Depersonalization Steam key art
Depersonalization cover art

Steam revenue analysis

Depersonalization Steam Revenue & Sales Estimates

MeowNature · Gamirror Games

$3.1MEst. Gross Revenue

166,740 estimated sales, 94% positive reviews, and $2,169,787.62 potentially retained by the developer after Steam's platform fees.

Action94% Positive$13.99

Revenue Overview

$3.1M

Gross Revenue

$2.2M

Developer Revenue

166,740

Est. Copies Sold

$3.1M

Revenue / Year (avg. 1 yr)

$2.2MLow estimate
$3.1MBest estimate
$6.6MHigh estimate

How the revenue splits

Gross Revenue
$3,099,697
Steam Platform Fee(30.0%)
−$929,909
Developer Revenue
$2,169,788

Developer vs. Steam

Developer: 70.0%($2,169,788)Steam: 30.0%($929,909)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$929,909
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

94%positive
5,955Total Reviews
5,598positive (94%)
357negative (6%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    5,955 reviews and a 94% 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 Depersonalization, we use a midpoint multiplier of ×28 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 $14, 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 $3,099,697 in gross revenue into roughly $2,169,788 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $13.99

Boxleiter multiplier

×28

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Depersonalization use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x28 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: $3,099,697

To developer

$2,169,788

To developer: 70.0%

$2,169,788

Platform fee: 30.0%

$929,909

Epic Games Store

Gross revenue baseline: $3,099,697

To developer

$2,847,733

To developer: 91.9%

$2,847,733

Platform fee: 8.1%

$251,964

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 8.1%.

GOG

Gross revenue baseline: $3,099,697

To developer

$2,169,788

To developer: 70.0%

$2,169,788

Platform fee: 30.0%

$929,909

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

Genre Market Position

Top 72% by revenue in Action
72%

Top 72% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Depersonalization ranks in the top 72% 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

5.2h avg3h median

5.2h

Average Playtime

3h

Median Playtime

2.3h

Recent Activity (2 Weeks)

Depersonalization keeps players engaged for an average of 5.2 hours – solid engagement for a action game.

Current Activity44% still active

Game Details

Dataset updated: April 18, 2026

DeveloperMeowNature
PublisherGamirror Games
Release Date
Years on Market1 year
Current Price$13.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players175
SteamSpy Owners200,000 .. 500,000

Features

Single-playerSteam AchievementsFull controller supportSteam WorkshopSteam WorkshopSteam CloudIncludes level editorFamily Sharing

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Frequently Asked Questions

How much has Depersonalization earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Depersonalization's total gross revenue on Steam at approximately $3,099,697.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $2,214,069
  • Calibrated midpoint (x28): $3,099,697
  • Optimistic estimate (x60): $6,642,207

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

How many copies has Depersonalization sold on Steam?

With 5,955 Steam reviews and a 94% positive rating, we estimate Depersonalization has sold between 119,100 and 357,300 copies, with a best estimate of 166,740.

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 x28 that adjusts for the title's age, price tier, genre, and review profile.

How much does MeowNature earn from Depersonalization?

After Steam's tiered platform fee of effectively 30.0%, MeowNature keeps an estimated $2,169,788 from Depersonalization's gross revenue of $3,099,697.

Here's the breakdown:

  • Gross Revenue: $3,099,697
  • Steam's Fee (30.0%): -$929,909
  • Developer Revenue: $2,169,788

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

What percentage does Steam take from Depersonalization?

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 Depersonalization, with an estimated gross revenue of $3,099,697, this results in an effective rate of 30.0%. Steam keeps approximately $929,909 and MeowNature receives $2,169,788.

How accurate are these revenue estimates for Depersonalization?

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 ($2,214,069 to $6,642,207) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x28) and a calibrated ASP of $19.

What would Depersonalization earn on Epic Games Store instead?

If Depersonalization generated the same gross revenue on the Epic Games Store, MeowNature would keep approximately $2,847,733 - that's $677,945 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $251,964. 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 $2,169,788.

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 Depersonalization?

According to SteamSpy data, players spend an average of 5.2 hours in Depersonalization, with a median playtime of 3 hours. This indicates solid player engagement.