I’d like to continue on @ponywolf’s point about publishers.
That 25% to 50% also depends on their perceived risk, your developer profile, the quality of the game, but most importantly, your game’s monetisation options and their perceived profitability as well as longevity.
For instance, unless your game looks and feels good and has a clear and exploitable revenue model, then 99.99% of publishers probably aren’t interested even if they got 100% of the revenue. No one simply “uses a publisher”. You need to apply and show that you are a worthwhile partner with a product, or rather, with a service that the publisher can sell and monetise over a long period of time, i.e. you need a solid game as a service.
When you have more of a developer profile, i.e. your name carries some weight and you have an established customer base, then the perceived risk is reduced and you’d get away with more creative pursuits, but as a developer without any name recognition, all customer acquisition operations would essentially fall on the publishers shoulders.
Finally, the important thing is that IF you don’t have a UA strategy with a sufficient budget and/or an existing customer base, then even if a publisher would take 50% of your game’s revenue, it’s likely that you’d make more than if you went at it alone. Just a friendly piece of advice, you shouldn’t count pennies when there’s real profit yet to be had.