Quake Live Steam key art
Quake Live cover art

Steam revenue analysis

Quake Live Steam Revenue & Sales Estimates

id Software · Bethesda Softworks

$2.8MEst. Gross Revenue

599,703 estimated sales, 87% positive reviews, and $1,931,043.66 potentially retained by the developer after Steam's platform fees.

Action87% Positive$9.99

Revenue Overview

$2.8M

Gross Revenue

$1.9M

Developer Revenue

599,703

Est. Copies Sold

$229.9K

Revenue / Year (avg. 12 yr)

$1.4MLow estimate
$2.8MBest estimate
$4.2MHigh estimate

How the revenue splits

Gross Revenue
$2,758,634
Steam Platform Fee(30.0%)
−$827,590
Developer Revenue
$1,931,044

Developer vs. Steam

Developer: 70.0%($1,931,044)Steam: 30.0%($827,590)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$827,590
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

87%positive
15,377Total Reviews
13,378positive (87%)
1,999negative (13%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    15,377 reviews and a 87% 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 Quake Live, we use a midpoint multiplier of ×39 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 $10, we estimate a realized average sale price of $5 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 $2,758,634 in gross revenue into roughly $1,931,044 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$4.60

List price $9.99

Boxleiter multiplier

×39

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Quake Live use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x39 and a calibrated average sale price of $5 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: $2,758,634

To developer

$1,931,044

To developer: 70.0%

$1,931,044

Platform fee: 30.0%

$827,590

Epic Games Store

Gross revenue baseline: $2,758,634

To developer

$2,547,598

To developer: 92.3%

$2,547,598

Platform fee: 7.7%

$211,036

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 7.7%.

GOG

Gross revenue baseline: $2,758,634

To developer

$1,931,044

To developer: 70.0%

$1,931,044

Platform fee: 30.0%

$827,590

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

Genre Market Position

Top 76% by revenue in Action
76%

Top 76% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Quake Live ranks in the top 76% 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

15.3h avg1.1h median

15.3h

Average Playtime

1.1h

Median Playtime

A median playtime of 1.1h and average of 15.3h suggest a dedicated core community playing this action game well beyond the typical player.

Game Details

Dataset updated: April 18, 2026

Developerid Software
PublisherBethesda Softworks
Release DateSeptember 16, 2014
Years on Market12 years
Current Price$9.99
Calibrated Avg. Selling Price$4.60
GenreAction
Peak Players297
SteamSpy Owners2,000,000 .. 5,000,000

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Frequently Asked Questions

How much has Quake Live earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Quake Live's total gross revenue on Steam at approximately $2,758,634.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $1,414,684
  • Calibrated midpoint (x39): $2,758,634
  • Optimistic estimate (x60): $4,244,052

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

How many copies has Quake Live sold on Steam?

With 15,377 Steam reviews and a 87% positive rating, we estimate Quake Live has sold between 307,540 and 922,620 copies, with a best estimate of 599,703.

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 x39 that adjusts for the title's age, price tier, genre, and review profile.

How much does id Software earn from Quake Live?

After Steam's tiered platform fee of effectively 30.0%, id Software keeps an estimated $1,931,044 from Quake Live's gross revenue of $2,758,634.

Here's the breakdown:

  • Gross Revenue: $2,758,634
  • Steam's Fee (30.0%): -$827,590
  • Developer Revenue: $1,931,044

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

What percentage does Steam take from Quake Live?

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 Quake Live, with an estimated gross revenue of $2,758,634, this results in an effective rate of 30.0%. Steam keeps approximately $827,590 and id Software receives $1,931,044.

How accurate are these revenue estimates for Quake Live?

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 ($1,414,684 to $4,244,052) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x39) and a calibrated ASP of $5.

What would Quake Live earn on Epic Games Store instead?

If Quake Live generated the same gross revenue on the Epic Games Store, id Software would keep approximately $2,547,598 - that's $616,554 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $211,036. 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 $1,931,044.

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 Quake Live?

According to SteamSpy data, players spend an average of 15.3 hours in Quake Live, with a median playtime of 1.1 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.