Session: Skate Sim Steam key art
Session: Skate Sim cover art

Steam revenue analysis

Session: Skate Sim Steam Revenue & Sales Estimates

crea-ture Studios Inc. · Nacon

$12.9MEst. Gross Revenue

460,768 estimated sales, 83% positive reviews, and $9,172,672.24 potentially retained by the developer after Steam's platform fees.

Indie83% Positive$9.99

Revenue Overview

$12.9M

Gross Revenue

$9.2M

Developer Revenue

460,768

Est. Copies Sold

$3.2M

Revenue / Year (avg. 4 yr)

$8.1MLow estimate
$12.9MBest estimate
$24.2MHigh estimate

How the revenue splits

Gross Revenue
$12,896,896
Steam Platform Fee(28.9%)
−$3,724,224
Developer Revenue
$9,172,672

Developer vs. Steam

Developer: 71.1%($9,172,672)Steam: 28.9%($3,724,224)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$724,224
Tier 3 ($50M+) (20%)

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

How we estimate this

83%positive
14,399Total Reviews
11,951positive (83%)
2,448negative (17%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    14,399 reviews and a 83% 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 Session: Skate Sim, we use a midpoint multiplier of ×32 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 $28 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 28.9%. That turns an estimated $12,896,896 in gross revenue into roughly $9,172,672 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$27.99

List price $9.99

Boxleiter multiplier

×32

Range ×20–×60

Effective Steam fee

28.9%

Tiered 30 / 25 / 20%

Revenue estimates for Session: Skate Sim use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x32 and a calibrated average sale price of $28 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: $12,896,896

To developer

$9,172,672

To developer: 71.1%

$9,172,672

Platform fee: 28.9%

$3,724,224

Epic Games Store

Gross revenue baseline: $12,896,896

To developer

$11,469,269

To developer: 88.9%

$11,469,269

Platform fee: 11.1%

$1,427,628

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.1%.

GOG

Gross revenue baseline: $12,896,896

To developer

$9,027,827

To developer: 70.0%

$9,027,827

Platform fee: 30.0%

$3,869,069

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

Genre Market Position

Top 37% by revenue in Indie
37%

Top 37% of Indie games

by estimated revenue

0%◆ Median100%

59

Top Games Tracked

$7.6M

Median (tracked top games)

$27.4M

Mean (tracked top games)

Session: Skate Sim ranks in the top 37% of 59 tracked indie 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

21.5h avg6.9h median

21.5h

Average Playtime

6.9h

Median Playtime

0.2h

Recent Activity (2 Weeks)

A median playtime of 6.9h and average of 21.5h suggest a dedicated core community playing this indie game well beyond the typical player.

Current Activity1% still active

Game Details

Dataset updated: April 18, 2026

Developercrea-ture Studios Inc.
PublisherNacon
Release DateSeptember 21, 2022
Years on Market4 years
Current Price$9.99
Calibrated Avg. Selling Price$27.99
GenreIndie
Peak Players262
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has Session: Skate Sim earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Session: Skate Sim's total gross revenue on Steam at approximately $12,896,896.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $8,060,560
  • Calibrated midpoint (x32): $12,896,896
  • Optimistic estimate (x60): $24,181,681

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

How many copies has Session: Skate Sim sold on Steam?

With 14,399 Steam reviews and a 83% positive rating, we estimate Session: Skate Sim has sold between 287,980 and 863,940 copies, with a best estimate of 460,768.

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 x32 that adjusts for the title's age, price tier, genre, and review profile.

How much does crea-ture Studios Inc. earn from Session: Skate Sim?

After Steam's tiered platform fee of effectively 28.9%, crea-ture Studios Inc. keeps an estimated $9,172,672 from Session: Skate Sim's gross revenue of $12,896,896.

Here's the breakdown:

  • Gross Revenue: $12,896,896
  • Steam's Fee (28.9%): -$3,724,224
  • Developer Revenue: $9,172,672

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

What percentage does Steam take from Session: Skate Sim?

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 Session: Skate Sim, with an estimated gross revenue of $12,896,896, this results in an effective rate of 28.9%. Steam keeps approximately $3,724,224 and crea-ture Studios Inc. receives $9,172,672.

How accurate are these revenue estimates for Session: Skate Sim?

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 ($8,060,560 to $24,181,681) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x32) and a calibrated ASP of $28.

What would Session: Skate Sim earn on Epic Games Store instead?

If Session: Skate Sim generated the same gross revenue on the Epic Games Store, crea-ture Studios Inc. would keep approximately $11,469,269 - that's $2,296,597 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,427,628. 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 $9,027,827.

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 Session: Skate Sim?

According to SteamSpy data, players spend an average of 21.5 hours in Session: Skate Sim, with a median playtime of 6.9 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.