Pillars of Eternity II: Deadfire
AppID: 560130Current Price
$39.99
Estimated Owners
670.6K
Total Reviews
19.2K
Net Revenue
$9,663,528
Revenue Breakdown
| Gross Revenue (Est.) | $26,817,294 |
| Regional Pricing (15%) | -$4,022,594 |
| Discounts (25%) | -$5,698,675 |
| Est. Refunds (5%) | -$854,801 |
| Steam Fee (30%) | -$4,872,367 |
| VAT & Taxes (15%) | -$1,705,328 |
| Net Revenue (Est.) | $9,663,528 |
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 Pillars of Eternity II: Deadfire generated?
Since its release, Pillars of Eternity II: Deadfire is estimated to have generated approximately $26,817,294 in gross revenue on Steam as of Aug 27, 2025. After accounting for platform fees, refunds, and regional pricing adjustments, the developer's estimated net revenue comes to around $9,663,528.
How many copies has Pillars of Eternity II: Deadfire sold?
We estimate Pillars of Eternity II: Deadfire has sold approximately 670.6K copies worldwide on Steam as of Aug 27, 2025. This translates to an estimated revenue of $26,817,294 in gross revenue.
What game engine does Pillars of Eternity II: Deadfire use?
Pillars of Eternity II: Deadfire was developed using the Unity 2017.4 game engine.
How much did it cost to develop Pillars of Eternity II: Deadfire?
The estimated development cost for Pillars of Eternity II: Deadfire was around $4.5 million to develop. This budget covered everything from art and design to programming and marketing.
How many developers worked on Pillars of Eternity II: Deadfire?
The development team size for Pillars of Eternity II: Deadfire varied throughout development:
- Approximately 80-100 developers - Development (2016-2018)
- Small team of 10-20 developers - Post-launch support (2018-2019)
Review Statistics
Positive
16.9K
Negative
2.3K
Game Information
Game Engine
Unity 2017.4
Genres
Production Cost
Pillars of Eternity II: Deadfire (2018)
$4.5 million
Team Size
Development (2016-2018)
Approximately 80-100 developers
Post-launch support (2018-2019)
Small team of 10-20 developers