Bomb Rush Cyberfunk Steam key art
Bomb Rush Cyberfunk cover art

Steam revenue analysis

Bomb Rush Cyberfunk Steam Revenue & Sales Estimates

Team Reptile

$12.5MEst. Gross Revenue

401,610 estimated sales, 98% positive reviews, and $8,894,661.93 potentially retained by the developer after Steam's platform fees.

Action98% Positive$39.99

Revenue Overview

$12.5M

Gross Revenue

$8.9M

Developer Revenue

401,610

Est. Copies Sold

$4.2M

Revenue / Year (avg. 3 yr)

$8.4MLow estimate
$12.5MBest estimate
$25.1MHigh estimate

How the revenue splits

Gross Revenue
$12,526,216
Steam Platform Fee(29.0%)
−$3,631,554
Developer Revenue
$8,894,662

Developer vs. Steam

Developer: 71.0%($8,894,662)Steam: 29.0%($3,631,554)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$631,554
Tier 3 ($50M+) (20%)

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

How we estimate this

98%positive
13,387Total Reviews
13,119positive (98%)
268negative (2%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    13,387 reviews and a 98% 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 Bomb Rush Cyberfunk, 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 $40, we estimate a realized average sale price of $31 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 29.0%. That turns an estimated $12,526,216 in gross revenue into roughly $8,894,662 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$31.19

List price $39.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

29.0%

Tiered 30 / 25 / 20%

Revenue estimates for Bomb Rush Cyberfunk 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 $31 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: $12,526,216

To developer

$8,894,662

To developer: 71.0%

$8,894,662

Platform fee: 29.0%

$3,631,554

Epic Games Store

Gross revenue baseline: $12,526,216

To developer

$11,143,070

To developer: 89.0%

$11,143,070

Platform fee: 11.0%

$1,383,146

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.0%.

GOG

Gross revenue baseline: $12,526,216

To developer

$8,768,351

To developer: 70.0%

$8,768,351

Platform fee: 30.0%

$3,757,865

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

Genre Market Position

Top 29% by revenue in Action
29%

Top 29% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Bomb Rush Cyberfunk ranks in the top 29% of 2141 tracked action top-sellers, with estimated revenue 2× this group's median.

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

Playtime & Engagement

10.7h avg5.9h median

10.7h

Average Playtime

5.9h

Median Playtime

2.2h

Recent Activity (2 Weeks)

Bomb Rush Cyberfunk keeps players engaged for an average of 10.7 hours – solid engagement for a action game.

Current Activity21% still active

Game Details

Dataset updated: April 18, 2026

DeveloperTeam Reptile
PublisherTeam Reptile
Release DateAugust 17, 2023
Years on Market3 years
Current Price$39.99
Calibrated Avg. Selling Price$31.19
GenreAction
Peak Players140
SteamSpy Owners200,000 .. 500,000

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Frequently Asked Questions

How much has Bomb Rush Cyberfunk earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Bomb Rush Cyberfunk's total gross revenue on Steam at approximately $12,526,216.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $8,350,811
  • Calibrated midpoint (x30): $12,526,216
  • Optimistic estimate (x60): $25,052,432

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

How many copies has Bomb Rush Cyberfunk sold on Steam?

With 13,387 Steam reviews and a 98% positive rating, we estimate Bomb Rush Cyberfunk has sold between 267,740 and 803,220 copies, with a best estimate of 401,610.

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 Team Reptile earn from Bomb Rush Cyberfunk?

After Steam's tiered platform fee of effectively 29.0%, Team Reptile keeps an estimated $8,894,662 from Bomb Rush Cyberfunk's gross revenue of $12,526,216.

Here's the breakdown:

  • Gross Revenue: $12,526,216
  • Steam's Fee (29.0%): -$3,631,554
  • Developer Revenue: $8,894,662

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

What percentage does Steam take from Bomb Rush Cyberfunk?

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 Bomb Rush Cyberfunk, with an estimated gross revenue of $12,526,216, this results in an effective rate of 29.0%. Steam keeps approximately $3,631,554 and Team Reptile receives $8,894,662.

How accurate are these revenue estimates for Bomb Rush Cyberfunk?

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 ($8,350,811 to $25,052,432) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $31.

What would Bomb Rush Cyberfunk earn on Epic Games Store instead?

If Bomb Rush Cyberfunk generated the same gross revenue on the Epic Games Store, Team Reptile would keep approximately $11,143,070 - that's $2,248,408 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,383,146. 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 $8,768,351.

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 Bomb Rush Cyberfunk?

According to SteamSpy data, players spend an average of 10.7 hours in Bomb Rush Cyberfunk, with a median playtime of 5.9 hours. This indicates solid player engagement.