Cruelty Squad Steam key art
Cruelty Squad cover art

Steam revenue analysis

Cruelty Squad Steam Revenue & Sales Estimates

Consumer Softproducts

$9.7MEst. Gross Revenue

519,775 estimated sales, 97% positive reviews, and $6,763,832.08 potentially retained by the developer after Steam's platform fees.

Action97% Positive$5.99

Revenue Overview

$9.7M

Gross Revenue

$6.8M

Developer Revenue

519,775

Est. Copies Sold

$9.7M

Revenue / Year (avg. 1 yr)

$7.7MLow estimate
$9.7MBest estimate
$23.2MHigh estimate

How the revenue splits

Gross Revenue
$9,662,617
Steam Platform Fee(30.0%)
−$2,898,785
Developer Revenue
$6,763,832

Developer vs. Steam

Developer: 70.0%($6,763,832)Steam: 30.0%($2,898,785)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,898,785
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

97%positive
20,791Total Reviews
20,167positive (97%)
624negative (3%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    20,791 reviews and a 97% 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 Cruelty Squad, we use a midpoint multiplier of ×25 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 $6, 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 $9,662,617 in gross revenue into roughly $6,763,832 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $5.99

Boxleiter multiplier

×25

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Cruelty Squad use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x25 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: $9,662,617

To developer

$6,763,832

To developer: 70.0%

$6,763,832

Platform fee: 30.0%

$2,898,785

Epic Games Store

Gross revenue baseline: $9,662,617

To developer

$8,623,103

To developer: 89.2%

$8,623,103

Platform fee: 10.8%

$1,039,514

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

GOG

Gross revenue baseline: $9,662,617

To developer

$6,763,832

To developer: 70.0%

$6,763,832

Platform fee: 30.0%

$2,898,785

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

Genre Market Position

Top 36% by revenue in Action
36%

Top 36% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Cruelty Squad ranks in the top 36% 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

9.5h avg4.8h median

9.5h

Average Playtime

4.8h

Median Playtime

6.9h

Recent Activity (2 Weeks)

Cruelty Squad keeps players engaged for an average of 9.5 hours – solid engagement for a action game.

Current Activity73% still active

Game Details

Dataset updated: April 18, 2026

DeveloperConsumer Softproducts
PublisherConsumer Softproducts
Release Date
Years on Market1 year
Current Price$5.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players50
SteamSpy Owners1,000,000 .. 2,000,000

Features

Single-playerSteam AchievementsSteam CloudFamily Sharing

Want to estimate revenue for a different game?

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Frequently Asked Questions

How much has Cruelty Squad earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Cruelty Squad's total gross revenue on Steam at approximately $9,662,617.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $7,730,094
  • Calibrated midpoint (x25): $9,662,617
  • Optimistic estimate (x60): $23,190,281

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

How many copies has Cruelty Squad sold on Steam?

With 20,791 Steam reviews and a 97% positive rating, we estimate Cruelty Squad has sold between 415,820 and 1,247,460 copies, with a best estimate of 519,775.

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 x25 that adjusts for the title's age, price tier, genre, and review profile.

How much does Consumer Softproducts earn from Cruelty Squad?

After Steam's tiered platform fee of effectively 30.0%, Consumer Softproducts keeps an estimated $6,763,832 from Cruelty Squad's gross revenue of $9,662,617.

Here's the breakdown:

  • Gross Revenue: $9,662,617
  • Steam's Fee (30.0%): -$2,898,785
  • Developer Revenue: $6,763,832

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

What percentage does Steam take from Cruelty Squad?

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 Cruelty Squad, with an estimated gross revenue of $9,662,617, this results in an effective rate of 30.0%. Steam keeps approximately $2,898,785 and Consumer Softproducts receives $6,763,832.

How accurate are these revenue estimates for Cruelty Squad?

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 ($7,730,094 to $23,190,281) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x25) and a calibrated ASP of $19.

What would Cruelty Squad earn on Epic Games Store instead?

If Cruelty Squad generated the same gross revenue on the Epic Games Store, Consumer Softproducts would keep approximately $8,623,103 - that's $1,859,271 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,039,514. 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 $6,763,832.

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 Cruelty Squad?

According to SteamSpy data, players spend an average of 9.5 hours in Cruelty Squad, with a median playtime of 4.8 hours. This indicates solid player engagement.