Longvinter Steam key art
Longvinter cover art

Steam revenue analysis

Longvinter Steam Revenue & Sales Estimates

Uuvana Studios

$3.9MEst. Gross Revenue

209,730 estimated sales, 69% positive reviews, and $2,729,216.49 potentially retained by the developer after Steam's platform fees.

Action69% Positive$19.99

Revenue Overview

$3.9M

Gross Revenue

$2.7M

Developer Revenue

209,730

Est. Copies Sold

$3.9M

Revenue / Year (avg. 1 yr)

$2.6MLow estimate
$3.9MBest estimate
$7.8MHigh estimate

How the revenue splits

Gross Revenue
$3,898,881
Steam Platform Fee(30.0%)
−$1,169,664
Developer Revenue
$2,729,216

Developer vs. Steam

Developer: 70.0%($2,729,216)Steam: 30.0%($1,169,664)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$1,169,664
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

69%positive
6,991Total Reviews
4,824positive (69%)
2,167negative (31%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    6,991 reviews and a 69% 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 Longvinter, we use a midpoint multiplier of ×30 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 30.0%. That turns an estimated $3,898,881 in gross revenue into roughly $2,729,216 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $19.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Longvinter use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x30 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: $3,898,881

To developer

$2,729,216

To developer: 70.0%

$2,729,216

Platform fee: 30.0%

$1,169,664

Epic Games Store

Gross revenue baseline: $3,898,881

To developer

$3,551,015

To developer: 91.1%

$3,551,015

Platform fee: 8.9%

$347,866

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 8.9%.

GOG

Gross revenue baseline: $3,898,881

To developer

$2,729,216

To developer: 70.0%

$2,729,216

Platform fee: 30.0%

$1,169,664

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

Genre Market Position

Top 64% by revenue in Action
64%

Top 64% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Longvinter ranks in the top 64% 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

33h avg4h median

33h

Average Playtime

4h

Median Playtime

A median playtime of 4h and average of 33h suggest a dedicated core community playing this action game well beyond the typical player.

Game Details

Dataset updated: April 18, 2026

DeveloperUuvana Studios
PublisherUuvana Studios
Release Date
Years on Market1 year
Current Price$19.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players319
SteamSpy Owners100,000 .. 200,000

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Frequently Asked Questions

How much has Longvinter earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Longvinter's total gross revenue on Steam at approximately $3,898,881.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $2,599,254
  • Calibrated midpoint (x30): $3,898,881
  • Optimistic estimate (x60): $7,797,761

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

How many copies has Longvinter sold on Steam?

With 6,991 Steam reviews and a 69% positive rating, we estimate Longvinter has sold between 139,820 and 419,460 copies, with a best estimate of 209,730.

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 x30 that adjusts for the title's age, price tier, genre, and review profile.

How much does Uuvana Studios earn from Longvinter?

After Steam's tiered platform fee of effectively 30.0%, Uuvana Studios keeps an estimated $2,729,216 from Longvinter's gross revenue of $3,898,881.

Here's the breakdown:

  • Gross Revenue: $3,898,881
  • Steam's Fee (30.0%): -$1,169,664
  • Developer Revenue: $2,729,216

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

What percentage does Steam take from Longvinter?

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 Longvinter, with an estimated gross revenue of $3,898,881, this results in an effective rate of 30.0%. Steam keeps approximately $1,169,664 and Uuvana Studios receives $2,729,216.

How accurate are these revenue estimates for Longvinter?

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 ($2,599,254 to $7,797,761) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $19.

What would Longvinter earn on Epic Games Store instead?

If Longvinter generated the same gross revenue on the Epic Games Store, Uuvana Studios would keep approximately $3,551,015 - that's $821,799 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $347,866. 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 $2,729,216.

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 Longvinter?

According to SteamSpy data, players spend an average of 33 hours in Longvinter, with a median playtime of 4 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.