My.Games offers a 90/10 revenue split to developers

(Image credit: My.com)

Warface publisher My.Games is offering a rather generous revenue split for any developers interested in distributing their games via the My.Games store. Developers will keep 90 percent of the revenue, with the rest going to My.Games— but this only applies to purchases made through the developer's own advertising campaigns.

The revenue split has become one of the battlefields where platforms compete over developers. When Epic announced the Epic Games Store, its 88/12 split was one of the ways it tried to take a bite out of Steam's pie, as it offers a much less favourable 70/30 split, unless the game earns more than $10 million in revenue, increasing the developer share by five percent. 

My.Games' revenue split is the same as Steam's, but now there's an option to generate a trackable link that can then be used by the developer to direct traffic to the platform. Any purchases made via this link net the developers 90 percent of the revenue, but any purchases made by players just browsing the platform will just have the standard 70/30 split. 

It doesn't sound quite as appealing with that in mind, though developers will be able to see how effective their ads are by monitoring data like click-through rates, registrations and other bits and bobs, getting them closer to the more favourable split. 

There are a few premium games on the platform right now, but the vast majority of them are free-to-play, like Warface, Conqueror's Blade and Armoured Warfare, Obsidian's tank MMO. 

Fraser Brown
Online Editor

Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog. 

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