ULTRAKILL Steam key art
ULTRAKILL cover art

Steam revenue analysis

ULTRAKILL Steam Revenue & Sales Estimates

Arsi "Hakita" Patala · New Blood Interactive

$79.9MEst. Gross Revenue

4,922,779 estimated sales, 98% positive reviews, and $60,956,744.77 potentially retained by the developer after Steam's platform fees.

Action98% Positive$24.99

Revenue Overview

$79.9M

Gross Revenue

$61M

Developer Revenue

4,922,779

Est. Copies Sold

$13.3M

Revenue / Year (avg. 6 yr)

$55.1MLow estimate
$79.9MBest estimate
$165.4MHigh estimate

How the revenue splits

Gross Revenue
$79,945,931
Steam Platform Fee(23.8%)
−$18,989,186
Developer Revenue
$60,956,745

Developer vs. Steam

Developer: 76.3%($60,956,745)Steam: 23.8%($18,989,186)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$10,000,000
Tier 3 ($50M+) (20%)$5,989,186

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

How we estimate this

98%positive
169,751Total Reviews
166,356positive (98%)
3,395negative (2%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    169,751 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 ULTRAKILL, 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 $25, we estimate a realized average sale price of $16 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 23.8%. That turns an estimated $79,945,931 in gross revenue into roughly $60,956,745 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$16.24

List price $24.99

Boxleiter multiplier

×29

Range ×20–×60

Effective Steam fee

23.8%

Tiered 30 / 25 / 20%

Revenue estimates for ULTRAKILL 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 $16 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: $79,945,931

To developer

$60,956,745

To developer: 76.2%

$60,956,745

Platform fee: 23.8%

$18,989,186

Epic Games Store

Gross revenue baseline: $79,945,931

To developer

$70,472,419

To developer: 88.2%

$70,472,419

Platform fee: 11.8%

$9,473,512

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

GOG

Gross revenue baseline: $79,945,931

To developer

$55,962,152

To developer: 70.0%

$55,962,152

Platform fee: 30.0%

$23,983,779

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

Genre Market Position

Top 5% by revenue in Action
5%

Top 5% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

ULTRAKILL ranks in the top 5% of 2141 tracked action top-sellers, with estimated revenue 13× 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

31h avg7.8h median

31h

Average Playtime

7.8h

Median Playtime

4.3h

Recent Activity (2 Weeks)

A median playtime of 7.8h and average of 31h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity14% still active

Game Details

Dataset updated: April 18, 2026

DeveloperArsi "Hakita" Patala
PublisherNew Blood Interactive
Release DateSeptember 2, 2020
Years on Market6 years
Current Price$24.99
Calibrated Avg. Selling Price$16.24
GenreAction
Peak Players3,122
SteamSpy Owners5,000,000 .. 10,000,000

Features

Single-playerFull controller supportSteam CloudFamily Sharing

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Frequently Asked Questions

How much has ULTRAKILL earned on Steam?

Based on our analysis using the Boxleiter method, we estimate ULTRAKILL's total gross revenue on Steam at approximately $79,945,931.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $55,135,125
  • Calibrated midpoint (x29): $79,945,931
  • Optimistic estimate (x60): $165,405,374

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

How many copies has ULTRAKILL sold on Steam?

With 169,751 Steam reviews and a 98% positive rating, we estimate ULTRAKILL has sold between 3,395,020 and 10,185,060 copies, with a best estimate of 4,922,779.

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 Arsi "Hakita" Patala earn from ULTRAKILL?

After Steam's tiered platform fee of effectively 23.8%, Arsi "Hakita" Patala keeps an estimated $60,956,745 from ULTRAKILL's gross revenue of $79,945,931.

Here's the breakdown:

  • Gross Revenue: $79,945,931
  • Steam's Fee (23.8%): -$18,989,186
  • Developer Revenue: $60,956,745

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

What percentage does Steam take from ULTRAKILL?

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 ULTRAKILL, with an estimated gross revenue of $79,945,931, this results in an effective rate of 23.8%. Steam keeps approximately $18,989,186 and Arsi "Hakita" Patala receives $60,956,745.

How accurate are these revenue estimates for ULTRAKILL?

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 ($55,135,125 to $165,405,374) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x29) and a calibrated ASP of $16.

What would ULTRAKILL earn on Epic Games Store instead?

If ULTRAKILL generated the same gross revenue on the Epic Games Store, Arsi "Hakita" Patala would keep approximately $70,472,419 - that's $9,515,674 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $9,473,512. 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 $55,962,152.

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 ULTRAKILL?

According to SteamSpy data, players spend an average of 31 hours in ULTRAKILL, with a median playtime of 7.8 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.