SUPERHOT VR Steam key art
SUPERHOT VR cover art

Steam revenue analysis

SUPERHOT VR Steam Revenue & Sales Estimates

SUPERHOT Team

$7.1MEst. Gross Revenue

307,470 estimated sales, 75% positive reviews, and $5,001,921.96 potentially retained by the developer after Steam's platform fees.

Action75% Positive$9.99MC 83

Revenue Overview

$7.1M

Gross Revenue

$5M

Developer Revenue

307,470

Est. Copies Sold

$7.1M

Revenue / Year (avg. 1 yr)

$4.8MLow estimate
$7.1MBest estimate
$14.3MHigh estimate

How the revenue splits

Gross Revenue
$7,145,603
Steam Platform Fee(30.0%)
−$2,143,681
Developer Revenue
$5,001,922

Developer vs. Steam

Developer: 70.0%($5,001,922)Steam: 30.0%($2,143,681)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$2,143,681
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

75%positive
10,249Total Reviews
7,687positive (75%)
2,562negative (25%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    10,249 reviews and a 75% 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 SUPERHOT VR, we use a midpoint multiplier of ×30 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 $23 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 $7,145,603 in gross revenue into roughly $5,001,922 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$23.24

List price $9.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for SUPERHOT VR use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x30 and a calibrated average sale price of $23 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: $7,145,603

To developer

$5,001,922

To developer: 70.0%

$5,001,922

Platform fee: 30.0%

$2,143,681

Epic Games Store

Gross revenue baseline: $7,145,603

To developer

$6,408,130

To developer: 89.7%

$6,408,130

Platform fee: 10.3%

$737,472

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 10.3%.

GOG

Gross revenue baseline: $7,145,603

To developer

$5,001,922

To developer: 70.0%

$5,001,922

Platform fee: 30.0%

$2,143,681

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

Genre Market Position

Top 44% by revenue in Action
44%

Top 44% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

SUPERHOT VR ranks in the top 44% 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

3.9h avg2.2h median

3.9h

Average Playtime

2.2h

Median Playtime

2.7h

Recent Activity (2 Weeks)

SUPERHOT VR keeps players engaged for an average of 3.9 hours – solid engagement for a action game.

Current Activity69% still active

Game Details

Dataset updated: April 18, 2026

DeveloperSUPERHOT Team
PublisherSUPERHOT Team
Release Date
Years on Market1 year
Current Price$9.99
Calibrated Avg. Selling Price$23.24
GenreAction
Peak Players30
SteamSpy Owners1,000,000 .. 2,000,000

Features

Single-playerSteam AchievementsTracked Controller SupportVR SupportedSteamVR CollectiblesSteam LeaderboardsFamily Sharing

Want to estimate revenue for a different game?

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Frequently Asked Questions

How much has SUPERHOT VR earned on Steam?

Based on our analysis using the Boxleiter method, we estimate SUPERHOT VR's total gross revenue on Steam at approximately $7,145,603.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $4,763,735
  • Calibrated midpoint (x30): $7,145,603
  • Optimistic estimate (x60): $14,291,206

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

How many copies has SUPERHOT VR sold on Steam?

With 10,249 Steam reviews and a 75% positive rating, we estimate SUPERHOT VR has sold between 204,980 and 614,940 copies, with a best estimate of 307,470.

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 x30 that adjusts for the title's age, price tier, genre, and review profile.

How much does SUPERHOT Team earn from SUPERHOT VR?

After Steam's tiered platform fee of effectively 30.0%, SUPERHOT Team keeps an estimated $5,001,922 from SUPERHOT VR's gross revenue of $7,145,603.

Here's the breakdown:

  • Gross Revenue: $7,145,603
  • Steam's Fee (30.0%): -$2,143,681
  • Developer Revenue: $5,001,922

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

What percentage does Steam take from SUPERHOT VR?

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 SUPERHOT VR, with an estimated gross revenue of $7,145,603, this results in an effective rate of 30.0%. Steam keeps approximately $2,143,681 and SUPERHOT Team receives $5,001,922.

How accurate are these revenue estimates for SUPERHOT VR?

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 ($4,763,735 to $14,291,206) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $23.

What would SUPERHOT VR earn on Epic Games Store instead?

If SUPERHOT VR generated the same gross revenue on the Epic Games Store, SUPERHOT Team would keep approximately $6,408,130 - that's $1,406,209 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $737,472. 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 $5,001,922.

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 SUPERHOT VR?

According to SteamSpy data, players spend an average of 3.9 hours in SUPERHOT VR, with a median playtime of 2.2 hours. This indicates solid player engagement.

What is SUPERHOT VR's Metacritic score?

SUPERHOT VR has a Metacritic score of 83/100, which is considered "generally favorable" by critics. The Steam community rates the game 75% positive based on 10,249 user reviews.