shapez Steam key art
shapez cover art

Steam revenue analysis

shapez Steam Revenue & Sales Estimates

Tobias Springer · tobspr Games

$2.8MEst. Gross Revenue

506,197 estimated sales, 96% positive reviews, and $1,980,748.86 potentially retained by the developer after Steam's platform fees.

Casual96% Positive$9.99

Revenue Overview

$2.8M

Gross Revenue

$2M

Developer Revenue

506,197

Est. Copies Sold

$471.6K

Revenue / Year (avg. 6 yr)

$1.5MLow estimate
$2.8MBest estimate
$4.6MHigh estimate

How the revenue splits

Gross Revenue
$2,829,641
Steam Platform Fee(30.0%)
−$848,892
Developer Revenue
$1,980,749

Developer vs. Steam

Developer: 70.0%($1,980,749)Steam: 30.0%($848,892)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$848,892
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

96%positive
13,681Total Reviews
13,134positive (96%)
547negative (4%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    13,681 reviews and a 96% 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 shapez, we use a midpoint multiplier of ×37 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 $6 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 $2,829,641 in gross revenue into roughly $1,980,749 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$5.59

List price $9.99

Boxleiter multiplier

×37

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for shapez use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x37 and a calibrated average sale price of $6 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: $2,829,641

To developer

$1,980,749

To developer: 70.0%

$1,980,749

Platform fee: 30.0%

$848,892

Epic Games Store

Gross revenue baseline: $2,829,641

To developer

$2,610,084

To developer: 92.2%

$2,610,084

Platform fee: 7.8%

$219,557

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 7.8%.

GOG

Gross revenue baseline: $2,829,641

To developer

$1,980,749

To developer: 70.0%

$1,980,749

Platform fee: 30.0%

$848,892

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

Genre Market Position

Top 63% by revenue in Casual
63%

Top 63% of Casual games

by estimated revenue

0%◆ Median100%

38

Top Games Tracked

$5.1M

Median (tracked top games)

$19.1M

Mean (tracked top games)

shapez ranks in the top 63% of 38 tracked casual 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

19.2h avg4.2h median

19.2h

Average Playtime

4.2h

Median Playtime

1.2h

Recent Activity (2 Weeks)

A median playtime of 4.2h and average of 19.2h suggest a dedicated core community playing this casual game well beyond the typical player.

Current Activity6% still active

Game Details

Dataset updated: June 11, 2026

DeveloperTobias Springer
Publishertobspr Games
Release DateJune 6, 2020
Years on Market6 years
Current Price$9.99
Calibrated Avg. Selling Price$5.59
GenreCasual
Peak Players328
SteamSpy Owners200,000 .. 500,000

More Interactive Tools

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Frequently Asked Questions

How much has shapez earned on Steam?

Based on our analysis using the Boxleiter method, we estimate shapez's total gross revenue on Steam at approximately $2,829,641.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $1,529,536
  • Calibrated midpoint (x37): $2,829,641
  • Optimistic estimate (x60): $4,588,607

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

How many copies has shapez sold on Steam?

With 13,681 Steam reviews and a 96% positive rating, we estimate shapez has sold between 273,620 and 820,860 copies, with a best estimate of 506,197.

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 x37 that adjusts for the title's age, price tier, genre, and review profile.

How much does Tobias Springer earn from shapez?

After Steam's tiered platform fee of effectively 30.0%, Tobias Springer keeps an estimated $1,980,749 from shapez's gross revenue of $2,829,641.

Here's the breakdown:

  • Gross Revenue: $2,829,641
  • Steam's Fee (30.0%): -$848,892
  • Developer Revenue: $1,980,749

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

What percentage does Steam take from shapez?

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 shapez, with an estimated gross revenue of $2,829,641, this results in an effective rate of 30.0%. Steam keeps approximately $848,892 and Tobias Springer receives $1,980,749.

How accurate are these revenue estimates for shapez?

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 ($1,529,536 to $4,588,607) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x37) and a calibrated ASP of $6.

What would shapez earn on Epic Games Store instead?

If shapez generated the same gross revenue on the Epic Games Store, Tobias Springer would keep approximately $2,610,084 - that's $629,335 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $219,557. 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 $1,980,749.

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 shapez?

According to SteamSpy data, players spend an average of 19.2 hours in shapez, with a median playtime of 4.2 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.