Into the Radius VR Steam key art
Into the Radius VR cover art

Steam revenue analysis

Into the Radius VR Steam Revenue & Sales Estimates

CM IMMERSIVE

$8.4MEst. Gross Revenue

301,924 estimated sales, 94% positive reviews, and $5,894,462.25 potentially retained by the developer after Steam's platform fees.

Action94% Positive$29.99

Revenue Overview

$8.4M

Gross Revenue

$5.9M

Developer Revenue

301,924

Est. Copies Sold

$8.4M

Revenue / Year (avg. 1 yr)

$6MLow estimate
$8.4MBest estimate
$18MHigh estimate

How the revenue splits

Gross Revenue
$8,420,660
Steam Platform Fee(30.0%)
−$2,526,198
Developer Revenue
$5,894,462

Developer vs. Steam

Developer: 70.0%($5,894,462)Steam: 30.0%($2,526,198)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,526,198
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
10,783Total Reviews
10,136positive (94%)
647negative (6%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    10,783 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 Into the Radius VR, 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 30.0%. That turns an estimated $8,420,660 in gross revenue into roughly $5,894,462 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

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Into the Radius VR 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: $8,420,660

To developer

$5,894,462

To developer: 70.0%

$5,894,462

Platform fee: 30.0%

$2,526,198

Epic Games Store

Gross revenue baseline: $8,420,660

To developer

$7,530,181

To developer: 89.4%

$7,530,181

Platform fee: 10.6%

$890,479

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.6%.

GOG

Gross revenue baseline: $8,420,660

To developer

$5,894,462

To developer: 70.0%

$5,894,462

Platform fee: 30.0%

$2,526,198

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

Genre Market Position

Top 40% by revenue in Action
40%

Top 40% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Into the Radius VR ranks in the top 40% 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

14.6h avg7.6h median

14.6h

Average Playtime

7.6h

Median Playtime

7.7h

Recent Activity (2 Weeks)

Into the Radius VR keeps players engaged for an average of 14.6 hours – solid engagement for a action game.

Current Activity53% still active

Game Details

Dataset updated: April 18, 2026

DeveloperCM IMMERSIVE
PublisherCM IMMERSIVE
Release Date
Years on Market1 year
Current Price$29.99
Calibrated Avg. Selling Price$27.89
GenreAction
Peak Players33
SteamSpy Owners500,000 .. 1,000,000

Features

Single-playerSteam AchievementsTracked Controller SupportVR OnlySteam Trading CardsCustom Volume ControlsAdjustable DifficultyPlayable without Timed InputSave AnytimeStereo SoundFamily Sharing

Want to estimate revenue for a different game?

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Frequently Asked Questions

How much has Into the Radius VR earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Into the Radius VR's total gross revenue on Steam at approximately $8,420,660.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $6,014,757
  • Calibrated midpoint (x28): $8,420,660
  • Optimistic estimate (x60): $18,044,272

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

How many copies has Into the Radius VR sold on Steam?

With 10,783 Steam reviews and a 94% positive rating, we estimate Into the Radius VR has sold between 215,660 and 646,980 copies, with a best estimate of 301,924.

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 CM IMMERSIVE earn from Into the Radius VR?

After Steam's tiered platform fee of effectively 30.0%, CM IMMERSIVE keeps an estimated $5,894,462 from Into the Radius VR's gross revenue of $8,420,660.

Here's the breakdown:

  • Gross Revenue: $8,420,660
  • Steam's Fee (30.0%): -$2,526,198
  • Developer Revenue: $5,894,462

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

What percentage does Steam take from Into the Radius VR?

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 Into the Radius VR, with an estimated gross revenue of $8,420,660, this results in an effective rate of 30.0%. Steam keeps approximately $2,526,198 and CM IMMERSIVE receives $5,894,462.

How accurate are these revenue estimates for Into the Radius VR?

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 ($6,014,757 to $18,044,272) 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 Into the Radius VR earn on Epic Games Store instead?

If Into the Radius VR generated the same gross revenue on the Epic Games Store, CM IMMERSIVE would keep approximately $7,530,181 - that's $1,635,719 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $890,479. 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 $5,894,462.

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 Into the Radius VR?

According to SteamSpy data, players spend an average of 14.6 hours in Into the Radius VR, with a median playtime of 7.6 hours. This indicates solid player engagement.