Schedule I Steam key art
Schedule I cover art

Steam revenue analysis

Schedule I Steam Revenue & Sales Estimates

TVGS

$93.6MEst. Gross Revenue

5,509,107 estimated sales, 98% positive reviews, and $71,879,782.34 potentially retained by the developer after Steam's platform fees.

Action98% Positive$19.99

Revenue Overview

$93.6M

Gross Revenue

$71.9M

Developer Revenue

5,509,107

Est. Copies Sold

$93.6M

Revenue / Year (avg. 1 yr)

$69.3MLow estimate
$93.6MBest estimate
$208MHigh estimate

How the revenue splits

Gross Revenue
$93,599,728
Steam Platform Fee(23.2%)
−$21,719,946
Developer Revenue
$71,879,782

Developer vs. Steam

Developer: 76.8%($71,879,782)Steam: 23.2%($21,719,946)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$10,000,000
Tier 3 ($50M+) (20%)$8,719,946

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

How we estimate this

98%positive
204,041Total Reviews
199,960positive (98%)
4,081negative (2%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    204,041 reviews and a 98% 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 Schedule I, we use a midpoint multiplier of ×27 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 $17 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 23.2%. That turns an estimated $93,599,728 in gross revenue into roughly $71,879,782 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$16.99

List price $19.99

Boxleiter multiplier

×27

Range ×20–×60

Effective Steam fee

23.2%

Tiered 30 / 25 / 20%

Revenue estimates for Schedule I use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x27 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: $93,599,728

To developer

$71,879,782

To developer: 76.8%

$71,879,782

Platform fee: 23.2%

$21,719,946

Epic Games Store

Gross revenue baseline: $93,599,728

To developer

$82,487,761

To developer: 88.1%

$82,487,761

Platform fee: 11.9%

$11,111,967

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.9%.

GOG

Gross revenue baseline: $93,599,728

To developer

$65,519,810

To developer: 70.0%

$65,519,810

Platform fee: 30.0%

$28,079,918

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

Genre Market Position

Top 4% by revenue in Action
4%

Top 4% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Schedule I ranks in the top 4% of 2141 tracked action top-sellers, with estimated revenue 16× 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

29.1h avg19.5h median

29.1h

Average Playtime

19.5h

Median Playtime

6h

Recent Activity (2 Weeks)

Schedule I keeps players engaged for an average of 29.1 hours – solid engagement for a action game.

Current Activity21% still active

Game Details

Dataset updated: April 18, 2026

DeveloperTVGS
PublisherTVGS
Release DateMarch 23, 2025
Years on Market1 year
Current Price$19.99
Calibrated Avg. Selling Price$16.99
GenreAction
Peak Players22,757
SteamSpy Owners10,000,000 .. 20,000,000

Features

Single-playerMulti-playerCo-opOnline Co-opSteam AchievementsAdjustable Text SizeCamera ComfortCustom Volume ControlsPlayable without Timed InputSave AnytimeStereo SoundSteam CloudFamily Sharing

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Frequently Asked Questions

How much has Schedule I earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Schedule I's total gross revenue on Steam at approximately $93,599,728.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $69,333,132
  • Calibrated midpoint (x27): $93,599,728
  • Optimistic estimate (x60): $207,999,395

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

How many copies has Schedule I sold on Steam?

With 204,041 Steam reviews and a 98% positive rating, we estimate Schedule I has sold between 4,080,820 and 12,242,460 copies, with a best estimate of 5,509,107.

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 x27 that adjusts for the title's age, price tier, genre, and review profile.

How much does TVGS earn from Schedule I?

After Steam's tiered platform fee of effectively 23.2%, TVGS keeps an estimated $71,879,782 from Schedule I's gross revenue of $93,599,728.

Here's the breakdown:

  • Gross Revenue: $93,599,728
  • Steam's Fee (23.2%): -$21,719,946
  • Developer Revenue: $71,879,782

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

What percentage does Steam take from Schedule I?

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 Schedule I, with an estimated gross revenue of $93,599,728, this results in an effective rate of 23.2%. Steam keeps approximately $21,719,946 and TVGS receives $71,879,782.

How accurate are these revenue estimates for Schedule I?

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 ($69,333,132 to $207,999,395) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x27) and a calibrated ASP of $17.

What would Schedule I earn on Epic Games Store instead?

If Schedule I generated the same gross revenue on the Epic Games Store, TVGS would keep approximately $82,487,761 - that's $10,607,978 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $11,111,967. 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 $65,519,810.

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 Schedule I?

According to SteamSpy data, players spend an average of 29.1 hours in Schedule I, with a median playtime of 19.5 hours. This indicates solid player engagement.