Sins of a Solar Empire®: Rebellion
AppID: 204880Current Price
$19.99
Estimated Owners
562.9K
Total Reviews
16.1K
Net Revenue
$4,054,793
Revenue Breakdown
| Gross Revenue (Est.) | $11,252,471 |
| Regional Pricing (15%) | -$1,687,871 |
| Discounts (25%) | -$2,391,150 |
| Est. Refunds (5%) | -$358,673 |
| Steam Fee (30%) | -$2,044,433 |
| VAT & Taxes (15%) | -$715,552 |
| Net Revenue (Est.) | $4,054,793 |
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 Sins of a Solar Empire®: Rebellion generated?
Since its release, Sins of a Solar Empire®: Rebellion is estimated to have generated approximately $11,252,471 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 $4,054,793.
How many copies has Sins of a Solar Empire®: Rebellion sold?
We estimate Sins of a Solar Empire®: Rebellion has sold approximately 562.9K copies worldwide on Steam as of Aug 27, 2025. This translates to an estimated revenue of $11,252,471 in gross revenue.
What game engine does Sins of a Solar Empire®: Rebellion use?
Sins of a Solar Empire®: Rebellion was developed using the Iron Engine game engine.
How much did it cost to develop Sins of a Solar Empire®: Rebellion?
The estimated development cost for Sins of a Solar Empire®: Rebellion was around $2 million to develop. This budget covered everything from art and design to programming and marketing.
How many developers worked on Sins of a Solar Empire®: Rebellion?
The development team size for Sins of a Solar Empire®: Rebellion varied throughout development:
- Approximately 15–20 developers - 2012–2013
- Small team for updates and patches (5–10 developers) - Ongoing support (post-2013)
Review Statistics
Positive
15.0K
Negative
1.1K
Game Information
Game Engine
Iron Engine
Genres
Production Cost
Sins of a Solar Empire: Rebellion (2012)
$2 million
Team Size
2012–2013
Approximately 15–20 developers
Ongoing support (post-2013)
Small team for updates and patches (5–10 developers)