Crysis Steam key art
Crysis cover art

Steam revenue analysis

Crysis Steam Revenue & Sales Estimates

Crytek · Electronic Arts

$6.9MEst. Gross Revenue

475,704 estimated sales, 80% positive reviews, and $4,795,096.32 potentially retained by the developer after Steam's platform fees.

Action80% Positive$29.99

Revenue Overview

$6.9M

Gross Revenue

$4.8M

Developer Revenue

475,704

Est. Copies Sold

$380.6K

Revenue / Year (avg. 18 yr)

$3.8MLow estimate
$6.9MBest estimate
$11.4MHigh estimate

How the revenue splits

Gross Revenue
$6,850,138
Steam Platform Fee(30.0%)
−$2,055,041
Developer Revenue
$4,795,096

Developer vs. Steam

Developer: 70.0%($4,795,096)Steam: 30.0%($2,055,041)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,055,041
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

80%positive
13,214Total Reviews
10,571positive (80%)
2,643negative (20%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    13,214 reviews and a 80% 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 Crysis, we use a midpoint multiplier of ×36 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 $30, we estimate a realized average sale price of $14 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 $6,850,138 in gross revenue into roughly $4,795,096 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$14.40

List price $29.99

Boxleiter multiplier

×36

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Crysis use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x36 and a calibrated average sale price of $14 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: $6,850,138

To developer

$4,795,096

To developer: 70.0%

$4,795,096

Platform fee: 30.0%

$2,055,041

Epic Games Store

Gross revenue baseline: $6,850,138

To developer

$6,148,121

To developer: 89.8%

$6,148,121

Platform fee: 10.2%

$702,017

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.2%.

GOG

Gross revenue baseline: $6,850,138

To developer

$4,795,096

To developer: 70.0%

$4,795,096

Platform fee: 30.0%

$2,055,041

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

Genre Market Position

Top 46% by revenue in Action
46%

Top 46% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Crysis ranks in the top 46% 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

7h avg3.1h median

7h

Average Playtime

3.1h

Median Playtime

0.4h

Recent Activity (2 Weeks)

A median playtime of 3.1h and average of 7h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity6% still active

Game Details

Dataset updated: April 18, 2026

DeveloperCrytek
PublisherElectronic Arts
Release DateSeptember 16, 2008
Years on Market18 years
Current Price$29.99
Calibrated Avg. Selling Price$14.40
GenreAction
Peak Players10
SteamSpy Owners1,000,000 .. 2,000,000

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Frequently Asked Questions

How much has Crysis earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Crysis's total gross revenue on Steam at approximately $6,850,138.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $3,805,632
  • Calibrated midpoint (x36): $6,850,138
  • Optimistic estimate (x60): $11,416,896

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

How many copies has Crysis sold on Steam?

With 13,214 Steam reviews and a 80% positive rating, we estimate Crysis has sold between 264,280 and 792,840 copies, with a best estimate of 475,704.

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 x36 that adjusts for the title's age, price tier, genre, and review profile.

How much does Crytek earn from Crysis?

After Steam's tiered platform fee of effectively 30.0%, Crytek keeps an estimated $4,795,096 from Crysis's gross revenue of $6,850,138.

Here's the breakdown:

  • Gross Revenue: $6,850,138
  • Steam's Fee (30.0%): -$2,055,041
  • Developer Revenue: $4,795,096

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

What percentage does Steam take from Crysis?

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 Crysis, with an estimated gross revenue of $6,850,138, this results in an effective rate of 30.0%. Steam keeps approximately $2,055,041 and Crytek receives $4,795,096.

How accurate are these revenue estimates for Crysis?

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 ($3,805,632 to $11,416,896) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x36) and a calibrated ASP of $14.

What would Crysis earn on Epic Games Store instead?

If Crysis generated the same gross revenue on the Epic Games Store, Crytek would keep approximately $6,148,121 - that's $1,353,025 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $702,017. 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 $4,795,096.

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 Crysis?

According to SteamSpy data, players spend an average of 7 hours in Crysis, with a median playtime of 3.1 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.