Conan Exiles

Conan Exiles

AppID: 440900
Funcom
Funcom
May 8, 2018

Current Price

$39.99

Estimated Owners

3.8M

Total Reviews

108.5K

Net Revenue

$54,719,980

Revenue Breakdown

Gross Revenue (Est.)$151,853,627
Regional Pricing (15%)-$22,778,044
Discounts (25%)-$32,268,896
Est. Refunds (5%)-$4,840,334
Steam Fee (30%)-$27,589,906
VAT & Taxes (15%)-$9,656,467
Net Revenue (Est.)$54,719,980

Revenue estimates use the Boxleiter Method with a confidence score of 95/10. Actual revenue may vary significantly.

Frequently Asked Questions

How much revenue has Conan Exiles generated?

Since its release, Conan Exiles is estimated to have generated approximately $151,853,627 in gross revenue on Steam as of Aug 26, 2025. After accounting for platform fees, refunds, and regional pricing adjustments, the developer's estimated net revenue comes to around $54,719,980.

How many copies has Conan Exiles sold?

We estimate Conan Exiles has sold approximately 3.8M copies worldwide on Steam as of Aug 26, 2025. This translates to an estimated revenue of $151,853,627 in gross revenue.

What game engine does Conan Exiles use?

Conan Exiles was developed using the Unreal Engine 4 game engine.

How much did it cost to develop Conan Exiles?

The estimated development cost for Conan Exiles was around $4.5 million to develop. This budget covered everything from art and design to programming and marketing.

How many developers worked on Conan Exiles?

The development team size for Conan Exiles varied throughout development:

  • Around 20-30 developers - Early Development (2016)
  • Approximately 40 developers - Launch (2017)
  • 25-35 developers - Post-Launch Support (2018-2020)
  • 30-40 developers - 2022 Expansion (Age of Sorcery)
  • 25-35 developers - 2023-2024 Ongoing Development

Review Statistics

Overall Rating Mostly Positive
79% Positive 21% Negative

Positive

85.5K

Negative

23.0K

Game Information

Game Engine

Unreal Engine 4

Genres

ActionAdventureMassively MultiplayerRPGSimulationStrategy

Production Cost

Conan Exiles (2017)

$4.5 million

Team Size

Early Development (2016)

Around 20-30 developers

Launch (2017)

Approximately 40 developers

Post-Launch Support (2018-2020)

25-35 developers

2022 Expansion (Age of Sorcery)

30-40 developers

2023-2024 Ongoing Development

25-35 developers

Last updated: Aug 26, 2025