The Room Two Steam key art
The Room Two cover art

Steam revenue analysis

The Room Two Steam Revenue & Sales Estimates

Fireproof Games

$2.7MEst. Gross Revenue

597,840 estimated sales, 98% positive reviews, and $1,899,935.52 potentially retained by the developer after Steam's platform fees.

Action98% Positive$4.99

Revenue Overview

$2.7M

Gross Revenue

$1.9M

Developer Revenue

597,840

Est. Copies Sold

$2.7M

Revenue / Year (avg. 1 yr)

$1.8MLow estimate
$2.7MBest estimate
$5.4MHigh estimate

How the revenue splits

Gross Revenue
$2,714,194
Steam Platform Fee(30.0%)
−$814,258
Developer Revenue
$1,899,936

Developer vs. Steam

Developer: 70.0%($1,899,936)Steam: 30.0%($814,258)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$814,258
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

98%positive
19,928Total Reviews
19,529positive (98%)
399negative (2%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    19,928 reviews and a 98% 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 The Room Two, 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 $5, we estimate a realized average sale price of $5 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 $2,714,194 in gross revenue into roughly $1,899,936 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$4.54

List price $4.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for The Room Two 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 $5 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: $2,714,194

To developer

$1,899,936

To developer: 70.0%

$1,899,936

Platform fee: 30.0%

$814,258

Epic Games Store

Gross revenue baseline: $2,714,194

To developer

$2,508,490

To developer: 92.4%

$2,508,490

Platform fee: 7.6%

$205,703

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 7.6%.

GOG

Gross revenue baseline: $2,714,194

To developer

$1,899,936

To developer: 70.0%

$1,899,936

Platform fee: 30.0%

$814,258

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

Genre Market Position

Top 78% by revenue in Action
78%

Top 78% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

The Room Two ranks in the top 78% 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

4.2h avg3h median

4.2h

Average Playtime

3h

Median Playtime

The Room Two keeps players engaged for an average of 4.2 hours – solid engagement for a action game.

Game Details

Dataset updated: April 18, 2026

DeveloperFireproof Games
PublisherFireproof Games
Release Date
Years on Market1 year
Current Price$4.99
Calibrated Avg. Selling Price$4.54
GenreAction
Peak Players30
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has The Room Two earned on Steam?

Based on our analysis using the Boxleiter method, we estimate The Room Two's total gross revenue on Steam at approximately $2,714,194.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $1,809,462
  • Calibrated midpoint (x30): $2,714,194
  • Optimistic estimate (x60): $5,428,387

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

How many copies has The Room Two sold on Steam?

With 19,928 Steam reviews and a 98% positive rating, we estimate The Room Two has sold between 398,560 and 1,195,680 copies, with a best estimate of 597,840.

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 Fireproof Games earn from The Room Two?

After Steam's tiered platform fee of effectively 30.0%, Fireproof Games keeps an estimated $1,899,936 from The Room Two's gross revenue of $2,714,194.

Here's the breakdown:

  • Gross Revenue: $2,714,194
  • Steam's Fee (30.0%): -$814,258
  • Developer Revenue: $1,899,936

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

What percentage does Steam take from The Room Two?

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 The Room Two, with an estimated gross revenue of $2,714,194, this results in an effective rate of 30.0%. Steam keeps approximately $814,258 and Fireproof Games receives $1,899,936.

How accurate are these revenue estimates for The Room Two?

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 ($1,809,462 to $5,428,387) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $5.

What would The Room Two earn on Epic Games Store instead?

If The Room Two generated the same gross revenue on the Epic Games Store, Fireproof Games would keep approximately $2,508,490 - that's $608,555 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $205,703. 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 $1,899,936.

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 The Room Two?

According to SteamSpy data, players spend an average of 4.2 hours in The Room Two, with a median playtime of 3 hours. This indicates solid player engagement.