No revenue estimate for XBOX — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $1.6M — a different platform, not this one.
I can see the signs in my sleep now, always guiding me closer. Will this really work? Have we almost achieved the impossible?
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Stats
Sums Steam only; Xbox, PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
XboxYou are here | $19.99 | 2.5Kratings | 90% | — | not modelled |
| $19.99 | 5.2Kreviews | 97% | — | $1.6M | |
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
| $19.99 |
| 2.8Kratings |
| 87% |
| — |
| not modelled |
| $4.99−75% | 106ratings | 90% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 1.2K | 84% | $24.99 | |
| — | 16 | 92% | $14.99 | |
| — | 8 | 88% | $19.99 | |
| — | 153 | 56% | $14.99 | |
| — | 674 | 74% | $9.99 | |
| — | 653 | 72% | $3.74 |