Sea of Stars Steam key art
Sea of Stars cover art

Steam revenue analysis

Sea of Stars Steam Revenue & Sales Estimates

Sabotage Studio

$11.4MEst. Gross Revenue

342,846 estimated sales, 89% positive reviews, and $8,047,150.78 potentially retained by the developer after Steam's platform fees.

Action89% Positive$34.99

Revenue Overview

$11.4M

Gross Revenue

$8M

Developer Revenue

342,846

Est. Copies Sold

$11.4M

Revenue / Year (avg. 1 yr)

$8.4MLow estimate
$11.4MBest estimate
$25.3MHigh estimate

How the revenue splits

Gross Revenue
$11,396,201
Steam Platform Fee(29.4%)
−$3,349,050
Developer Revenue
$8,047,151

Developer vs. Steam

Developer: 70.6%($8,047,151)Steam: 29.4%($3,349,050)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$349,050
Tier 3 ($50M+) (20%)

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

How we estimate this

89%positive
12,698Total Reviews
11,301positive (89%)
1,397negative (11%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    12,698 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 Sea of Stars, 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 $35, we estimate a realized average sale price of $33 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 29.4%. That turns an estimated $11,396,201 in gross revenue into roughly $8,047,151 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$33.24

List price $34.99

Boxleiter multiplier

×27

Range ×20–×60

Effective Steam fee

29.4%

Tiered 30 / 25 / 20%

Revenue estimates for Sea of Stars 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 $33 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: $11,396,201

To developer

$8,047,151

To developer: 70.6%

$8,047,151

Platform fee: 29.4%

$3,349,050

Epic Games Store

Gross revenue baseline: $11,396,201

To developer

$10,148,657

To developer: 89.1%

$10,148,657

Platform fee: 10.9%

$1,247,544

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.9%.

GOG

Gross revenue baseline: $11,396,201

To developer

$7,977,341

To developer: 70.0%

$7,977,341

Platform fee: 30.0%

$3,418,860

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

Genre Market Position

Top 31% by revenue in Action
31%

Top 31% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Sea of Stars ranks in the top 31% 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

18h avg10.4h median

18h

Average Playtime

10.4h

Median Playtime

0.6h

Recent Activity (2 Weeks)

Sea of Stars keeps players engaged for an average of 18 hours – solid engagement for a action game.

Current Activity3% still active

Game Details

Dataset updated: April 18, 2026

DeveloperSabotage Studio
PublisherSabotage Studio
Release Date
Years on Market1 year
Current Price$34.99
Calibrated Avg. Selling Price$33.24
GenreAction
Peak Players509
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has Sea of Stars earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Sea of Stars's total gross revenue on Steam at approximately $11,396,201.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $8,441,630
  • Calibrated midpoint (x27): $11,396,201
  • Optimistic estimate (x60): $25,324,891

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

How many copies has Sea of Stars sold on Steam?

With 12,698 Steam reviews and a 89% positive rating, we estimate Sea of Stars has sold between 253,960 and 761,880 copies, with a best estimate of 342,846.

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 Sabotage Studio earn from Sea of Stars?

After Steam's tiered platform fee of effectively 29.4%, Sabotage Studio keeps an estimated $8,047,151 from Sea of Stars's gross revenue of $11,396,201.

Here's the breakdown:

  • Gross Revenue: $11,396,201
  • Steam's Fee (29.4%): -$3,349,050
  • Developer Revenue: $8,047,151

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

What percentage does Steam take from Sea of Stars?

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 Sea of Stars, with an estimated gross revenue of $11,396,201, this results in an effective rate of 29.4%. Steam keeps approximately $3,349,050 and Sabotage Studio receives $8,047,151.

How accurate are these revenue estimates for Sea of Stars?

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 ($8,441,630 to $25,324,891) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x27) and a calibrated ASP of $33.

What would Sea of Stars earn on Epic Games Store instead?

If Sea of Stars generated the same gross revenue on the Epic Games Store, Sabotage Studio would keep approximately $10,148,657 - that's $2,101,506 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,247,544. 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 $7,977,341.

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 Sea of Stars?

According to SteamSpy data, players spend an average of 18 hours in Sea of Stars, with a median playtime of 10.4 hours. This indicates solid player engagement.