Totally Accurate Battle Simulator Steam key art
Totally Accurate Battle Simulator cover art

Steam revenue analysis

Totally Accurate Battle Simulator Steam Revenue & Sales Estimates

Landfall

$54.6MEst. Gross Revenue

4,078,290 estimated sales, 98% positive reviews, and $40,686,642.48 potentially retained by the developer after Steam's platform fees.

Indie98% Positive$19.99

Revenue Overview

$54.6M

Gross Revenue

$40.7M

Developer Revenue

4,078,290

Est. Copies Sold

$10.9M

Revenue / Year (avg. 5 yr)

$36.4MLow estimate
$54.6MBest estimate
$109.2MHigh estimate

How the revenue splits

Gross Revenue
$54,608,303
Steam Platform Fee(25.5%)
−$13,921,661
Developer Revenue
$40,686,642

Developer vs. Steam

Developer: 74.5%($40,686,642)Steam: 25.5%($13,921,661)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$10,000,000
Tier 3 ($50M+) (20%)$921,661

More context in the Steam game revenue hub or in the Steam revenue calculator.

How we estimate this

98%positive
135,943Total Reviews
133,224positive (98%)
2,719negative (2%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    135,943 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 Totally Accurate Battle Simulator, 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 $13 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 25.5%. That turns an estimated $54,608,303 in gross revenue into roughly $40,686,642 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$13.39

List price $19.99

Boxleiter multiplier

×30

Range ×20–×60

Effective Steam fee

25.5%

Tiered 30 / 25 / 20%

Revenue estimates for Totally Accurate Battle Simulator 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 $13 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: $54,608,303

To developer

$40,686,642

To developer: 74.5%

$40,686,642

Platform fee: 25.5%

$13,921,661

Epic Games Store

Gross revenue baseline: $54,608,303

To developer

$48,175,307

To developer: 88.2%

$48,175,307

Platform fee: 11.8%

$6,432,996

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.8%.

GOG

Gross revenue baseline: $54,608,303

To developer

$38,225,812

To developer: 70.0%

$38,225,812

Platform fee: 30.0%

$16,382,491

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

Genre Market Position

Top 15% by revenue in Indie
15%

Top 15% of Indie games

by estimated revenue

0%◆ Median100%

59

Top Games Tracked

$7.6M

Median (tracked top games)

$27.4M

Mean (tracked top games)

Totally Accurate Battle Simulator ranks in the top 15% of 59 tracked indie top-sellers, with estimated revenue 7× this group's median.

Baseline: HelpfulCalculator's curated set of top-grossing Steam games, not the entire Steam catalog. Niche genres may have small samples.

Playtime & Engagement

19.8h avg4.7h median

19.8h

Average Playtime

4.7h

Median Playtime

2.5h

Recent Activity (2 Weeks)

A median playtime of 4.7h and average of 19.8h suggest a dedicated core community playing this indie game well beyond the typical player.

Current Activity13% still active

Game Details

Dataset updated: April 18, 2026

DeveloperLandfall
PublisherLandfall
Release DateMarch 31, 2021
Years on Market5 years
Current Price$19.99
Calibrated Avg. Selling Price$13.39
GenreIndie
Peak Players1,299
SteamSpy Owners2,000,000 .. 5,000,000

Features

Single-playerMulti-playerPvPOnline PvPSteam AchievementsPartial Controller SupportRemote Play on PhoneRemote Play on TabletRemote Play TogetherFamily Sharing

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Frequently Asked Questions

How much has Totally Accurate Battle Simulator earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Totally Accurate Battle Simulator's total gross revenue on Steam at approximately $54,608,303.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $36,405,535
  • Calibrated midpoint (x30): $54,608,303
  • Optimistic estimate (x60): $109,216,606

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

How many copies has Totally Accurate Battle Simulator sold on Steam?

With 135,943 Steam reviews and a 98% positive rating, we estimate Totally Accurate Battle Simulator has sold between 2,718,860 and 8,156,580 copies, with a best estimate of 4,078,290.

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 Landfall earn from Totally Accurate Battle Simulator?

After Steam's tiered platform fee of effectively 25.5%, Landfall keeps an estimated $40,686,642 from Totally Accurate Battle Simulator's gross revenue of $54,608,303.

Here's the breakdown:

  • Gross Revenue: $54,608,303
  • Steam's Fee (25.5%): -$13,921,661
  • Developer Revenue: $40,686,642

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

What percentage does Steam take from Totally Accurate Battle Simulator?

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 Totally Accurate Battle Simulator, with an estimated gross revenue of $54,608,303, this results in an effective rate of 25.5%. Steam keeps approximately $13,921,661 and Landfall receives $40,686,642.

How accurate are these revenue estimates for Totally Accurate Battle Simulator?

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 ($36,405,535 to $109,216,606) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x30) and a calibrated ASP of $13.

What would Totally Accurate Battle Simulator earn on Epic Games Store instead?

If Totally Accurate Battle Simulator generated the same gross revenue on the Epic Games Store, Landfall would keep approximately $48,175,307 - that's $7,488,664 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $6,432,996. 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 $38,225,812.

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 Totally Accurate Battle Simulator?

According to SteamSpy data, players spend an average of 19.8 hours in Totally Accurate Battle Simulator, 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.