Fallout New Vegas: Old World Blues

Fallout New Vegas: Old World Blues

AppID: 72750
Publisher: Bethesda Softworks
Jul 18, 2011

Current Price

$4.99

Estimated Owners

89.0K

Total Reviews

2.5K

Net Revenue

$160,106

Overview

Revenue Breakdown

Gross Revenue (Est.)$444,310
Regional Pricing (15%)-$66,646
Discounts (25%)-$94,416
Est. Refunds (5%)-$14,162
Steam Fee (30%)-$80,726
VAT & Taxes (15%)-$28,254
Net Revenue (Est.)$160,106

Revenue estimates use the Boxleiter Method with a confidence score of 75/10. Actual revenue may vary significantly.

Frequently Asked Questions

How much revenue has Fallout New Vegas: Old World Blues generated?

Since its release, Fallout New Vegas: Old World Blues is estimated to have generated approximately $444,310 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 $160,106.

How many copies has Fallout New Vegas: Old World Blues sold?

We estimate Fallout New Vegas: Old World Blues has sold approximately 89.0K copies worldwide on Steam as of Nov 22, 2025. This translates to an estimated revenue of $444,310 in gross revenue.

What game engine does Fallout New Vegas: Old World Blues use?

Fallout New Vegas: Old World Blues was developed using the Gamebryo Engine (Modified) game engine.

How much did it cost to develop Fallout New Vegas: Old World Blues?

The estimated development cost for Fallout New Vegas: Old World Blues was around Unknown to develop. This budget covered everything from art and design to programming and marketing.

How many developers worked on Fallout New Vegas: Old World Blues?

The development team size for Fallout New Vegas: Old World Blues varied throughout development:

  • Unknown specific team size for the DLC, but the main game development team at Obsidian Entertainment was around 150-200 people. - Development Period (2009-2010)
  • Old World Blues was developed as a DLC by Obsidian Entertainment. Specific team size for DLC development is not publicly disclosed, but it would have been a subset of the main studio staff. - Post-Release Modding/Support

Review Statistics

Overall Rating Very Positive
86% Positive 14% Negative

Positive

2.2K

Negative

349

Game Information

Game Engine

Gamebryo Engine (Modified)

Genres

Production Cost

Fallout: New Vegas - Old World Blues (2012)

Unknown

Team Size

Development Period (2009-2010)

Unknown specific team size for the DLC, but the main game development team at Obsidian Entertainment was around 150-200 people.

Post-Release Modding/Support

Old World Blues was developed as a DLC by Obsidian Entertainment. Specific team size for DLC development is not publicly disclosed, but it would have been a subset of the main studio staff.

Last updated: Nov 22, 2025

Detailed Revenue Analysis

Calculation Breakdown

Total Reviews 2.5K
Boxleiter Multiplier × 35
Estimated Owners 89.0K
Average Price $4.99
Gross Revenue $444,310

Deductions Applied

Regional Pricing (15%) -$66,646
Discounts (25%) -$94,416
Estimated Refunds (5%) -$14,162
Steam Platform Fee (30%) -$80,726
VAT & Taxes (15%) -$28,254
Net Revenue $160,106

Review Analysis

Review Distribution

Positive Reviews 2.2K (86%)
Negative Reviews 349 (14%)

Review Metrics

Total Reviews 2.5K
Review Score Very Positive
Positive Ratio 86%

Game Details

Full Name

Fallout New Vegas: Old World Blues

Steam App ID

72750

Type

Game

Developers

Obsidian Entertainment

Publishers

Bethesda Softworks

Release Date

Jul 18, 2011

Additional Details

Game Engine

Gamebryo Engine (Modified)

Genres

Official Website

Visit Official Site

Age Ratings

ESRB m
PEGI 18

Production Cost

Fallout: New Vegas - Old World Blues (2012)

Unknown

Team Size

Development Period (2009-2010)

Unknown specific team size for the DLC, but the main game development team at Obsidian Entertainment was around 150-200 people.

Post-Release Modding/Support

Old World Blues was developed as a DLC by Obsidian Entertainment. Specific team size for DLC development is not publicly disclosed, but it would have been a subset of the main studio staff.