Answer first: DLC revenue scales with base-game revenue, and the gap between top and bottom is enormous. In Chris Zukowski’s March 2026 DLC benchmark, the median DLC attached to a game that grossed under $10,000 earned about $80 over its life. The median DLC on a game past $1M earned about $1,069,000. Same store, same 30% cut, same “Add DLC” button. If your base game struggled, DLC will not rescue it.
The rest of this post pulls the real figures from that benchmark ( median DLC revenue by tier, what attach rates actually look like, and the two revenue thresholds where building DLC starts to pay ), then walks the Steam mechanics that trip people up and which DLC types are worth an indie’s time.
One honesty note before the numbers, because it changes how you should read all of them: this is a small, self-reported sample. Treat it as the best public data we have, not as gospel.
How much money does DLC make, by base-game tier?
Zukowski built this from two datasets. The first is a developer survey: 52 games contributing full data on 83 individual DLC. The second is a scrape of 14,399 games released in 2024, matched against VG Insights revenue data to see who shipped DLC at all. He grouped games into four tiers by the base game’s lifetime gross revenue, and I’ll use his labels throughout because they’re his framework, not mine.
Here is the median revenue a single DLC earned in each tier.
| Tier | Base game lifetime revenue | Median revenue per DLC |
|---|---|---|
| 🥉 Bronze | $1-$10K | $80 |
| 🥈 Silver | $10K-$149K | $11,639 |
| 🥇 Gold | $150K-$999K | $8,600 |
| 💎 Diamond | $1M+ | $1,069,000 |
Two things need saying out loud before anyone quotes this table.
First, look at Silver and Gold. Silver ( the smaller games ) shows a higher median than Gold. That is backwards, and Zukowski flags it himself: “I am aware of the weirdness between the Gold and Silver tier attach rates and median revenue. It’s not a typo.” His best theory is sample bias - only 9 Silver games and 7 Gold games submitted data, and the Silver responders may have been overperformers who were proud enough to share. That is his read, and mine too. With single-digit samples in the middle, do not treat the exact Silver and Gold dollar figures as stable. The clean signal is at the ends.
Second, the ends are the whole story. Bronze DLC earns a median of $80. That is not a business, that is a rounding error. Diamond DLC earns a median north of $1M. The takeaway is not “DLC makes X dollars.” It is “DLC makes a fraction of what the base game already proved it could make.” Our indie game revenue data shows how few games ever reach that Diamond tier in the first place, which is really the ceiling on this whole conversation.
What does a realistic DLC attach rate look like?
Attach rate is the percentage of people who own your base game and then buy the DLC. It is the number you actually plan against, because it turns your existing owner count into a revenue estimate.
You will see a “roughly 10%” figure passed around as the healthy benchmark. I went looking for a solid source for that specific number and could not find one I’d stand behind, so I’m not going to assert it. What I can give you is real, named, self-reported data. Back in 2017, Game Developer collected attach rates from studios willing to share, and Zukowski’s 2026 benchmark adds a median for successful games.
Ryan Clark reported about 6% on Crypt of the NecroDancer’s Amplified expansion ( he’d predicted 5%, so his estimate was close ). SomaSim reported roughly 7% on Project Highrise: Las Vegas. Red Hook reported about 15% on Darkest Dungeon’s Crimson Court. Zukowski’s median expansion attach rate for the $1M+ tier lands at 14%. So the honest working range for an expansion on a game that did fine is something like 5% to 15%, and “expect around 10%, be happy at 15%” is a defensible planning assumption. Just know it is a planning assumption, not a law.
Here is the trap most people walk into. You cannot back into DLC revenue from your review count. The Boxleiter review-to-sales multiplier is a great tool for estimating base-game sales, and people naturally try to reuse it for DLC. Zukowski tested exactly this and found nothing: “There isn’t a correlation between the two numbers. You can’t really estimate DLC sales.” So model DLC off your owner count and an attach-rate assumption, never off your review count. There is nothing magic about the 10% figure - do not over-tune your whole plan to a decimal you cannot actually predict.
When does it make sense to build DLC?
The decision keys off one number: what the base game is on track to earn. Zukowski gives two clean thresholds.
Under about $10K, DLC is not a plan. The median tells you so.
At $10K+, he says “it is probably worth doing some minor supporter-style DLC in time for the launch of your game.” Read that carefully - he means small stuff ( a soundtrack, a supporter pack ), timed to launch, not a six-month expansion.
At $150K+, the advice sharpens: “If your game is on the path to making $150,000 or more, you definitely should be preparing some DLC.” This is the tier where an expansion pack earns real money and the math finally works in your favor.
The phrase doing the work in both quotes is “on the path to.” You are betting on the trajectory, not last week’s number. If your game cleared its wishlist goals, converted well at launch, and is holding a healthy review score, you are on a path. If it launched flat, no expansion is going to change the slope.
Before you commit a single sprint to DLC, put your realistic owner count and price through the revenue calculator at a 10% attach rate. If the output does not clear what that same time would earn you starting the next game, you have your answer.
When NOT to make DLC
Knowing when to skip DLC matters more than knowing when to build it, because the wrong DLC costs you the one resource you can’t buy back: the months you’d have spent on your next game.
Do not build DLC to finish a struggling launch. This is the most common mistake and the most expensive. A game in the Bronze tier has a median DLC take of $80. Pouring an expansion into a game the market already declined does not reverse the verdict, it just spends more of your runway proving the same point twice. The recovery move for a soft launch is a better store page, a discount cadence, and updates that bring the visibility rounds back around - not a paid add-on almost nobody will attach to.
