.

From what you receive to the buyer’s price.
You receiveSteam fee (5%)Game fee (10%)Buyer pays
$10.00$0.50$1.00$11.50
$123.45$6.17$12.34$141.96
$0.19$0.01$0.01$0.21

In the second case, 5% of 123.45 is 6.1725 and 10% is 12.345; rounding down gives 6.17 and 12.34, and the buyer pays 141.96 rather than the 141.97 you would get by rounding up. It is a one-cent difference, but it proves that Steam’s math is not "multiply by 1.15".

Why the price you typed changes

When listing, the most common flow is to type the price the buyer will pay. Steam then has to work out what you receive. It makes a guess (total ÷ 1.15), adjusts the result in 1-cent steps for up to three tries, and stops when it finds proceeds whose total matches what you typed or overshoots it. The catch is that the total does not walk through every cent: when your proceeds go up by 1 cent, the total sometimes goes up by 2 or 3, because one of the fees gains a cent as well.

Typed prices and what actually gets listed (proceeds in cents).
You typeYou receiveBuyer paysAdjusted?
$10.00$8.70$10.00No
$10.10$8.79$10.09Yes
$10.11$8.79$10.09Yes
$20.00$17.39$19.98Yes

At 20.00 the classic happens: receiving 17.39 makes the buyer pay 19.98; receiving 17.40 would make them pay 20.01. No proceeds value produces exactly 20.00, so the price "falls" to 19.98. The calculator flags these cases as adjusted and shows the next buyer price that does exist. Try the tool with your own values.

Steam Market fee calculator: enter what you want to receive or what the buyer pays.Open the tool full page

Profit, break-even and flipping

If you buy items to resell, you need to run the math backwards: given the cost, which listing price guarantees a profit? Because fees take about 13% of the buyer’s price, the break-even sits above the cost. For an item bought at 8.00, break-even is 9.20: you receive 8.00 and the buyer pays 8.00 + 0.40 + 0.80. For a 20% return on cost, you need to receive 9.60, which means listing at 11.04.

Buy at 8.00, sell receiving 10.00

  • Buyer-facing listing: 11.50.
  • Profit: 2.00, or 25% on cost.
  • Ignoring fees, the same listing looks like it earns 3.50.

Target of 20% return

  • Required proceeds: 9.60.
  • Buyer-facing listing: 11.04.
  • Break-even (zero profit): listing at 9.20.

Because the proceeds stay in your Steam Wallet (the Market sells items "for Steam Wallet funds"), profit only turns into cash value if you spend that balance on games and items. For more on percentage changes against cost, see the guide on percentage, increase and discount; for a similar platform economy with layered commissions, read about Robux and DevEx.

Frequently asked questions

How much does Steam charge to sell on the Community Market?
Two fees are added on top of what you receive: Steam’s own, 5% by default, and the game-specific fee, which is 10% in many titles. Together that is 15% of your proceeds, or about 13% of the buyer’s price. Each fee is rounded down to whole cents with a minimum of 1 cent.
Why did the price I entered change by itself?
Because not every buyer price is possible. Your proceeds grow one cent at a time, but the total skips values when one of the fees gains a cent. Steam uses the closest proceeds that does not overshoot what you typed. Example: 20.00 becomes 19.98.
What is the lowest possible price on the Market?
With the default 1-cent floor, it is 3 cents for the buyer: 1 for you plus 1 for each fee. At that extreme the fees take two thirds of the price, which is why very cheap items barely pay off.
Can I cash out my sales balance?
The Market sells items for Steam Wallet funds, and that is where your proceeds land. To find out whether there is any way to convert the balance to cash in your region, check Steam Support; this guide does not cover that.
Is the publisher fee always 10%?
Not necessarily. 10% is the default in Steam’s script and the value listed for games such as Team Fortress 2, but the fee is set by each publisher and can change. In the calculator you can adjust both percentages to match what the sell window shows.

The Steam Market fee is the sum of 5% to Steam and, typically, 10% to the publisher, each computed on what you receive, rounded down to whole cents and with a 1-cent minimum. That comes to about 13% of the buyer’s price on regular items and a huge slice on items worth a few cents. Because the total skips values, the price you type sometimes becomes the nearest one below. To decide your listing, start from what you want to receive, add both fees, and use the calculator to check the last cent.

Sources & references

  1. Steam, economy_common.js (ToValidMarketPrice, CalculateFee, GetTotalWithFees, GetItemPriceFromTotal)
  2. Steam Community Market (Market page)
  3. Team Fortress Wiki, Steam Community Market