SWORD ART ONLINE Alicization Lycoris Steam key art
SWORD ART ONLINE Alicization Lycoris cover art

Steam revenue analysis

SWORD ART ONLINE Alicization Lycoris Steam Revenue & Sales Estimates

AQURIA Co., Ltd. · BANDAI NAMCO Entertainment

$3.8MEst. Gross Revenue

202,110 estimated sales, 61% positive reviews, and $2,630,057.43 potentially retained by the developer after Steam's platform fees.

Action61% Positive$19.99

Revenue Overview

$3.8M

Gross Revenue

$2.6M

Developer Revenue

202,110

Est. Copies Sold

$3.8M

Revenue / Year (avg. 1 yr)

$2.5MLow estimate
$3.8MBest estimate
$7.5MHigh estimate

How the revenue splits

Gross Revenue
$3,757,225
Steam Platform Fee(30.0%)
−$1,127,167
Developer Revenue
$2,630,057

Developer vs. Steam

Developer: 70.0%($2,630,057)Steam: 30.0%($1,127,167)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$1,127,167
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

61%positive
6,737Total Reviews
4,110positive (61%)
2,627negative (39%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    6,737 reviews and a 61% 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 SWORD ART ONLINE Alicization Lycoris, 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 $20, we estimate a realized average sale price of $19 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 $3,757,225 in gross revenue into roughly $2,630,057 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$18.59

List price $19.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for SWORD ART ONLINE Alicization Lycoris 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 $19 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: $3,757,225

To developer

$2,630,057

To developer: 70.0%

$2,630,057

Platform fee: 30.0%

$1,127,167

Epic Games Store

Gross revenue baseline: $3,757,225

To developer

$3,426,358

To developer: 91.2%

$3,426,358

Platform fee: 8.8%

$330,867

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 8.8%.

GOG

Gross revenue baseline: $3,757,225

To developer

$2,630,057

To developer: 70.0%

$2,630,057

Platform fee: 30.0%

$1,127,167

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

Genre Market Position

Top 65% by revenue in Action
65%

Top 65% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

SWORD ART ONLINE Alicization Lycoris ranks in the top 65% 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

31h avg9.3h median

31h

Average Playtime

9.3h

Median Playtime

A median playtime of 9.3h and average of 31h suggest a dedicated core community playing this action game well beyond the typical player.

Game Details

Dataset updated: April 18, 2026

DeveloperAQURIA Co., Ltd.
PublisherBANDAI NAMCO Entertainment
Release Date
Years on Market1 year
Current Price$19.99
Calibrated Avg. Selling Price$18.59
GenreAction
Peak Players14
SteamSpy Owners200,000 .. 500,000

Features

Single-playerMulti-playerCo-opOnline Co-opSteam AchievementsFull controller supportSteam CloudSteam LeaderboardsRemote Play on TabletFamily Sharing

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Frequently Asked Questions

How much has SWORD ART ONLINE Alicization Lycoris earned on Steam?

Based on our analysis using the Boxleiter method, we estimate SWORD ART ONLINE Alicization Lycoris's total gross revenue on Steam at approximately $3,757,225.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $2,504,817
  • Calibrated midpoint (x30): $3,757,225
  • Optimistic estimate (x60): $7,514,450

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

How many copies has SWORD ART ONLINE Alicization Lycoris sold on Steam?

With 6,737 Steam reviews and a 61% positive rating, we estimate SWORD ART ONLINE Alicization Lycoris has sold between 134,740 and 404,220 copies, with a best estimate of 202,110.

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 AQURIA Co., Ltd. earn from SWORD ART ONLINE Alicization Lycoris?

After Steam's tiered platform fee of effectively 30.0%, AQURIA Co., Ltd. keeps an estimated $2,630,057 from SWORD ART ONLINE Alicization Lycoris's gross revenue of $3,757,225.

Here's the breakdown:

  • Gross Revenue: $3,757,225
  • Steam's Fee (30.0%): -$1,127,167
  • Developer Revenue: $2,630,057

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

What percentage does Steam take from SWORD ART ONLINE Alicization Lycoris?

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 SWORD ART ONLINE Alicization Lycoris, with an estimated gross revenue of $3,757,225, this results in an effective rate of 30.0%. Steam keeps approximately $1,127,167 and AQURIA Co., Ltd. receives $2,630,057.

How accurate are these revenue estimates for SWORD ART ONLINE Alicization Lycoris?

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 ($2,504,817 to $7,514,450) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $19.

What would SWORD ART ONLINE Alicization Lycoris earn on Epic Games Store instead?

If SWORD ART ONLINE Alicization Lycoris generated the same gross revenue on the Epic Games Store, AQURIA Co., Ltd. would keep approximately $3,426,358 - that's $796,300 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $330,867. 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 $2,630,057.

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 SWORD ART ONLINE Alicization Lycoris?

According to SteamSpy data, players spend an average of 31 hours in SWORD ART ONLINE Alicization Lycoris, with a median playtime of 9.3 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.