Do not plan the DLC before the base game ships. Roadmapping season passes and three expansions while you’re still pre-launch feels productive. It is mostly a way to hide from the risk that the base game won’t land. Attach rate is a multiplier on an owner count you do not have yet. Ship the game, watch the real numbers for a few weeks, then decide from data.
Weigh it against the next game, honestly. Zukowski’s blunt version, aimed at Bronze and Silver developers thinking about expansions: “The opportunity cost of working on that DLC instead of your next game is too great. Make more games, one of them will hopefully reach 'real Steam.'” For most small studios, game two beats DLC one. The exception is a supporter pack or soundtrack you can ship cheaply, which he frames as “good practice for your next game” - low cost, low risk, some upside, and it teaches you the DLC pipeline before you actually need it.
How DLC works on Steam: fees, store pages, revenue share
The mechanics are simpler than the strategy, but a few of them get misremembered, so I checked each against the current Steamworks docs on October 2026.
DLC gets its own app ID and its own store presence. Each piece of DLC is a distinct app under your base game, identified by its own ID. Per the Steamworks DLC visibility docs, “Any game that has DLC will automatically get a dedicated page for browsing that DLC,” and your main store page carries a DLC section “just below the purchase option which will display up to 5 DLC items with a button to expand and see all DLC.” You can curate that browse page with featured sets and custom headers. So DLC is not buried in a properties menu the way it looks inside the Steam client library.
There is no separate Steam Direct fee for adding DLC. The $100 Steam Direct fee is charged per new application you submit through Steam Direct, recoupable once that product clears $1,000 in revenue. DLC is created from inside your existing game’s Steamworks page ( the “Add New DLC” flow ), not through the new-product submission that triggers the fee. The fee documentation does not spell out DLC as an exception in so many words, so I’ll label this developer-reported rather than a written Valve guarantee - but the consistent report from developers who’ve shipped DLC is that the deposit is not charged again. Confirm in your own dashboard before you budget.
Revenue share is identical to the base game. DLC sales run through the same Steam revenue share: 30% to Valve, dropping to 25% above $10M gross and 20% above $50M. There is no DLC penalty and no DLC discount. The cut is the cut.
DLC can be wishlisted, which surprises people. Because each DLC has its own store page, it has its own wishlist button, and shoppers can wishlist it independently of the base game. But do not overrate that. DLC does not get its own launch discovery the way a new release does - it lives off the audience the base game already gathered, so its wishlists come from your existing followers and owners, not from Steam sending you a fresh wave of traffic. The base game is still the machine that fills the funnel. The DLC just monetizes people already inside it.
Which types of DLC actually work for indies?
Not all DLC is built the same, and the type you pick should follow your tier. Here’s the attach rate by type for the $1M+ games in Zukowski’s sample, which tells you where the money concentrates when a game is big enough to support DLC at all.
Expansions are the workhorse and the money. At 14% attach for successful games, they dwarf every other type, and they’re the only DLC where the median revenue climbs into real numbers ( Zukowski’s Diamond-tier expansion median is about $1.25M ). They are also the most expensive to build, which is exactly why they belong to the Gold and Diamond tiers and almost nobody else.
Supporter packs are the small-studio move. They’re cheap - a wallpaper bundle, a name in the credits, a “thanks for backing us” cosmetic - and their real job is letting your biggest fans hand you extra money. In the Bronze tier, supporter packs drew the highest attach of any type in the sample, which fits the pattern: a tiny, devoted audience over-indexes on ways to say thank you. Just keep expectations sober about the absolute dollars.
Soundtracks are low effort if the music already exists, and they attach modestly ( a few percent ). Nobody retires on OST sales, but the marginal cost of listing music you already commissioned is close to zero, so the ROI can still be fine.
Cosmetic and art packs round out the menu. Skins, art books, and small aesthetic bundles work best on games with a look people want to sit inside. Attach rates are low, but so is the build cost.
One reassurance on volume, because devs worry that piling on DLC makes a game look greedy. Zukowski measured the correlation between DLC count and review positivity and got 0.005 - statistically nothing. Even for games with 5+ DLC it was only slightly negative. His example is Train Sim World 5, sitting on 129 DLC at $30 to $40 each and still holding over 1,100 very positive reviews. Players do not punish a healthy game for selling more of what they like. Price the packs sensibly ( our pricing strategy guide and bundle strategy cover the specifics ) and the store will not hold the count against you.
Your DLC move, by tier
Skip the deliberation and match yourself to a row. The rule is the same underneath all of it: DLC is a lever on proven demand, so earn the demand first.
- Bronze ( under $10K ). No expansion. If you want the reps, ship a cheap soundtrack or supporter pack as practice, then put your real hours into your next game. That is where your upside lives.
- Silver ( $10K-$149K ). Launch-timed supporter DLC, yes. A full expansion, probably not - the opportunity cost against game two is still steep. Watch whether you’re trending toward that $150K line.
- Gold ( $150K-$999K ). Start scoping an expansion. This is the tier where Zukowski says you “definitely should be preparing some DLC,” and where the math finally rewards the build time.
- Diamond ( $1M+ ). Expansions are your single highest-return DLC. Build the big thing, then supporter packs and soundtracks around it for the fans who want everything.
Not sure which tier you’re tracking toward? Run your base game through the free Steam Page Analyzer to see how your page is converting today, then model your trajectory with the revenue calculator. Get the base game onto a real path first. The DLC decision gets easy once the number it depends on is actually in front of you.