BIGFOOT Steam key art
BIGFOOT cover art

Steam revenue analysis

BIGFOOT Steam Revenue & Sales Estimates

CyberLight Game Studio

$10.1MEst. Gross Revenue

542,516 estimated sales, 82% positive reviews, and $7,064,029.33 potentially retained by the developer after Steam's platform fees.

Action82% Positive$19.99

Revenue Overview

$10.1M

Gross Revenue

$7.1M

Developer Revenue

542,516

Est. Copies Sold

$10.1M

Revenue / Year (avg. 1 yr)

$7.8MLow estimate
$10.1MBest estimate
$23.3MHigh estimate

How the revenue splits

Gross Revenue
$10,085,372
Steam Platform Fee(30.0%)
−$3,021,343
Developer Revenue
$7,064,029

Developer vs. Steam

Developer: 70.0%($7,064,029)Steam: 30.0%($3,021,343)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$21,343
Tier 3 ($50M+) (20%)

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

How we estimate this

82%positive
20,866Total Reviews
17,110positive (82%)
3,756negative (18%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    20,866 reviews and a 82% 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 BIGFOOT, we use a midpoint multiplier of ×26 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 $19 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 $10,085,372 in gross revenue into roughly $7,064,029 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $19.99

Boxleiter multiplier

×26

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for BIGFOOT use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x26 and a calibrated average sale price of $19 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: $10,085,372

To developer

$7,064,029

To developer: 70.0%

$7,064,029

Platform fee: 30.0%

$3,021,343

Epic Games Store

Gross revenue baseline: $10,085,372

To developer

$8,995,128

To developer: 89.2%

$8,995,128

Platform fee: 10.8%

$1,090,245

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.8%.

GOG

Gross revenue baseline: $10,085,372

To developer

$7,059,761

To developer: 70.0%

$7,059,761

Platform fee: 30.0%

$3,025,612

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

Genre Market Position

Top 34% by revenue in Action
34%

Top 34% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

BIGFOOT ranks in the top 34% 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

8.4h avg4.4h median

8.4h

Average Playtime

4.4h

Median Playtime

0.3h

Recent Activity (2 Weeks)

BIGFOOT keeps players engaged for an average of 8.4 hours – solid engagement for a action game.

Current Activity4% still active

Game Details

Dataset updated: April 18, 2026

DeveloperCyberLight Game Studio
PublisherCyberLight Game Studio
Release Date
Years on Market1 year
Current Price$19.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players121
SteamSpy Owners1,000,000 .. 2,000,000

Features

Single-playerMulti-playerPvPOnline PvPCo-opOnline Co-opSteam AchievementsSteam Trading CardsFamily Sharing

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Frequently Asked Questions

How much has BIGFOOT earned on Steam?

Based on our analysis using the Boxleiter method, we estimate BIGFOOT's total gross revenue on Steam at approximately $10,085,372.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $7,757,979
  • Calibrated midpoint (x26): $10,085,372
  • Optimistic estimate (x60): $23,273,936

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

How many copies has BIGFOOT sold on Steam?

With 20,866 Steam reviews and a 82% positive rating, we estimate BIGFOOT has sold between 417,320 and 1,251,960 copies, with a best estimate of 542,516.

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 x26 that adjusts for the title's age, price tier, genre, and review profile.

How much does CyberLight Game Studio earn from BIGFOOT?

After Steam's tiered platform fee of effectively 30.0%, CyberLight Game Studio keeps an estimated $7,064,029 from BIGFOOT's gross revenue of $10,085,372.

Here's the breakdown:

  • Gross Revenue: $10,085,372
  • Steam's Fee (30.0%): -$3,021,343
  • Developer Revenue: $7,064,029

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

What percentage does Steam take from BIGFOOT?

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 BIGFOOT, with an estimated gross revenue of $10,085,372, this results in an effective rate of 30.0%. Steam keeps approximately $3,021,343 and CyberLight Game Studio receives $7,064,029.

How accurate are these revenue estimates for BIGFOOT?

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 ($7,757,979 to $23,273,936) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x26) and a calibrated ASP of $19.

What would BIGFOOT earn on Epic Games Store instead?

If BIGFOOT generated the same gross revenue on the Epic Games Store, CyberLight Game Studio would keep approximately $8,995,128 - that's $1,931,098 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,090,245. 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 $7,059,761.

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 BIGFOOT?

According to SteamSpy data, players spend an average of 8.4 hours in BIGFOOT, with a median playtime of 4.4 hours. This indicates solid player engagement.