EA SPORTS FC™ 24 Steam key art
EA SPORTS FC™ 24 cover art

Steam revenue analysis

EA SPORTS FC™ 24 Steam Revenue & Sales Estimates

EA Canada · Electronic Arts

$207.5MEst. Gross Revenue

3,615,942 estimated sales, 58% positive reviews, and $163,015,129.10 potentially retained by the developer after Steam's platform fees.

Simulation58% Positive$69.99

Revenue Overview

$207.5M

Gross Revenue

$163M

Developer Revenue

3,615,942

Est. Copies Sold

$69.2M

Revenue / Year (avg. 3 yr)

$125.8MLow estimate
$207.5MBest estimate
$377.3MHigh estimate

How the revenue splits

Gross Revenue
$207,518,911
Steam Platform Fee(21.4%)
−$44,503,782
Developer Revenue
$163,015,129

Developer vs. Steam

Developer: 78.5%($163,015,129)Steam: 21.4%($44,503,782)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$10,000,000
Tier 3 ($50M+) (20%)$31,503,782

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

How we estimate this

58%positive
109,574Total Reviews
63,553positive (58%)
46,021negative (42%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    109,574 reviews and a 58% 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 EA SPORTS FC™ 24, we use a midpoint multiplier of ×33 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 $70, we estimate a realized average sale price of $57 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 21.4%. That turns an estimated $207,518,911 in gross revenue into roughly $163,015,129 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$57.39

List price $69.99

Boxleiter multiplier

×33

Range ×20–×60

Effective Steam fee

21.4%

Tiered 30 / 25 / 20%

Revenue estimates for EA SPORTS FC™ 24 use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x33 and a calibrated average sale price of $57 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: $207,518,911

To developer

$163,015,129

To developer: 78.6%

$163,015,129

Platform fee: 21.4%

$44,503,782

Epic Games Store

Gross revenue baseline: $207,518,911

To developer

$182,736,642

To developer: 88.1%

$182,736,642

Platform fee: 11.9%

$24,782,269

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.9%.

GOG

Gross revenue baseline: $207,518,911

To developer

$145,263,238

To developer: 70.0%

$145,263,238

Platform fee: 30.0%

$62,255,673

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

Genre Market Position

Top 2% by revenue in Simulation
2%

Top 2% of Simulation games

by estimated revenue

0%◆ Median100%

40

Top Games Tracked

$17.6M

Median (tracked top games)

$45.4M

Mean (tracked top games)

EA SPORTS FC™ 24 ranks in the top 2% of 40 tracked simulation top-sellers, with estimated revenue 12× 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

162.7h avg77.7h median

162.7h

Average Playtime

77.7h

Median Playtime

8.9h

Recent Activity (2 Weeks)

A median playtime of 77.7h and average of 162.7h suggest a dedicated core community playing this simulation game well beyond the typical player.

Current Activity5% still active

Game Details

Dataset updated: April 18, 2026

DeveloperEA Canada
PublisherElectronic Arts
Release DateSeptember 27, 2023
Years on Market3 years
Current Price$69.99
Calibrated Avg. Selling Price$57.39
GenreSimulation
Peak Players5,110
SteamSpy Owners5,000,000 .. 10,000,000

Features

Single-playerMulti-playerPvPOnline PvPShared/Split Screen PvPCo-opOnline Co-opShared/Split Screen Co-opShared/Split ScreenCross-Platform MultiplayerSteam AchievementsFull controller supportIn-App PurchasesAdjustable DifficultyKeyboard Only OptionStereo SoundRemote Play TogetherHDR available

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Frequently Asked Questions

How much has EA SPORTS FC™ 24 earned on Steam?

Based on our analysis using the Boxleiter method, we estimate EA SPORTS FC™ 24's total gross revenue on Steam at approximately $207,518,911.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $125,769,037
  • Calibrated midpoint (x33): $207,518,911
  • Optimistic estimate (x60): $377,307,112

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

How many copies has EA SPORTS FC™ 24 sold on Steam?

With 109,574 Steam reviews and a 58% positive rating, we estimate EA SPORTS FC™ 24 has sold between 2,191,480 and 6,574,440 copies, with a best estimate of 3,615,942.

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 x33 that adjusts for the title's age, price tier, genre, and review profile.

How much does EA Canada earn from EA SPORTS FC™ 24?

After Steam's tiered platform fee of effectively 21.4%, EA Canada keeps an estimated $163,015,129 from EA SPORTS FC™ 24's gross revenue of $207,518,911.

Here's the breakdown:

  • Gross Revenue: $207,518,911
  • Steam's Fee (21.4%): -$44,503,782
  • Developer Revenue: $163,015,129

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

What percentage does Steam take from EA SPORTS FC™ 24?

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 EA SPORTS FC™ 24, with an estimated gross revenue of $207,518,911, this results in an effective rate of 21.4%. Steam keeps approximately $44,503,782 and EA Canada receives $163,015,129.

How accurate are these revenue estimates for EA SPORTS FC™ 24?

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 ($125,769,037 to $377,307,112) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x33) and a calibrated ASP of $57.

What would EA SPORTS FC™ 24 earn on Epic Games Store instead?

If EA SPORTS FC™ 24 generated the same gross revenue on the Epic Games Store, EA Canada would keep approximately $182,736,642 - that's $19,721,513 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $24,782,269. 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 $145,263,238.

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 EA SPORTS FC™ 24?

According to SteamSpy data, players spend an average of 162.7 hours in EA SPORTS FC™ 24, with a median playtime of 77.7 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.