Beyond: Two Souls Steam key art
Beyond: Two Souls cover art

Steam revenue analysis

Beyond: Two Souls Steam Revenue & Sales Estimates

Quantic Dream

$9.4MEst. Gross Revenue

840,810 estimated sales, 88% positive reviews, and $6.6M potentially retained by the developer after Steam's platform fees.

Action88% Positive$19.99MC 76

Revenue Overview

$9.4M

Gross Revenue

$6.6M

Developer Revenue

840,810

Est. Copies Sold

$1.6M

Revenue / Year (avg. 6 yr)

·

$6.3MLow estimate
$9.4MBest estimate
$18.8MHigh estimate

How the revenue splits

Gross Revenue
$9,408,664
Steam Platform Fee(30.0%)
−$2,822,599
Developer Revenue
$6,586,065

Developer vs. Steam

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Developer: 70.0%($6.6M)Steam: 30.0%($2.8M)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,822,599
Tier 2 ($10M–$50M) (25%)
Tier 3 ($50M+) (20%)

·

More context in the Steam game revenue hub or in the Steam revenue calculator.

How we estimate this

88%positive
28,027Total Reviews
24,664positive (88%)
3,363negative (12%)

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Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    28,027 reviews and a 88% positive rating are used as the starting point because Steam review counts correlate strongly with paid ownership.

  2. 2

    Apply a calibrated Boxleiter multiplier

    For Beyond: Two Souls, we use a midpoint multiplier of ×30 and show a wider range from ×20 to ×60 to reflect uncertainty.

  3. 3

    Use a realistic realized sale price instead of only list price

    Rather than relying only on the current price of $20, we estimate a realized average sale price of $11 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 30.0%. That turns an estimated $9,408,664 in gross revenue into roughly $6,586,065 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$11.19

List price $19.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Beyond: Two Souls use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x30 and a calibrated average sale price of $11 instead of a flat 30x/0.75 model. Factors like age, price tier, discount history, genre, and review profile all affect the true reviews-to-sales ratio.

Platform Comparison

Hypothetical: What would the developer earn at the same gross revenue?

Steam

Gross revenue baseline: $9,408,664

To developer

$6,586,065

·

To developer: 70.0%

$6,586,065

Platform fee: 30.0%

$2,822,599

Epic Games Store

Gross revenue baseline: $9,408,664

To developer

$8,399,624

·

To developer: 89.3%

$8,399,624

Platform fee: 10.7%

$1,009,040

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.7%.

GOG

Gross revenue baseline: $9,408,664

To developer

$6,586,065

·

To developer: 70.0%

$6,586,065

Platform fee: 30.0%

$2,822,599

* Actual sales on Epic and GOG are not estimated. Steam's larger user base typically drives substantially higher sales volumes.

Genre Market Position

Top 32% by revenue in Action
32%

Top 32% of Action games

by estimated revenue

·

0%◆ Median100%

·

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Beyond: Two Souls ranks in the top 32% of 2141 tracked action top-sellers.

Baseline: HelpfulCalculator's curated set of top-grossing Steam games, not the entire Steam catalog. Niche genres may have small samples.

Playtime & Engagement

19.6h avg5.6h median

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19.6h

Average Playtime

5.6h

Median Playtime

2.3h

Recent Activity (2 Weeks)

A median playtime of 5.6h and average of 19.6h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity12% still active

Game Details

Dataset updated: June 11, 2026

DeveloperQuantic Dream
PublisherQuantic Dream
Release DateJune 17, 2020
Years on Market6 years
Current Price$19.99
Calibrated Avg. Selling Price$11.19
GenreAction
Peak Players210
SteamSpy Owners1,000,000 – 2,000,000

Features

Single-playerMulti-playerCo-opShared/Split Screen Co-opShared/Split ScreenSteam AchievementsFull controller supportSteam CloudRemote Play on PhoneRemote Play on TabletRemote Play TogetherFamily Sharing

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Frequently Asked Questions

How much has Beyond: Two Souls earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Beyond: Two Souls's total gross revenue on Steam at approximately $9,408,664.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $6,272,443
  • Calibrated midpoint (x30): $9,408,664
  • Optimistic estimate (x60): $18,817,328

The actual revenue may vary due to regional pricing, seasonal discounts, and refund rates.

How many copies has Beyond: Two Souls sold on Steam?

With 28,027 Steam reviews and a 88% positive rating, we estimate Beyond: Two Souls has sold between 560,540 and 1,681,620 copies, with a best estimate of 840,810.

This is based on the Boxleiter method, which uses the observation that roughly 1 in every 20 to 60 buyers leaves a Steam review. For the midpoint we do not assume a universal 30x value; we use a calibrated multiplier of x30 that adjusts for the title's age, price tier, genre, and review profile.

How much does Quantic Dream earn from Beyond: Two Souls?

After Steam's tiered platform fee of effectively 30.0%, Quantic Dream keeps an estimated $6,586,065 from Beyond: Two Souls's gross revenue of $9,408,664.

Here's the breakdown:

  • Gross Revenue: $9,408,664
  • Steam's Fee (30.0%): -$2,822,599
  • Developer Revenue: $6,586,065

Note: This doesn't account for publisher shares, taxes, or development costs.

What percentage does Steam take from Beyond: Two Souls?

Steam uses a tiered revenue sharing model that reduces the platform's cut as a game earns more:

  • First $10 million: 30% to Steam, 70% to developer
  • $10M to $50M: 25% to Steam, 75% to developer
  • Above $50M: 20% to Steam, 80% to developer

For Beyond: Two Souls, with an estimated gross revenue of $9,408,664, this results in an effective rate of 30.0%. Steam keeps approximately $2,822,599 and Quantic Dream receives $6,586,065.

How accurate are these revenue estimates for Beyond: Two Souls?

These estimates use the Boxleiter method, a widely-used industry approach that estimates game sales from the number of Steam reviews.

Factors that affect accuracy:

  • Review-to-purchase ratio varies by genre
  • Discount history - games with frequent deep sales may have higher ratios
  • Regional pricing - different prices in different markets are not captured
  • Refunds - Steam's return policy means some counted sales were refunded
  • Bundled sales - keys sold through third-party bundles may not generate reviews

We provide a confidence range ($6,272,443 to $18,817,328) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $11.

What would Beyond: Two Souls earn on Epic Games Store instead?

If Beyond: Two Souls generated the same gross revenue on the Epic Games Store, Quantic Dream would keep approximately $8,399,624 - that's $1,813,560 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,009,040. Epic charges 0% on the first $1 million in annual per-app revenue and then 12% on the remaining amount. On GOG (30% cut), the developer would earn approximately $6,586,065.

Note: This is a hypothetical comparison. Actual sales volumes differ significantly between platforms, and Steam's larger user base typically drives substantially higher sales.

How long do players spend in Beyond: Two Souls?

According to SteamSpy data, players spend an average of 19.6 hours in Beyond: Two Souls, with a median playtime of 5.6 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.

What is Beyond: Two Souls's Metacritic score?

Beyond: Two Souls has a Metacritic score of 76/100, which is considered "generally favorable" by critics. The Steam community rates the game 88% positive based on 28,027 user reviews.