Holdfast: Nations At War Steam key art
Holdfast: Nations At War cover art

Steam revenue analysis

Holdfast: Nations At War Steam Revenue & Sales Estimates

Anvil Game Studios

$12.1MEst. Gross Revenue

652,990 estimated sales, 90% positive reviews, and $8,604,313.08 potentially retained by the developer after Steam's platform fees.

Action90% Positive$19.99

Revenue Overview

$12.1M

Gross Revenue

$8.6M

Developer Revenue

652,990

Est. Copies Sold

$12.1M

Revenue / Year (avg. 1 yr)

$9.3MLow estimate
$12.1MBest estimate
$28MHigh estimate

How the revenue splits

Gross Revenue
$12,139,084
Steam Platform Fee(29.1%)
−$3,534,771
Developer Revenue
$8,604,313

Developer vs. Steam

Developer: 70.9%($8,604,313)Steam: 29.1%($3,534,771)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$534,771
Tier 3 ($50M+) (20%)

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

How we estimate this

90%positive
25,115Total Reviews
22,604positive (90%)
2,511negative (10%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    25,115 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 Holdfast: Nations At War, we use a midpoint multiplier of ×26 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 $20, 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 29.1%. That turns an estimated $12,139,084 in gross revenue into roughly $8,604,313 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $19.99

Boxleiter multiplier

×26

Range ×20–×60

Effective Steam fee

29.1%

Tiered 30 / 25 / 20%

Revenue estimates for Holdfast: Nations At War use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x26 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: $12,139,084

To developer

$8,604,313

To developer: 70.9%

$8,604,313

Platform fee: 29.1%

$3,534,771

Epic Games Store

Gross revenue baseline: $12,139,084

To developer

$10,802,394

To developer: 89.0%

$10,802,394

Platform fee: 11.0%

$1,336,690

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.0%.

GOG

Gross revenue baseline: $12,139,084

To developer

$8,497,359

To developer: 70.0%

$8,497,359

Platform fee: 30.0%

$3,641,725

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

Genre Market Position

Top 30% by revenue in Action
30%

Top 30% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Holdfast: Nations At War ranks in the top 30% 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

19.3h avg6.4h median

19.3h

Average Playtime

6.4h

Median Playtime

4.6h

Recent Activity (2 Weeks)

A median playtime of 6.4h and average of 19.3h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity24% still active

Game Details

Dataset updated: June 11, 2026

DeveloperAnvil Game Studios
PublisherAnvil Game Studios
Release Date
Years on Market1 year
Current Price$19.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players223
SteamSpy Owners500,000 .. 1,000,000

Features

Multi-playerMMOPvPOnline PvPSteam AchievementsFull controller supportSteam Trading CardsSteam WorkshopAdjustable Text SizeColor AlternativesCustom Volume ControlsPlayable without Timed InputStereo SoundSurround SoundStatsSteam LeaderboardsIncludes level editorIncludes Source SDK

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Frequently Asked Questions

How much has Holdfast: Nations At War earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Holdfast: Nations At War's total gross revenue on Steam at approximately $12,139,084.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $9,337,757
  • Calibrated midpoint (x26): $12,139,084
  • Optimistic estimate (x60): $28,013,271

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

How many copies has Holdfast: Nations At War sold on Steam?

With 25,115 Steam reviews and a 90% positive rating, we estimate Holdfast: Nations At War has sold between 502,300 and 1,506,900 copies, with a best estimate of 652,990.

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 x26 that adjusts for the title's age, price tier, genre, and review profile.

How much does Anvil Game Studios earn from Holdfast: Nations At War?

After Steam's tiered platform fee of effectively 29.1%, Anvil Game Studios keeps an estimated $8,604,313 from Holdfast: Nations At War's gross revenue of $12,139,084.

Here's the breakdown:

  • Gross Revenue: $12,139,084
  • Steam's Fee (29.1%): -$3,534,771
  • Developer Revenue: $8,604,313

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

What percentage does Steam take from Holdfast: Nations At War?

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 Holdfast: Nations At War, with an estimated gross revenue of $12,139,084, this results in an effective rate of 29.1%. Steam keeps approximately $3,534,771 and Anvil Game Studios receives $8,604,313.

How accurate are these revenue estimates for Holdfast: Nations At War?

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 ($9,337,757 to $28,013,271) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x26) and a calibrated ASP of $19.

What would Holdfast: Nations At War earn on Epic Games Store instead?

If Holdfast: Nations At War generated the same gross revenue on the Epic Games Store, Anvil Game Studios would keep approximately $10,802,394 - that's $2,198,081 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,336,690. 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 $8,497,359.

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 Holdfast: Nations At War?

According to SteamSpy data, players spend an average of 19.3 hours in Holdfast: Nations At War, with a median playtime of 6.4 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.