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The Boxleiter method, tested on 36 games' real sales

Mike Dalton By Mike Dalton ·

A window with three star reviews and an arrow pointing to a dashboard card with a scatter chart, most dots on a rising trend line and two above it.

The Boxleiter method estimates how many copies a Steam game has sold by multiplying its review count by a fixed ratio. Steam doesn't publish sales, but it does publish reviews, and a fairly steady share of buyers leave one. For games released since 2020, the ratio most analysts use is about 30 copies per review.

We checked that number against 36 games whose developers or publishers reported their sales. For the seven games with a PC or Steam-only figure, the median was 29 copies per review.

Where the method comes from

The rule of thumb is named after Mike Boxleiter, an indie developer (one half of the studio Mikengreg). Jake Birkett of Grey Alien Games wrote it up in 2015 in How to estimate how many sales a Steam game has made, crediting the idea to Boxleiter, and suggested a ratio of 30 to 100 sales per review.

The ratio has dropped since then:

Year Source Ratio
2015 Jake Birkett 30 to 100, with 70 in the middle
2018 Jake Birkett, Using Steam reviews to estimate sales Median 77 for premium indie games, 64 without 2014 launches
2020 GameDiscoverCo, the NB number Median 58 across 237 games reported by their developers
2021 VG Insights, How to estimate Steam video game sales in 2021 About 30 for games released in 2020 or later (20 to 55), over 70 for games from before 2014
2022 GameDiscoverCo Medians from 20 (under 1,000 copies) to 59 (50,000 to 100,000 copies) for 2020 to 2022 releases

GameDiscoverCo found that Steam's October 2019 change to how it prompts players for reviews lowered the ratio for newer games, which is one reason the older numbers run high.

How we tested it

We collected 36 Steam games with an officially reported sales figure and a source for each, and divided each figure by the game's Steam review count on November 3, 2026. The sources are listed on each game's page under Steam sales estimates.

Two things make the raw numbers misleading, so we split them:

  • Platform. Most reported figures count every platform, but reviews only come from Steam. A game that sells well on consoles shows a ratio that is too high.
  • Age of the figure. Reviews keep coming in after a sales figure is announced, so dividing an old figure by today's review count gives a ratio that is too low.

Four figures were left out: GTA V and Red Dead Redemption 2 report units shipped to stores rather than sold to players, Lies of P counts base game and DLC sales together, and Sons of the Forest's 2 million covers only its first 24 hours.

Games with a PC or Steam-only figure

Game Reported copies Scope Reported Steam reviews Copies per review
Manor Lords 3 million PC, all stores February 2025 78,104 38
Palworld 15 million Steam February 2024 417,110 36
Terraria 39.6 million PC May 2026 1,248,696 32
Stardew Valley 26 million PC December 2024 902,377 29
Satisfactory 5.5 million PC February 2024 236,911 23
Factorio 3.5 million Mostly PC January 2023 197,002 18
PEAK 5 million Steam (only store) July 2025 310,621 16

The median is 29 and the range is 16 to 38. The three lowest ratios belong to the oldest figures relative to the game's life: PEAK's 5 million came a month after launch, and Satisfactory's and Factorio's came before their big updates brought in another wave of players and reviews. Their ratios on the day each figure was announced were higher.

Terraria's figure is the most recent, from May 2026, and gives 32. A ratio of about 30 holds up for these games, and the Steam revenue calculator uses 30 as its typical case, with 20 and 50 as the low and high cases.

Why all-platform figures overstate the ratio

Stardew Valley and Terraria report both a PC figure and an all-platform total, which shows how much consoles and mobile change the result:

Game PC copies per review All-platform copies per review
Stardew Valley 29 45
Terraria 32 56

The other 27 games only report an all-platform total (or don't say). Their median is 41 copies per review, and the highest ratios belong to games that sell mostly on consoles:

Game Reported copies Steam reviews Copies per review
It Takes Two 30 million 220,704 136
Split Fiction 7 million 79,503 88
The Witcher 3 65 million 850,951 76
Dave the Diver 10 million 144,365 69
Dead Cells 10 million 157,257 64
Monster Hunter Wilds 11.8 million 203,696 58
Terraria 70 million 1,248,696 56
ARC Raiders 16.3 million 308,127 53
Crimson Desert 6 million 117,691 51
Stardew Valley 41 million 902,377 45
Cyberpunk 2077 40 million 905,422 44
Phasmophobia 30 million 686,321 44
Clair Obscur: Expedition 33 8 million 183,794 44
Kingdom Come: Deliverance II 6 million 147,609 41
Cult of the Lamb 4.5 million 113,312 40
Sekiro 10 million 261,613 38
Elden Ring 30 million 834,970 36
Subnautica 2 4 million 118,604 34
Balatro 5 million 162,417 31
Hollow Knight 15 million 507,679 30
Deep Rock Galactic 8 million 304,195 26
Valheim 12 million 476,354 25
Battlefield 6 7 million 301,744 23
Hollow Knight: Silksong 7 million 390,647 18
Helldivers 2 12 million 849,700 14
Rust 16 million 1,177,477 14
Black Myth: Wukong 10 million 883,158 11

The lowest ratios here are launch-week or launch-month figures (Black Myth: Wukong after three days, Battlefield 6 after three days, Helldivers 2 after three months), or figures from years ago, divided by today's much larger review counts. When you compare your game to one of these, check what the figure counts and when it was announced.

Using the ratio for your own estimates

  • Start at 30 for a game released since 2020, and treat 20 and 50 as the realistic range.
  • Go lower for very small games: GameDiscoverCo's 2022 data puts games under 1,000 copies at a median of 20.
  • Go higher for older games (VG Insights puts games from before 2014 above 70) and for an all-platform comparison, since console players never leave a Steam review.
  • Don't compare to figures that count units shipped to stores, DLC, or subscription players.

To run the numbers for any game, paste its Steam store link into the Steam revenue calculator, which also takes off discounts, refunds, taxes, and Steam's cut. Once your own game is out, Game Stats AI reports your real players, retention, and revenue, so you no longer need an estimate.

Frequently asked questions

What is the Boxleiter method?

It estimates a Steam game's sales by multiplying its review count by a ratio of copies per review. It is named after indie developer Mike Boxleiter, and Jake Birkett first wrote it up in 2015.

What ratio should I use for a Steam game?

About 30 copies per review for a game released since 2020, with 20 to 50 as the usual range. In our check of games with PC or Steam-only sales figures, the median was 29.

Why has the ratio gone down since 2015?

Write-ups from 2015 to 2020 put the median between 58 and 77 copies per review. Steam changed how it prompts players for reviews in October 2019, and analyses of games released since 2020 land closer to 30.

How accurate is a review-based estimate?

It is a rough range, not a figure. Among the seven games we checked with PC or Steam-only figures, ratios ran from 16 to 38, so an estimate at 30 copies per review could be almost twice the real number or about a fifth below it.

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