X-Plane 11 Steam key art
X-Plane 11 cover art

Steam revenue analysis

X-Plane 11 Steam Revenue & Sales Estimates

Laminar Research

$14.8MEst. Gross Revenue

529,676 estimated sales, 93% positive reviews, and $10,579,497.73 potentially retained by the developer after Steam's platform fees.

Action93% Positive$29.99

Revenue Overview

$14.8M

Gross Revenue

$10.6M

Developer Revenue

529,676

Est. Copies Sold

$14.8M

Revenue / Year (avg. 1 yr)

$10.6MLow estimate
$14.8MBest estimate
$31.7MHigh estimate

How the revenue splits

Gross Revenue
$14,772,664
Steam Platform Fee(28.4%)
−$4,193,166
Developer Revenue
$10,579,498

Developer vs. Steam

Developer: 71.6%($10,579,498)Steam: 28.4%($4,193,166)

Tiered Fee Structure

Tier 1 ($0–$10M) (30%)$3,000,000
Tier 2 ($10M–$50M) (25%)$1,193,166
Tier 3 ($50M+) (20%)

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

How we estimate this

93%positive
18,917Total Reviews
17,593positive (93%)
1,324negative (7%)

Step by step

  1. 1

    Capture Steam review volume as the primary demand signal

    18,917 reviews and a 93% 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 X-Plane 11, we use a midpoint multiplier of ×28 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 $30, we estimate a realized average sale price of $28 to account for discounting over time.

  4. 4

    Translate gross revenue into developer revenue

    We then apply Steam's effective fee rate of 28.4%. That turns an estimated $14,772,664 in gross revenue into roughly $10,579,498 retained by the developer.

Calibrated inputs for this game

Avg. sale price

$27.89

List price $29.99

Boxleiter multiplier

×28

Range ×20–×60

Effective Steam fee

28.4%

Tiered 30 / 25 / 20%

Revenue estimates for X-Plane 11 use the Boxleiter method with a broad range from x20 to x60. For the best estimate we use a calibrated midpoint of x28 and a calibrated average sale price of $28 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: $14,772,664

To developer

$10,579,498

To developer: 71.6%

$10,579,498

Platform fee: 28.4%

$4,193,166

Epic Games Store

Gross revenue baseline: $14,772,664

To developer

$13,119,944

To developer: 88.8%

$13,119,944

Platform fee: 11.2%

$1,652,720

Epic: 0% on the first $1M in annual per-app revenue, then 12%. Effective here: 11.2%.

GOG

Gross revenue baseline: $14,772,664

To developer

$10,340,865

To developer: 70.0%

$10,340,865

Platform fee: 30.0%

$4,431,799

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

Genre Market Position

Top 26% by revenue in Action
26%

Top 26% of Action games

by estimated revenue

0%◆ Median100%

2,141

Top Games Tracked

$6M

Median (tracked top games)

$20.8M

Mean (tracked top games)

X-Plane 11 ranks in the top 26% of 2141 tracked action top-sellers, with estimated revenue 2× 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

127.1h avg24.8h median

127.1h

Average Playtime

24.8h

Median Playtime

5.7h

Recent Activity (2 Weeks)

A median playtime of 24.8h and average of 127.1h suggest a dedicated core community playing this action game well beyond the typical player.

Current Activity4% still active

Game Details

Dataset updated: April 18, 2026

DeveloperLaminar Research
PublisherLaminar Research
Release Date
Years on Market1 year
Current Price$29.99
Calibrated Avg. Selling Price$27.89
GenreAction
Peak Players381
SteamSpy Owners1,000,000 .. 2,000,000

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Frequently Asked Questions

How much has X-Plane 11 earned on Steam?

Based on our analysis using the Boxleiter method, we estimate X-Plane 11's total gross revenue on Steam at approximately $14,772,664.

This estimate comes with a confidence range:

  • Conservative estimate (x20): $10,551,903
  • Calibrated midpoint (x28): $14,772,664
  • Optimistic estimate (x60): $31,655,708

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

How many copies has X-Plane 11 sold on Steam?

With 18,917 Steam reviews and a 93% positive rating, we estimate X-Plane 11 has sold between 378,340 and 1,135,020 copies, with a best estimate of 529,676.

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 x28 that adjusts for the title's age, price tier, genre, and review profile.

How much does Laminar Research earn from X-Plane 11?

After Steam's tiered platform fee of effectively 28.4%, Laminar Research keeps an estimated $10,579,498 from X-Plane 11's gross revenue of $14,772,664.

Here's the breakdown:

  • Gross Revenue: $14,772,664
  • Steam's Fee (28.4%): -$4,193,166
  • Developer Revenue: $10,579,498

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

What percentage does Steam take from X-Plane 11?

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 X-Plane 11, with an estimated gross revenue of $14,772,664, this results in an effective rate of 28.4%. Steam keeps approximately $4,193,166 and Laminar Research receives $10,579,498.

How accurate are these revenue estimates for X-Plane 11?

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 ($10,551,903 to $31,655,708) to reflect this uncertainty. For the best estimate we combine the Boxleiter range with a calibrated midpoint (x28) and a calibrated ASP of $28.

What would X-Plane 11 earn on Epic Games Store instead?

If X-Plane 11 generated the same gross revenue on the Epic Games Store, Laminar Research would keep approximately $13,119,944 - that's $2,540,446 more than on Steam.

At this revenue level, Epic's concrete platform fee would be $1,652,720. 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 $10,340,865.

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 X-Plane 11?

According to SteamSpy data, players spend an average of 127.1 hours in X-Plane 11, with a median playtime of 24.8 hours. The large gap between average and median suggests a dedicated core community playing well beyond the typical player.