Train Sim World® 2 Steam key art
Train Sim World® 2 cover art

Steam revenue analysis

Train Sim World® 2 Steam Revenue & Sales Estimates

Dovetail Games · Dovetail Games - TSW

$3.8MEst. Gross Revenue

277,508 estimated sales, 81% positive reviews, and $2,678,784.72 potentially retained by the developer after Steam's platform fees.

Simulation81% Positive$19.99

Revenue Overview

$3.8M

Gross Revenue

$2.7M

Developer Revenue

277,508

Est. Copies Sold

$637.8K

Revenue / Year (avg. 6 yr)

$2.3MLow estimate
$3.8MBest estimate
$6.8MHigh estimate

How the revenue splits

Gross Revenue
$3,826,835
Steam Platform Fee(30.0%)
−$1,148,051
Developer Revenue
$2,678,785

Developer vs. Steam

Developer: 70.0%($2,678,785)Steam: 30.0%($1,148,051)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$1,148,051
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

81%positive
8,162Total Reviews
6,611positive (81%)
1,551negative (19%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    8,162 reviews and a 81% 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 Train Sim World® 2, we use a midpoint multiplier of ×34 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 $14 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 $3,826,835 in gross revenue into roughly $2,678,785 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$13.79

List price $19.99

Boxleiter multiplier

×34

Range ×20–×60

Effective Steam fee

30.0%

Tiered 30 / 25 / 20%

Revenue estimates for Train Sim World® 2 use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x34 and a calibrated average sale price of $14 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: $3,826,835

To developer

$2,678,785

To developer: 70.0%

$2,678,785

Platform fee: 30.0%

$1,148,051

Epic Games Store

Gross revenue baseline: $3,826,835

To developer

$3,487,615

To developer: 91.1%

$3,487,615

Platform fee: 8.9%

$339,220

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 8.9%.

GOG

Gross revenue baseline: $3,826,835

To developer

$2,678,785

To developer: 70.0%

$2,678,785

Platform fee: 30.0%

$1,148,051

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

Genre Market Position

Top 82% by revenue in Simulation
82%

Top 82% of Simulation games

by estimated revenue

0%◆ Median100%

40

Top Games Tracked

$17.6M

Median (tracked top games)

$45.4M

Mean (tracked top games)

Train Sim World® 2 ranks in the top 82% of 40 tracked simulation 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

57.6h avg18.4h median

57.6h

Average Playtime

18.4h

Median Playtime

A median playtime of 18.4h and average of 57.6h suggest a dedicated core community playing this simulation game well beyond the typical player.

Game Details

Dataset updated: April 18, 2026

DeveloperDovetail Games
PublisherDovetail Games - TSW
Release DateAugust 19, 2020
Years on Market6 years
Current Price$19.99
Calibrated Avg. Selling Price$13.79
GenreSimulation
Peak Players36
SteamSpy Owners500,000 .. 1,000,000

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Frequently Asked Questions

How much has Train Sim World® 2 earned on Steam?

Based on our analysis using the Boxleiter method, we estimate Train Sim World® 2's total gross revenue on Steam at approximately $3,826,835.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $2,251,080
  • Calibrated midpoint (x34): $3,826,835
  • Optimistic estimate (x60): $6,753,239

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

How many copies has Train Sim World® 2 sold on Steam?

With 8,162 Steam reviews and a 81% positive rating, we estimate Train Sim World® 2 has sold between 163,240 and 489,720 copies, with a best estimate of 277,508.

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 x34 that adjusts for the title's age, price tier, genre, and review profile.

How much does Dovetail Games earn from Train Sim World® 2?

After Steam's tiered platform fee of effectively 30.0%, Dovetail Games keeps an estimated $2,678,785 from Train Sim World® 2's gross revenue of $3,826,835.

Here's the breakdown:

  • Gross Revenue: $3,826,835
  • Steam's Fee (30.0%): -$1,148,051
  • Developer Revenue: $2,678,785

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

What percentage does Steam take from Train Sim World® 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 Train Sim World® 2, with an estimated gross revenue of $3,826,835, this results in an effective rate of 30.0%. Steam keeps approximately $1,148,051 and Dovetail Games receives $2,678,785.

How accurate are these revenue estimates for Train Sim World® 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 ($2,251,080 to $6,753,239) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x34) and a calibrated ASP of $14.

What would Train Sim World® 2 earn on Epic Games Store instead?

If Train Sim World® 2 generated the same gross revenue on the Epic Games Store, Dovetail Games would keep approximately $3,487,615 - that's $808,830 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $339,220. 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 $2,678,785.

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 Train Sim World® 2?

According to SteamSpy data, players spend an average of 57.6 hours in Train Sim World® 2, with a median playtime of 18.4 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.