Going Medieval Steam key art
Going Medieval cover art

Steam revenue analysis

Going Medieval Steam Revenue & Sales Estimates

Foxy Voxel · Mythwright

$14.5MEst. Gross Revenue

518,168 estimated sales, 90% positive reviews, and $10,338,779.14 potentially retained by the developer after Steam's platform fees.

Action90% Positive$29.99

Revenue Overview

$14.5M

Gross Revenue

$10.3M

Developer Revenue

518,168

Est. Copies Sold

$14.5M

Revenue / Year (avg. 1 yr)

$10.3MLow estimate
$14.5MBest estimate
$31MHigh estimate

How the revenue splits

Gross Revenue
$14,451,706
Steam Platform Fee(28.5%)
−$4,112,926
Developer Revenue
$10,338,779

Developer vs. Steam

Developer: 71.5%($10,338,779)Steam: 28.5%($4,112,926)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$1,112,926
Tier 3 ($50M+) (20%)

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

How we estimate this

90%positive
18,506Total Reviews
16,655positive (90%)
1,851negative (10%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    18,506 reviews and a 90% 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 Going Medieval, 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 $30, we estimate a realized average sale price of $28 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 28.5%. That turns an estimated $14,451,706 in gross revenue into roughly $10,338,779 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$27.89

List price $29.99

Boxleiter multiplier

×28

Range ×20–×60

Effective Steam fee

28.5%

Tiered 30 / 25 / 20%

Revenue estimates for Going Medieval 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 $28 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: $14,451,706

To developer

$10,338,779

To developer: 71.5%

$10,338,779

Platform fee: 28.5%

$4,112,926

Epic Games Store

Gross revenue baseline: $14,451,706

To developer

$12,837,501

To developer: 88.8%

$12,837,501

Platform fee: 11.2%

$1,614,205

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.2%.

GOG

Gross revenue baseline: $14,451,706

To developer

$10,116,194

To developer: 70.0%

$10,116,194

Platform fee: 30.0%

$4,335,512

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

Genre Market Position

Top 26% by revenue in Action
26%

Top 26% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Going Medieval ranks in the top 26% of 2141 tracked action top-sellers, with estimated revenue 2× 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

37.7h avg14.4h median

37.7h

Average Playtime

14.4h

Median Playtime

14h

Recent Activity (2 Weeks)

A median playtime of 14.4h and average of 37.7h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity37% still active

Game Details

Dataset updated: April 18, 2026

DeveloperFoxy Voxel
PublisherMythwright
Release Date
Years on Market1 year
Current Price$29.99
Calibrated Avg. Selling Price$27.89
GenreAction
Peak Players713
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has Going Medieval earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Going Medieval's total gross revenue on Steam at approximately $14,451,706.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $10,322,647
  • Calibrated midpoint (x28): $14,451,706
  • Optimistic estimate (x60): $30,967,940

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

How many copies has Going Medieval sold on Steam?

With 18,506 Steam reviews and a 90% positive rating, we estimate Going Medieval has sold between 370,120 and 1,110,360 copies, with a best estimate of 518,168.

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 Foxy Voxel earn from Going Medieval?

After Steam's tiered platform fee of effectively 28.5%, Foxy Voxel keeps an estimated $10,338,779 from Going Medieval's gross revenue of $14,451,706.

Here's the breakdown:

  • Gross Revenue: $14,451,706
  • Steam's Fee (28.5%): -$4,112,926
  • Developer Revenue: $10,338,779

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

What percentage does Steam take from Going Medieval?

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 Going Medieval, with an estimated gross revenue of $14,451,706, this results in an effective rate of 28.5%. Steam keeps approximately $4,112,926 and Foxy Voxel receives $10,338,779.

How accurate are these revenue estimates for Going Medieval?

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 ($10,322,647 to $30,967,940) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x28) and a calibrated ASP of $28.

What would Going Medieval earn on Epic Games Store instead?

If Going Medieval generated the same gross revenue on the Epic Games Store, Foxy Voxel would keep approximately $12,837,501 - that's $2,498,722 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,614,205. 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 $10,116,194.

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 Going Medieval?

According to SteamSpy data, players spend an average of 37.7 hours in Going Medieval, with a median playtime of 14.4 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.