Carrier Command: Gaea Mission

Carrier Command: Gaea Mission

AppID: 65740
Bohemia Interactive
Bohemia Interactive
Sep 28, 2012

Current Price

$32.99

Estimated Owners

40.4K

Total Reviews

1.2K

Net Revenue

$479,734

Revenue Breakdown

Gross Revenue (Est.)$1,331,311
Regional Pricing (15%)-$199,697
Discounts (25%)-$282,904
Est. Refunds (5%)-$42,436
Steam Fee (30%)-$241,883
VAT & Taxes (15%)-$84,659
Net Revenue (Est.)$479,734

Revenue estimates use the Boxleiter Method with a confidence score of 68/10. Actual revenue may vary significantly.

Frequently Asked Questions

How much revenue has Carrier Command: Gaea Mission generated?

Since its release, Carrier Command: Gaea Mission is estimated to have generated approximately $1,331,311 in gross revenue on Steam as of Nov 22, 2025. After accounting for platform fees, refunds, and regional pricing adjustments, the developer's estimated net revenue comes to around $479,734.

How many copies has Carrier Command: Gaea Mission sold?

We estimate Carrier Command: Gaea Mission has sold approximately 40.4K copies worldwide on Steam as of Nov 22, 2025. This translates to an estimated revenue of $1,331,311 in gross revenue.

What game engine does Carrier Command: Gaea Mission use?

Carrier Command: Gaea Mission was developed using the Unity 4.3 game engine.

How much did it cost to develop Carrier Command: Gaea Mission?

The estimated development cost for Carrier Command: Gaea Mission was around Unknown to develop. This budget covered everything from art and design to programming and marketing.

How many developers worked on Carrier Command: Gaea Mission?

Carrier Command: Gaea Mission was developed by a team of Small team, likely under 20 people (based on studio size at the time) 2011 - 2012 (Development/Release).

Review Statistics

Overall Rating Mixed
48% Positive 52% Negative

Positive

552

Negative

601

Game Information

Game Engine

Unity 4.3

Genres

ActionStrategy

Production Cost

Carrier Command: Gaea Mission (2011)

Unknown

Team Size

2011 - 2012 (Development/Release)

Small team, likely under 20 people (based on studio size at the time)

Last updated: Nov 22, 2025