Emily is Away <3 Steam key art
Emily is Away <3 cover art

Steam revenue analysis

Emily is Away <3 Steam Revenue & Sales Estimates

Kyle Seeley

$1.7MEst. Gross Revenue

189,534 estimated sales, 92% positive reviews, and $1,206,004.84 potentially retained by the developer after Steam's platform fees.

Action92% Positive$9.99

Revenue Overview

$1.7M

Gross Revenue

$1.2M

Developer Revenue

189,534

Est. Copies Sold

$1.7M

Revenue / Year (avg. 1 yr)

$1.1MLow estimate
$1.7MBest estimate
$3.3MHigh estimate

How the revenue splits

Gross Revenue
$1,722,864
Steam Platform Fee(30.0%)
−$516,859
Developer Revenue
$1,206,005

Developer vs. Steam

Developer: 70.0%($1,206,005)Steam: 30.0%($516,859)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$516,859
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

92%positive
6,114Total Reviews
5,625positive (92%)
489negative (8%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    6,114 reviews and a 92% 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 Emily is Away <3, we use a midpoint multiplier of ×31 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 $10, we estimate a realized average sale price of $9 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 $1,722,864 in gross revenue into roughly $1,206,005 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$9.09

List price $9.99

Boxleiter multiplier

×31

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Emily is Away <3 use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x31 and a calibrated average sale price of $9 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: $1,722,864

To developer

$1,206,005

To developer: 70.0%

$1,206,005

Platform fee: 30.0%

$516,859

Epic Games Store

Gross revenue baseline: $1,722,864

To developer

$1,636,120

To developer: 95.0%

$1,636,120

Platform fee: 5.0%

$86,744

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 5.0%.

GOG

Gross revenue baseline: $1,722,864

To developer

$1,206,005

To developer: 70.0%

$1,206,005

Platform fee: 30.0%

$516,859

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

Genre Market Position

Top 89% by revenue in Action
89%

Top 89% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Emily is Away <3 ranks in the top 89% 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

4.7h avg3.2h median

4.7h

Average Playtime

3.2h

Median Playtime

Emily is Away <3 keeps players engaged for an average of 4.7 hours – solid engagement for a action game.

Game Details

Dataset updated: April 18, 2026

DeveloperKyle Seeley
PublisherKyle Seeley
Release Date
Years on Market1 year
Current Price$9.99
Calibrated Avg. Selling Price$9.09
GenreAction
Peak Players17
SteamSpy Owners200,000 .. 500,000

Features

Single-playerSteam AchievementsSteam Trading CardsSteam CloudStatsFamily Sharing

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Frequently Asked Questions

How much has Emily is Away <3 earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Emily is Away <3's total gross revenue on Steam at approximately $1,722,864.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $1,111,525
  • Calibrated midpoint (x31): $1,722,864
  • Optimistic estimate (x60): $3,334,576

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

How many copies has Emily is Away <3 sold on Steam?

With 6,114 Steam reviews and a 92% positive rating, we estimate Emily is Away <3 has sold between 122,280 and 366,840 copies, with a best estimate of 189,534.

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 x31 that adjusts for the title's age, price tier, genre, and review profile.

How much does Kyle Seeley earn from Emily is Away <3?

After Steam's tiered platform fee of effectively 30.0%, Kyle Seeley keeps an estimated $1,206,005 from Emily is Away <3's gross revenue of $1,722,864.

Here's the breakdown:

  • Gross Revenue: $1,722,864
  • Steam's Fee (30.0%): -$516,859
  • Developer Revenue: $1,206,005

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

What percentage does Steam take from Emily is Away <3?

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 Emily is Away <3, with an estimated gross revenue of $1,722,864, this results in an effective rate of 30.0%. Steam keeps approximately $516,859 and Kyle Seeley receives $1,206,005.

How accurate are these revenue estimates for Emily is Away <3?

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 ($1,111,525 to $3,334,576) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x31) and a calibrated ASP of $9.

What would Emily is Away <3 earn on Epic Games Store instead?

If Emily is Away <3 generated the same gross revenue on the Epic Games Store, Kyle Seeley would keep approximately $1,636,120 - that's $430,116 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $86,744. 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 $1,206,005.

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 Emily is Away <3?

According to SteamSpy data, players spend an average of 4.7 hours in Emily is Away <3, with a median playtime of 3.2 hours. This indicates solid player engagement.