RVX
1 developed. Active 2016.
The hit rate is the number that separates a studio which understands its audience from one buying lottery tickets — total revenue mostly says how long a studio has existed. Both are estimates; see how they are calculated.
Get an email when RVX releases something new.
Revenue over time
Estimated gross revenue accumulated across the whole catalogue, month by month. It climbs where a release finds buyers and flattens where a catalogue only coasts. The last point is the same figure as in the box above — gross, before Steam's cut, VAT and refunds. How this is estimated.
Developed
| Image | Name | Price | Tags | Reviews ▾ | Positive | Released | Revenue (estimated) |
|---|---|---|---|---|---|---|---|
|
EVEREST VR Steam |
$9.99 | Simulation VR Atmospheric Indie First-Person | 315 | 51% | Tue, Aug 02, 2016 | $200k $200k – $252k |