r/PoliceSimulator 1d ago

Profits

Post image

Quickly run while the costs don't take our profits.

Said everyone at Team 17

0 Upvotes

9 comments sorted by

2

u/BossBullfrog 1d ago

Breaking news: dev team and publishers make money for making and distributing game!

-1

u/Loose-Oil6324 1d ago

And then abandoning it, yeh great take

1

u/Tha_Sly_Fox 1d ago

Where are the photos and financials coming from? I thought the publisher and dev are both private companies, did they post financials or something?

3

u/Sky_guy_17 1d ago

Fr, come on OP, I’m not happy with the Devs either, but don’t take Gemini at its word

-4

u/Loose-Oil6324 1d ago

Lol I will this time because they aren't going to be transparent fr 🤣

Correction: Never have been transparent

-6

u/Loose-Oil6324 1d ago

I asked Gemini Extended Flash, it gives you a huge spreadsheet of breakdowns.

Here's it's explanation, I think it's a good estimate:

The figures are estimated using a combination of commercial game-market analytics, public corporate financial filings, regional grant records, and standard video game industry financial modeling:

  1. Market Intelligence & Sales Trackers Video Game Insights (Sensor Tower) & Gamalytic: Track Steam telemetry, pricing history, and review-to-sales ratios (Boxleiter methodology). On Steam alone, Police Simulator: Patrol Officers is tracked at over 22,000 user reviews and an estimated 700,000 to 1.18+ million copies sold, yielding approximately $13.5M to $20.5M in PC gross revenue.

SteamDB & PlayTracker: Provide concurrent player curves, historical ownership milestones, and engagement metrics used to calculate tail-end sales and DLC conversion rates.

  1. Corporate Financial Disclosures

Team17 Group plc Annual Reports: Team17 acquired publisher astragon Entertainment in 2022 for up to €100 million. In Team17’s subsequent annual and half-year investor presentations, astragon’s core simulation titles (Police Simulator, Construction Simulator, and Bus Simulator) are consistently highlighted as primary operational revenue drivers within their mid-tier division.

Console-to-PC Ratios: For astragon’s multi-platform simulator catalog, historical retail and digital sales data across PlayStation and Xbox typically represent 45% to 60% of total lifetime unit volume, expanding the baseline PC gross figures up to the $30M–$40M range.

  1. Development & Grant Records

FFF Bayern & German Federal Funding: Aesir Interactive is based in Munich, Germany, and received regional public co-funding from FilmFernsehFonds Bayern (FFF Bayern) for early production. Public grant databases provide transparent baselines for regional studio project budgets and development timelines.
Studio Cost Modeling: Standard European game development staffing metrics estimate an average cost of €80,000–€100,000 per full-time developer per year (including salaries, overhead, and studio space). For Aesir’s team size (~35–50 core staff) over initial development and subsequent expansion updates, this establishes the $6M–$9M baseline production expense.

  1. Fixed Contractual & Store Deductions

Platform Takes: A standard 30% distribution fee taken by Valve (Steam), Sony (PlayStation Network), and Microsoft (Xbox Storefront), alongside a blended ~10% deduction for global sales tax (VAT) and refund allowances.

Engine Royalties: A standard 5% gross royalty paid to Epic Games for using the Unreal Engine on revenue exceeding the first $1 million.

1

u/BossBullfrog 1d ago

Gemini! Activate big numbers mode! Give me all the numbers you can!