RollerCoaster Tycoon® 2: Triple Thrill Pack Steam key art
RollerCoaster Tycoon® 2: Triple Thrill Pack cover art

Steam revenue analysis

RollerCoaster Tycoon® 2: Triple Thrill Pack Steam Revenue & Sales Estimates

Chris Sawyer Productions · Atari

$1.1MEst. Gross Revenue

223,245 estimated sales, 89% positive reviews, and $765,730.35 potentially retained by the developer after Steam's platform fees.

Simulation89% Positive$2.49

Revenue Overview

$1.1M

Gross Revenue

$765.7K

Developer Revenue

223,245

Est. Copies Sold

$91.2K

Revenue / Year (avg. 12 yr)

$533.6KLow estimate
$1.1MBest estimate
$1.6MHigh estimate

How the revenue splits

Gross Revenue
$1,093,901
Steam Platform Fee(30.0%)
−$328,170
Developer Revenue
$765,730

Developer vs. Steam

Developer: 70.0%($765,730)Steam: 30.0%($328,170)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$328,170
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

89%positive
5,445Total Reviews
4,846positive (89%)
599negative (11%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    5,445 reviews and a 89% 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 RollerCoaster Tycoon® 2: Triple Thrill Pack, we use a midpoint multiplier of ×41 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 $2, 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 $1,093,901 in gross revenue into roughly $765,730 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$4.90

List price $2.49

Boxleiter multiplier

×41

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for RollerCoaster Tycoon® 2: Triple Thrill Pack use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x41 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: $1,093,901

To developer

$765,730

To developer: 70.0%

$765,730

Platform fee: 30.0%

$328,170

Epic Games Store

Gross revenue baseline: $1,093,901

To developer

$1,082,632

To developer: 99.0%

$1,082,632

Platform fee: 1.0%

$11,268

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 1.0%.

GOG

Gross revenue baseline: $1,093,901

To developer

$765,730

To developer: 70.0%

$765,730

Platform fee: 30.0%

$328,170

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

Genre Market Position

Top 97% by revenue in Simulation
97%

Top 97% of Simulation games

by estimated revenue

0%◆ Median100%

40

Top Games Tracked

$17.6M

Median (tracked top games)

$45.4M

Mean (tracked top games)

RollerCoaster Tycoon® 2: Triple Thrill Pack ranks in the top 97% of 40 tracked simulation 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

8.4h avg0.7h median

8.4h

Average Playtime

0.7h

Median Playtime

9.9h

Recent Activity (2 Weeks)

A median playtime of 0.7h and average of 8.4h suggest a dedicated core community playing this simulation game well beyond the typical player.

Current Activity100% still active

Game Details

Dataset updated: April 18, 2026

DeveloperChris Sawyer Productions
PublisherAtari
Release DateMay 20, 2014
Years on Market12 years
Current Price$2.49
Calibrated Avg. Selling Price$4.90
GenreSimulation
Peak Players96
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has RollerCoaster Tycoon® 2: Triple Thrill Pack earned on Steam?

Based on our analysis using the Boxleiter method, we estimate RollerCoaster Tycoon® 2: Triple Thrill Pack's total gross revenue on Steam at approximately $1,093,901.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $533,610
  • Calibrated midpoint (x41): $1,093,901
  • Optimistic estimate (x60): $1,600,830

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

How many copies has RollerCoaster Tycoon® 2: Triple Thrill Pack sold on Steam?

With 5,445 Steam reviews and a 89% positive rating, we estimate RollerCoaster Tycoon® 2: Triple Thrill Pack has sold between 108,900 and 326,700 copies, with a best estimate of 223,245.

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 x41 that adjusts for the title's age, price tier, genre, and review profile.

How much does Chris Sawyer Productions earn from RollerCoaster Tycoon® 2: Triple Thrill Pack?

After Steam's tiered platform fee of effectively 30.0%, Chris Sawyer Productions keeps an estimated $765,730 from RollerCoaster Tycoon® 2: Triple Thrill Pack's gross revenue of $1,093,901.

Here's the breakdown:

  • Gross Revenue: $1,093,901
  • Steam's Fee (30.0%): -$328,170
  • Developer Revenue: $765,730

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

What percentage does Steam take from RollerCoaster Tycoon® 2: Triple Thrill Pack?

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 RollerCoaster Tycoon® 2: Triple Thrill Pack, with an estimated gross revenue of $1,093,901, this results in an effective rate of 30.0%. Steam keeps approximately $328,170 and Chris Sawyer Productions receives $765,730.

How accurate are these revenue estimates for RollerCoaster Tycoon® 2: Triple Thrill Pack?

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 ($533,610 to $1,600,830) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x41) and a calibrated ASP of $5.

What would RollerCoaster Tycoon® 2: Triple Thrill Pack earn on Epic Games Store instead?

If RollerCoaster Tycoon® 2: Triple Thrill Pack generated the same gross revenue on the Epic Games Store, Chris Sawyer Productions would keep approximately $1,082,632 - that's $316,902 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $11,268. 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 $765,730.

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 RollerCoaster Tycoon® 2: Triple Thrill Pack?

According to SteamSpy data, players spend an average of 8.4 hours in RollerCoaster Tycoon® 2: Triple Thrill Pack, with a median playtime of 0.7 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.