Castle Crashers® Steam key art
Castle Crashers® cover art

Steam revenue analysis

Castle Crashers® Steam Revenue & Sales Estimates

The Behemoth

$28.8MEst. Gross Revenue

4,270,332 estimated sales, 96% positive reviews, and $21,118,555.75 potentially retained by the developer after Steam's platform fees.

Action96% Positive$14.99

Revenue Overview

$28.8M

Gross Revenue

$21.1M

Developer Revenue

4,270,332

Est. Copies Sold

$2.1M

Revenue / Year (avg. 14 yr)

$17MLow estimate
$28.8MBest estimate
$50.9MHigh estimate

How the revenue splits

Gross Revenue
$28,824,741
Steam Platform Fee(26.7%)
−$7,706,185
Developer Revenue
$21,118,556

Developer vs. Steam

Developer: 73.3%($21,118,556)Steam: 26.7%($7,706,185)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$4,706,185
Tier 3 ($50M+) (20%)

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

How we estimate this

96%positive
125,598Total Reviews
120,574positive (96%)
5,024negative (4%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    125,598 reviews and a 96% 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 Castle Crashers®, we use a midpoint multiplier of ×34 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 $15, we estimate a realized average sale price of $7 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 26.7%. That turns an estimated $28,824,741 in gross revenue into roughly $21,118,556 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$6.75

List price $14.99

Boxleiter multiplier

×34

Range ×20–×60

Effective Steam fee

26.7%

Tiered 30 / 25 / 20%

Revenue estimates for Castle Crashers® use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x34 and a calibrated average sale price of $7 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: $28,824,741

To developer

$21,118,556

To developer: 73.3%

$21,118,556

Platform fee: 26.7%

$7,706,185

Epic Games Store

Gross revenue baseline: $28,824,741

To developer

$25,485,772

To developer: 88.4%

$25,485,772

Platform fee: 11.6%

$3,338,969

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.6%.

GOG

Gross revenue baseline: $28,824,741

To developer

$20,177,319

To developer: 70.0%

$20,177,319

Platform fee: 30.0%

$8,647,422

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

Genre Market Position

Top 15% by revenue in Action
15%

Top 15% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Castle Crashers® ranks in the top 15% of 2141 tracked action top-sellers, with estimated revenue 5× 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

10.3h avg4.5h median

10.3h

Average Playtime

4.5h

Median Playtime

1.2h

Recent Activity (2 Weeks)

A median playtime of 4.5h and average of 10.3h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity12% still active

Game Details

Dataset updated: April 18, 2026

DeveloperThe Behemoth
PublisherThe Behemoth
Release DateSeptember 25, 2012
Years on Market14 years
Current Price$14.99
Calibrated Avg. Selling Price$6.75
GenreAction
Peak Players443
SteamSpy Owners5,000,000 .. 10,000,000

Features

Single-playerMulti-playerPvPOnline PvPShared/Split Screen PvPCo-opOnline Co-opShared/Split Screen Co-opShared/Split ScreenSteam AchievementsFull controller supportSteam Trading CardsSteam WorkshopCustom Volume ControlsStereo SoundSteam CloudSteam LeaderboardsRemote Play on PhoneRemote Play on TabletRemote Play on TVRemote Play TogetherFamily Sharing

Want to estimate revenue for a different game?

Try our interactive Steam Revenue Calculator for custom scenarios.

Open Steam Revenue Calculator →

Frequently Asked Questions

How much has Castle Crashers® earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Castle Crashers®'s total gross revenue on Steam at approximately $28,824,741.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $16,955,730
  • Calibrated midpoint (x34): $28,824,741
  • Optimistic estimate (x60): $50,867,190

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

How many copies has Castle Crashers® sold on Steam?

With 125,598 Steam reviews and a 96% positive rating, we estimate Castle Crashers® has sold between 2,511,960 and 7,535,880 copies, with a best estimate of 4,270,332.

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 x34 that adjusts for the title's age, price tier, genre, and review profile.

How much does The Behemoth earn from Castle Crashers®?

After Steam's tiered platform fee of effectively 26.7%, The Behemoth keeps an estimated $21,118,556 from Castle Crashers®'s gross revenue of $28,824,741.

Here's the breakdown:

  • Gross Revenue: $28,824,741
  • Steam's Fee (26.7%): -$7,706,185
  • Developer Revenue: $21,118,556

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

What percentage does Steam take from Castle Crashers®?

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 Castle Crashers®, with an estimated gross revenue of $28,824,741, this results in an effective rate of 26.7%. Steam keeps approximately $7,706,185 and The Behemoth receives $21,118,556.

How accurate are these revenue estimates for Castle Crashers®?

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 ($16,955,730 to $50,867,190) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x34) and a calibrated ASP of $7.

What would Castle Crashers® earn on Epic Games Store instead?

If Castle Crashers® generated the same gross revenue on the Epic Games Store, The Behemoth would keep approximately $25,485,772 - that's $4,367,216 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $3,338,969. 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 $20,177,319.

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 Castle Crashers®?

According to SteamSpy data, players spend an average of 10.3 hours in Castle Crashers®, with a median playtime of 4.5 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.