Fee Calculator — See What You Actually Keep From a Sale

Every completed Marketplace sale is charged a 10% transaction fee, paid by the seller. Enter any sale price and this calculator shows the fee and the exact amount that lands in your balance.

Fee Calculator

Enter a gross sale price and the current fee rate to see your exact net proceeds, profit, ROI and break-even.

Inputs

The listed price your item sells for.

Set this to the current in-game rate. 10% is a placeholder, not a verified figure.

What you originally paid — used for profit and ROI.

Result

Gross sale —
Fee amount —
Net proceeds —
Profit / loss —
Return on cost —
Break-even sale price —

Formula

net = gross × (1 − fee%)
profit = net − cost
ROI = profit ÷ cost × 100
break-even = cost ÷ (1 − fee%)

Example: 10,000 gross at a 10% fee nets 9,000. If the cost was 6,000, profit is 3,000 (ROI 50%) and break-even is 6,667.

The real sale-fee rate can change. Set the rate you want and verify the current value in-game before relying on a result.

//- 01 - HOW IT WORKS

HOW IT WORKS

  1. Enter the price you plan to list an item for — or the price an item just sold at.
  2. The calculator applies the Marketplace’s 10% seller fee to that price.
  3. Read the two numbers: the fee taken, and what you receive. If what you receive is lower than you need, raise your list price and run it again.
R6 Marketplace fee calculator showing the seller fee breakdown
//- 02 - READING YOUR RESULT

HOW TO READ YOUR RESULT

  • “You receive” is the number that matters — the fee comes out of your sale price, so you never receive the full list price.
  • Example: list at 10,000 Credits and the fee is 1,000, so 9,000 lands in your balance.
  • To receive a specific amount, divide that amount by 0.9 — to receive 10,000 Credits, you would need to sell at about 11,112.
  • Buyers do not pay the fee on top. The buyer pays the agreed price, and the fee comes out of your side of the sale.
  • Prices are whole Credits, so if a target lands between two numbers, round your list price up — that way the fee never eats into the amount you planned to receive.
Working out the Marketplace fee on a sale price
//- 03 - WHEN TO USE THIS CALCULATOR

WHEN TO USE THIS CALCULATOR

Run the numbers before you list anything, not after it sells. The moment to learn what a price really pays is while the price is still yours to change. Use this calculator when you are about to list an item and want the payout, not the headline price, in front of you; when you are deciding whether an item is worth selling at all; or when someone has floated an informal offer and you want to know what the same trade would actually leave you inside the Marketplace. It also helps to run one item through twice — once at the price you hope for, and once at the lowest price you would accept — so you can see the fee’s effect at both ends of your range before a buyer’s order chooses between them. Thirty seconds here beats the surprise of a balance that lands lower than the number you had in your head.

Deciding when to run your numbers.
//- 04 - A WORKED EXAMPLE

A WORKED EXAMPLE

Example — every figure here is illustrative. Say you plan to list a weapon skin at 4,500 Credits. Enter 4,500 and the calculator shows a fee of 450, so 4,050 Credits would land in your balance. If 4,050 is less than you wanted, work backwards instead: decide what you need to receive, then divide by 0.9. To receive 7,200 Credits, you would need a sale price of 8,000 — the fee takes 800 and leaves exactly 7,200. Notice what the two directions teach you. Going forwards answers “what does this price pay me?”; going backwards answers “what must I charge to get what I want?”. Most pricing mistakes come from only ever asking the first question and accepting the payout whatever it turns out to be. One more check is worth doing: run your lowest acceptable price through the calculator and keep that payout figure somewhere you will see it while the listing is live. When an order fills, there is no negotiation and no second step — the amount the calculator showed is the amount that arrives, so the time to be surprised by it is now, not then.

//- 05 - COMMON MISTAKES

COMMON MISTAKES

  • Adding 10% instead of dividing by 0.9. To receive 10,000 Credits you need a price of about 11,112, not 11,000 — the fee is charged on the sale price, so a flat 10% markup always leaves you short.
  • Assuming the buyer shares the fee. They do not. The buyer pays the agreed price, and the whole fee comes out of your side of the sale.
  • Rounding your list price down. If the exact price you need lands between two whole-Credit figures, rounding down quietly donates the difference to the fee. Round up.
  • Treating the payout as cash. The figure you receive is R6 Credits, spendable inside Ubisoft’s ecosystem only. It is real value toward your next purchase — it is not money in your bank account.
  • Checking once and never again. The 10% rate is Ubisoft’s current rule, and rules can change. Re-run the numbers before a valuable sale rather than trusting a calculation you saved months ago.
Where a payout quietly leaks away.
//- 06 - GOOD TO KNOW

GOOD TO KNOW

The 10% rate is the fee set out in Ubisoft’s Marketplace rules, but Ubisoft can change its rules at any time, so verify the current rate on the official Marketplace pages before a valuable sale. Ubisoft currently lists the Marketplace as temporarily closed, with no reopening date announced — so use this calculator to plan prices for when it returns, not for a sale you can make today.

//- 07 - FREQUENTLY ASKED QUESTIONS

Straight answers

Using the Calculator

Enter prices forwards and the calculator shows what you would receive. To go the other way, decide what you need to land in your balance and divide it by 0.9 — to receive 10,000 Credits, the sale price needs to be about 11,112. Run that price through the calculator to confirm the payout before you list.

Enter the price the item would actually sell at, because the fee is charged on the real sale price, not on your hopes. It is worth running the calculator twice: once at the price you are aiming for, and once at the lowest price you would accept, so you know the payout at both ends of your range.

Yes — the fee is the same 10% of any total, so adding your items’ prices together and running the combined figure gives the same answer as running each one separately and adding the payouts. Just remember that items sell one at a time in practice, so per-item runs are clearer when you are pricing individual listings.

No. It works entirely from the price you type in — there is no account connection and no price lookup. There is no official public price feed for the Marketplace, so the number you enter is the number the maths uses, and checking it against the real listing is down to you.

Yes, as a planning tool. Ubisoft currently lists the Marketplace as temporarily closed, with no reopening date announced. You can still work out your prices and payouts now, so that when trading returns you are listing from numbers you have already checked rather than improvising on the day.

Fees & Payouts

The seller. The buyer pays the agreed price, and the 10% fee is deducted from the seller’s proceeds. That is why two players can look at the same completed sale and see different numbers — the buyer sees the price, the seller sees the price minus a tenth.
Yes. Under Ubisoft’s rules, the transaction fee applies to all completed sales, whatever the item or the price.
No. The Marketplace has no direct player-to-player trading — every trade goes through the order book. Anyone offering a “direct trade” outside the Marketplace is running a scam.
No. The buyer pays the agreed price and nothing extra — the whole fee comes out of the seller’s side of the same sale. If a listing shows 5,000 Credits, the buyer pays 5,000 Credits; it is the seller who receives 4,500 after the fee is deducted.
In effect, yes — by setting your price so that the 90% you keep is the amount you actually want, which means dividing your target by 0.9 rather than adding 10% on top. The buyer still only ever pays the agreed price; the higher price is simply your decision, and it is the market that decides whether anyone pays it.
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