Supreme Commander 2 Steam key art
Supreme Commander 2 cover art

Steam revenue analysis

Supreme Commander 2 Steam Revenue & Sales Estimates

Gas Powered Games · Square Enix

$4.3MEst. Gross Revenue

360,499 estimated sales, 88% positive reviews, and $2,982,768.73 potentially retained by the developer after Steam's platform fees.

Action88% Positive$12.99

Revenue Overview

$4.3M

Gross Revenue

$3M

Developer Revenue

360,499

Est. Copies Sold

$4.3M

Revenue / Year (avg. 1 yr)

$2.9MLow estimate
$4.3MBest estimate
$8.8MHigh estimate

How the revenue splits

Gross Revenue
$4,261,098
Steam Platform Fee(30.0%)
−$1,278,329
Developer Revenue
$2,982,769

Developer vs. Steam

Developer: 70.0%($2,982,769)Steam: 30.0%($1,278,329)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$1,278,329
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

88%positive
12,431Total Reviews
10,939positive (88%)
1,492negative (12%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    12,431 reviews and a 88% 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 Supreme Commander 2, we use a midpoint multiplier of ×29 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 $13, we estimate a realized average sale price of $12 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 $4,261,098 in gross revenue into roughly $2,982,769 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$11.82

List price $12.99

Boxleiter multiplier

×29

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Supreme Commander 2 use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x29 and a calibrated average sale price of $12 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: $4,261,098

To developer

$2,982,769

To developer: 70.0%

$2,982,769

Platform fee: 30.0%

$1,278,329

Epic Games Store

Gross revenue baseline: $4,261,098

To developer

$3,869,766

To developer: 90.8%

$3,869,766

Platform fee: 9.2%

$391,332

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 9.2%.

GOG

Gross revenue baseline: $4,261,098

To developer

$2,982,769

To developer: 70.0%

$2,982,769

Platform fee: 30.0%

$1,278,329

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

Genre Market Position

Top 62% by revenue in Action
62%

Top 62% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

Supreme Commander 2 ranks in the top 62% 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

23.6h avg8.6h median

23.6h

Average Playtime

8.6h

Median Playtime

3.5h

Recent Activity (2 Weeks)

A median playtime of 8.6h and average of 23.6h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity15% still active

Game Details

Dataset updated: April 18, 2026

DeveloperGas Powered Games
PublisherSquare Enix
Release Date
Years on Market1 year
Current Price$12.99
Calibrated Avg. Selling Price$11.82
GenreAction
Peak Players182
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has Supreme Commander 2 earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Supreme Commander 2's total gross revenue on Steam at approximately $4,261,098.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $2,938,688
  • Calibrated midpoint (x29): $4,261,098
  • Optimistic estimate (x60): $8,816,065

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

How many copies has Supreme Commander 2 sold on Steam?

With 12,431 Steam reviews and a 88% positive rating, we estimate Supreme Commander 2 has sold between 248,620 and 745,860 copies, with a best estimate of 360,499.

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 x29 that adjusts for the title's age, price tier, genre, and review profile.

How much does Gas Powered Games earn from Supreme Commander 2?

After Steam's tiered platform fee of effectively 30.0%, Gas Powered Games keeps an estimated $2,982,769 from Supreme Commander 2's gross revenue of $4,261,098.

Here's the breakdown:

  • Gross Revenue: $4,261,098
  • Steam's Fee (30.0%): -$1,278,329
  • Developer Revenue: $2,982,769

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

What percentage does Steam take from Supreme Commander 2?

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 Supreme Commander 2, with an estimated gross revenue of $4,261,098, this results in an effective rate of 30.0%. Steam keeps approximately $1,278,329 and Gas Powered Games receives $2,982,769.

How accurate are these revenue estimates for Supreme Commander 2?

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 ($2,938,688 to $8,816,065) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x29) and a calibrated ASP of $12.

What would Supreme Commander 2 earn on Epic Games Store instead?

If Supreme Commander 2 generated the same gross revenue on the Epic Games Store, Gas Powered Games would keep approximately $3,869,766 - that's $886,998 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $391,332. 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 $2,982,769.

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 Supreme Commander 2?

According to SteamSpy data, players spend an average of 23.6 hours in Supreme Commander 2, with a median playtime of 8.6 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.