Holdfast: Nations At War
AppID: 589290Current Price
$15.99
Estimated Owners
913.1K
Total Reviews
26.1K
Net Revenue
$5,261,521
Revenue Breakdown
| Gross Revenue (Est.) | $14,601,269 |
| Regional Pricing (15%) | -$2,190,190 |
| Discounts (25%) | -$3,102,770 |
| Est. Refunds (5%) | -$465,415 |
| Steam Fee (30%) | -$2,652,868 |
| VAT & Taxes (15%) | -$928,504 |
| Net Revenue (Est.) | $5,261,521 |
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 Holdfast: Nations At War generated?
Since its release, Holdfast: Nations At War is estimated to have generated approximately $14,601,269 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 $5,261,521.
How many copies has Holdfast: Nations At War sold?
We estimate Holdfast: Nations At War has sold approximately 913.1K copies worldwide on Steam as of Aug 26, 2025. This translates to an estimated revenue of $14,601,269 in gross revenue.
What game engine does Holdfast: Nations At War use?
Holdfast: Nations At War was developed using the Unity 2018.2 game engine.
How much did it cost to develop Holdfast: Nations At War?
The estimated development cost for Holdfast: Nations At War was around $500,000 - $1,000,000 to develop. This budget covered everything from art and design to programming and marketing.
How many developers worked on Holdfast: Nations At War?
The development team size for Holdfast: Nations At War varied throughout development:
- Small indie team (likely 5-10 people) - 2016 (Initial Development)
- Small core team with contractors (estimated 10-15 people) - 2020 (Post-launch Support)
- Small dedicated team (estimated 10-20 people) - 2024 (Current Development)
Review Statistics
Positive
23.4K
Negative
2.6K
Game Information
Game Engine
Unity 2018.2
Genres
Production Cost
Holdfast: Nations At War (2017-2019)
$500,000 - $1,000,000
Team Size
2016 (Initial Development)
Small indie team (likely 5-10 people)
2020 (Post-launch Support)
Small core team with contractors (estimated 10-15 people)
2024 (Current Development)
Small dedicated team (estimated 10-20 people)