Life is Strange 2 Steam key art
Life is Strange 2 cover art

Steam revenue analysis

Life is Strange 2 Steam Revenue & Sales Estimates

DONTNOD Entertainment, Feral Interactive (Mac), Feral Interactive (Linux) · Square Enix, Feral Interactive (Mac), Feral Interactive (Linux)

$27.8MEst. Gross Revenue

915,850 estimated sales, 86% positive reviews, and $20,353,904.50 potentially retained by the developer after Steam's platform fees.

Action86% Positive$31.96

Revenue Overview

$27.8M

Gross Revenue

$20.4M

Developer Revenue

915,850

Est. Copies Sold

$27.8M

Revenue / Year (avg. 1 yr)

$22.2MLow estimate
$27.8MBest estimate
$66.7MHigh estimate

How the revenue splits

Gross Revenue
$27,805,206
Steam Platform Fee(26.8%)
−$7,451,302
Developer Revenue
$20,353,905

Developer vs. Steam

Developer: 73.2%($20,353,905)Steam: 26.8%($7,451,302)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$4,451,302
Tier 3 ($50M+) (20%)

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

How we estimate this

86%positive
36,634Total Reviews
31,505positive (86%)
5,129negative (14%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    36,634 reviews and a 86% 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 Life is Strange 2, we use a midpoint multiplier of ×25 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 $32, we estimate a realized average sale price of $30 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 26.8%. That turns an estimated $27,805,206 in gross revenue into roughly $20,353,905 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$30.36

List price $31.96

Boxleiter multiplier

×25

Range ×20–×60

Effective Steam fee

26.8%

Tiered 30 / 25 / 20%

Revenue estimates for Life is Strange 2 use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x25 and a calibrated average sale price of $30 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: $27,805,206

To developer

$20,353,905

To developer: 73.2%

$20,353,905

Platform fee: 26.8%

$7,451,302

Epic Games Store

Gross revenue baseline: $27,805,206

To developer

$24,588,581

To developer: 88.4%

$24,588,581

Platform fee: 11.6%

$3,216,625

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.6%.

GOG

Gross revenue baseline: $27,805,206

To developer

$19,463,644

To developer: 70.0%

$19,463,644

Platform fee: 30.0%

$8,341,562

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

Genre Market Position

Top 16% by revenue in Action
16%

Top 16% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Life is Strange 2 ranks in the top 16% of 2141 tracked action top-sellers, with estimated revenue 5× 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

10.5h avg3.6h median

10.5h

Average Playtime

3.6h

Median Playtime

4.3h

Recent Activity (2 Weeks)

A median playtime of 3.6h and average of 10.5h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity41% still active

Game Details

Dataset updated: April 18, 2026

DeveloperDONTNOD Entertainment, Feral Interactive (Mac), Feral Interactive (Linux)
PublisherSquare Enix, Feral Interactive (Mac), Feral Interactive (Linux)
Release Date
Years on Market1 year
Current Price$31.96
Calibrated Avg. Selling Price$30.36
GenreAction
Peak Players153
SteamSpy Owners10,000,000 .. 20,000,000

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Frequently Asked Questions

How much has Life is Strange 2 earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Life is Strange 2's total gross revenue on Steam at approximately $27,805,206.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $22,244,165
  • Calibrated midpoint (x25): $27,805,206
  • Optimistic estimate (x60): $66,732,494

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

How many copies has Life is Strange 2 sold on Steam?

With 36,634 Steam reviews and a 86% positive rating, we estimate Life is Strange 2 has sold between 732,680 and 2,198,040 copies, with a best estimate of 915,850.

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 x25 that adjusts for the title's age, price tier, genre, and review profile.

How much does DONTNOD Entertainment, Feral Interactive (Mac), Feral Interactive (Linux) earn from Life is Strange 2?

After Steam's tiered platform fee of effectively 26.8%, DONTNOD Entertainment, Feral Interactive (Mac), Feral Interactive (Linux) keeps an estimated $20,353,905 from Life is Strange 2's gross revenue of $27,805,206.

Here's the breakdown:

  • Gross Revenue: $27,805,206
  • Steam's Fee (26.8%): -$7,451,302
  • Developer Revenue: $20,353,905

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

What percentage does Steam take from Life is Strange 2?

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 Life is Strange 2, with an estimated gross revenue of $27,805,206, this results in an effective rate of 26.8%. Steam keeps approximately $7,451,302 and DONTNOD Entertainment, Feral Interactive (Mac), Feral Interactive (Linux) receives $20,353,905.

How accurate are these revenue estimates for Life is Strange 2?

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 ($22,244,165 to $66,732,494) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x25) and a calibrated ASP of $30.

What would Life is Strange 2 earn on Epic Games Store instead?

If Life is Strange 2 generated the same gross revenue on the Epic Games Store, DONTNOD Entertainment, Feral Interactive (Mac), Feral Interactive (Linux) would keep approximately $24,588,581 - that's $4,234,677 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $3,216,625. 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 $19,463,644.

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 Life is Strange 2?

According to SteamSpy data, players spend an average of 10.5 hours in Life is Strange 2, with a median playtime of 3.6 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.