SpeedRunners Steam key art
SpeedRunners cover art

Steam revenue analysis

SpeedRunners Steam Revenue & Sales Estimates

DoubleDutch Games · tinyBuild

$8.9MEst. Gross Revenue

1,285,900 estimated sales, 94% positive reviews, and $6,210,897.00 potentially retained by the developer after Steam's platform fees.

Action94% Positive$14.99

Revenue Overview

$8.9M

Gross Revenue

$6.2M

Developer Revenue

1,285,900

Est. Copies Sold

$887.3K

Revenue / Year (avg. 10 yr)

$5.1MLow estimate
$8.9MBest estimate
$15.2MHigh estimate

How the revenue splits

Gross Revenue
$8,872,710
Steam Platform Fee(30.0%)
−$2,661,813
Developer Revenue
$6,210,897

Developer vs. Steam

Developer: 70.0%($6,210,897)Steam: 30.0%($2,661,813)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,661,813
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

94%positive
36,740Total Reviews
34,536positive (94%)
2,204negative (6%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    36,740 reviews and a 94% 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 SpeedRunners, we use a midpoint multiplier of ×35 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 $15, we estimate a realized average sale price of $7 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 $8,872,710 in gross revenue into roughly $6,210,897 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$6.90

List price $14.99

Boxleiter multiplier

×35

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for SpeedRunners use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x35 and a calibrated average sale price of $7 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: $8,872,710

To developer

$6,210,897

To developer: 70.0%

$6,210,897

Platform fee: 30.0%

$2,661,813

Epic Games Store

Gross revenue baseline: $8,872,710

To developer

$7,927,985

To developer: 89.4%

$7,927,985

Platform fee: 10.6%

$944,725

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.6%.

GOG

Gross revenue baseline: $8,872,710

To developer

$6,210,897

To developer: 70.0%

$6,210,897

Platform fee: 30.0%

$2,661,813

* 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 Action
37%

Top 37% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

SpeedRunners ranks in the top 37% 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

16.9h avg4.7h median

16.9h

Average Playtime

4.7h

Median Playtime

0.8h

Recent Activity (2 Weeks)

A median playtime of 4.7h and average of 16.9h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity5% still active

Game Details

Dataset updated: April 18, 2026

DeveloperDoubleDutch Games
PublishertinyBuild
Release DateApril 18, 2016
Years on Market10 years
Current Price$14.99
Calibrated Avg. Selling Price$6.90
GenreAction
Peak Players195
SteamSpy Owners2,000,000 .. 5,000,000

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Frequently Asked Questions

How much has SpeedRunners earned on Steam?

Based on our analysis using the Boxleiter method, we estimate SpeedRunners's total gross revenue on Steam at approximately $8,872,710.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $5,070,120
  • Calibrated midpoint (x35): $8,872,710
  • Optimistic estimate (x60): $15,210,360

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

How many copies has SpeedRunners sold on Steam?

With 36,740 Steam reviews and a 94% positive rating, we estimate SpeedRunners has sold between 734,800 and 2,204,400 copies, with a best estimate of 1,285,900.

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 x35 that adjusts for the title's age, price tier, genre, and review profile.

How much does DoubleDutch Games earn from SpeedRunners?

After Steam's tiered platform fee of effectively 30.0%, DoubleDutch Games keeps an estimated $6,210,897 from SpeedRunners's gross revenue of $8,872,710.

Here's the breakdown:

  • Gross Revenue: $8,872,710
  • Steam's Fee (30.0%): -$2,661,813
  • Developer Revenue: $6,210,897

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

What percentage does Steam take from SpeedRunners?

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 SpeedRunners, with an estimated gross revenue of $8,872,710, this results in an effective rate of 30.0%. Steam keeps approximately $2,661,813 and DoubleDutch Games receives $6,210,897.

How accurate are these revenue estimates for SpeedRunners?

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 ($5,070,120 to $15,210,360) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x35) and a calibrated ASP of $7.

What would SpeedRunners earn on Epic Games Store instead?

If SpeedRunners generated the same gross revenue on the Epic Games Store, DoubleDutch Games would keep approximately $7,927,985 - that's $1,717,088 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $944,725. 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 $6,210,897.

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 SpeedRunners?

According to SteamSpy data, players spend an average of 16.9 hours in SpeedRunners, with a median playtime of 4.7 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.