LEGO® Worlds Steam key art
LEGO® Worlds cover art

Steam revenue analysis

LEGO® Worlds Steam Revenue & Sales Estimates

TT Games · Warner Bros. Interactive Entertainment

$8.2MEst. Gross Revenue

489,696 estimated sales, 78% positive reviews, and $5,755,397.09 potentially retained by the developer after Steam's platform fees.

Adventure78% Positive$29.99

Revenue Overview

$8.2M

Gross Revenue

$5.8M

Developer Revenue

489,696

Est. Copies Sold

$913.6K

Revenue / Year (avg. 9 yr)

$5.1MLow estimate
$8.2MBest estimate
$15.4MHigh estimate

How the revenue splits

Gross Revenue
$8,221,996
Steam Platform Fee(30.0%)
−$2,466,599
Developer Revenue
$5,755,397

Developer vs. Steam

Developer: 70.0%($5,755,397)Steam: 30.0%($2,466,599)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,466,599
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

78%positive
15,303Total Reviews
11,936positive (78%)
3,367negative (22%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    15,303 reviews and a 78% 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 LEGO® Worlds, we use a midpoint multiplier of ×32 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 $17 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 $8,221,996 in gross revenue into roughly $5,755,397 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$16.79

List price $29.99

Boxleiter multiplier

×32

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for LEGO® Worlds use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x32 and a calibrated average sale price of $17 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: $8,221,996

To developer

$5,755,397

To developer: 70.0%

$5,755,397

Platform fee: 30.0%

$2,466,599

Epic Games Store

Gross revenue baseline: $8,221,996

To developer

$7,355,356

To developer: 89.5%

$7,355,356

Platform fee: 10.5%

$866,640

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.5%.

GOG

Gross revenue baseline: $8,221,996

To developer

$5,755,397

To developer: 70.0%

$5,755,397

Platform fee: 30.0%

$2,466,599

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

Genre Market Position

Top 39% by revenue in Adventure
39%

Top 39% of Adventure games

by estimated revenue

0%◆ Median100%

116

Top Games Tracked

$5.8M

Median (tracked top games)

$23.2M

Mean (tracked top games)

LEGO® Worlds ranks in the top 39% of 116 tracked adventure 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

17h avg3.5h median

17h

Average Playtime

3.5h

Median Playtime

0.3h

Recent Activity (2 Weeks)

A median playtime of 3.5h and average of 17h suggest a dedicated core community playing this adventure game well beyond the typical player.

Current Activity2% still active

Game Details

Dataset updated: April 18, 2026

DeveloperTT Games
PublisherWarner Bros. Interactive Entertainment
Release DateMarch 6, 2017
Years on Market9 years
Current Price$29.99
Calibrated Avg. Selling Price$16.79
GenreAdventure
Peak Players43
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has LEGO® Worlds earned on Steam?

Based on our analysis using the Boxleiter method, we estimate LEGO® Worlds's total gross revenue on Steam at approximately $8,221,996.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $5,138,747
  • Calibrated midpoint (x32): $8,221,996
  • Optimistic estimate (x60): $15,416,242

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

How many copies has LEGO® Worlds sold on Steam?

With 15,303 Steam reviews and a 78% positive rating, we estimate LEGO® Worlds has sold between 306,060 and 918,180 copies, with a best estimate of 489,696.

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 x32 that adjusts for the title's age, price tier, genre, and review profile.

How much does TT Games earn from LEGO® Worlds?

After Steam's tiered platform fee of effectively 30.0%, TT Games keeps an estimated $5,755,397 from LEGO® Worlds's gross revenue of $8,221,996.

Here's the breakdown:

  • Gross Revenue: $8,221,996
  • Steam's Fee (30.0%): -$2,466,599
  • Developer Revenue: $5,755,397

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

What percentage does Steam take from LEGO® Worlds?

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 LEGO® Worlds, with an estimated gross revenue of $8,221,996, this results in an effective rate of 30.0%. Steam keeps approximately $2,466,599 and TT Games receives $5,755,397.

How accurate are these revenue estimates for LEGO® Worlds?

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 ($5,138,747 to $15,416,242) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x32) and a calibrated ASP of $17.

What would LEGO® Worlds earn on Epic Games Store instead?

If LEGO® Worlds generated the same gross revenue on the Epic Games Store, TT Games would keep approximately $7,355,356 - that's $1,599,959 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $866,640. 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 $5,755,397.

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 LEGO® Worlds?

According to SteamSpy data, players spend an average of 17 hours in LEGO® Worlds, with a median playtime of 3.5 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.